So... HHHZ...

By Koshinn, in X-Wing

Ok, the puns are getting a little out of hand. Maybe we should all just move in together. Think we could get someone to cosine a loan for a house?

Ive heard Arkam Asylum still has room for all you "pun"ny guys

No such thing as a bad pun just the timing of it.

Back on topic - love the idea of the Hawk list. A list name though:

Flock of Seagulls?

Can't help myself - given how obtuse this has become perhaps we're all suffering from an acute case of pun-nitis

Edited by Trevor Goodchild

I fly a list with 4 hwks, called the Dirty Birds! It's a fun list, and in some games I have completely destroyed many opponents. Never taken it to a tourney though. That list too some big ones to play for sure!

My list is:

3 named and one generic.

Edited by eagletsi111

It's not a cheap list to run anyway, as you need 3x hwk expansions and 2x most wanted packs.

How about:

calculation and rec spec on Palob instead of Opportunist

Predator on Dace

Feedback on the Bandit ?

LOOK UP! it's...it's falling...

It's not the timing of all those puns. It's the frequency.

And this thread has encouraged me to finally buy my 3rd HWK... seeing as I already have 2 S&V packs already.

Yeah, definitely looking to buy my 3rd hwk now.

The sad part is that these hwks are so flimsy. one will die each other round. only about 2 turns of focus fire will do the trick. also that R1-2 is kinda, well. you better play well.

Did he have some other upgrades, because that only come up to 88 points?

Torkil Mux (19)
Ion Cannon Turret (5)
Palob Godalhi (20)
Predator (3)
Blaster Turret (4)
Recon Specialist (3)
Moldy Crow (3)
Dace Bonearm (23)
Predator (3)
Ion Cannon Turret (5)
Binayre Pirate (12)
Total: 100
Palob and Dace do tons of damage, especially with how Torkil and Predator work together.

While I see what is going on, there, it just doesn't seem like a very effective list?

Just got back from the NW Regionals, and I was facing PS11 after PS10 after PS9 pilots.

The most skilled pilot in that list is only PS7 - so while it can really annoy an enemy that it gets close to...given the HWK's dial, and that practically everyone I faced in regionals (and my own list) would be taking boost and barrel roll actions after them...I just don't see how the abilities would ever actually trigger?

And gods help you if the enemy happens to bring a PtL Carnor Jax. He'll just boost and barrel roll right up to Palob's six and simply switch him 'off'.

If Jax ends up behind Palob, he likely won't have a token for defense or offense, since Palob will steal it, then Torkhil would drop him to 0, and everyone gets to blow him away. The beauty of Torkhil is that he really punishes the higher PS pilots if they get too close. I really love running those two together. Dace is icing on the cake since he can make either one of the Ions more deadly. The only really tough thing to deal with for Torkhil is when there are multiple high PS (8+) within range 1 of a friendly ship within his PS0 bubble. At that point it's deciding who is the larger threat or more likely to remove one of your ships before it shoots.

Jax, Fel, Whisper, and other high PS fragile ships really don't want to get closer than R3 against this list, since they can deny shots by just being out of turret range, but the second they get too close, their survivability drops significantly. Autothrusters + Stealth Device helps a lot though.

It's not a cheap list to run anyway, as you need 3x hwk expansions and 2x most wanted packs.

How about:

calculation and rec spec on Palob instead of Opportunist

Predator on Dace

Feedback on the Bandit ?

why exactly do i need 2x most wanted?

Did he have some other upgrades, because that only come up to 88 points?

Torkil Mux (19)

Ion Cannon Turret (5)

Palob Godalhi (20)

Predator (3)

Blaster Turret (4)

Recon Specialist (3)

Moldy Crow (3)

Dace Bonearm (23)

Predator (3)

Ion Cannon Turret (5)

Binayre Pirate (12)

Total: 100

View in Yet Another Squad Builder

Palob and Dace do tons of damage, especially with how Torkil and Predator work together.

While I see what is going on, there, it just doesn't seem like a very effective list?

Just got back from the NW Regionals, and I was facing PS11 after PS10 after PS9 pilots.

The most skilled pilot in that list is only PS7 - so while it can really annoy an enemy that it gets close to...given the HWK's dial, and that practically everyone I faced in regionals (and my own list) would be taking boost and barrel roll actions after them...I just don't see how the abilities would ever actually trigger?

And gods help you if the enemy happens to bring a PtL Carnor Jax. He'll just boost and barrel roll right up to Palob's six and simply switch him 'off'.

Anything that gets into the r1-2 bubble generally dies a horrible death. It's a whole lot of accurate shots, some that ion. And if Jax PTLs to get in r1 then gets ion'd... GG. Remember he'll shoot last, lose his evade or focus, and predator gives 2 rerolls against him. Sure Palob can't shoot his blaster turret, but Jax doesn't have a whole lot of HP to get through.

They also fly in a tight formation.

The list really looks like a joke until you play it.

Edited by Koshinn

It's not a cheap list to run anyway, as you need 3x hwk expansions and 2x most wanted packs.

How about:

calculation and rec spec on Palob instead of Opportunist

Predator on Dace

Feedback on the Bandit ?

why exactly do i need 2x most wanted?

Because Torkhil and Dace are on the same ship token, iirc.

As for LouisCypher's post, the only thing I worry about there would be punching through Autothruster + Stealth Device with your 3 dice attack out of arc, which is really tough. Personally, I think that extra attack die is what makes the Opportunist build work especially against the reigning Fel/IG builds. I've tried the Expert Handling build on Palob the other week, and it's fantastic at denying your opponent's actions, but it lacks the punch against the harder targets that the Opportunist build can handle.

Squawks guys, they're called Squawks!

If Jax ends up behind Palob, he likely won't have a token for defense or offense, since Palob will steal it, then Torkhil would drop him to 0, and everyone gets to blow him away. The beauty of Torkhil is that he really punishes the higher PS pilots if they get too close. I really love running those two together. Dace is icing on the cake since he can make either one of the Ions more deadly. The only really tough thing to deal with for Torkhil is when there are multiple high PS (8+) within range 1 of a friendly ship within his PS0 bubble. At that point it's deciding who is the larger threat or more likely to remove one of your ships before it shoots.

Jax, Fel, Whisper, and other high PS fragile ships really don't want to get closer than R3 against this list, since they can deny shots by just being out of turret range, but the second they get too close, their survivability drops significantly. Autothrusters + Stealth Device helps a lot though.

Except that it isn't hard to kill a HWK.

Fell, Jax and Whisper would simply kill a HWK a turn sitting at range 3.

No HWK survives 10 attack dice, and their abilities will rarely trigger.

I love the scum HWKs, but not as lists unto themselves.

If Jax ends up behind Palob, he likely won't have a token for defense or offense, since Palob will steal it, then Torkhil would drop him to 0, and everyone gets to blow him away. The beauty of Torkhil is that he really punishes the higher PS pilots if they get too close. I really love running those two together. Dace is icing on the cake since he can make either one of the Ions more deadly. The only really tough thing to deal with for Torkhil is when there are multiple high PS (8+) within range 1 of a friendly ship within his PS0 bubble. At that point it's deciding who is the larger threat or more likely to remove one of your ships before it shoots.

Jax, Fel, Whisper, and other high PS fragile ships really don't want to get closer than R3 against this list, since they can deny shots by just being out of turret range, but the second they get too close, their survivability drops significantly. Autothrusters + Stealth Device helps a lot though.

Except that it isn't hard to kill a HWK.

Fell, Jax and Whisper would simply kill a HWK a turn sitting at range 3.

No HWK survives 10 attack dice, and their abilities will rarely trigger.

I love the scum HWKs, but not as lists unto themselves.

Yep, range 3 is the list weakness. Hope you don't mess up and stray into range 2.

If Jax ends up behind Palob, he likely won't have a token for defense or offense, since Palob will steal it, then Torkhil would drop him to 0, and everyone gets to blow him away. The beauty of Torkhil is that he really punishes the higher PS pilots if they get too close. I really love running those two together. Dace is icing on the cake since he can make either one of the Ions more deadly. The only really tough thing to deal with for Torkhil is when there are multiple high PS (8+) within range 1 of a friendly ship within his PS0 bubble. At that point it's deciding who is the larger threat or more likely to remove one of your ships before it shoots.

Jax, Fel, Whisper, and other high PS fragile ships really don't want to get closer than R3 against this list, since they can deny shots by just being out of turret range, but the second they get too close, their survivability drops significantly. Autothrusters + Stealth Device helps a lot though.

Except that it isn't hard to kill a HWK.

Fell, Jax and Whisper would simply kill a HWK a turn sitting at range 3.

No HWK survives 10 attack dice, and their abilities will rarely trigger.

I love the scum HWKs, but not as lists unto themselves.

It's a tricky and unforgiving list to fly, but man are they fun. Honestly, I do believe the HWKs are competitive, but the popularity of 4 Dice attacks (HLCs and Phantoms, mostly the former) really makes them feel fragile.

I wanted to try a similar list for some time now (got stuck with another one though, yet to try the HHHZ):

Torkhil (Ion Turret, Greedo)

Palob (Predator, Blaster Turret, Outlaw Tech)

Dace (Predator, Ion Turret)

Black Sun (feedback Array)

I used the usual Moldy Crow+Recon Spec combo on Palob before (different lists), but I discovered that Outlaw Tech is more reliable - I know, it sounds crazy, but you will get a Focus for sure unless you are already stressed from the previous turn.

Greedo is kinda gambling when he receives hits, but his own Ion Damage just gets unpleasant. Had Greedo on Dace a few times (in lists whith Dace alongside of Ion-Ys), but that was putting too many eggs in one basket, so to speak.

No need to talk about the Black Sun, less prone to Predator and pita for Fel and the likes.

On paper it looks like a list where the opponent really don't want to be in R1 if he brings fragile stuff like interceptors etc.

Edited by Shaadea

im more convinced nowadays that 2 green dice is utter ****. it wont do you any good vs 4 5 dice attacks. green dice are much better vs many attacks. with the whole 2 ship meta and the 4 dice attacks now, 2 green kinda suck when you ahve 1 green, the idea is that you dont even count on it doing much at all. but 2 green dice, you lose a lot of hp in return,

Green dice fail eventually. They either fail by saturation, more hits rolled than is physically possible to evade (4 Red hits vs 3 Evades rolled) or fail by volume, (4+ attacks a turn rolled). Saturation is more reliable, and more prevalent, in today's meta, especially considering that very few small-based ships have the hull/shields to survive more than two max damage rolls (looking at you, B-Wing/Y-Wing), and given the prevalence of 3+ Agility (Super squints, IGs, Phantoms) saturation attacks can punch through those dice.

I know that ordnance isn't that popular, but I wonder how tight-formation Hawks would fare against ion torpedoes, assault missiles, or other similar ordnance.

With two Agility, not well. That being said, while the HWKs would fly close, all of the Scum abilities is range 1-2 (with the exception of Dace, who is 1-3). So, if the HWK pilot saw that ordnance, they could adjust their formation so the AoE could be avoided while still using their abilities optimally.

Are there any videos of this list being run? I have a ton of experience running Roark with bs and ys but I can't figure this one out tactics wise.

I always called my Hawk-heavy list Hawk-a-Mania (like Hulkamania from Hulk Hogan)

But yeah, it's already been said, but ****, the Scum Hawks have some tricks. They're amazing and usually throw off an opponent because they're not used to facing them.

I never considered Predator on Palob + Blaster Turret, but I suppose that makes sense. I usually like to run Opportunist. Haha, sometimes, you can trap your opponents, especially if they're Imperial, into not taking actions. Since you'll just steal the token and boosting/barrel rolling might put them out of position, it becomes a better choice to just not do an action. To quote Dan Aykroyd in Tommy Boy, "God I love that!" (looked for a meme briefly, but didn't find one.)

Love live Hawks!!!