B Wing HWK Builds from a New Player Feedback Wanted

By Wretch, in X-Wing Squad Lists

I am new to X Wing but not gaming and I wanted to run a couple of B Wing and HWK builds past the group and see if my thinking works in the game.
The first build is to maximize offense and damage consistency. The idea is Ten would fire first in most cases getting 5 attack dice (with the buff from Jan) and some damage is going to stick.
Airen would provide additional actions and strip stress from Jan, gaining a focus in the process for the HWK's turret. Additionally the HWK will be able to maneuver in formations with the fighters better with engine upgrade.
The second build is a control build that would be able to throw stress early because of Roark's ability.
I went back and forth on the B wing with Predator or Wing man to keep the X wing clean of stress but settled on Predator for the extra offensive capabilities.
I think both builds could deal with phantoms well but the damage output build would struggle in target rich environments. Would I just be better served with a Fat Han build?
Damage Output:
Ten Numb (31)
Veteran Instincts (1)
Heavy Laser Cannon (7)
Mercenary Copilot (2)
B-Wing/E2 (1)
Jan Ors (25)
Determination (1)
Blaster Turret (4)
Kyle Katarn (3)
Engine Upgrade (4)
Airen Cracken (19)
Wingman (2)
Total: 100
or
Control:

Ten Numb (31)
Predator (3)
Flechette Cannon (2)
Mercenary Copilot (2)
B-Wing/E2 (1)
Roark Garnet (19)
Ion Cannon Turret (5)
Tactician (2)
Rookie Pilot (21)
R3-A2 (2)
Bandit Squadron Pilot (12)
Total: 100
Edited by Wretch

I really dig HWK squadrons. Last night I rolled with:

Keyan Farlander: Push the Limit, Fire control system

Roark Garnet: Ion Cannon Turret, Chewbacca

Green Squadron (x2): Chardaan Refit, Swarm Tactics

With a little bit of focusing and flying well, I was able to chain the PS 12 to both As and the B 4 times. I lost one a wing.

okay, on your first list.

Ten Numb and HLC aren't that synergistic.

Likewise, you have an Engine Upgrade and a Blaster Cannon Turret on Jan. The turret requires a focus token, blocking the use of the EU. Conversely, using the EU will block the use of the turret. I am aware that you have Kyle on there, but now you are locking yourself in on a choice of four moves and you are now very predictable.

The trick isn't so much throwing a lot of dice (though that helps) but throwing consistent results.

The Mangler will turn one [hit] into a [crit] that can't be cancelled.

Let's see if we can build on that using the same pilots but other upgrades. I don't know what you own and what your position on proxying is so I'll assume you have the following once they become available.

Ten Numb

Push the Limit

Advanced Sensors

Mangler Cannon

B/E2

Kyle Katarn

This will give Ten focusing and Target Locking first, or Barrel Rolling to get a better position, getting a stress which you immediately clear with a green maneuver, having Kyle giving you an extra focus token. A self contained system.

Jan Ors

Ion Cannon Turret

Nien Nunb

Doubling Jan's green maneuvers and a turret that doesn't require an action to use. Maybe a little less damage, but consistency.

Airen Cracken

Wingman

Nothing changed here, clearing the stress off of Jan.

Everybody moves at 8 which is still respectable and there is a bit more consistency, even if you lose a bit on the raw damage output.

There are still 3 points for something or other.

I always had fun with

Nera Daniels (26 + 15) = 41

Adv Proton Torps (6)

Proton Torps (4)

B-Wing/E2 (1)

Recon Spec (3)

Deadeye (1)

Rorark Garnet (19 + 5) = 24

Ion Turret (5)

Airen Craken (18 + 2) = 20

Swarm Tactics (2)

Bandit (12 + 3) = 15

Proton Rockets (3)

Total: 100

Always Had a blast running this, May not be a competative build in some cases but sure fun to fly.

I also had placed in the top spot multiple times with a varied list built around Jan, Kyle and Wedge. Basically Kyle supplies Jan with Focus, or Wedge if he is in a tight spot and Jan gives Wedge an extra Dice to fire at people.

I have a lot of experience flying HWK's myself. I find in most cases one shield is not enough. I find myself getting hit by 2 attack dice, one usually being a crit and the crit can really cripple you. It's definitely worth thinking of taking a shield upgrade for them.

For your control list, as you are using Roark to boost a ship to 12 you can drop a little in initial PS.

Dropping the Z-95 as well:

Keyan Farlander (29)
Push the Limit (3)
Fire-Control System (2)
Flechette Cannon (2)
Tactician (2)
B-Wing/E2 (1)
Roark Garnet (19)
Ion Cannon Turret (5)
Recon Specialist (3)
Shield Upgrade (4)
"Hobbie" Klivian (25)
R3-A2 (2)
Hull Upgrade (3)
Total: 100