Discuss M12-L

By Wookiee_Slayer, in X-Wing

I have some questions about the M12-L Kimogila Heavy Fighter:

1- How to build? Fat, Super, Light, Generic, Ace? Tell me everything!

2- What to load it with? Missiles, Torps, Astromechs? Tell me more!

3- How to fly? Solo, Swarm, Duo, Hit'n Run? Keep telling!

4- Experiences? Good, Bad, Tournaments, Regionals? Don't stop telling!

5- What to field with it? Filler, Ace, Support, Interceptors, Kimogilas?

Ok, thats about it...

Question 4 is my most burning question.

Discuss :D

Edited by Wookiee_Slayer

Wait, is that the super ugly SWG scum ship that the GUNBOAT had to share wave 12 with?

7 minutes ago, Wookiee_Slayer said:

I have some questions about the M12-L Kimogila Heavy Fighter:

1- How to build? Fat, Super, Light, Generic, Ace? Tell me everything!

2- What to load it with? Missiles, Torps, Astromechs? Tell me more!

3- How to fly? Solo, Swarm, Duo, Hit'n Run? Keep telling!

4- Experiences? Good, Bad, Tournaments, Regionals? Don't stop telling!

5- What to field with it? Filler, Ace, Support, Interceptors, Kimogilas?

Ok, thats about it...

Question 4 is my most burning question.

Discuss :D

I kinda really like it. Its almost what would happen if the Tie-Bomber was a little bit more offensive and had a 1 hard red turn.

3 Bank or 3 Forward for a 4 dice Cruise then throw down a 4k-turn and pop Cybernetics.

Then probably blow something up right around the same time Torani blows up.

Torani Kulda — M12-L Kimogila Fighter 27
Veteran Instincts 1
Extra Munitions 2
Cruise Missiles 3
Unhinged Astromech 1
Contraband Cybernetics 1
Guidance Chips 0
Ship Total: 35

In actually games I find it works pretty well but it almost always gets shot at first and destroyed before the other 2 ships in my list.

Still...never leaves the game without having done serious damage.

3x Deadeye Executioners are probably the best way to get it to work competitively though.

Edited by Boom Owl

Just playing it today for the first time in a little tournament

Half and half : 100/0, 0/100, 100/23, 23/100 ;)

If only we could get that bullseye arc on to some other ships...

twin_ion_engine_variants_by_marcusstarki

37 minutes ago, impspy said:

If only we could get that bullseye arc on to some other ships...

twin_ion_engine_variants_by_marcusstarki

TIE Turbolaser... hmm... this reminds me of another ship...

tie_gunner_by_odanan-dc298a3.jpg

1 hour ago, impspy said:

If only we could get that bullseye arc on to some other ships...

Snip (a bunch of TIE series spacecraft)

This list needs to be expanded, it’s only covering about 30% of known TIEs (rough estimate).

the most egregious absence? tie_scout_ortho_by_unusualsuspex-d6v3nmt

The Scout needs to be in the game as a coordinate vessel for The Empire.

Flat out.

10 minutes ago, Captain Lackwit said:

The Scout needs to be in the game as a coordinate vessel for The Empire.

Flat out.

But wouldn't it get shredded in actual combat?

Just now, impspy said:

But wouldn't it get shredded in actual combat?

Wouldn't a modified Sheathipede?

1 minute ago, Captain Lackwit said:

Wouldn't a modified Sheathipede?

Fair enough; personally I just don't like the coordinate action or the TIE Scout.

I'm yet to get a Kimogila, but a lot of players in my LGS are starting to use them to good effect. I originally wrote them off as a Scum B-wing, but they have some nice tech makes them a little more efficient than a B-wing. Cheap but ace high seems to be trick. A lot are using Kulda, although I'm personally not a fan of Kulda's ability, so I think I'll be using Oberos when I get one.

I've been brainstorming a control list with Oberos and Asajj. I think Oberos with Enforcer, VI, Cybernetics, Unhinged, Chips and seasonal missiles (who am I kidding, harpoons) is what I'll test next to Venstress. His ability allows him to roll straight into a joust and do some decent damage with bullseye/harpoons. With enforcer, as long as you can get some good bullseye shots, Latts will have plenty of stress to trigger off, potentially keeping Asajj relatively untouched for the first few rounds. If I go easy on the illicits on the Lancer I might be able to fit an Ion cannon Heavy Scyk too.

I know the instinct to fly 3 as gunboats seems good, but Star-wings 'can really move', whereas these can't. I think some control tech in your list will keep it alive a bit longer. Everyone I've seen at my LGS so far has only run 1, and they say that's due to its poor dial.

Edited by BVRCH
3 hours ago, impspy said:

If only we could get that bullseye arc on to some other ships...

twin_ion_engine_variants_by_marcusstarki

@impspy , congrats at providing nothing of use to a legitimate question. Go enjoy your Gunboat.

@Wookiee_Slayer , I really like them personally. I've flown x2 Deadeye Cartel Executioners with Concussions Missles, GCs, EMs, Contraband Cybernetics, and Overclocked R4 alongside Fenn Rau... Fenn does NOT like harpoons. Below is the list that I've used and had some success (mostly casual though).

https://geordanr.github.io/xwing/?f=Scum and Villainy&d=v4!s!212:18,-1:43:15:;273:19,126,13,182,249:-1:25:;273:19,126,13,182,249:-1:25:&sn=Unnamed Squadron&obs=

19 minutes ago, BVRCH said:

I know the instinct to fly 3 as gunboats seems good, but Star-wings 'can really move', whereas these can't. I think some control tech in your list will keep it alive a bit longer. Everyone I've seen at my LGS so far has only run 1, and they say that's due to its poor dial.

Doesn't running Unhinged help mitigate that somewhat? Running them with the Cybernetics is scary but you have to be careful cause you'll double stress yourself.

Dalan Oberos (Kimogila) — M12-L Kimogila Fighter	25
Deadeye	1
Extra Munitions	2
Harpoon Missiles	4
Unhinged Astromech	1
Contraband Cybernetics	1
Guidance Chips	0
Enforcer	1
Ship Total: 35
 	
Cartel Executioner — M12-L Kimogila Fighter	24
Deadeye	1
Extra Munitions	2
Harpoon Missiles	4
Unhinged Astromech	1
Contraband Cybernetics	1
Guidance Chips	0
Ship Total: 33
 	
Viktor Hel — Kihraxz Fighter	25
Crack Shot	1
Harpoon Missiles	4
Contraband Cybernetics	1
Guidance Chips	0
Shield Upgrade	4
Munitions Failsafe	1
Vaksai	0
Ship Total: 31

Edited by impspy

I just went 4-2 at the Vancouver regionals flying 3 cartel brutes with long range scanners and no munitions alongside thweek. The generics were absolute beasts and could melt a ship in the first engagement with target lock focus. They have ps3 which let's you shoot before nu squadrons which helps a ton. 24 hit points is tough to chew through as well. The mvp was by far the 3 hard and barrel roll though. It makes a surprisingly good blocker.

I've also tried thweek alongside Dalan and torani but I think I like the 3 brutes more. 8 more hull and the ability to block was huge.

Edited by Sappity
Adding info
1 hour ago, impspy said:

Doesn't running Unhinged help mitigate that somewhat? Running them with the Cybernetics is scary but you have to be careful cause you'll double stress yourself.

It would definitely help, and its a cheap astro anyway. I think cybernetics and unhinged is a great combo for them for 2pts. I think being able to re-adjust with slamming star-wings really helps keep them out of the melee after the strike though and is one of the things that makes them shine over a Kimogila in the same role. I guess you would just have to keep the M-12s spread out a bit to give them enough space to disengage.

I'm not saying it wouldn't work, and as I said before I haven't tried it, but I've only personally seen players field 1 so far. I know from personal experience as a predominantly rebel player that I'd always rather a K-wing over a B-wing as a gunboat for the Slam. But I guess if a B-wing had unhinged and cybernetics it'd be a much better ship too :P

Give it a go, I'd like to know how it fairs if you do.

Edited by BVRCH
1 hour ago, MUrunner20 said:

@impspy , congrats at providing nothing of use to a legitimate question. Go enjoy your Gunboat.

Congrats on being a jerk by your 19th post. That might be a record.

Edited by Darth Meanie
1 hour ago, Darth Meanie said:

Congrats on being a jerk by your 19th post. That might be a record.

@Darth Meanie , I know, the Kimogila is a really fun ship to fly. It definitely has a fun new mechanic that takes some practice to get used to. Too bad they nerfed Torani but Dalan and the generic pilots seem to have a lot of interesting options.

Edited by MUrunner20
1 hour ago, Darth Meanie said:

Congrats on being a jerk by your 19th post. That might be a record.

I was thinking the same thing.

Pfft. I was a jerk by my 4th post. Dude needs to get good.

A friend keeps tryin to use the Kimogila, and keeps having less than stellar success. OTOH, my TIEs have 2 Kimogila kill marks and the hull thanks to him. ;)

It's an intriguing ship to me. I think it's hard to make that bullseye work for you, but I think that is exactly what makes the ship cool.

This is what I am going to try next session. IMHO, the EU and high PS is what is going to give the me best chance to bullseye my bogies.

KIMOGILA MONSTERS

100 points

Torani Kulda (40)
M12-L Kimogila fighter (27), Deadeye (1), Plasma Torpedoes (3), Cruise Missiles (3), R4-E1 (1), Enforcer (1), Engine Upgrade (4)

Dalan Oberos (42)
M12-L Kimogila fighter (25), Veteran Instincts (1), Advanced Proton Torpedoes (6), Cruise Missiles (3), R4-B11 (3), Engine Upgrade (4)

Genesis Red (18)
M3-A “Scyk” Interceptor (19), Veteran Instincts (1), “Light Scyk” Interceptor (-2)

Edited by Darth Meanie

I had some success playing this version of Dalan:

Dalan Oberos (25) + VI (1) + EM (2) + Harpoon (4) + R5-TK (0) [R5-P8 if u have enough pts] + Enforcer (1) + Contraband Cybernetics (1) + Guidance Chips (0)

At 34 pts, it can deliver a truckload of damage before dying. Pairs well with Guri + Asajj or Fenn + Thweek

5 hours ago, MUrunner20 said:

@Darth Meanie , I know, the Kimogila is a really fun ship to fly. It definitely has a fun new mechanic that takes some practice to get used to. Too bad they nerfed Torani but Dalan and the generic pilots seem to have a lot of interesting options.

Wait Torani got nerfed? What changed? I must have missed that in the FAQ/errata...

Furthermore, I actually had two other questions:

6- How to set up the rocks? Bunch in the middle, the H-shape, diagonally, is it affected by for example Unhinged Astromech?

7- How to set up the shipitself? Loner, straight ahead, sideways, angle of 45 degrees? Is it influenced by the type of squad?

and experiences about this would be very helpful!

thanks for all the tips and help so far!

Edited by Wookiee_Slayer
38 minutes ago, Wookiee_Slayer said:

Wait Torani got nerfed? What changed? I must have missed that in the FAQ/errata...

More of a clarification than a nerfing.

If a ship is affected by his ability, but has none of the stated tokens, they can declare that they're discarding zero tokens to avoid the damage.

It's fairly consistent with other "spend zero" clarifications, but some people were hoping for the opposite ruling.

Edited by ABXY

I think it's a solid ship:

30 Dalan Oberos w/ VI, HarpoonM, Chips.

A nice cheap PS9 ordnance carrier. Use your BR to keep bullseye arc, and launcher that gross double-modded harpoon.