So, how do you use The HWK effectively?

By Hydraface, in X-Wing

You look at the stats, and you shake your head...the HWK-290 does not impress on paper. However...many have since claimed this dark-horse is underrated, underused and misunderstood.

If you're a HWK fan, could you let us in on the secret?! How do you get the most out of this unique ship, how do you make it a key, constructive element of your super-duper tip-top Rebel list? What are the killer combos, hidden virtues and yes, low-down dirty tricks you can pull to make the HWK-290 just plain great?!

Well, just to put the obvious out there right away, the focus factory can be great.

I particularly had fun with the crow flying next to garven. Kyle gives garven a focus, garven uses it and gives it back and the tokens just accumulate.

Other than that, the APLs and Ionzes list from metal bikini a couple weeks ago is probably a fairly effective, if incredibly dickish, use of 2 generic HWKs

Edited by Forgottenlore

I'd go easy and cheap at first (get to know the dial) by avoiding Blaster Turrets that need Recon Specialist or the title. Roark with Ion paired with 2 Blue squadron B-wings + ship of your choice can be quite effective.

I'm sold on the HWK after one game. Awesome ship. Jan + Ion turret + nein numb. Wedge + marksmanship ( I won't be using that again though ) + shield upgrade and Biggs + R2-D2 + shield upgrade. It wasn't until Biggs dropped that jan died. By turn 4 my opponent had lost his rag with jan and became his primary. Not Biggs or wedge, Jan. That how I use it

Edited by Spaceman91

Beyond my ramblings that follow, what those guys above me said.

I've used Kyle + Recon + Blaster or Ion + Moldy Crow to good effect. It comes out at 31/32 points so it's a tad high for most people's liking for what it gives, but I like it for my play style. On any over 100-point matches though, it's almost an essential for me.

If you use this build, don't race across the board to engage. Take it slow, moving at speed 1 or 2, taking Focus every turn for Kyle/Recon/Crow to bank them. I like starting the shooting war with at least 6 or 8 Focus stacked on him.

Jan + Nien + Turret is also effective for the extra die and then stress relief. Popping it onto a key attack is very useful, especially for the full range 1 to 3. It can be a bit predictable though when it comes to your manoeuvre choice to clear the green, so use it carefully. However, if you can get them behind an opposing ship, then ion the crap out of them, it's easy to pick them off with the Bs.

Jan/Ion + Kyle/Ion + 2 Dagger Bs is the base for a killer 125 point list if the Bs get into their good close-in spots to mangle things. I tend to put FCS instead of AS on the Bs with this list so they're getting TL/F on most attacks. Getting one B in to range 1 with the ability to throw 5 dice with TL/F is devastating.

Jan Ors + Ion Turret (with Nien Nunb, if you have the room) in a 4-ship build has worked well for me in the past.

Jan Ors + Ion Turret (with Nien Nunb, if you have the room) in a 4-ship build has worked well for me in the past.

That's my preferred build as well although I couple times I've also put squad leader on Jan for fun and profit.

Although new to dabbling with HWKs I feel that Roark is probably worth a mention as well - the cheaper end of the hwk spectrum. Used him today as part of my first tournament with the following:

Roark - HWK - Ion cannon turret

Dutch - Y wing - Ion cannon turret

Garven - X wing

Rookie - X wing

(Am well aware there are nastier builds available but I have a bit of a thing for unsung heroes like garven and dutch)

Roark served very nicely as a second ion platform and shunted pilot skill 12 around the field as and when required to give the edge over better pilots. And actually - perversely - doesn't rank very high on the target priority. Really doesnt need much by way of additional help although I take the advice about nien nunb onboard - 1pt very well spent to allow you to get to use the 3 banks and 4 straight a little more so it needn't fly quite as predictably.

Otherwise use as above. Certainly cant dogfight with anything really but does a nice little job in sticking around at the end of range 2 out of most target arcs and once you start ioning people - staying out of those arcs. I honestly got the impression that people felt shooting at him was a bit of a waste compared to the others until a few rounds of artificially high pilot skill shooting from the rest of the list made them reconsider by which time you've possibly got through the initial furball and can settle down to cruising around outside most peoples fire.

My tuppence worth anyway based on a few games use of him - I'll be interested to see if my own advice stands the test of time.

I used Roark Garnet + ion cannon.The ability to give a friendly ship in range 1-3 pilot skill 12 paid off well for me.

I was up against Soontir fel+ swarm tactics and a Avenger Squadron pilot. Roark didn't negate the swarm tactics but it did give me a chance to knock off focuses.

My opponent was frustrated by the ion cannon.

I flew Biggs near the formation and the Hawk was never touched.

I think that the model is a good asset. I was surprised.

I won a tourney with roark+blaster, x2 blue squadron + fire control system, wedge. I think that's what it was, anyway. It worked great for me, but my dice usually bone me so I needed the FCS.

Roark+ion+nien numb, x2 blue, Wedge+swarm tactics was my original build but I lost 3 games in a row due to dice (one game was a shutout). I think this is the better build, but you can't argue with the results.

I think the trick is to use the HWK as a buff during the early game, but to make sure your list can function in the late game without the HWK. If it is buffing your other ships then it will certainly be an early target, so you have to be prepared to put up a fight without it since it's such a relatively vulnerable ship.

I've played both Kyle and Roark.

Kyle you put in focus generating lists, and watch your opponent weep. It's especially nice if your opponent is running with Gunner.

Roark is great to beef up someone for a critical shot. I've taken my B-wings to 12, killed off Backstabber and felt great about avoiding getting someone shot at because I removed a gun from my enemy's side of the board.

I like the Blaster Turret on both, because it's more damage coming from my side and doesn't hinder me. Recon Specialist is almost a must. I would use Moldy Crow with Kyle, but you don't need it on Roark which is nice.

I like:

Roark + Blaster + Recon (26)

2 x B wings + FCS (24 each)

And a 26pt ship of your choice. (Garven is always a good choice)

Both Jan and Roark have won a tournament for me with the following lists:

Jan Ors (25)

-Ion Cannon Turret (5)

-Chewbacca (4)

Ibitsam (28)

-Heavy Laser Cannon (7)

-Elusiveness (2)

-Advanced Sensors (3)

Garven Dreis (26)

Jan boosts Ibit to 5 dice at all ranges and can strip a token from Ibit's target or sling her ion-y goodness, Ibit is at least always focused, and normally has her own Target Lock and a focus from Garven instead. She also might be re-rolling a die from her own ability, made easier by the Elusiveness talent, which also helps keep her alive. She has 1-shot an X-wing from range 3. Garven died twice in 3 games, no other losses, brought me to 3-0.

Roark Garnet (19)

-Ion Cannon Turret (5)

-Recon Specialist (3)

Dagger Squadron Pilot (24)

-Advanced Sensors (3)

Red Squadron Pilor (23)

Red Squadron Pilor (23)

This squad all moves at PS4, but Roark makes the most opportunistic shot shoot before anything else happens. The power of the Dagger/Red combo can't be denied, but rather than swap the X-wings out, I swapped out a Dagger to add the utility of Roark. I went a total of 7-0 across two tournaments, one of which was a store championship, before finally losing with it in a friendly game against Han and a pair of A-wings. Things that Roark let me kill prior to important shots: Soontir Fel range 1, Wedge range 1 twice, a Dagger that had a r1 on Roark, Turr Phennir, and a Saber Squadron.

In both lists, the HWk is a major asset, but the list can still function without it. In the first list, if they focus down Jan, Chewie helps keep her alive (2 of my 3 opponents tried to focus Jan, one changed his mind and went after Garven when Garven aced a TIE, the other never got that far and died with my entire squad alive) and they leave Ibit unchallenged to punish their team. In the second, if you lose Roark, it's roughly the same as if you lose Biggs early, and people tend to ignore him because he doesn't deal as much damage as the Reds and Dagger.

As stated throughout here, the HWK is a fine support ship. Roark, Ors, Katarn all have their fun little trick while the Rebel Operative seems useless but can be a cheap turret option for the right build. Like any support ship, they have a little trouble carrying their own weight, so I have found that as long as the other 2-3 ships in the list can pick up the slack, the flexibility to get from any of the named pilots is an excellent little edge.

I was test running a list this weekend with Jan/Ion/Nien Numb supporting Wes Janson and Ibtisam/HLC/Opportunist. Wes strips the tokens, Jan buffs Ibby, Ibby hits you with 6 dice at any range with a reroll now that she's stressed. LOLs (on one of the table, at least) ensue.

ALL of the HWK pilots have value. This is a support ship and causes the rest of your fleet to be even better.

Reb. Op. - For 16pts your get a platform that can be equipped with a crew member and a turret. Pick a crew member that effects OTHER ships to get the most out of this slot. I AM NOT a fan of Numb because he only adds 1 green maneuver to the dial.

Roark - for 19pts you have everything the Reb Op gives you AND the ability to boost one of your ships to the front of the line in the attacking order. This is huge! Two ships firing before the target can generally means said target is dead before it gets to fire.

Kyle - At base 21, you get a PS 6 and the ability to hand out focus AT THE BEGINNING of the combat round. This focus token can be used to aid in the defense or offense of another ship. This is also the only ship I put a blaster turret on. His PS is high enough to make it worth it, and Kyle is a focus factory. Total build = 31pts. (Blaster+Recon+Moldy Crow)

Jan - For 25 pts you get a PS 8 and the ability to add another attack die to another ship's attack. B-wings, X-wings, and Y-1300s LOVE Jan. Set her (and really any other HWK) up with an Ion turret. Her high PS makes Swarm Tactics a no brainer.

I AM NOT a fan of Numb because he only adds 1 green maneuver to the dial.

Two, actually. One white and one red both turn green.

I like the lowly Rebel Operative, usually with Blaster Turret and Recon Specialist. It has 360 fire (limited to R1-2) and pretty good survivability.

I sometimes drop a shield upgrade on there as well. Great second ship to a named YT-1300.

I was test running a list this weekend with Jan/Ion/Nien Numb supporting Wes Janson and Ibtisam/HLC/Opportunist. Wes strips the tokens, Jan buffs Ibby, Ibby hits you with 6 dice at any range with a reroll now that she's stressed. LOLs (on one of the table, at least) ensue.

I'm gonna have to try this... it seems like a more powerful version of what I posted one post above yours...

I was test running a list this weekend with Jan/Ion/Nien Numb supporting Wes Janson and Ibtisam/HLC/Opportunist. Wes strips the tokens, Jan buffs Ibby, Ibby hits you with 6 dice at any range with a reroll now that she's stressed. LOLs (on one of the table, at least) ensue.

I'm gonna have to try this... it seems like a more powerful version of what I posted one post above yours...

I'm suddenly wondering about:

Ten Numb + FCS

Ibitsam + FCS + PtL

Jan Ors + Ion + Nien Nunb + ???

I was test running a list this weekend with Jan/Ion/Nien Numb supporting Wes Janson and Ibtisam/HLC/Opportunist. Wes strips the tokens, Jan buffs Ibby, Ibby hits you with 6 dice at any range with a reroll now that she's stressed. LOLs (on one of the table, at least) ensue.

The idea is that Ibitsam with focus or target lock shoots 6 dice at a target without tokens?

You could replace opportunist with PTL. That saves one point and gives you 5 dice with focus and TL. Against 1-4 defence dice PTL results in more damage than opportunist. With 5 or more defence dice opportunist inflicts more damage than PTL.

I AM NOT a fan of Numb because he only adds 1 green maneuver to the dial.

Two, actually. One white and one red both turn green.

You are correct, two. Neither of which have more value than say Intelligence Agent. Honestly, to get the effects of the HWK's named pilot's ability you just have to keep her within range 3. All the HWK's natural green moves are all I use through out a game anyways.