Fireball - Kazuda Xiono

By Waldorf28, in X-Wing Squad Lists

I really love the Fireball model. So much so I have decided to make Resistance my next faction. How do people plan to build Kazuda in Extended? Title, Hyperfuel, Advanced Slam, R1-J5... there seem to be a bewildering number of options all tempting you to inflate the point cost of the ship.

How would you build it for efficiency? I'm tempted to say Title and done, but am I missing something significant?

I think kaz title and advanced slam, keeps him a cheap good ace

I'm not sure what damage card I'd pick, maybe console fire?

Any play in an Advanced Slam Proton Rocket Alpha Strike?

He's going to lose value as the game progresses, so heroic+ ASLAM is how I plan on kitting him, slotting him into places that Tallie fits into most lists. My current take is Zizi, Greer, Kaz and something. Still working on the something though.

R4 is ABSURD value on Fireballs imo, gives them WILDLY good dials

With the Composure errata effectively nixing Snap’s ability to get double mods, my first thought was to swap him out for a fairly well kitted out Fireball... just to see what it can do!

One idea for a list;

(51) Jessika Pava [T-70 X-wing]
(0) Integrated S-foils
Points: 51

(47) Lieutenant Bastian [T-70 X-wing]
(0) Integrated S-foils
Points: 47

(36) Nodin Chavdri [Resistance Transport]
(2) R4 Astromech
(6) Korr Sella
(4) Advanced Optics
Points: 48

(40) Kazuda Xiono [Fireball]
(6) R1-J5
(2) Coaxium Hyperfuel
(3) Advanced SLAM
(1) Heroic
(2) Kaz's Fireball
Points: 54

Total points: 200

8 hours ago, Waldorf28 said:

I really love the Fireball model.

Bonus points for playing the following tune every time you put it on the table...

image.thumb.png.e1eacb6c8e08da2028cb8d3ee5287bde.png

Pick Disabled Power Regulator as your Damage card. Move, Slam, remove disarm to turn Disabled Power Regulator. Give to someone in R1, take a damage. Since you never executed an ion maneuver the card doesn't get fixed. Next turn slam into R1 of someone or same ship even, repeat until dead. When dying you even give them a parting damage on the way out.

In case everyone runs away from R1, take the Ion, fix it. Next turn slam again, use R1-J5 to pick it again. Area control for 39 points at worst, hilariously ant ace at best.

Edited by Flurpy
9 hours ago, Flurpy said:

image.thumb.png.e1eacb6c8e08da2028cb8d3ee5287bde.png

Pick Disabled Power Regulator as your Damage card. Move, Slam, remove disarm to turn Disabled Power Regulator. Give to someone in R1, take a damage. Since you never executed an ion maneuver the card doesn't get fixed. Next turn slam into R1 of someone or same ship even, repeat until dead. When dying you even give them a parting damage on the way out.

In case everyone runs away from R1, take the Ion, fix it. Next turn slam again, use R1-J5 to pick it again. Area control for 39 points at worst, hilariously ant ace at best.

Oh man that's good!

It is an amazing idea, you don't even need to have r1

Colossus Station Mechanic (26)
Cloaking Device (4)
Static Discharge Vanes (6)
Kaz's Fireball (2)

Ship total: 38 Half Points: 19 Threshold: 3

L'ulo L'ampar (43)
Heroic (1)

Ship total: 44 Half Points: 22 Threshold: 2

Zizi Tlo (40)
Heroic (1)
Advanced Optics (4)

Ship total: 45 Half Points: 23 Threshold: 2

Tallissan Lintra (36)
Heroic (1)
Advanced Optics (4)

Ship total: 41 Half Points: 21 Threshold: 2

Vi Moradi (27)
Ship total: 27 Half Points: 14 Threshold: 2


Total: 195

Because the damage doesn't repair until you make an ion move you don't need r1 to reselect it, just exsept that your job is just to slowly walk a ship off the board, imagine facing a Vader list, place vi's condition card on Vader to help get the fireball into range 1 of Vader for the first time during the combat phase, then without needing to shoot him he is dead as long and the fire ball is alive

35 minutes ago, ayedubbleyoo said:

Oh man that's good!

Word of warning, a competent competitive player will see right through this and shut it down, but its perfect to annoy some friend until they start throwing beer cans at you.

Looking at Kaz w/ title, R1-J5 + toys to suit (heroic, Advanced Slam, etc).
If I have Bucket on board, I’d always pick Direct Hit as the starting damage. It gives you that first SLAM without weapons disabled with no consequence.

SLAM > Expose Direct > take additional damage > repair Direct Hit automatically > Repair it again and remove it with Bucket.

Also sets you up for the next SLAM, although that’s a gamble from there on. And as an added bonus, cycles a Direct Hit out of your damage deck.

Edited by intoxicatedALF

Looking really forward to Kaz, maybe he won't be that great but I think he is gonna be both fun and good. Question is how to load him out. The title, Coaxium, advanced slam, heroic, R1, R4, and such all look good on him but too many points may be a downfall. Been thinking of several builds but this is one of them.

New Squadron

(38) Cova Nell [Resistance Transport]
(2) R4 Astromech
(17) Leia Organa
(1) Heroic
Points: 58

(68) Poe Dameron [T-70 X-wing]
(2) R4 Astromech
(0) Integrated S-foils
(1) Heroic
(2) Black One
Points: 73

(26) Rose Tico [Resistance Transport Pod]
(1) Heroic
Points: 27

(40) Kazuda Xiono [Fireball]
(2) Kaz's Fireball
Points: 42

Total points: 200

12 hours ago, Watcher42 said:

Colossus Station Mechanic (26)
Cloaking Device (4)
Static Discharge Vanes (6)
Kaz's Fireball (2)

Oh, heck. I just realised this thing can SLAM, and can equip BB-8, afterburners and cloaking device. Granted you're not getting much capability as a dogfighter if you do, but dear god that thing can move.

Edited by Magnus Grendel