HWK just got even better!

By KCDodger, in X-Wing

I suppose. I pretty much only use Kyle- but that might change after I grab Rebel Aces... Uh... Someday.

Roark can be very strong in a four ship list, so you might be missing out.

Personal experience is the worst kind of evidence as everyone has a bias, that's why you need multiple data points.

I love dark forces number three Jedi knight two is one of my all time favourite games I'm actually replaying it now.

But I can't say I ever really feared the crow when I faced it, but perhaps that will change.

Roark can be very strong in a four ship list, so you might be missing out.

I've still not really wrapped my head around the significance of PS.

I know, blasphemy. Bare in mind, I've only played around five matches.

Personal experience is the worst kind of evidence as everyone has a bias, that's why you need multiple data points.

I love dark forces number three Jedi knight two is one of my all time favourite games I'm actually replaying it now.

But I can't say I ever really feared the crow when I faced it, but perhaps that will change.

Outcast? Outcast is good. Never liked The Crow's replacement though.

Right, but I think it's even more niche than your usual assortment of support ships. The only HWK pilot that I might casually throw into any list would be Roark, but Kyle is just way too combo intensive for my tastes, and I would need a really good reason to spend 25-30 points for Jan's extra red die. So, is the HWK effective? Yes, in the right place. Is it amazing? That might be a strong word.

Jan + Ion Cannon Turret is 30 points, sure, but compare her to a Gold Squadron Pilot + Ion Cannon Turret at 23 points. You have a similar dial, and the places where it's weaker don't hurt you very much due to the turret. You're weaker defensively in some fairly common contexts, but not that much weaker, and in conjunction with the long leash on her pilot ability, you can actually stay out of Range 1 and often out of arcs entirely.

So you're getting some pretty similar functionality, and the extra 7 points buy you an extra attack die for someone else in your list. That's exactly what you'd pay to put an HLC on a B-wing, except this extra die can be attached to any attack, coming from any ship, and it also doesn't prevent the attack it's boosting from inflicting critical damage.

It's a bit harder to find room for Jan, but I like her just as much as I like Roark.

Roark can be very strong in a four ship list, so you might be missing out.

I've still not really wrapped my head around the significance of PS.

Having PS12 during combat means you are guaranteed to shoot first. You can have a ps2 bwing blast a fel+vi off the board, or give a doomed ship one last shot. It's also up to your discretion when and how to use each turn, adding a bit of unpredictability.

Fitting Jan into a list where she has all the toys she needs to be truly effective is a feat. It's been like an unsolveable puzzle that I've worked on since the HWK came out...b/c I think an extra red dice is/can be a really big deal in a fight.

I posted a list for critique with just such a Jan Ors build featured just tonight. I'm pretty stoked about it, and can't wait to try it out. I'll probably Vassal it tomorrow, or take it against my 11yo son tomorrow.

Roark can be very strong in a four ship list, so you might be missing out.

I've still not really wrapped my head around the significance of PS.

Having PS12 during combat means you are guaranteed to shoot first. You can have a ps2 bwing blast a fel+vi off the board, or give a doomed ship one last shot. It's also up to your discretion when and how to use each turn, adding a bit of unpredictability.

Well I know that. It's just that I don't have the experience to know what PS is good for what situation.

BElieve me, I read the rules.

This has me intrigued about trying a z-95 +Jan list. She would turn a z-95 into a 12 point x-wing. Gears.....turning....

Dude, the HWK is like the... Pontiac of the Rebel fleet. It's on the shelf just below the Y-Wing, for sure. I won't lie though, Jan might make me take a second look at a Kyle/R5-P9 enabled ship combo list.

I also just realized that Jan doesn't have anything restricting her to Small or Large Ships only, meaning she'll be a great 2-point utility piece on a Transport in Epic.

Roark can be very strong in a four ship list, so you might be missing out.

I've still not really wrapped my head around the significance of PS.

Having PS12 during combat means you are guaranteed to shoot first. You can have a ps2 bwing blast a fel+vi off the board, or give a doomed ship one last shot. It's also up to your discretion when and how to use each turn, adding a bit of unpredictability.

Well I know that. It's just that I don't have the experience to know what PS is good for what situation.

BElieve me, I read the rules.

that PS 12 makes a HUGE difference. think about it, you have a loq PS ship, move 1st (or close to it) and can now shoot 1st. it saved a couple of my ships tonight even.

I can't wait for Rebel aces so I can do a combo of Kyle handing off a focus to Arvel after he bumps. think about it, if he has a proton rocket he can shoot it at a ship he collided withif Kyle gives him a focus.

also I agree 100% I love the HWK. it is an underdog (which is why I play it) and EVERYONE ignores it. that with an ICT is a great way to setup a deadly range 1 atk from another ship like Wedge or even ordnance for the next turn. needless to say every list I make has my HWK in it.

I used to fly Biggs walks the Dogs a lot, and I recently subbed out the Rookie for a Rebel Operative with an Ion Turret. OMG what a change. That ship became MVP of the lot. It locked down so much stuff and its deceptively hard to kill. It fires last, so i can choose to shoot something without tokens. It has 2 agility, so it can dodge quite a bit, especially with focus on it. And everyone ignores it. It has walked Bwings off the table, killed Fell, set up Echo to be molested. Its a great little ship.

That's funny, placed third at Imdaar with Biggs Walks the Daggs using a Gold with ICT. I could've squeezed some more points with Operative, just worried about survivability and maneuverability, but the Gold wasn't gunning the burners so I think the HWK could have kept up.

Roark is good in 4 ship list, but its bettter in 5 ship list - Roar+ion turret, 3xRookie and bandit, and 1 point left, so you can upgrade rookie to blue, bandit to tala or just keep to get initiative

Fitting Jan into a list where she has all the toys she needs to be truly effective is a feat. It's been like an unsolveable puzzle that I've worked on since the HWK came out...b/c I think an extra red dice is/can be a really big deal in a fight.

I posted a list for critique with just such a Jan Ors build featured just tonight. I'm pretty stoked about it, and can't wait to try it out. I'll probably Vassal it tomorrow, or take it against my 11yo son tomorrow.

Jan+ turret

Tarn+r7

Bandits+hull+ missile of choice

Fun little list that might just have enough alpha punch to get the job done.

Roark+ turret of choice

Xwing

Bwingx2

Is also really effective. Enough room left for lots of variation. I usually go with daggers for some really good PS but some of the named x's are really nice or 3for2 z's.

Right, but I think it's even more niche than your usual assortment of support ships. The only HWK pilot that I might casually throw into any list would be Roark, but Kyle is just way too combo intensive for my tastes, and I would need a really good reason to spend 25-30 points for Jan's extra red die. So, is the HWK effective? Yes, in the right place. Is it amazing? That might be a strong word.

Jan's not just a red die, she's chuckin' out Ion shots too, so the red die's actually costing you Jan - the cost of an equivalent Y-wing (+ worse dial - PS boost) Plus there's a crew slot that, if you didn't go with Nien Numb, you could potentially do fun things with.

The HWK is definitely good if used properly. But yeah, it only goes to amazing when you have a GR-75 to capitalise on those ion shots. :P

Edited by Lagomorphia

I wonder if Jan's crew ability will impact both focus tokens generated by recon specialist. That would be incredibly potent.

I wonder if Jan's crew ability will impact both focus tokens generated by recon specialist. That would be incredibly potent.

I don't think so; the "once per round" ought to rule it out.

Personally, I'm really excited to put Kyle on Jan. Take a stress to boost a friendly. Next turn, clear the stress for a focus, and focus action. Now, Jan can use the Blaster Turret. A more offensive option.

Personally, I'm really excited to put Kyle on Jan. Take a stress to boost a friendly. Next turn, clear the stress for a focus, and focus action. Now, Jan can use the Blaster Turret. A more offensive option.

Jan (pilot), Ion, Kyle (crew) (33 points)

Biggs (25 points)

Rookie pilot (21 points)

With the remaining 21, you can either put in another rookie or a named Z-95 pilot with some upgrades.

Or

Kyle (pilot), Ion, Moldy Crow, Jan (crew) (31 points)

Garven (26 points)

Biggs (25 points)

Tala with Assault missiles (18 points)

Biggs gets a focus from himself, Garven and Kyle, changes one to an evade giving you two focus and an evade. Good luck taking that down with your formation broken.

This has me intrigued about trying a z-95 +Jan list. She would turn a z-95 into a 12 point x-wing. Gears.....turning....

Not quite a 12 point X-Wing. You'd still need to spend 3 points on a Hull Upgrade to get the Z-95 to take damage like an X-Wing.