Murder of Crows

By KCDodger, in X-Wing

So here's a 100% HWK-290 list I put together... And I think it's preeeeetty nasty..! But I wanted to ask you guys about it.

NOTE: I was working 100% with cards I own, and nothing else.

Roark Garnet: 19, PS4
Recon Specialist: 3
Stealth Device: 3
Blaster Turret: 4
Jan Ors: 25, PS8
Ion Cannon Turret: 5
Stealth Device: 3
Swarm Tactics: 2
Nien Nunb: 1
Kyle Katarn: 21, PS6
Blaster Turret: 4
Moldy Crow: 3
Saboteur: 2
Veteran Instincts: 1
Stealth device: 3
Point Total: 99 (Retaining that initiative!)
_________________________________________________________________________

So, this list is developed as a way to make HWKs super deadly, and just using HWKs. And I've got the personal goal of being the best freakin' HWK-290 pilot XWMG has ever freaking seen.

That means mastering the Rebel and Scum HWK-290s respectively. The meta will change a lot, a fair bit when Scum comes out- which I'm buying immediately for its HWK cards, honestly.

The Rebels are all about Synergy, and this list does it pretty well in theory, but no idea about practice.

So let's start off with Roark. Everyone knows his ability, and it's beastly. He can make Jan or Kyle fire before everybody else, which is invaluable when facing... Well, just about anything. He's equipped with the necessary weapons, and with Recon Specialist, once Kyle gives him Focus, or he gives himself Focus, he can get some nasty shenanigans going on, continuing to resupply himself with Focus. As the meta dictates and since I'm inclined to believe it, Jan needs Ion turrets- so that's a good thing to have firing first if you just so happen to be facing a PS9.

Next up is Jan. Jan's our resident honey and Rebel poster girl, we all know her!

Okay, maybe she's my poster girl. But whatever, she's bangin'. However in this list, she's not banging, but stunning, oh yes. Quite.

Jan is the flight leader. She's the face of the Squad, and in light of this, she can inspire her fellows to attack just a little better. Now I don't know if her ability effects blaster turrets, but, and this is a big but (But not as fine as Jan's, amirite?) it does not say it doesn't. If it does, the likes of Roark and Kyle can dish out 4 die. FOUR. Like whoa, dude.

The general attack strategy is for her to be able to lose as much stress as possible while her stack of pancakes ("You're just a stack'a pancakes aren't you?" -Lando to Nien, Robot Chicken) friends, Nien Nunb takes the edge off when she's gliding around the field all cool-like. She's got to keep a level head in her junker, she's the flight leader.
Then we've got Kyle. The Agent, The Jedi, The Prodigy. The Muscle. Kyle's here to f*ck you up, and badly.

And he's got his eye- his focus on you. Run. He'll be inspiring the others with his presence, making them all fairly steely eyed. In two turns and with his wuver's help, he can get four tokens, which I'm certain that once combat starts, he'll have given both of to his squadmates. With all that in mind, they could all very easily acquire target locks on their foes.

But Kyle's been places. He's flown his ship- he's about as good as Jan now. Their buddy Roark ain't so hot, but he makes them feel good about themselves, confident. Like those cliques that have the one ugly friend to make the rest of them look good. But Jan knows he's that and makes **** sure he knows how to fly right. So they're all on the same level, except when one of 'em's thinkin' about that time Roark slipped on Chuba crap. (basically, when he makes them go up to 12.)

So, thematic aside.

You've got a list with decent weapons, solid synergy, always flying at PS8 and above, and capable of covering quite the field of play. Wide defensive line. Also, they're all solid at evading stuff- until they get hit.

So, what do you guys think? Nasty list with a fair amount of potential? Or an outright flop the moment three TIEs decide they want to eat one of them for a snack?

It'll be interesting for sure! I don't really agree with putting stealth devices on those ships but that's your choice haha, I would try and replace those if it was me. Also I may be wrong here but veteran instincts on Kyle won't be needed since you have swarm tactics on jan. For instance, Roark makes jan PS 12, jan then passes pilot skill 12 to Kyle, if anything you would want veteran instincts on Roark IMO. Lastly jan will only be boosting one ship per round so your total damage output if you land every hit in a round will be 8 compared to most other builds which are between 9-12. This game isn't all about attack dice obviously but just keep in mind only 2 of your attacks will be doing any real damage compared to other builds where all 3 or 4 ships will have real damage. Just my analysis.

Roark can't get an EPT though, and I -wanted- to put a shield on Jan, buuuuuuuuuuuut that initiative thing was key.

Interesting concept you've there, though.

Your 9 points in stealth devices will be gone extremely fast. I would go rec spec on all the ships instead. You will get a lot More mileage from those.

Your 9 points in stealth devices will be gone extremely fast. I would go rec spec on all the ships instead. You will get a lot More mileage from those.

Perhaps. That was recommended by a friend- I had 90 points without mods. That's the most subject to change.

But with three evasion on that thing, oi, that ain't bad. Crew and such will mostly stay as it is.

Roark can't get an EPT though, and I -wanted- to put a shield on Jan, buuuuuuuuuuuut that initiative thing was key.

Interesting concept you've there, though.

Your right I don't run hawks very often should've figured tho since he's a PS 4 haha. I guess you could pass the ps12 back to Roark and then use veteran instincts for Kyle. Not sure on the legality of passing back to Roark but it sounds ok to me. Again the stealth device will not last long I can almost guarantee that. Think about shooting at ties how often do you get a hit thru? It's pretty regular getting at least one hit per round on a tie so the same would hold true using a hwk rolling 3 defense die from stealth device, it'll go bye bye baby real quick.

Roark can't get an EPT though, and I -wanted- to put a shield on Jan, buuuuuuuuuuuut that initiative thing was key.

Interesting concept you've there, though.

Your right I don't run hawks very often should've figured tho since he's a PS 4 haha. I guess you could pass the ps12 back to Roark and then use veteran instincts for Kyle. Not sure on the legality of passing back to Roark but it sounds ok to me. Again the stealth device will not last long I can almost guarantee that. Think about shooting at ties how often do you get a hit thru? It's pretty regular getting at least one hit per round on a tie so the same would hold true using a hwk rolling 3 defense die from stealth device, it'll go bye bye baby real quick.

Well do remember that was a friend's idea and I've played like 6 games.

chewie crew on someone would be a good choice too, that's 2 extra hit points, or 3po on one of them as well.

I think this will be better against everything except Fat Han. Its not that the OP's list is better... I think they both will die to Fat Han.

The question is this... is it better to have 4 ion cannons turrets, or 4 blaster turrets?

I could see having 4 ICTs and running amok through the asteroids ioning everything.

4 blaster turrets could do a decent amount of firepower too though.

Roark for fighting phantoms. This just leaves super tanky builds as your one hard counter. Though. I'd like to see this flown versus a swarm.

Fly through the asteroids. Weave through the missiles. ^^

Rebel Operative (16)
Blaster Turret (4)
Recon Specialist (3)
Rebel Operative (16)
Blaster Turret (4)
Recon Specialist (3)
Roark Garnet (19)
Ion Cannon Turret (5)
Chewbacca (4)
Rebel Operative (16)
Ion Cannon Turret (5)
Recon Specialist (3)
Total: 98

I think this will be better against everything except Fat Han. Its not that the OP's list is better... I think they both will die to Fat Han.

The question is this... is it better to have 4 ion cannons turrets, or 4 blaster turrets?

I could see having 4 ICTs and running amok through the asteroids ioning everything.

4 blaster turrets could do a decent amount of firepower too though.

Roark for fighting phantoms. This just leaves super tanky builds as your one hard counter. Though. I'd like to see this flown versus a swarm.

Fly through the asteroids. Weave through the missiles. ^^

Rebel Operative (16)

Blaster Turret (4)

Recon Specialist (3)

Rebel Operative (16)

Blaster Turret (4)

Recon Specialist (3)

Roark Garnet (19)

Ion Cannon Turret (5)

Chewbacca (4)

Rebel Operative (16)

Ion Cannon Turret (5)

Recon Specialist (3)

Total: 98

View in Yet Another Squad Builder

Haha that would be a very irritating list to fly against. One might call it the mosquito swarm, doesn't do a lot of damage but seriously irritates you. Putting an ion on a phantom does hinder it somewhat but not enough in my opinion to take it out of the game, I can see the phantom taking down 1 or 2 of your hawks before it finally goes down. Just my opinion on running all ion turrets.

I can sorta see why you went with blaster turrets instead of ion. Ion is really a support weapon and does poorly when it is the only this you've got, but I really hate blaster turrets. They almost require a recon spec to even make them slightly playable, and even then you don't get a shot on the turn you fly through an asteroid or into another ship.

I don't know if you own enough y wings to have all the ion you need to get rid of the blaster turrets

I respect your desire to go with nothing but HWKs but the are designed as a support ship. Sure they can support each other, but I just don't see thus as competitive. Granted, that might not have been your goal.

PS I didn't mention it because so many other people odd, but I agree with what has been said about the stealth device.

Edited by Hrathen

They are designed as a support ship, and I don't really care about competitive... But do remember one thing about competitive.

What was found to be such, was after tinkering and trying things out... And just about every time I see an HWK it's the same loadout, Operative, Roark, or Jan, almost always with Recon Spec. and ICT.

That bothers me. I wanted to do something different, I want to innovate with this ship, I want to prove it can run fairly well against tons of different things. I just don't think they see enough use.

I can sorta see why you went with blaster turrets instead of ion. Ion is really a support weapon and does poorly when it is the only this you've got, but I really hate blaster turrets. They almost require a recon spec to even make them slightly playable, and even then you don't get a shot on the turn you fly through an asteroid or into another ship.

I don't know if you own enough y wings to have all the ion you need to get rid of the blaster turrets

I respect your desire to go with nothing but HWKs but the are designed as a support ship. Sure they can support each other, but I just don't see thus as competitive. Granted, that might not have been your goal.

PS I didn't mention it because so many other people odd, but I agree with what has been said about the stealth device.

Well that's what the moldy crow is for but it's a unique title however Kyle passes focus so putting it on Kyle with recon spec is perfect. Focus a ton early then pass focus to ships that need it. If he went with the Kyle,jan, Roark option he could stick blaster turret on Kyle and Roark and put ion on jan. That would be ok I think, not incredibly competitive but it could do alright against some builds. I recently took a fat Chewie with Roark with a blaster turret, recon spec and moldy crow and an awing and won both matches without losing a single ship and clean swept both opponents off the table. One rebel build and one imperial build with a phantom, defender and advanced. Don't know how 3 or 4 would do tho so again it would be interesting. You should update this thread after playing your hwks I'm curious how they will do.

They are designed as a support ship, and I don't really care about competitive... But do remember one thing about competitive.

What was found to be such, was after tinkering and trying things out... And just about every time I see an HWK it's the same loadout, Operative, Roark, or Jan, almost always with Recon Spec. and ICT.

That bothers me. I wanted to do something different, I want to innovate with this ship, I want to prove it can run fairly well against tons of different things. I just don't think they see enough use.

The reason I think they don't see enough use is because when someone sees that it's buffing your ships to a PS 12 or adding and extra attack dice they immediately gun it down and now your linchpin of your build is gone and everything around it starts to crumble. Same is true with most rts video games and video games in general, you take out the healers/supports early so you have an easier time against the heavies. So usually lists are built around the abilities of the hwk in mind and once they are gone things happen in a hurry haha.

They are designed as a support ship, and I don't really care about competitive... But do remember one thing about competitive.

What was found to be such, was after tinkering and trying things out... And just about every time I see an HWK it's the same loadout, Operative, Roark, or Jan, almost always with Recon Spec. and ICT.

That bothers me. I wanted to do something different, I want to innovate with this ship, I want to prove it can run fairly well against tons of different things. I just don't think they see enough use.

Really that's not how I see them in my area. I usually see them with an ion turret and the they rely on the pilot ability.

For example I see Kyle with just an ion turret a lot more than the more iconic, Kyle+blaster turret+recon spec+moldy crow.

The first Kyle can still do the basic same thing: fly around shoot 360 and hand out focus, but it dies it much cheaper.

However I see the other two pilots a good share more. Their abilities at both pretty great for their price.

As for their crew slot, I see tons of experimentation with different crew members, the current fav in tactician. If you can get a enemy in your front arc at range two then you can give them an ion and a stress in the same turn. Then you follow them with more ion. Let me tell you, when it happens to you it really sucks.

How about the following.

Kyle, Predator, Blaster, Moldy Crow, Recon Spec, Engine Upgrade 38

Jan, Swarm Tactics, Chewie, Ion Turret 36

Roark, Blaster, Recon Spec 26

100 pts.

Because of the crow Kyle can build up Foci, so that he can use boost later in the game to make his turret harder to avoid. Even if Roark loses his action Kyle should at least let him shoot. Jan is resilient and typically bumps Kyle's blaster, and you get some PS shenanigans to make a phantoms sweat a little.

It's a 3 ship rebel list so it's always going to be an uphill battle, but I'm sure it's fun. Hopefully more interesting turrets will help with variety in the future.

I'm afraid that I must join the chorus against the stealth devices. I have to say that I really like them conceptually, and when I'm feeling lucky (as in: I'm in a soon-to-be-punished risk-prone mood), I like to put them on Interceptors. Interceptors roll three green dice, and are thus less likely to let a hit through.

Nevertheless, I still tend to lose them on the first shot, making me wish that I went for the hull upgrade instead. But, still, mathematically, I can see them being worthwhile in a 3-agility ship. (I'll let my mathematical betters, MajorJuggler and VorpalSword give me the actual mathwingery on it.) But with a 2-agility ship.... I ain't that risk prone.

I think this will be better against everything except Fat Han. Its not that the OP's list is better... I think they both will die to Fat Han.

The question is this... is it better to have 4 ion cannons turrets, or 4 blaster turrets?

I could see having 4 ICTs and running amok through the asteroids ioning everything.

4 blaster turrets could do a decent amount of firepower too though.

Roark for fighting phantoms. This just leaves super tanky builds as your one hard counter. Though. I'd like to see this flown versus a swarm.

Fly through the asteroids. Weave through the missiles. ^^

Rebel Operative (16)

Blaster Turret (4)

Recon Specialist (3)

Rebel Operative (16)

Blaster Turret (4)

Recon Specialist (3)

Roark Garnet (19)

Ion Cannon Turret (5)

Chewbacca (4)

Rebel Operative (16)

Ion Cannon Turret (5)

Recon Specialist (3)

Total: 98

View in Yet Another Squad Builder

Haha that would be a very irritating list to fly against. One might call it the mosquito swarm, doesn't do a lot of damage but seriously irritates you. Putting an ion on a phantom does hinder it somewhat but not enough in my opinion to take it out of the game, I can see the phantom taking down 1 or 2 of your hawks before it finally goes down. Just my opinion on running all ion turrets.

Yeah. Phantoms are pretty scary still. but, you get a PS12 shot. ion them and hit them for one. nex turn they go one and have hopefully no shot and 2 agility dice. keep putting him out of his misery via blaster or ion.

I'm edging towards 4 ions only, and flying HARD through the asteroids. I'm decent and ioning ships away from having a shot, or straight into asteroids, or with stress and other crap.

So. Who wants to dance?

Edited by Blail Blerg

And I'll say again, they honestly were not my idea. I really wouldn'ta put 'em on there, but deferred to someone else's knowledge.

Honestly? If I had two more points to use, I'd have given them all Shield Upgrades because WHOA THOSE ARE NICE.

Engine Upgrades would really be nice too.

I have yet to see a list that has trouble killing a HWK 290 per round. Are you sure you will deal enough damage in 4 rounds?

I have yet to see a list that has trouble killing a HWK 290 per round. Are you sure you will deal enough damage in 4 rounds?

are you talking about an average statistical number of firing rounds within a timed tournament match?

I'd dare only do this at a casual game where we have a little time. Also, some of the damage hopefully will come from asteroids a little bit. though... i think having the blaster turret would be nice.

Honestly... i feel like blaster turret would be plenty balanced currently if they took off the using-up of the focus to do the attack.

it creates opportunity gain by letting you take any crew and honestly 4 points for a range 2 3 dice attack on the already expensive HWK or Y-wing seems fine.

Edited by Blail Blerg

Captain Lackwit you have inspired me to try

Jan Ors (25)
Veteran Instincts (1)
Blaster Turret (4)
Nien Nunb (1)
Hull Upgrade (3)

Kyle Katarn (21)
Swarm Tactics (2)
Blaster Turret (4)
Recon Specialist (3)
Hull Upgrade (3)
Moldy Crow (3)

Roark Garnet (19)
Blaster Turret (4)
Weapons Engineer (3)
Hull Upgrade (3)

Total: 99

View in Yet Another Squad Builder

now i just need another HWK

Kyle has Blaster Turret and no Recon Specialist? When he's using up at least two focus a turn (one passed and one to shoot the gun, and that's assuming he doesn't use them normally) only getting one a turn is going to hurt. What does he have in his crew slot? Saboteur. That's Jerjerrod Food.

In two turns and with his wuver's help, he can get four tokens

I don't see how. Jan can't focus pass. If you've confused Swarm Tactics and Squad Leader and are planning to have Kyle take the focus action twice, well, the problem's right there.

Edited by Lagomorphia

My friend took stealth devices on a pair of interceptors last time I played him, at range three he failed first time with both ships to dodge my attacks, on those ships it'll be even worse.

I'd spend the points differently.

I don't know why so much hate against stealth devices.

As long as you roll even one single evade result (which is likely Rolling 3 defense dice counting stealth) in your whole defence roll, the stealth device has already been a total success. That single evade result IS the stealth device... Because without it, you'd have rolled all blanks. Even if you lose it by being hit with the very first attack, that single evade result already has already paid off as much as a 'hull upgrade' which BTW has the same cost.

And if you invest in your defense by saving one focus token, (easy with Recon specialist or Moldy Crow title) a Stealth device can easily repay you by double or triple its original value. Everytime you negate all damage keeping the device, is like recieving a 'hull upgrade card' for free in the next round.