Is there a good use for

By DraconPyrothayan, in X-Wing

Yep with Epic play coming I think the HWK and Shuttle support characters will become far better. Along with characters like Jonus who I feel is great but you can't really get enough ships with ordinance to make worthwhile at 100pts.

I agree they will see more play, but...

Kyle Katarn + Blaster Turret + Deadeye + Recon Specialest + Modly Crow (32)

With some high profile pilots (Such as Wedge) can do some damage!

Yep with Epic play coming I think the HWK and Shuttle support characters will become far better. Along with characters like Jonus who I feel is great but you can't really get enough ships with ordinance to make worthwhile at 100pts.

I agree they will see more play, but...

Kyle Katarn + Blaster Turret + Deadeye + Recon Specialest + Modly Crow (32)

With some high profile pilots (Such as Wedge) can do some damage!

Deadeye literally does NOTHING for this ship build.

I'm interested in trying a list with Captain Kagi and Carnor Jax. Theoretically it could be an interesting combination to lock out the opponent's action choices, but I have a feeling it will just be a gimmick build that doesn't stand up to the traditional "more HP, more guns" style of list building.

I played against this once on Vassal, he had:

Kagi + Sensor Jammer

Carnor Jax + Stealth Device + PTL

Alpha Squadron Interceptor x 2

99pts

I had Rhymer + PTL + APT + Concussion

Academy Tie x 5

99pts

Needless to say, I ended up only being able to use the Concussion on Kagi. And the Ties had a veryyyy tough time getting damage through to the Ints with no focuses. I had decided to mash my Ties into his forces to deny actions as well. A sound plan until Kagi lined up right in front of the mashup, getting in a few 4 dice attacks. It was REALLY frustrating to play against, especially with my paricular squad. I think I could have pulled out a victory nonetheless, so maybe you are correct in your assumptions. Would at least rack up a few wins before people get used to it.

because unlike Biggs, you don't have to hug in in formation with him; his effect is board-wide.

He still has to be a valid target for the TL... So if he's not within range 3 of the ship using the TL action he can't intercept the TL. Granted Kagi doesn't have to be range 1 but it's not really board wide either.

Deadeye literally does NOTHING for this ship build.

Yeah, if you're just looking for a point to spend there's much better options then Dead Eye, which really only effect missiles/torpedoes.

Deadeye literally does NOTHING for this ship build.

Yeah, if you're just looking for a point to spend there's much better options then Dead Eye, which really only effect missiles/torpedoes.

Determination is an incredible upgrade for 1 point. Yes, most Crits are Ship, but discarding a crit instead of flipping it facedown is so satisfying.

I've been reasonably happy with Kagi to draw target locks and force missles on him over my squints or eyeballs. At least it forces the enemy to have to target the shuttle first. Rocking sensor jammer and hostage sounds good, or give the standard buzzsaw gear so if they ignore Kagi he'll make them pay. Either way try and right the numbers before your shuttle goes down, then use your high speed units to strike when the time is right.

Or, if they target your faster fighters first, run them around, evade and live and let the shuttle do its damage all the while, punish them for ignoring it, it's a win win.

I'm curious to see how he works with Jax as people get used to him. The easy answer to Jax is to fall back to target locks - Kagi in the mix would turn into near-total action denial, or at least a massive "Shoot Me" flag on Kagi.

Missile-heavy TIE Bomber lists are prevalent enough in the meta these days that he could be good there, too. Could really mess with those if they have to dump half their ordnance on Kagi.

Jammer + Captive is probably the way to go. Or just plain.

Kagi's got a niche roll since his effects only fully apply to ships with Secondary Weapons (which is all the Rebel Ships and a small number of Empire).

Great for disrupting Missile or Torpedo Alpha-Strikes. Otherwise he's pretty generic OGP. With a Captive Kagi does have the ability to Stress-Lock you're opponent's highest PS pilot. And Negates TL-ReRolls against other ships while alive.

I would keep Kagi just outside of Range 1 of your main Force. That way IF your opponent was planning on Alpha-Striking with Assault Missiles the "Splash" cannot hit you.

Dead-Eye Alpha-Strike builds make Kagi near useless since the big punch Kagi is suppose to take for the team no longer requires TLs.

Although he's great for combating TL+F until Kagi gets TL+F to death... it's 6pts for +6PS and an ability useful against ~60% of all ships.

Edited by IvlerIin

Ha... Maybe drop one to a vader shuttle and grab a few academies... Imperial 8 swarm...

Should be named Imperial "herd" or Imperial "stampede" instead of swarm though. Epic Imperial Stampede!

If you want 8 ships, I can give that to you.

8x OGP + Engine Upgrade

Set them up in a single skirmish line and ease forward. When the jump behind you, start pulling standard Blue Angel maneuvers (I'm famous for passing ghostly stellar reindeer within microns of each other, or passing thorugh each other on turns in opposite directions to catch unwary prey). 24 attack dice is not to be trifled with.

Sable, I see you talking a lot about how good you are with the shuttles. I don't doubt it in the slightest, but I have to ask: does anyone who ever plays against your shuttles get in good hits against you with Proton Bombs? it seems like that would be a dreaded weakness in your flight plan.

Sable, I see you talking a lot about how good you are with the shuttles. I don't doubt it in the slightest, but I have to ask: does anyone who ever plays against your shuttles get in good hits against you with Proton Bombs? it seems like that would be a dreaded weakness in your flight plan.

Interestingly, no one has flown proton bombs against me yet. Indeed, the closest I can think is last night, one bomber had Prox Mines on it, but was destroyed before it could drop them.

Honestly, I'm not terribly scared of proton bombs because I have boost. That makes is incredibly easy to escape blast radius. Against my 3 shuttle list, it would be hard to catch one out. Even if you did, I don't fly in formation with them, so even if they succeed at hitting me with a proton bomb, they are only hitting one shuttle. Yes, crits can be nasty, but a number of them have no impact on them:

Munitions Failure (No cannon on mine)

Injured Pilot (No EPT or pilot abilities)

Damaged Engine (Turns are already red)

Blinded Pilot can actually be a boon, since my the next attack rolls no attack die, then generates a target lock, then Gunner gives me a second attack with target lock.

Damaged Cockpit (PS0) might not have any real effect if I have initiative as nothing with bombs is less that PS2

So, that's 10 cards of 33 that I don't particularly fear. Further, you'd have to hit a single shuttle with a minimum of 3 proton bombs to destroy it if two are Direct Hits. The problem is, of course, that you can run a maximum of 4 TIE bombers, which sounds like a tasty match to me. :)

Still, it would be a fun match I'm sure.