Welcome to Rogue Squadron, pilot! In this series we will be looking at different squadrons you can fly in Fantasy Flight Games X-Wing miniatures game. We give you the squad, what expansion pack all of the upgrades come from and then give you the low down on how best to fly it. Strap in and get ready to fly…
All Wings Report In
K-Wing “Miranda Doni” (K-Wing Expansion) (37 pts) (PS 8)
Once per round when attacking, you may either spend 1 shield to roll 1 additional attack die or roll 1 fewer attack die to recover 1 shield.
- Turret- Twin Laser Turret (K-Wing Expansion): Attack (r 2-3, 3 dice): Perform this attack twice (even against a ship outside your firing arc). Each time this attack hits, the defender suffers 1 damage. Then cancel all dice results.
- Crew- Tactician (TIE Phantom Expansion) -After you perform an attack against a ship inside your firing arc at Range 2, that ship receives 1 stress token.
2x K-Wing “Warden Squadron” (K-Wing Expansion) (31 pts) (PS 2)
None
- Turret- Twin Laser Turret (K-Wing Expansion): Attack (r 2-3, 3 dice): Perform this attack twice (even against a ship outside your firing arc). Each time this attack hits, the defender suffers 1 damage. Then cancel all dice results.
- Crew- Tactician (TIE Phantom Expansion) -After you perform an attack against a ship inside your firing arc at Range 2, that ship receives 1 stress token.
Lock S-Foils in Attack Position
This list showed up at Worlds to much acclaim. One of the guys in my area has taken it to a few tournaments since then and remains undefeated. It’s surprisingly effective.
The key to the build is the combo of no donut hole and the Tactician threat. Your opponent will need to avoid the front arcs for fear of being overloaded with stress. And arc dodging doesn’t get you anything thanks to the turret. No matter where your opponent goes, you can shoot at them.
Compared to a quad Y-wing TLT list you’re throwing less dice but the lack of a donut more than makes up for it. Instead of range 1 being an ideal spot for your opponent it becomes a big risk as they will be taking full damage from any hits. Additionally, you have Miranda who can opt to lay in extra damage or continually regenerate shields. Regeneration is not to be underestimated.
The biggest threats to the list are the combo of autothrusters and sensor jammer that can make some ships almost unhittable by TLT’s. That’s where your tacticians become key. With three ships you can split the formation and make it very hard for your opponent to avoid Tactician from at least one of them. Double stress will shut most ships down.
Variations
With three K-Wings there are a lot of options you could consider for variations. You could trade the tacticians for two recon specialists. Recon specialist eliminates the threat of a ship with sensor jammer since you can use Focus on both attacks. Unfortunately, you can only fit two of them which leaves one ship out. Advanced SLAM is also an option for the same points but not that useful. With no bombs to drop at the end of a SLAM it’s not really worth the Tactician loss.
You could also throw a seismic charge on each of them. Bombs are never to be underestimated and serve a similar function to the Tactician in that they will affect how your opponent chooses his maneuvers.
Wayne Basta
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