The 2 Dice HWK

By TIE Pilot, in X-Wing

I would be okay with more turret options.

Something in-between the Autoblaster Turret and Blaster Turret. Maybe a Laser Turret: 2 dice at range 1-3 for 3 or 4 points?

Then you might see some Rebel Operative and Spice Runners in play

I love Rebel Operative. I won a Summer Tournament, came in second in a Spring Tournament, and third in a Store Championship with a list with Rebel Operative. Even killed a B-wing with my (range 1) primary at the Store Championship on Saturday.

Would you share your list? I would like to try it.

Let's face it. Alex Davy has said It should have 2 attack. Make a it a 1 pt title

That is not what he has said. He has said that it wouldn't have been a bad thing for it to have 2 Atk. He has also said that he couldn't just errata the Atk.

I'm just annoyed that you are trying to fit it into a role that it isn't in. Is it really that bad of an idea to relay on turret upgrade for offense? I think it is a neat little design option.

Edited by Sithborg

Let's face it. It should have 2 attack. Make a it a 1 pt title

Title:

Hwk-290 only

Enhanced Laser batteries

Gain +1 Attack, primary weapons and arc only.

Give Hwk-290 players a choice between Moldy crow and 2 attack.

A reverse Kavil title might be cool. +1 to attack when attacking a target in your arc. By itself it boosts non-turret damage, and would have interesting interactions with each of the turrets while rewarding the effort for keeping targets in arc. Ion Cannon Turrets become more accurate, Autoblasters become more damaging increasing their area denial capabilities, Blaster Turrets will hit harder but won't be an auto-include since the title prohibits the Moldy Crow title from being taken.

But then you'd have to pay for a turret, and once you've paid for a turret your HWK's probably fine. This sort of upgrade would make it more like a Y-wing, and I'd suggest leaving being like Y-wings to the Y-wings. The HWK's strength is the abilities of its named pilots, but unless you want 20 points of practically unarmed ship eating up your points you've got to stick a turret on it, and once you've done that you're looking at up to 30 points for a not very durable support piece that maneuvers like a Lambda shuttle.

You wouldn't have to pay for a turret. Taking the title without a turret would give all of your shots +1 since they would all be in arc.

The Lambda abilities aren't bad, they're just on far too short tethers. Yorr helps arc dodgers, but ties them to R1-2 of him, making the benefit of his ability overly hampered by that drawback. Jendon again, shuttle dial. If the named Lambdas had longer tethers they'd be much more effective.

They should came out with a crew that increases range of abilities or maybe a title. If they worked range 1-3, both would be taken a lot more.

Edited by Jo Jo

The Lambda abilities aren't bad, they're just on far too short tethers. Yorr helps arc dodgers, but ties them to R1-2 of him, making the benefit of his ability overly hampered by that drawback. Jendon again, shuttle dial. If the named Lambdas had longer tethers they'd be much more effective.

They should came out with a crew that increases range of abilities or maybe a title. If they worked range 1-3, both would be taken a lot more.

A title would work better than crew, but whatever it is would need to be free. I'm not sure that the pilot abilities are good enough for me to give up a crew slot on a Shuttle.

A title like that could probably have a bit of an associated cost, but not near as much as the ST-321 title; it's a bit overpriced for what it does.

You gotta consider what does a two attack Hawk give you that a much cheaper z-95 wont? Hawk's already an expensive ship adding more points into that sink hole to add another attack dice isn't going to make it see more use.

You gotta consider what does a two attack Hawk give you that a much cheaper z-95 wont?

The support abilities you're taking the HWK for in the first place.

Hawk's already an expensive ship adding more points into that sink hole to add another attack dice isn't going to make it see more use.

Only because you have to stick a turret on it for it to be able to do any damage whatsoever.

You gotta consider what does a two attack Hawk give you that a much cheaper z-95 wont? Hawk's already an expensive ship adding more points into that sink hole to add another attack dice isn't going to make it see more use.

I think the general idea that was proposed is for something that adds a point of attack in lieu of taking a turret for no additional cost. That would let you fly a naked HWK without spending any additional points but still not be useless when you do get a shot.

In a lot of cases when I'd like to fit a HWK into a list but points are tight, I'd rather take an Engine Upgrade instead of an Ion or Blaster Turret.

Since the changes to Phantoms, Mux would be better off with an Engine Upgrade over an Ion turret. Having 1 attack is just kind of useless.

I just give the Hawk 2 attacks period, no special card or anything. Alex said it was cool, so yeah... dats good-nuff here at Boss Central.

:D

Why not a simple fix like this:

Modification: Additional Armaments

Ships with a primary attack value of 1 may use this modification. Increase primary weapon value to 2.

Point Cost: 0

A title like that could probably have a bit of an associated cost, but not near as much as the ST-321 title; it's a bit overpriced for what it does.

Not with Jendon and a weapons engineer. Makes it the ultimate target painter...

yeah 2-dice HWKs are pretty innocuoucs

a hull upgrade Z-95 is leagues more effective than a 2 dice spice runner/operative as is the naked gold squadron y for 2 more points. The dial lacking K is simply that abysmal for a primary arc attack.

it won't matter terribly either way, of course, since you'll so rarely ever use your arc for attacks so you'll probably have to bring turrets regardless, but it'd be nice not to have that insult of an attack value

Yeah but if the turret bust, you got two attacks... look out... I'm coming for you in my beat-up-ass-Hawk with dual-death-dice just-a-blazing!!!

:P:D:lol:

FEAR ME!!!

:angry:

Eeee-AHhhh!

:lol::angry::o

Actually I think 2 dice are starting to get very under-powered right now. Unless you are running swarm but with swarm you are running twice as many ships so that is more equivalent of 4 dice per opponents ship. Anything else 2 dice just doesn't seem to work.

Tie Advance vs the X-wing shows the problem between 2 dice. No one run ORS or a YT-2400 without the title shows even with turrets 2 dice are useless. Also more autothrusters are on interceptors instead of A-wings. The reason of course A-wings only have 2 firepower, TIE interceptors have 3. With HLCs becoming more common place and the new Mangler now being an option the power creep is creeping in and the need for 4 or 5 dice attacks are now more necessary than ever and 3 firepower is the minimum.

I don't think the HWK 1 firepower is the issue, the HWK is a civilian craft not like a military craft as the Tie Fighter. I think the real problem exists with the HLC 4 firepower showing the power creep making 1-2 firepower now useless and 3 firepower the minimum.

Edited by Marinealver

Actually I think 2 dice are starting to get very under-powered right now. Unless you are running swarm but with swarm you are running twice as many ships so that is more equivalent of 4 dice per opponents ship. Anything else 2 dice just doesn't seem to work.

Tie Advance vs the X-wing shows the problem between 2 dice. No one run ORS or a YT-2400 without the title shows even with turrets 2 dice are useless. Also more autothrusters are on interceptors instead of A-wings. The reason of course A-wings only have 2 firepower, TIE interceptors have 3. With HLCs becoming more common place and the new Mangler now being an option the power creep is creeping in and the need for 4 or 5 dice attacks are now more necessary than ever.

I don't think the HWK 1 firepower is the issue, the HWK is a civilian craft not like a military craft as the Tie Fighter. I think the real problem exists with the HLC 4 firepower showing the power creep making 1-2 firepower now useless and 3 firepower the minimum.

Yeah I have been seeing this since Wave Four. In my games I have added cards and titles and what I call Veteran Mods. This is all to amp up the game and keep older ships in good standing with the new ships. I play for glorious fun at all cost so I can make up stuff that I like, and that is reasonable.

I feel kind of bad for the cool people here that are generally solid Wingers that are rightfully annoyed by their favored ships being beaten with new shiny stuff. Buy what can they do? They want to go tournament hopping and thus have to follow the rules exactly, and that does not allow for cool reasonable house fixes.

:huh::mellow::wacko:

the number of dice isn't as overpowering as stacked modifiers, stupid luck not-with-standing.

the phantom's four dice aren't nearly as scary as the phantom's four dice w/fcs target-lock + focus spent freely because whisper replenishes it post attack

similarly, Soontir with all the focus, possibly an evade, auto-thrusters...at range 3 or out of arc (Yt-2400 innate) he's literally impossible to damage with one attack...although thankfully all but one of those can be denied through gameplay

against stuff like that, your 2 dice attack might as well be 0, which is why **** like feedback array is the best **** thing ever and auto-blasters are the 2nd best

it's actually also one of the reasons I really love Palob, his ability swings things around quite a bit to make things more reasonable for him and for the rest of your squadron. Give him a moldy crow + blaster, and his target-lock will actually turn him into a super-modified super-HWK of doom.

Edited by ficklegreendice

The HWK doesn't need an increase to it's attack value, it needs a decrease.

As had been said a few times, it's problem isn't it's inability to deal damage (Moldy Crow and Blaster turret takes care of that) it's its relative fragility. A support ship needs to be tanky enough that it can survive a few attack runs and continue giving it's support ability for at least a few friends to justify its use (the way the named Lambdas do). The HWK doesn't survive, so Kyle and Jans amazing abilities just don't see the play they deserve. Hence, the previous link - a 2 pt, small ship only mod that keys you do the opposite of expose. That is what the HWK needs.

A title like that could probably have a bit of an associated cost, but not near as much as the ST-321 title; it's a bit overpriced for what it does.

Not with Jendon and a weapons engineer. Makes it the ultimate target painter...

The problem there is that Jendon with just the title and a Weapon's Engineer is a third of your points in a 100 point list. I just don't see a way to fit him into a list that makes him worth his points. That would likely change if FFG comes out with an ordnance fix that makes ordnance that requires a target lock a strong choice..

A title like that could probably have a bit of an associated cost, but not near as much as the ST-321 title; it's a bit overpriced for what it does.

Not with Jendon and a weapons engineer. Makes it the ultimate target painter...

The problem there is that Jendon with just the title and a Weapon's Engineer is a third of your points in a 100 point list. I just don't see a way to fit him into a list that makes him worth his points. That would likely change if FFG comes out with an ordnance fix that makes ordnance that requires a target lock a strong choice..

EDIT: anyone know how to kill autocorrect?

Edited by ShakeZoola72

Should just add a title that gives the shuttle an elite talent. Expert Handling baby!

Also /sign on making Hwks more durable.

Yeah I never understood why none of them had epts...

Yeah I never understood why none of them had epts...

most likely expert handling :P

The HWK doesn't need an increase in attack. It needs immunity from the Munitions Failure Crit. When a HWK gets that crit is becomes completely incapable of doing any damage to anyone.

Even a 2 Attack ship that gets a Weapon Malfuntion can repair that and regain it's second attack die. When the HWK loses it's turret there is absolutely no way for it to recovery it's offense. That is always my biggest fear when running a HWK, that the Muni Failure will occur and my 25 point ship will no longer be able to provide my squad any more damage output. It's almost too big a risk to take a HWK.