Captain "Harpoon" Cobra and the Splash Bros

By FisherSpassky, in X-Wing Squad Lists

After much deliberating, and Guns for Hire-based theory crafting, I'm going to put this on the table tonight. Both Kihraxz have some fluffy cards thrown on, just because the title makes them free (but Dampeners never hurt)

Biggest question – other than answering if Capt. J's ability procs enough to make this whole thing worthwhile – I have right now is: Would it make sense to ditch TLT and make room for either better bombs, or getting Engine + Autothrusters on Capt.?

Thoughts welcome. Results forthcoming:

Talonbane Cobra — Kihraxz Fighter 28
Push the Limit 3
Harpoon Missiles 4
Inertial Dampeners 1
Engine Upgrade 4
Autothrusters 2
Guidance Chips 0
Vaksai 0
Ship Total: 37
Captain Jostero — Kihraxz Fighter 24
Deadeye 1
Harpoon Missiles 4
Inertial Dampeners 1
Vectored Thrusters 2
Munitions Failsafe 1
Guidance Chips 0
Vaksai 0
Ship Total: 28
Karthakk Pirate — Scurrg H-6 Bomber 24
Twin Laser Turret 6
Bomblet Generator 3
Fire-Control System 2
Havoc 0
Ship Total: 35

12 hours ago, FisherSpassky said:

Would it make sense to ditch TLT and make room for either better bombs, or getting Engine + Autothrusters on Capt.?

I'd actually consider downgrading to a Cartel Spacer with a Mangler Cannon - something which can easily set off the Harpoon charges once they're lodged.

12 hours ago, FisherSpassky said:

Both Kihraxz have some fluffy cards thrown on, just because the title makes them free (but Dampeners never hurt)

If you can find the points, Scavenger Crane would be good. 1 point for at least 1 extra missile sounds like a good deal, especially if it causes a splash damage and free Jostero shot to boot.

I am absolutely loving all the Kihraxz squads these days, especially Jostero, and Harpoons!

My comments would be this:

On Cobra, however nice EU/Autos are, given you're gonna want GC, I'd use VT. Better for overall repositioning I think.

Expertise is just excellent on Jostero, what with your desire to fire multiple times. I think it's worth the extra challenge of picking a TL at low PS.

For a third ship, a Black Sun Ace in another K with Deadeye and Harpoons would be excellent. That allows all three to have GC, Scavenger Cranes, and room for more mods as you desire.

The initial testing went really well with this. A few takeaways:

- Like you guys, I wasn't 100% sure about needing Engine and Autothrusters, but with this list, and a second one featuring the new Kihraxz heavily, the combo proved invaluable on offense (especially with TBC) and defense. I'm a lot more likely to play with removing Vectored Thrusters than the EU/AT combo.

- Jostero proc'd twice in my first match – which was a quick one I took 100-0. That seems like a reasonable return on investment.

- I love the Pirate with TLT and Bomblette as fire support, here. He can fly with the Kihraxz, and even as someone who has never run bombs before, it was pretty easy to make good use of them.

- How to position at the start of the game, and turn 1, will both take a little time to figure out.