Showing posts with label kihraxz. Show all posts
Showing posts with label kihraxz. Show all posts

Saturday, 27 February 2016

EPISODE 4 Part2 - ONE SHOT, ONE KILL

HI everyone. This week i only managed to get two games in due to an uneven number of players but they were good games all the same. hear's a reminder of what i was flying.


GAME ONE.
for the first game my fearsome squad of Kihraxz fighters headed off against a heavily armed imperial
attack force. Krassis Trelix, Backstabber and a TIE Punisher from Cutlass squadron. My Kihraxz set up on the right flank hoping to use a line of asteroids to cover their approach. With the Punisher in our sights the Kihraxz surged forward as fast they could. The Punisher met my engagement and locked its cluster missles on my squad, Krassis turned to avoid the screen of asteroids while backstabber put pedal to the metal trying to get into flanking pposition The Punisher was a sitting duck. 15 attack dice with focus later and there wasn't a Punisher. But now both backstabber and Krassis were getting behind my fleet. That nice 5 K-turn got me clear of the asteroid line, but backstabber and the firespray were a little out  my sights. A few stray shots yielded little results as krassis heavy laser cannons fired back into my squad. not wanting to risk being boxed in by the asteroids my entire fleet kept its stress and preformed a hard 1 turn facing directly at backstabber. the TIE fighter collided with the front of my squad but with 3 range 1 Kihraxz thats one
dead Backstabber. Meanwhile Krassis manages to destroy one of my ships. Only Krassis was left but i had no way of getting him into ark and every one of my ships was stressed. my fleet turned on the retrothrusters slowing down to relieve there stress and to collectively target lock the firespray which flipped behind my position. The furthest back of my ships took a heavy hit being reduced to one hull by Krassis' gunner co-pilot. Relying once again on that 5 K-turn my fleet quickly flipped around and had the firespray in there sights. The heavy laser cannon blazed away at the injured Kihraxz but he was determined to dodge every shot even from the enemy gunner. My Kihraxz return fire relying on there target locks. Solid hits. And that's one dead Firespray. Victory to the Kihraxz!



GAME TWO.
in game two my Kihraxz came up against nothing....we were just flying through space with malicious whimsy when all of a sudden "HOLY HANSOLO, THREE PHANTOMS!" This was going to be a tough match but i set up my squad and planned to try and focus down the phantoms one at a time.
luckily they set up quite far apart. I gunned it. moving as quickly as i could upto the closest phantom. cloaked or not attack dice are more reliable than defence dice. my squad sweeps inbetween two asteroids and gets the first phantom in there sights. one of my Khiraxz takes a hard hit but survives. we return fire and my opponents evade rolls run out of luck pretty quickly and thats one phantom down. Only problem was the other two phantoms have managed to pincer me in and i don't seem to be able to move into a good firing position on either. I take a big risk deciding to K turn my entire fleet. A bad decision. one of the phantoms Decloaks and blocks my move and then they manage to get out of ark of every one of my ships.
Enemy blasters fire over and over again while my Khiraxz struggle to stay together and barely get in a few shots on the phantoms until all that's left is my squad leader fleeing desperately. One turn later. Dead. A victory to the Phantoms.


                                      DON'T BE LIKE ME --->



THE REVIEW.
I really enjoyed flying this list. every time i managed to fire with all of the Kihraxz at once i made a ship disappear. Iv never seen my opponent pull out damage cards so quickly as when i fired at that punisher and firespray. The phantoms were always going to be a tricky one but i think i just threw the game when i did that squad wide K-turn. I would like to see how the game would have played out had i split my squad into a group of two and a group of three and then have them approach fairly close but at different angles so that i could at least fire at the phantoms consistently. All said i definitely rate the Kihraxz as a top notch all round fighter. Its dial is great and its stats are solid. I have high hopes that one day a Vaksai title and some more pilot options will give the Kihraxz that bit of a boost that i think it needs to be used competitively. Or perhaps the Upcoming Cloaking Device will give Graz and Talonbane the boost they need.



Halfway through the league now and iv had a lot of fun so far. I have so many lists i am dying to try with some of the cards due to be released in wave 8 including what i hope to be my new tournament list (hopefully more on that later) and with rumors that wave 8 is due to be released mid March i should be able to try a few of these lists before the league comes to a close. As always my commissions page is in the sidebar please check it out. And ill see you all soon with my next list.

Goodbye and fly Casual






Wednesday, 24 February 2016

EPISODE FOUR - SPECIAL K

Hi Everyone. This week i'm playing the list that got me playing Scum in the first place. 5 Kihraxz Fighters AKA the Special K.



Cartel Marauder. 
Theres not a whole lot to talk about with this list as its just five of a simple solid fighter. So instead lets take a closer look at the Kihraxz and talk about its strengths and weaknesses. The Kihraxz is a
formidable ship and is clearly designed to be the scum equivalent of an X-Wing, So lets compare the Khiraxz with its Rebel rival.

STATS: The only difference between the two fighters stats is the Kihraxz looses one shield and gains one hull. Generally a shield is better than an additional hull as it can absorb a critical hit so perhaps the X-wing has a slight advantage over the Kihraxz when it comes to stats but barely.
POINTS: For one point less than a Rookie X-wing pilot the Cartel Marauder matches his rivals Pilot skill of two. Nothing to brag about but at least they're evenly matched. This single less point makes little difference other than it allows you to perfectly fit five Kihraxz in one list. in value for its points the Kihraxz  comes out on top.

UPGRADES: The Kihraxz has the illicit and missle upgrade where as the X-wing has an astromech and torpedo. in my opinion missles are better than torpedoes, as all torpedoes need to spend a target lock. But at the same time id say an astromech is better than most illicit upgrades so they're quite even in upgrade potential. However there is one advantage the X-wing has over the Khiraxz and that's the Integrated Astromech upgrade. This free modification allows the X-wing to remove his astromech to negate any one hit. Essentially being an extra shield. The Khiraxz sadly has no equivalent to this so the X-wing comes out on top in Upgrades.

DIALS: The Kihraxz is a more nimble fighter than the X-wing with a very nice 1 turn and the interesting 5 K-turn. The X-wing has the ever useful 1 forwards as well as the 3 turn but its green maneuvers are limited to it going very slowly where as the Kihraxz can relieve stress with its 2 maneuvers. Clearly very similar but i think the Kihraxz comes out on top of the X-wing when it comes to the dial, Largely because of that hard 1 turn. 

PILOTS: When it comes to named pilots the X-wing dominates the Kihraxz. Mostly because of the sheer number of named X-Wing pilots available. There are two named Kihraxz fighters and they're both abit mediocre. Graz the Hunter allows you to roll an additional defense die if whoever is shooting you is in your firing ark and with a pilot skill of 6 Graz could be an interesting pilot. However Graz looses the elite pilot talent available to the Black Sun Ace which i feel really takes away his potential to be awsome. One man who is brimming with awsome (in his name at least) is Talon Bane Cobra. What a name! Talon Bane's ability doubles  his range bonuses giving him 2 extra attack dice at range one and two extra defense dice at range two. on top of this he comes with an astonishing pilot skill of 9. Almost
unheard of in the Scum faction and he gets to keep the Elite pilot talent. for 8 points more than the basic Kihraxz fighter an additional seven pilot skill a decent pilot ability and an elite pilot talent isn't bad. However my favorite of the Kihraxz Pilots are the Black Sun Ace. For 3 points more that the cartel marauder the Ace's go to Pilot Skill 5 as well as gain the Elite Pilot Talent. The Pilot Talent has a lot of potential given the amount of cheap quality upgrades there are. for 1 point take veteran instincts and have everyone be Pilot Skill 7 or take Crack shot and scare the hell out of TIE Interceptors. All of that said id say the X-wing still takes the victory on best pilots.

VAKSAI 
With the X-wing getting a boost from the Intergrated astromech card id like to see the Kihraxz get a
Vaksai Title card. The Vaksai was an upgrade to the standard Kihraxz. Desighned to be have more powerful engines, Better shielding and carry a heavier payload, the Vaksai was the pinacle of the Kihraxz starfighter. In game i imagine the title to be around 2 points and allow the Vaksai to turn one roll of an Eye into a hit when attacking at range 1-2 . This would represent the sheer amount of weaponry the Vaksai can carry and make the Kihraxz more offensive which would be a nice contrast to how the X-wing becomes more defensive. 





Tactically this list is just to be flown as a squadron. No special tricks just pumps out 15 red dice a turn. Abit of a different format this week but hope you all enjoyed it just the same. My Commissions page is in the side bar or those interested in seeing more X-wing paint jobs or looking to have some work done. Im looking forward to lying this list as iv yet to field all five off my Kihraxz at once. Ill be back soon with news on how they preformed and until then.

Good bye and Fly Casual