HWK Ion platform: better than Y-Wing?

By riplikash, in X-Wing

So, I've been taking a good, long look at the HWK, as it isn't getting a lot of love. It's definitely got some cool stuff it can do with its cannons, crew, title, and modifications.

But I started to think, how would it do as just a pure Ion platform? Y-Wings have obviously been my goto ship for ion in the past. So I'm seeing two main builds to compare here:

Gold vs Rebel Operative

For two points less we've got the same piloting skill, 1 more dodge dice, and 3 less HP on the RO. I think you could argue this is a wash defensively. You lose 1 attack, but you're in it for the Ion anyways.

Grey vs Roark Garnet

Roark is 1pt cheaper than Grey. Stat-wise we are in the same place, about even (in my opinion): about equal defense, lower attack (which we don't care about much). But Roark can also make one ally at range 1-3 Skill 12. That's pretty awesome for what is effectively already a cheaper version of a Grey Squadron ion platform! It's like a better version of Veteran Instincts, one that can float, give you up to a +11 bonus to initiative in combat (though not movement), and be given to any pilot! Overall, I would argue this puts Roark at a 2-3pt value compared to the Grey Squadron pilot.

There is one other major thing you are losing with the HWK: the K-Turn. Now, in my opinion, this isn't a big loss. K-Turns are MUCH less useful on a ship with a 360deg turret.

Personally I think they are a great deal, especially Roark. The things you are losing aren't things you care much about in the first place for a cheap ion platform, but the points and abilities you gain back are very important to you.

Basically, if you're looking for a dirt cheap ion platform, I'm thinking you can't beat the HWK.

What do you guys think? Is that a correct assessment, or am I missing something?

I've started to really like Roark with an Ion for 1 point more than a Gold (or 1 point cheaper than a Gray, but I rarely consider flying grays anyways).

Overall, your assessment is correct, the HWK w/ Ion isn't a bad trade for a Gold w/ Ion. You lose the 3 turn and the 4k, but otherwise the dial is the same.

The health difference comes down to variability, but on average, the Gold is slightly stronger, but not by much.

The big difference will be if you get a mutions failure on the Gold, you still have a decent fighter. The HWK is useless with that crit. Do I think that's worth 2 points? *shrug... I'd be more willing to pay 2 points for the more expected defense of the Y over the prevention of damage the HWK can offer.

I have thought the same but I lean more towards the Gold. I prefer to have that slightly better attack dice for range one shots. I agree with your assessment though and I really do love the HWK. I just love the Y wing more. But if I absolutely couldn't afford a gold and wanted an ion platform I wouldn't mind using the RO. I think both the Y and the HWK are underrated.

This got me thinking about if Roark could be a nice basis for a always shoots first Swarm Tactics chain.

Something like this:

Roark Garnet (24)
HWK-290 (19), Ion Cannon Turret (5)
Biggs Darklighter (25)
Ibtisam (30)
B-Wing (28), Swarm Tactics (2)
Green Squadron Pilot (21)
A-Wing (19), Swarm Tactics (2)
Or this:
Roark Garnet (25)
HWK-290 (19), Ion Cannon Turret (5), Nien Nunb (1)
Ibtisam (33)
B-Wing (28), Advanced Sensors (3), Swarm Tactics (2)
Green Squadron Pilot (21)
A-Wing (19), Swarm Tactics (2)
Green Squadron Pilot (21)
A-Wing (19), Swarm Tactics (2)

The idea being that Roark grants one of the swarm tactic carrying ships pilot skill 12, then they pass that on to the rest. I think that works given that both abilities are simultaneous at the start of the combat phase so you could pick which one to do first.

Ooh, I could see that working! Going by the wording on the cards:

Roark: At the start of the combat phase choose 1 other friendly ship at Range 1-3. Until the end of the phase, treat that pilot's pilot skill value as 12.

Swarm Tactics: at the start of the combat phase, choose 1 friendly ship at Range 1, Until the end of this phase, treat the chosen ship as if its pilot skill were equal to your pilot skill.

Since you can choose the order these kinds of buffs apply, it seems to be explicitly allowed.

Technically you could pull this off with one less swarm tactics, but it is more robust to have it on all three. Might have to try this one.

Ooh, I could see that working! Going by the wording on the cards:

Roark: At the start of the combat phase choose 1 other friendly ship at Range 1-3. Until the end of the phase, treat that pilot's pilot skill value as 12.

Swarm Tactics: at the start of the combat phase, choose 1 friendly ship at Range 1, Until the end of this phase, treat the chosen ship as if its pilot skill were equal to your pilot skill.

Since you can choose the order these kinds of buffs apply, it seems to be explicitly allowed.

Technically you could pull this off with one less swarm tactics, but it is more robust to have it on all three. Might have to try this one.

Technically, you can swarm Roark up to PS12 if you have it on all 3 =P

Ooh, I could see that working! Going by the wording on the cards:

Roark: At the start of the combat phase choose 1 other friendly ship at Range 1-3. Until the end of the phase, treat that pilot's pilot skill value as 12.

Swarm Tactics: at the start of the combat phase, choose 1 friendly ship at Range 1, Until the end of this phase, treat the chosen ship as if its pilot skill were equal to your pilot skill.

Since you can choose the order these kinds of buffs apply, it seems to be explicitly allowed.

Technically you could pull this off with one less swarm tactics, but it is more robust to have it on all three. Might have to try this one.

Technically, you can swarm Roark up to PS12 if you have it on all 3 =P

True, but an ion boat doesn't really benefit much from firing first. It is very, VERY rarely going to land a killing shot.

Hmm, it would be more fragile, but you could also drop one of the swarm tactics for a Push the Limit, which would be particularly useful on a PS12 ship.

I am a HUGE HWK fan. Its named pilots all offer something the Y-wing cannot. Jan, adding an attack die, is a game changer. Kyle, handing out focus, makes himself and others hard to kill and more likely to hit. Flying a few low level pilots? Let Roark boost them.

Alongside the Ion Cannon Turret, I'd give the HWK a Saboteur, to improve it's damage output in the late-game to be close to the Y-Wing's primary weapon.

However, the Hwk + Sab + ICT is the same cost as a Hwk + Recon + Blaster...

Alongside the Ion Cannon Turret, I'd give the HWK a Saboteur, to improve it's damage output in the late-game to be close to the Y-Wing's primary weapon.

However, the Hwk + Sab + ICT is the same cost as a Hwk + Recon + Blaster...

I've run both of those. Sab never works out the way I hope it will though.

It's definitely a good substitution.

The extra defense dice can be nice on the HWK, but for one extra point, you can stick an R2 or R5 unit on a y-wing, which gives you either more maneuverability - or helps you deal with ship-crits... (unfortunately, not munitions failure) The y-wings can deal with that by mounting torpedos, when we see those flechette torpedos, that wouldn't be a terrible thing to take to discard for the munitions failure crit..

Hwks can take crew, which is nice as well - Recon spec also works well on an ion canon ship - more likely to hit those ties with a focus, and keep a focus for defense...

If I'm looking for an Ion Turret platform, I'll look to get a Y-Wing before a HWK since it is more maneuverable, tougher, and has a better attack on it's primary weapon if the Ion Turret isn't suitable to use. However the HWK is better if you either:

A. Can't spare those two points.

B. Are willing to spend more points and utilize some of the HWK's other abilities and buffs to create a support ship.