OK, I’ve never tabled one of these puppies, and never played against one. What (very) little I’ve heard in passing is dismissive of their abilities and insulting of their aesthetics. I get the sense they were super-good in 1e and got hit hard with a nerf bat in 2e, and really haven’t found their footing since.
Much-maligned and considered ugly by many, the K-Wing reminds me of Armada’s Assault Frigate MkII. Thing is, the AFMkII is possibly my favorite ship. And it’s gorgeous.
But some babies really are just ugly, and I’d like to find out if the K-Wing is one of those.
Initial impressions are that the dial is... bad. Top speed of 3, hard turns available only at 2... about the only nice thing one can say is that at least there’s no red. The ship DOES have access to SubLight Acceleration Motors, though, and a good SLAM is sometimes just what one needs. Unfortunately, I’ve been racking my brain for ways to get around the Disarm from SLAM, and unlike all of the other cards in the game which grant SLAM, the K-Wing seems to get stuck with the Disarm no matter what. Kaz has Explosion With Wings, Black One lets your T-70 become ionized instead, and StarWing Gunboats have their Configuration cards... but I can’t even find another weirdo upgrade or compatible pilot to get rid of their Disarm. So at very least, they’re skipping shots to SLAM (or Reload).
Next, no repositioning options (beyond SLAM). Bad.
Durability? Well, they look tough, with 3 shields and 6 hull, but really, they’ve got exactly 1 shield over a Y-Wing, they present a larger target, have fewer repositioning options (unless, again, you count SLAM), and have the same crappy 1 agility.
Firepower... yikes. Given their relative fragility, you’d at least think these things would have GUNS to deter attackers. But a lousy 2-die bidirectional turret? OK, so maybe their firepower lies in the Torpedoes, Missiles, Mines, & Bombs they can carry? Bears investigating.
As for actions: Focus, Lock, Reload, Rotate, and the aforementioned SLAM. Nothing remarkable.
OK, so the pilot abilities must be SWEET, right? Miranda Doni looks fun, spiking offense when necessary by tapping into shield power, and occasionally backing off the trigger to regenerate shields. Cool! Except these things are probably already pressed for defenses, as detailed above, and burning shields as a resource isn’t something I’m itching to do. At least she’s initiative... 4? Which is... pretty darned okay?
Esege Tuketu hands out Focus tokens to nearby ships. Not bad! But he’s got even worse initiative (i3), costs two points more than Miranda, and can neither spike offense nor regenerate defenses like Miranda can. Maybe he’d be good with Lando aboard? Or Perceptive Copilot?
Rounding out the pilot options, we have the Warden Squadron Pilot. Kind of like the Y-Wing Grey Squadron Bomber, but easier to shoot and less maneuverable. Yikes.
“OK,” I thought, after analyzing these, “at least they must be damned good at firing Missiles and Torpedoes.” And I mean, they’re okaaaay, and I bet if you blast a bunch of torpedoes off and then SLAM off into the sunset, using Advanced SLAM to Reload as well, you can come back for another pass later... but that’s not terribly easy to do. And as far as I can see, there’s nothing besides Reload that even really recommends them as ordnance carriers. Infuriatingly, they can’t even carry Passive Sensors, which would make acquiring locks much easier, especially given their middling initiative.
So... wtf? Either I’m missing something, or these things are really not great. Surely they must have some decent corner-case builds that aren’t bad (and I’m not looking for top-tables-at-Worlds good, just fun and decent)? Am I missing something that really helps them out? And I mean, if I’m not missing anything, why would the developers even make a ship this terrible? Thoughts, opinions, tips, please.
Edited by Cpt ObVus