Kimogila

By redneckrampage, in X-Wing Squad Lists

I don't see a lot of this big beautiful ship when people make lists. Why does it not make the cut? Is it because its special ability of having a bullseye arc isnt unique anymore? Is the dial no good? Special pilots not worth their points?

I've been running a Torani with marksmen and proton rockets. Its not very maneuverable so its not super easy to line up those bullseye marks, but when it does, it puts out the hurt.

I'm curious about this as well. I have this odd desire to make this ship work and I'm not sure how to do it. Perhaps it is because it is a Medium base ship that wants to line up the Bullseye which isn't as easy as with a Small base?

The named pilots are I3 and I4 with abilities that require bullseye arc in a meta that is filled with I5 and I6 ships. Not too mention the cost is high for kimogilas by about 3-5pts when a comparable ship like Redline is I5 at 44pts (or maybe redline is WAY undercosted). Also, for low initiative ordnance carriers they dont have a jendon or LRS to setup their locks. Anyways, should be Cartel = 41pts, Dalen = 43pts, Torani = 44pts.

Best bet is to spam the cartels (just get one ace in a single bullseye to put in hurt)

Drea Renthal (40)
Dorsal Turret (4)

L3-37 (22)
Tactical Officer (2)

Cartel Executioner (44)

Cartel Executioner (44)

Cartel Executioner (44)

Total: 200

I tend to think it's Redline that's way undercosted. :P Redline only has a 2-dice primary weapon, so the baseline Punisher is extra cheap. This allows the final ship to be really cost effective with a Torpedo. Unlike a Punisher, Kimogilas are not really good Torpedo or Missile ships, despite the reload action. Since they pay for having baseline 3 red dice, they just won't be cost-effective munitions carriers. That's a huge difference when comparing to a Redline.

At the same cost as a B-Wing of equivalent Initiative, a Kimogila has a slightly worse action bar than a B-Wing, but an extra HP, a built in Bullseye ability, and probably a better dial. It's a more open dial, but there are fewer tricks to it. The price on these seems to line up not that poorly with most other 3-red dice ships. Same cost as a B-Wing, 2 points more than a Khiraxz, about 1-2 points more than an equivalent X-Wing, a few points cheaper than an ARC... now the ARC is certainly overpriced. X-Wing comparison is perhaps illustrative. Cartel Executioner is 1 point more than a Red Squadron Vet. 9 HP behind 1 green die is probably a little tougher than

I'm keen to throw Dalan Oberos on a table sometime with just R5-P8 for some easy double-mod attacks. His pilot ability seems hard to trigger, but it's hugely powerful. Deal a damage, regen a shield, with no drawbacks or costs other than a charge. Maybe invest in Expert Handling, but other than that, nothing really seems worthwhile.

//

The other issue: Scum just have so many other strong ships that could easily be slotted in. Dalan Oberos and Torani Kulda aren't as good as 4-LOM or Kavil or Palob or Torkil or a Han-Falcon at a fairly similar price. I don't know so much that these are weak, more than a lot of other stuff is very strong.

So after doing some reading and researching, my attention has been brought to Tornai and Cluster missiles. The Cluster missiles give you the ability to proc your bullseye shot twice each time you land somebody in the middle, and even more if you get lucky and catch a swarm in line. That might be what I try going forward. Ill let you all know the results!

While I agree that the 3 die primary is already a good attack, the possibility to fire proton torpedoes is really strong.

Lining up the bullseye is desired, so the marksmanship talent gives additional effect that stacks well with the torpedo. Toranis ability further punishes bullseye.

With the possibility of using r3 droid, the chassis allows for additional efficiency.

I think this isn't too shabby. It only misses double mods, but an escape craft can help with this issue

Torani Kulda (50)
Marksmanship (1)
Proton Torpedoes (9)
R3 Astromech (3)

Total: 63

3 hours ago, flooze said:

While I agree that the 3 die primary is already a good attack, the possibility to fire proton torpedoes is really strong.

Lining up the bullseye is desired, so the marksmanship talent gives additional effect that stacks well with the torpedo. Toranis ability further punishes bullseye.

With the possibility of using r3 droid, the chassis allows for additional efficiency.

I think this isn't too shabby. It only misses double mods, but an escape craft can help with this issue

Torani Kulda (50)
Marksmanship (1)
Proton Torpedoes (9)
R3 Astromech (3)

Total: 63

Looks good but at 63pts you are in same territory as Guri, Old Teroch + Fearless, and fully modded Kavil + dorsel turret,proton torps,han gunner,r4,expert handling.

Named Kimos wont ever be a thing until the price comes down or something like harpoons come back making missiles > torpedoes

Edited by wurms

As Wurms said, sliding in in the 60's means it competes with other ships that are very good. I decided that if I was going to ignore "Better" ships in favor of Torani, i'd need to make a list based around an idea that she fit into.

Torani Kulda — M12-L Kimogila Fighter 50

Marksmanship 1

Cluster Missiles 5

Ship Total: 56

Captain Jostero — Kihraxz Fighter 43

Ship Total: 43

Jakku Gunrunner — Quadrijet Transfer Spacetug 28

Ship Total: 28

Sol Sixxa — Scurrg H-6 Bomber 49

Dorsal Turret 4

Proximity Mines 6

Proton Bombs 5

Havoc 4

Trajectory Simulator 3

“Genius” 0

Ship Total: 71

List plays very in your face, dropping bombs, throwing you onto rocks and hopefully setting up bullseye arcs to all dish out damage that all can trigger Jostero's ability. Between all of that I hope to be able to trigger it every turn. Not super competitive, but it should be fun to fly.

Alright, so I've got two lists here. One is a take on Torani with a pricey Zuckuss in support. The other is Drea with a Kimogila, Khiraxz, and a couple of flying bombs...I mean QuadJumpers. No clue if it either would be competitive, but both lists sport quite a bit of hull and shields. Nothing in either list should be one-shotted and neither should fall apart completely by losing a single ship. Any thoughts?

Drea Renthal (40)
Ion Cannon Turret (6)
R4 Astromech (2)

Cartel Executioner (44)
Cluster Missiles (5)
R3 Astromech (3)

Cartel Marauder (40)

Jakku Gunrunner (28)
Deadman’s Switch (2)

Jakku Gunrunner (28)
Deadman’s Switch (2)

Total: 200

View in Yet Another Squad Builder 2.0

and:

Torani Kulda (50)
Marksmanship (1)
Cluster Missiles (5)
R3 Astromech (3)
Inertial Dampeners (1)
Shield Upgrade (4)

Zuckuss (47)
Elusive (3)
Collision Detector (5)
Ketsu Onyo (5)
Cloaking Device (5)
Shield Upgrade (4)
Mist Hunter (2)
Tractor Beam (3)

Jakku Gunrunner (28)
Tobias Beckett (2)
Deadman’s Switch (2)

Jakku Gunrunner (28)
Deadman’s Switch (2)

Total: 200

View in Yet Another Squad Builder 2.0

Why Zuckuss? I'm not sure what he brings to the list.

1 minute ago, redneckrampage said:

Why Zuckuss? I'm not sure what he brings to the list.

I hope they don't think his ability boosts the Tractor Beam. It is primary weapon only now.

3 minutes ago, redneckrampage said:

Why Zuckuss? I'm not sure what he brings to the list.

Crew carrier for Ketsu, extra tractor beam, and potential for a 5-die range 1 attack. That and trying to stay away from "meta-approved" 4-LOM.

Just now, Hiemfire said:

I hope they don't think his ability boosts the Tractor Beam. It is primary weapon only now.

No, not at all. The tractor beam is there to synergize with Ketsu crew.

So if I drop Zuckuss and Tobias Becket from the QuadJumper I have enough to drop in Guri.

Torani Kulda (50)
Marksmanship (1)
Cluster Missiles (5)
R3 Astromech (3)
Inertial Dampeners (1)
Shield Upgrade (4)

Jakku Gunrunner (28)
Deadman’s Switch (2)

Jakku Gunrunner (28)
Deadman’s Switch (2)

Guri (62)
Outmaneuver (6)
Advanced Sensors (8)

Total: 200

View in Yet Another Squad Builder 2.0

18 hours ago, NeonWolf said:

Torani Kulda (50)
Marksmanship (1)
Cluster Missiles (5)
R3 Astromech (3)
Inertial Dampeners (1)
Shield Upgrade (4)

Zuckuss (47)
Elusive (3)
Collision Detector (5)
Ketsu Onyo (5)
Cloaking Device (5)
Shield Upgrade (4)
Mist Hunter (2)
Tractor Beam (3)

Jakku Gunrunner (28)
Tobias Beckett (2)
Deadman’s Switch (2)

Jakku Gunrunner (28)
Deadman’s Switch (2)

Total: 200

View in Yet Another Squad Builder 2.0

I think a bare bones Zuckuss works. You can also switch him for 4LOM, which is a durable pilot and not afraid to do red maneuvers to get into range 1.

I've ran the Cartel Executioners a few times in a few different lists. I prefer them to the named pilots because the C.E. is cheaper and the abilities of Dalan and Torani, while nice, require the Bullseye arc. Most of the people I've been playing are running at least one I5+ pilot that can reposition so I don't get very many ships in the Bullseye.

I've tried a few different set ups but my go to is a Cartel with Proton Torps and an R3 astromech for 56 points. A little more than a quarter of a list, but I3, 7H/2S, 3 dice primary, and a reloadable pair of Torps paired with R3 for multiple target options gets work done. The Kimo is meant to fly in and toss out one or two big shots then probably die leaving my more valuable ships like Boba, Guri, Fenn, etc to close out the game. It is certainly dangerous to ignore a Kimo built like this because the longer you wait the more value I'm getting out of it.

After reading this thread I'm interested in trying some Kimos without any ordnance and seeing how they perform for me.