With the second preview of Most Wanted revealed this week I thought I'd try out a couple of builds using my Rebel Zs, Ys, HWKs and Imperial Firespray as proxies.
First build was a pair of Y Warthogs with Argomechs; Dace with Ion and VI; N'Dru with Lone Wolf and Deadman's Switch.
Didn't get the best match up that game to sound out the Warthogs as I was up against arc-dodger masters Whisper, Fel and a Saber. Though one did get Soontir at range 1 and one shoted him! Dace was pretty impressive, a bit like the doom shuttle, boosting up ion damage was very painful for the low hit point Ties. He took Whisper out in two shots. N'Dru was tricky to keep at range 3+ of his squad mates and still get shots in.
Second build was Kath with Opportunist, K4 Droid and seismic charge; Palob with RecSpec & Blaster Turret; Torkil with RecSpec & Blaster Turrret.
Again not the best match up, two FCS Blues and two Ion turret Golds. No high PS targets for Torkil's ability! Kath was a beast! First shot was 6 dice against a Gold (range 1, rear arc, Opportunist) for 4 hits and a crit. Crit was of course munitions failure to take out the ion turret. After that it was run away with Kath, using greens to clear the stress from opportunist, K4 droid gives free target lock, then focus for her action. Palob's ability strips the target's token, setting up Opportunist on Kath for another 5-6 dice attack with F+TL. Rinse. Repeat. ???? Profit.
Might try the first list again but drop out N'Dru & the Argomechs for two Black Suns. The second list could be fun dropping out Torkil (or Tortilla as my autocorrect spells it) for N'Dru with Lone Wolf, Deadman's Switch and Cluster Missiles (one turn of 8 attack dice with two rerolls should be fun). The hit and run nature of Kath and Palob should mean it is easier to keep N'Dru at range 3+
Scum HWKs are heaps fun so far!