So I’ve only tried using the K-Wing once, and was terribly disappointed in its maneuverability. I was thinking that MMPs might give it significantly better arc coverage, mitigating the dump-truck-like handling problem a bit. Worth it?
K-Wings w/Multi-Missile Pods
I'm skeptic of the efficacy of that.
The K-wing was designed around the fact that it can't easily turn and it wants to kite their targets while plinking damage at them with the Twin Laser Turret and discourage pursuers by dropping bombs. That is why it has one of if not the most limiting dials in the game.
In Second Edition they systematically removed all of its tools, nerfed its best pilot, nerfed its turret, gave it no linked actions, gave it no advanced maneuvers, and no way for it to SLAM and still attack unlike most other ships with SLAM. Also, a medium base so that it is even more cumbersome.
A weapon that is identical to all regards to having its primary turret oriented sideways, and that it requires the K-wing to face their target to have the chance to roll 3 dice is, well...
A Warden with Multi-Missile Pods is 38+8 = 46 points for a cumbersome, 9 HP, 1 Agility, medium base, ship that, sure, has a 270 degree 2 dice firing arc, and if you manage to face a target, it's 3 dice instead.
For 39 points (that is, 7 points less) you can get an X-wing that always fires 3 attack dice, has more agility, better linked actions, better dial, small base, and it has only 3 fewer hitpoints. Add hull upgrade or shield upgrade and you will still be under the cost of the K-wing.
I don't know if there is any point for the K-wing in the game currently. There are way better turret ships, bombing ships, ordnance ships, or crew carriers in the Rebel arsenal.
As the owner of 4 K-wings, I don't see any reason why I should use this ships instead of a Y-wing. Not even a price reduction would help. Only a "fix card" in the style of those in First Edition would save this ship.
Edit: Perhaps this ship is relevant as ordnance carrier against huge ships in epic scenarios. I guess they are harder to one hit than an X-wing or Y-wing, but I don't see them dealing especially well with wings of enemy fighters escorting those huge ships, so...
Edited by AzrapseIt'll be too expensive. If it's 8 points for MMP and 8 points for Barrage Rocket, given the fact that MMP will always have a lot of overlap with the guns on the K-Wing... just seems better to Barrage Rockets, since you don't need a lock, or to waste points trying to get Calculate tokens.
I feel like where MMP could be fun are on the Imperial ships.
- Gunboat SLAM often leaves them in the wilderness without shots. 180 arc might help with that.
- Punisher can Boost > Lock, which is almost like a gunboat SLAM but smaller, and there might be a fun in-your-face style to playing them.
- TIE Bomber with Roll > Lock might be nice at getting the bullseye effect, and it could be a really fun way to fly someone like Tomax or Rhymer.
But at 8 points? Ungh. At 6, it's probably wholesome fun, but when you're flying non-ace Imperials, you need to really squeeze out the value.
Yeah Im not seeing it either.
a few ships just dont make sense in 2.0, and the K-wing is one of em. no 360° turrets, bombs arent scary enough to cover its tail, and you might as well be writing letters before the game telling opponents your moves. any missile that makes up for all that would really warp the game
I actually talk about applications of MMP in this video, but TL:DR, lock requirement and limited range vs the identically costed and easier to use Barrage Rockets probably kills it for most ships
I played a squad containing a few Scimitar TIE Bombers and MMPs, and actually the MMPs worked really well. I was sceptical beforehand but thought they were interesting and gave them a try.
The barrel roll > Lock is great and offers so much more flexibility in movement than Barrage Bombers. Nearly all the shots I took with them were the 3-die, front arc shots for 2 charges. With a bit of planning/luck to get them into range 2 on engagement, they're definitely looking as good as Barrage Rockets.
I hate to agree with everyone’s feedback, but it’s hard to make a case for K-Wings at all, in any context. That dial and the sheer lack of offense is depressing. Which is silly, because the model itself wins a blue ribbon for “most visible guns and missiles.”
I wonder how cheap they’d have to make the K-Wing just so that it would be worth it due to raw efficiency? Like at some point, you just go, “sure it sucks, but hey, it’s only 35 points” or something.
But really, I just with they’d fix the ship. I hate having pieces that really are totally useless.
Does anyone else use the K-wing Esege Tuketu as a focus source with Perceptive co-pilot? Maybe throw a bomb or barrage rockets there if points allow.
Admittedly other K-wings don't seem to be useful or good but Esege Tuketu is OK. Great? Maybe not, but i don't play tournaments so whatever.
So you could put C-3PO or K-2SO on a K-Wing to get Calculate, yeah? But that seems like way too many points spent to avoid the lock requirement (Likewise for the LAAT-I and C-3PO.)
Edited by CaptainJaguarShark7 hours ago, Azrapse said:I don't know if there is any point for the K-wing in the game currently. There are way better turret ships, bombing ships, ordnance ships, or crew carriers in the Rebel arsenal.
As the owner of 4 K-wings, I don't see any reason why I should use this ships instead of a Y-wing. Not even a price reduction would help. Only a "fix card" in the style of those in First Edition would save this ship.
I slightly disagree. I think they’re very decent bombers. You can SLAM and reload on the same turn with no downside. Actually you can do that every turn and keep bombing. They get around really fast and can get as many Bombs as they need. Sabine fits easily for tricks too. For that, they’re actually pretty cheap.
46 for a Warden with Concussions, Bombardier, AdvSLAM, and you can add Sabine for 3. Two of those for 95 with Sabine leaves 105 for other stuff and represents a very salient distraction or area denial.
Edited by ClassicalMoser4 minutes ago, ClassicalMoser said:I slightly disagree. I think they’re very decent bombers. You can SLAM and reload on the same turn with no downside. Actually you can do that every turn and keep bombing. They get around really fast and can get as many Bombs as they need. Sabine fits easily for tricks too. For that, they’re actually pretty cheap.
46 for a Warden with Concussions, Bombardier, AdvSLAM, and you can add Sabine for 3. Two of those for 95 leaves 105 for other stuff and represents a very salient distraction or area denial.
Also, Barrage K-Wings have a massive arc coverage area.
2 minutes ago, MasterShake2 said:Also, Barrage K-Wings have a massive arc coverage area.
I get the appeal but I feel like barrage is a trap except on Esege who wants to focus anyway. 8 points is a lot to pay for a front arc on a ship that has SLAM and wants to kite anyway. Nien, Sabine, Bombardier, more Bombs/mines, or ASLAM all seem like a better value for the points.
VTG or Hotshot and Bomblet on Miranda have also always interested me but I’ve never had the guts to try it.
Honestly there’s quite a lot of precedent for a second gunner slot now. I feel like it could save the ship, especially now that Suppressive is a thing.
1.5 year ago or so, if I remember correctly you could fit 4 Wardens each with barrage+adv slam+seimics, and one carrying Sabine; and it was a menace that ended up being nerfed. So the ship it self is not bad, but just one that seems difficult to balance.
However there are points now for 4 Wardens each with barrage and the new concussion bomb that also deals out a strain to help its 2 dice turret, and room for Sabine on one of them, perhaps worth trying?
1 hour ago, CaptainJaguarShark said:So you could put C-3PO or K-2SO on a K-Wing to get Calculate, yeah? But that seems like way to many points spent to avoid the lock requirement (Likewise for the LAAT-I and C-3PO.)
Yep. Particularly considering that Barrage Rockets exist.
1 hour ago, ClassicalMoser said:I get the appeal but I feel like barrage is a trap except on Esege who wants to focus anyway. 8 points is a lot to pay for a front arc on a ship that has SLAM and wants to kite anyway. Nien, Sabine, Bombardier, more Bombs/mines, or ASLAM all seem like a better value for the points.
This is probably true, too.
While Barrage K-Wings are probably better than MMP K-Wings, the best bet is probably to go a different direction. Like, if you just want 3-dice attacks, going for some ship other than a K-Wing is probably better. The thing to do with a K-Wing is probably to leverage it's K-Wing-ness.
I've had fun with Miranda with Bombs and Jyn Erso. Bombs are nice, and Reinforce + Shield Regen means she dies slow, hopefully buying time for the rest of the list.
I suck at bombing. I did fly Wedge/Corran/Essege for a while. It was kitchen table good.
The strength of the k-wing lies in two game mechanisms:
1. With its turret to the side+barrage+bomb it has (kind of) 360 attack arc coverange.
2. Defensive Slam, as a get-out-of-jail card. I am glad it is not like the Assualt gunboat with offensive slam, as I like ships to be different (but still competitative ofc).
Any "buf" to the k-wing either have to make the ship cheaper (boring ihmo) or enhance those capabilities, otherwise it will end up buffing other ships with better chassis.
Multi Missile Pods is one of the most overcosted upgrades in the game...which is sad because I think it's design is pretty cool.
Edited by RStan1 hour ago, RStan said:Multi Missile Pods is one of the most overcosted upgrades in the game...which is sad because I think it's design is pretty cool.
At 4 points I would've been all about it. Expand the arc while also rewarding better alignment of your ship? Dope. 8 points is just nuts though.
2 hours ago, RStan said:Multi Missile Pods is one of the most overcosted upgrades in the game...which is sad because I think it's design is pretty cool.
It's also one which is probably safe-enough to release under-priced, and just nerf later if it is indeed too good and too widespread. There's a lot of stuff where FFG has been fairly cautious, and that's great. But MMP, even at best, probably just isn't going to be a major problem.
19 hours ago, ClassicalMoser said:I slightly disagree. I think they’re very decent bombers. You can SLAM and reload on the same turn with no downside. Actually you can do that every turn and keep bombing. They get around really fast and can get as many Bombs as they need.
If you are using Advanced Slam to reload, you are getting stressed. Advanced SLAM used to let you an action after SLAM in First Edition with no other cost.
But in Second Edition it stresses you
.
Given the horrid dial of the K-wing, that means that next turn you must do a speed 1 straight or bank, or a speed 2 straight.
That leaves you with a ship that can only SLAM at speed 1-2. That's not going to last long, since you basically remove all its ability to kite and get out of harm's way.
I have a hard time seeing why I'd take Multi-Missile Pods over Barrage Rockets on something like a K-Wing or laat gunship. If your bowtie arc is pointed forward, then you have 3 Die Attacks are R1-3 with the Barrage Rockets, whereas with the MMP you have a 3/4 die attack at R1, and a 2 die primary at R2-3. Having a focus is also much easier than having a calculate (though Republic and Rebels do have means to get calculates). The 180 coverage of the MMP doesn't feel that tempting, because those out-of-arc shots are only 2 die attacks, and those are pretty underwhelming against most targets, especially when coming from a more expensive chassis like a K-Wing or laat.
So, at 8pts each, on bowtie ships I think Barrage > MMP... (which isn't to necessarily say that Barrage are good on those ships, just probably better than MMP).
2 hours ago, EBerling said:I have a hard time seeing why I'd take Multi-Missile Pods over Barrage Rockets on something like a K-Wing or laat gunship. If your bowtie arc is pointed forward, then you have 3 Die Attacks are R1-3 with the Barrage Rockets, whereas with the MMP you have a 3/4 die attack at R1, and a 2 die primary at R2-3. Having a focus is also much easier than having a calculate (though Republic and Rebels do have means to get calculates). The 180 coverage of the MMP doesn't feel that tempting, because those out-of-arc shots are only 2 die attacks, and those are pretty underwhelming against most targets, especially when coming from a more expensive chassis like a K-Wing or laat.
So, at 8pts each, on bowtie ships I think Barrage > MMP... (which isn't to necessarily say that Barrage are good on those ships, just probably better than MMP).
Also Barrage in the LAAT = double modded 3 dice shot ignoring range bonuses at range 3, while multi missiles require a lock (redundant with the ship ability) and are only range 2.
The extra coverage it provides could be given by switching the bowtie sideways so... I don't see any reason to take it there over barrage.
I think it could have been fun for bombers, specially rhymer, if it just wasn't so **** expensive 😣
22 hours ago, Sciencius said:1.5 year ago or so, if I remember correctly you could fit 4 Wardens each with barrage+adv slam+seimics, and one carrying Sabine; and it was a menace that ended up being nerfed. So the ship it self is not bad, but just one that seems difficult to balance.
However there are points now for 4 Wardens each with barrage and the new concussion bomb that also deals out a strain to help its 2 dice turret, and room for Sabine on one of them, perhaps worth trying?
Should that first list come back?
23 hours ago, Sciencius said:1.5 year ago or so, if I remember correctly you could fit 4 Wardens each with barrage+adv slam+seimics, and one carrying Sabine; and it was a menace that ended up being nerfed. So the ship it self is not bad, but just one that seems difficult to balance.
However there are points now for 4 Wardens each with barrage and the new concussion bomb that also deals out a strain to help its 2 dice turret, and room for Sabine on one of them, perhaps worth trying?
It definitely is an unwieldy ship. The difficulty in balancing it is, much like much of the rebel toolset, it wants upgrades but upgrades generally aren't good, and its statline is sorta an odd-duck.
4 Barrage wardens with conc bombs and Sabine is definitely interesting. The advanced slam was never super the 'point' of the list so ditching it isn't the end of the world. I wouldn't put too much stock in 12 offensive dice with 36 health only behind 1 agility, but the bombs do interesting things in a lot of meta-matchups.
The problem is that the Nantex spam list can I-kill a warden on opening salvo pretty easily with just a bullseye or two, which is fairly trivial on a medium base, and in return the K-wings only I-kill 1 back. Depending on how the next turn goes those conc bombs can do some work, but what about after that? Will the conq bombs do enough? It would be really hard to have shots lined up ready for turn 2 if your opponent is healthy enough to just eat the bombs. But it certainly is a mean combo and I wouldn't be surprised if we saw conq bomb+barrage wardens in some extended lists going forward. With a 2 of you have room for a lot of fun stuff alongside em that can be very mean if they just ignore a sabine bomb. I don't think wardens alone in the nantex meta can sufficiently punish an ionized, tractored, or jammed bomb though.
Edited by dezzmont