Falcon vs. HWK

By bmwrider, in X-Wing

I finally gave in and picked up the HWK-290 and started building with it.

Suggestions for building with the HWK please.

Kyle Katarn 21

Moldy Crow 3

Recon Specialist 3

Blaster turret 4

Total 31 build points, it seems like a combo build they intended for the package, I think it will be fun to try but seems expensive when I could get a Falcon for 27 with 6 & 4 I just don't see ever building with it other than for fun.

Is there something I am missing?

Edited by bmwrider

Both ships do completely different things, hard to compare to each other.

That is the standard HWK build with Kyle but there are other options. You can’t just look straight at the ship stats though and compare it right to the ORS (Outer Rim Smuggler). Sure the ORS has better looking stats, but in reality it can’t benefit your squad much at the 27 points or even with 3 points of upgrades. It can die very quickly having only 1 agility and 10 hitpoints. It generally is used as a blocker and has limited use as anything else. The HWK can die quickly too, but the nice thing about Kyle is he can pass Focus tokens to buff the rest of your squad. He also can put out decent offense himself. It really depends on the rest of your squad whether Kyle is a good option to take or not. He is nice to team up with Garven for great focus passing synergy. Some people say that Recon Spec. isn’t necessary but I like to have the insurance of having a stack of focus. Kyle can spend a lot of focus is one turn, I’ve spent 6 focus tokens before in one combat phase.

My favorite HWK combo is simple Roark with Ion Cannon Turret. The ICT is a great control option and Roark has a great ability that is long range. Turning any pilot to an unbeatable PS 12 in the combat phase can make a huge difference. He’s also one of the last ships a Phantom wants to see at the other end of the table.

Edited by Jo Jo

The turret costs 4 points.

The HWK is a support ship that will provide action economy to your entire squad under that build. I prefer Jan flying the HWK, personally.

If you want a better idea of what I'm talking about just take the HWK out (as listed) with like 3 X-Wings, and then do the same with the Falcon. You'll "feel" the difference pretty quickly.

Jan Ors with Swarm Tactics, Blaster Turret, Kyle Katarn (crew) or Recon Specialist (crew) and Moldy Crow title is my most used combination. Jan is so amazing.

I've tried to make the Hwk work on several occasions and I've found that the blaster turret even with Kyle and Recon just doesn't cut it. This is a support ship and you can't be bothered to waste so many points and resources upon it. However if you play it as its intended then you're likely to have some good luck with it, here are two lists I've tried with the HWK to moderate success.

Roark and his Bees

Roark Garnet (19)

Ion Cannon Turret (5)

Chewbacca (4)

3x Blue squadron Pilot (22)

3x Fire Control System (2)

In this list Roark supports the 3 B-Wings by both offering a pilot skill 12 shot and an Ion cannon to lead enemies astray. Additionally the Chewbacca upgrade gives Roark some durability in the face of focus fire effectively granting him 2-3 additional health. (3 if you use Chewy to block a direct hit).

Roaring Jake and his Blitzing Bees

Roark Garnet (19)

Ion Cannon Turret (5)

Jan Ors Crew (2)

Jake Farrell (24)

A-wing test pilot (0)

Chardaan Refit (-2)

Veteran Instincts (1)

Push the limit or Outmaneuver (3)

2x Blue squadron Pilot (22)

2x Fire Control System (2)

In this list I've dropped Chewbacca and one B-wing in favor of Jan Ors and Jake Farrell. In this list I fly the two B-wings together with the HWK always in range 2-3 of their group generally firing off Ion shots at valued targets while Jake flanks. The loss of chewy makes the HWK much easier to focus down, however the evade action it now possesses through the use of Jan Ors (yes you can use her on the ship carrying her) makes the ship annoying to shoot at for most 2-3 attack ships. Additionally Jake with Outmaneuver is quite easy to set up when you make effective use of the HKWs Ion turret.

The turret costs 4 points.

OOps! I was typing from memory,

Fixed it thanks

Jan Ors with Swarm Tactics, Blaster Turret, Kyle Katarn (crew) or Recon Specialist (crew) and Moldy Crow title is my most used combination. Jan is so amazing.

I didn't see that one, hmmm.

sounds like fun.

Jan Ors with Swarm Tactics, Blaster Turret, Kyle Katarn (crew) or Recon Specialist (crew) and Moldy Crow title is my most used combination. Jan is so amazing.

I didn't see that one, hmmm.

sounds like fun.

It's expensive, don't kid yourself. But pair this combo with 2 X Blue Squadron, Fire Control System and Heavy Laser Cannon and you have lasers of death. 5 dice, TL/FOCUS range 3 shots. I zapped a lot of ships in the opening rounds. It has its flaws, but it wrecks a lot of ****.

I've tried to make the Hwk work on several occasions and I've found that the blaster turret even with Kyle and Recon just doesn't cut it. This is a support ship and you can't be bothered to waste so many points and resources upon it. However if you play it as its intended then you're likely to have some good luck with it, here are two lists I've tried with the HWK to moderate success.

Roark and his Bees

Roark Garnet (19)

Ion Cannon Turret (5)

Chewbacca (4)

3x Blue squadron Pilot (22)

3x Fire Control System (2)

In this list Roark supports the 3 B-Wings by both offering a pilot skill 12 shot and an Ion cannon to lead enemies astray. Additionally the Chewbacca upgrade gives Roark some durability in the face of focus fire effectively granting him 2-3 additional health. (3 if you use Chewy to block a direct hit).

Roaring Jake and his Blitzing Bees

Roark Garnet (19)

Ion Cannon Turret (5)

Jan Ors Crew (2)

Jake Farrell (24)

A-wing test pilot (0)

Chardaan Refit (-2)

Veteran Instincts (1)

Push the limit or Outmaneuver (3)

2x Blue squadron Pilot (22)

2x Fire Control System (2)

In this list I've dropped Chewbacca and one B-wing in favor of Jan Ors and Jake Farrell. In this list I fly the two B-wings together with the HWK always in range 2-3 of their group generally firing off Ion shots at valued targets while Jake flanks. The loss of chewy makes the HWK much easier to focus down, however the evade action it now possesses through the use of Jan Ors (yes you can use her on the ship carrying her) makes the ship annoying to shoot at for most 2-3 attack ships. Additionally Jake with Outmaneuver is quite easy to set up when you make effective use of the HKWs Ion turret.

I like these, I don't own Chewy or Jan crew, but I will try it when I can.

**** that is lethal.

I like the hawk a lot better in larger point games. In a 100 point game, a focus battery is almost 1/3 of your points, and it's easy to kill. I think that a pure support ship like the hawk really starts to shine in a 125 to 150 point game. I like ion better on the hawk as well, though blaster can be made to work. I think people make a mistake trying to use the hawk as a turret platform. It's a support ship, use it like that.

I've not run Jan or Kyle myself, but I like Roark and even the Rebel Operative. Just throw on an Ion turret (or Blaster, if you're dice lucky like me!) and pair them with either Nien Numb or Tactician.

I've used this before.

Also try Squad Leader or Decoy on Jan with Kyle crew and blaster. Add Moldy Crow if you can spare the points. These work nicely.

One of the top bracket Worlds list had Jan with Squad Leader. The twitch cast featured a game with her. It was a great demonstration of what HWK can do.

I really like all three named HWK pilots, but I agree with the consideration that 25+ points is a lot to spend on a support ship that can't do much offensively and can run into maneuvering troubles.

I really wish it had another shield, or 2 attack dice, or a better/cheaper turret option. :(

I used to hate the HWK with a passion but after quite a lot games forcing myself to learn the ship, I honestly fit him in almost all my 4 ship rebel list these days particularly Roark with alk the Phantoms about. I used to run him with Ion Tactician in my double ion stress builds but now I've been running him with a Blaster T, Moldy Crow and Jan Ors Crew. You usually get 3-4 focuses before you actually get into the groove with it and by then you will have target lock and focus on the first ship you decide to hit. So far the HWK has been actually very accurate for me and doea quite a number hits having a 360 secondary. It takes a lot of getting used to, first to learn it you have to remove all pre- concieved notion that it is only a support ship and that it should be all up and over like X-Wings.

Super Jan with BT, RC, MC, SD + EPT of choosing next Phat Han / Chewie. Not tried this yet but heard it mentioned as an interesting lists in the worlds and fancy giving it a go.

I liked 40 point Super Jan that made an appearance in the Worlds.

Blaster Turret + Veteran Instincts + Kyle Katarn + Engine Upgrade + Moldy Crow

I'd like to try her out with 4x Prototypes/5x Bandits, or, more conservatively, with a 60 point Dash Rendar.

Does no one use the Focus Battery Hawk? Kyle in the Crow with a Recon Specialist? Focus for everything, turrets, your wingmates, defense, attack, whatever. Particularly so if you do a few slow turns in the beginning to build up focus.

You could also just go crazy with HWKs and fly three of them in a list:

Jan Ors

-Ion Cannon Turret

-Swarm Tactics

-Hull Upgrade

Kyle Katarn

-Blaster Turret

-Swarm Tactics

-Recon Specialist

-Moldy Crow title

-Hull Upgrade

Roark Garnet

-Blaster Turret

-Recon Specialist

-Hull Upgrade

3 shots at PS 12, total of 7 normal and 3 ion attack dice across those shots, Kyle can pass a focus to someone who needs one if he can build up a bank.

Swapping Swarm tactics on Jan with Vet Instincts and Nein Numb, I'm 2-0 with this list (against a 3 ship Phantom/Interceptor/TIE list and the gencon 2013 2nd place Wedge/Luke/Biggs list)

Against a manouvreable list that stayed at range 3 you'd be shredded though wouldnt you or am i missing something?

Because carebear Kyle Katarn gets quite pricy..good ability but honestly I am having problems fitting the points in just to fit that setup.

My problem with the HWK is that it is so ugly.

Against a manouvreable list that stayed at range 3 you'd be shredded though wouldnt you or am i missing something?

The int/phantom list tried to stay at range 3, but instead of staying tightly grouped I spread across the length of my effects. I always managed to have at least 1 shot, normally a range 2 blaster turret shot at 4 dice thanks to Jan, which shreds 2-dice phantoms (because PS 12 is hard to shoot before on the imperial side.