Discuss M12-L

By Wookiee_Slayer, in X-Wing

Expertise Dalan w/ Advance Proton Torpedos, Chips and a Range 2-3 missile.

39 points, but Good God--he packs some heat!

Edited by Force Majeure

I'm planning on giving something like this a go this week -

99 points

Captain Nym (42)
Scurrg H-6 Bomber (30), Veteran Instincts (1), Extra Munitions (2), Harpoon Missiles (4), Autoblaster Turret (2), Havoc (0), Guidance Chips (0), Accuracy Corrector (3), Salvaged Astromech (2)

Syndicate Thug (26)
Y-Wing (18), Twin Laser Turret (6), R4 Agromech (2)

Cartel Brute (31)
M12-L Kimogila fighter (22), Extra Munitions (2), Harpoon Missiles (4), R4 Agromech (2), Enforcer (1), Guidance Chips (0)

Edited by SDCC
13 hours ago, GrimmyV said:

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

**** near the ugliest thing vector graphics could provide

I like it. Bullseye firing arc is shockingly effective against large based ships, especially combined with native barrel roll and some pretty high PS aces. Being able to take Long Range Scanners for a double-tap alpha (or to free up the action for barrel rolling while maintaining mods) is good as well.

I like running a "cheap" Kimogila ace with three other Scum ships, in a "deterrent" build:

Dalan Oberos - Veteran Instinces, Enforcer, R5-P8 (30)

PS9 so pretty high up the food chain, if he lines up his Bullseye arcs he's getting free mods and if you target him back he's got a good chane of causing both stress and damage.

13 hours ago, Darth Meanie said:

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)

I personally think that's far too many points to put on these ships. In my experience, you are going to consistently lose a kimogila in the first or second round of combat and with all the PS 11 I'm not sure the PS 9 and 10 harpoons are worth it. I've been liking the cartel brutes at 22 points. Went 4-2 at a regional with this list.

Cartel Brute (22)
Long-Range Scanners (0)

Cartel Brute (22)
Long-Range Scanners (0)

Cartel Brute (22)
Long-Range Scanners (0)

Thweek (28)
Fire-Control System (2)
Cloaking Device (2)
Autothrusters (2)
StarViper Mk. II (-3)
Virago (1)

Total: 98

View in Yet Another Squad Builder

@Sappity How do you use the Brutes? as blockers? With Reload on their action bar, I feel I'm losing out if I don't carry any ordnance on them.

I've been flying mine in Objective games. I've won more than lost by at least 2:1.

I've been running:

Torani Kulda (27)
Veteran Instincts (1)
Flechette Torpedoes (2)
Unhinged Astromech (1)
Contraband Cybernetics (1)
Guidance Chips (0)
Enforcer (1)

Black Sun Ace (23)
Fearlessness (1)
Black Market Slicer Tools (1)
Vectored Thrusters (2)
Vaksai (0)

Black Sun Ace (23)
Fearlessness (1)
Black Market Slicer Tools (1)
Pulsed Ray Shield (2)
Vaksai (0)

Sunny Bounder (14)
Tractor Beam (1)
Pulsed Ray Shield (2)
"Heavy Scyk" Interceptor (Cannon) (2)

Total: 100

View in Yet Another Squad Builder

I just added Contraband Cybernetics and think it will help a lot.

I don't get using Extra Munitions when you have reload.

Flechette is great for only 2 pts. It's 3 dice with no range bonus, and turn one into a crit. Also stresses someone under 5 hull. Double stress if in bullseye arc. That has helped me a number of times, especially with BMST on the Kihraxz.

Kimogila flies in slow. Kihraxz rush in to block or get R1 shots. Fearlessness does well, as does 1 hard turns.

Sunny B tries to throw people onto rocks or into a crummy place for next turn. Fires main guns if no good place to Tractor.

Pulse Ray Shield has been aces in keeping my guys alive for longer than they should. They have been well worth the points on both types of ships.

I like the dial on Kimogila, especially with Astromech turning all speed 3 Green. I like the speed 1 banks combined with BR and the speed 3 turn. K-turn are also good. The BR can make it squirrelly.

28 minutes ago, Force Majeure said:

@Sappity How do you use the Brutes? as blockers? With Reload on their action bar, I feel I'm losing out if I don't carry any ordnance on them.

@Force Majeure Basically slow rolled them and took target locks and tried to set up a joust. Assuming they all lived through the first engage I would use the injured one to try and block the next turn. I didn't really miss the munitions. 3 ships with 3 attack and a bulls eye hit pretty dam hard.

1 hour ago, Sappity said:

I personally think that's far too many points to put on these ships. In my experience, you are going to consistently lose a kimogila in the first or second round of combat and with all the PS 11 I'm not sure the PS 9 and 10 harpoons are worth it. I've been liking the cartel brutes at 22 points. Went 4-2 at a regional with this list.

Cartel Brute (22)
Long-Range Scanners (0)

Cartel Brute (22)
Long-Range Scanners (0)

Cartel Brute (22)
Long-Range Scanners (0)

Thweek (28)
Fire-Control System (2)
Cloaking Device (2)
Autothrusters (2)
StarViper Mk. II (-3)
Virago (1)

Total: 98

View in Yet Another Squad Builder

Yeah, my group is not at that level. Even when they netlist, they don't understand the synergies and are still bad at dials (one guy hit a rock with a ship 4 times in a row. . .while being nowhere near combat anyways).

So I got a little latitude to have a jank list and have some fun with it.

20 hours ago, Captain Lackwit said:

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

Flat out.



Why would a scouting vessel outfitted for long range lone recon missions be well-suited to serving in a combat command role?

10 minutes ago, AllWingsStandyingBy said:

Why would a scouting vessel outfitted for long range lone recon missions be well-suited to serving in a combat command role?

Crew slots. OTOH, the Empire needs some better crew that fill a support role. And while you can say we already have the TIE/sh, it doesn't come with more/better crew, so to get the crew, we need a new expac. Also, a new release could feature a small-base ship with Coordinate, Jam, or a new mechanic on its bar for support, and not have the point restriction on crew the TIE/sh has.

I thought it had shields, but alas, no.

Edited by Darth Meanie
18 minutes ago, Darth Meanie said:

Crew slots. OTOH, the Empire needs some better crew that fill a support role. And while you can say we already have the TIE/sh, it doesn't come with more/better crew, so to get the crew, we need a new expac. Also, a new release could feature a small-base ship with Coordinate, Jam, or a new mechanic on its bar for support, and not have the point restriction on crew the TIE/sh has.

I thought it had shields, but alas, no.


Well, assuming by "support role" you do in fact mean "command role," as we were talking about, then that would suggest it would be CREW that provided beneficial effects to other friendly ships (ie, ships it is not equipped to). If this is the case, Imperials are actually doing pretty well relative to the other factions. Imperials have System Officer (which does come in the TIE/sh pack, btw), General Hux , Palpatine , and Fleet Officer . For non-faction specific options, there are Inspiring Recruits and Operation Specialists.

This is compared to Scum who have only Jabba , and Rebels who only have Jan Ors, Kanan Jarrus , and Leia Organa .

So, Imperials have more "Command Support Crew" options than the other factions. You might contend that the current support-crew aren't very good, but that's generally true of all of them except Inspiring Recruit. Kanan and Jan have enjoyed some middling success in the past, but typically in squads where they are being used to bolster their own ship, not another ship in the squad. So, it's not like this is some sort of specifically Imperial problem, though I know Imperials love to play the victim card.

Edited by AllWingsStandyingBy
2 hours ago, Sappity said:

I personally think that's far too many points to put on these ships. In my experience, you are going to consistently lose a kimogila in the first or second round of combat and with all the PS 11 I'm not sure the PS 9 and 10 harpoons are worth it. I've been liking the cartel brutes at 22 points. Went 4-2 at a regional with this list.

Cartel Brute (22)
Long-Range Scanners (0)

Cartel Brute (22)
Long-Range Scanners (0)

Cartel Brute (22)
Long-Range Scanners (0)

Thweek (28)
Fire-Control System (2)
Cloaking Device (2)
Autothrusters (2)
StarViper Mk. II (-3)
Virago (1)

Total: 98

View in Yet Another Squad Builder

You're probably right, those Kimos are such a point trap because they have so many options!

1 hour ago, AllWingsStandyingBy said:



Why would a scouting vessel outfitted for long range lone recon missions be well-suited to serving in a combat command role?

Why would you ever throw a TIE Shuttle into combat..?

38 minutes ago, AllWingsStandyingBy said:

This is compared to Scum who have only Jabba , and Rebels who only have Jan Ors, Kanan Jarrus , and Leia Organa .

So yeah, Scum only has 1 command crew, and I agree we need more. I am a Scum-only player (mostly...), however I think that scum are a bunch of b*tches who steal from each other (Kaa'to Leachos) and shoot/'sacrifice' their own friends (R5-TK)... So scum is hardly a team...

IF we get another support crew, I want it to be a Xizor crew... you decide (somewhere else) what it should be...

1 minute ago, Captain Lackwit said:

Why would you ever throw a TIE Shuttle into combat..?

Why would you discuss this in a SCUM ship thread?

1 minute ago, Captain Lackwit said:

Why would you ever throw a TIE Shuttle into combat..?

Rhymer, snapshot, tactician LOL.

Im sure Palpy asked how his shuttle ended up in dogfight after dogfight many times. Wtf right? So much for secret stealth cloaked shuttles

3 minutes ago, Wookiee_Slayer said:

Why would you discuss this in a SCUM ship thread?

Because even TIE/sh > SCUM.

2 hours ago, GrimmyV said:

Rhymer, snapshot, tactician LOL.

Im sure Palpy asked how his shuttle ended up in dogfight after dogfight many times. Wtf right? So much for secret stealth cloaked shuttles

You know what I mean. If one is going to use that as a reason to exclude the Scout, it's reason to exclude the Shuttle- which I KNOW is good stuff.

18 hours ago, Boba Rick said:

You're probably right, those Kimos are such a point trap because they have so many options!

I do think you need to watch out with loading it up too much. My ace build is only 33 pts with 6 pts of upgrades. Flechette Torp is good due to cheapness.