Will the twin laser turret breathe life back into the (rebel) HWKs?

By Khyros, in X-Wing

I'm with Tanarii on this. Better not to have BTL A4, the primary shot is not worth losing 360

Its been mentioned a lot recently, but Horton with the new TLT turret will be very happy. It synchronizes perfectly with his ability. Looking forward to trying him out.

Yes, three attacks out of Horton in a BTL-A4!

Nice :)

High fire rate, low powered blasts.

Doesn't sound like the kind of weapon that wouldn't be usable at Range 1. I would say from those stats that it was more like a flak cannon.

I guess that's my complaint. This turret is all useful game mechanics, with no making sense in the lore.

Nothing in the K-Wing's description describes it as having some kind of crazy laser machine gun turret.

one of many reasons that gamplay >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> lore

Ya I'm still more scared of what it will do to warthogs, primary attack+TLT attack=3 total attacks. Even if it realistically will do only 3 damage you can pack a lot of those guys into a build.

Edited by Jaden Ckast

I wanna have Tie Aggressors with turret upgrade slots in wave 8 :P

I wanna have Tie Aggressors with turret upgrade slots in wave 8 :P

I think it would be more interesting for the Aggressor to have a primary 2 attack turret and a cannon upgrade.

I'm with Tanarii on this. Better not to have BTL A4, the primary shot is not worth losing 360

Its been mentioned a lot recently, but Horton with the new TLT turret will be very happy. It synchronizes perfectly with his ability. Looking forward to trying him out.

Horton is a different story. He will be a beast

I like that the new turret has a donut hole to lure enemy ships into range one, but the Y and K-Wings will also be able to carry bombs to potentially make that dangerous.

Honestly, I think the Scum Hertz build is going to breathe new life into the Rebel's version.

Weird, I know, but the fact that it CAN work with certain pilot abilities makes one wonder if it can work with others, particularly with how similar their abilities function. Each of the Scum hwks are practically a bizzaro-version of the Rebel ones!

Ultimately, the difference seems to be thus:


The Scum ships' abilities work to render an enemy vulnerable, and easily killed.

The Rebel ships' abilities work to turn an Ally into a Champion

The Scum found a synergy to maximize one of their pilots abilities: Predator, passively giving Mux' ability extra damage capability.

Are there similar upgrades for the Rebels?

Answer that, and you've got another potent fleet.

Also, annoyingly, the Rebels are sliiiightly more expensive than their counterparts. Katarn is 1 point more expensive than Godalhi, and Ors is 2 points more than Bonearm.

Edited by DraconPyrothayan

I like that the new turret has a donut hole to lure enemy ships into range one, but the Y and K-Wings will also be able to carry bombs to potentially make that dangerous.

Scum Ys can use Genius to give a nasty surprise to anyone trying to Exploit the donut. Maneuver, drop Proton Bomb, and boost away with EU and watch some poor schmo catch a crit in the face.

High fire rate, low powered blasts.

Doesn't sound like the kind of weapon that wouldn't be usable at Range 1. I would say from those stats that it was more like a flak cannon.

I guess that's my complaint. This turret is all useful game mechanics, with no making sense in the lore.

Nothing in the K-Wing's description describes it as having some kind of crazy laser machine gun turret.

If it were useable at Range 1 it'd be a Range 1-3 turret. Which is bad.

It probably doesn't turn fast enough to cope at Range 1 or something.

Could be the reason for no range one is because it sits between two giant separate cockpits on the K-wing, and the SLAM engine is in its direct line of fire. Or is the TLT supposed to be the odd shaped turret under the nose? At least that one has a clear line of fire 360 degrees, so that must be the PWT.

And of course the real reason is that a range 1-3 3 dice double attack turret that dishes out 2 damage (or crits with the right upgrades and pilot) that is not a primary weapon is just a tad OP. Especially on Horton, who will be hearing lots of screams as he chews up fat Han and brobots at range 3.

that is not a primary weapon

How does it being a primary balance it?

Could be the reason for no range one is because it sits between two giant separate cockpits on the K-wing, and the SLAM engine is in its direct line of fire. Or is the TLT supposed to be the odd shaped turret under the nose? At least that one has a clear line of fire 360 degrees, so that must be the PWT.

And of course the real reason is that a range 1-3 3 dice double attack turret that dishes out 2 damage (or crits with the right upgrades and pilot) that is not a primary weapon is just a tad OP. Especially on Horton, who will be hearing lots of screams as he chews up fat Han and brobots at range 3.

The only crit that can be delt is with Gredo. However Gredo is a double edge sword and HWKS don't have enough shields to avoid the liability that gredo brings.

However as I said before it basically is a counter to the 2 guarenteed evade results that Soontir, Fat Falcons, IG-88 C, and even decimators (once the raider is out) will have.

There ar still some unspoiled K-wing pilots and any new Y rebel pilots might allow some crits. But FFG probably don't want that to happen. After all it's supposed to be auto two damage each turn, not a crippling range 2-3 secondary.

Greedo HWKs still might be an infrequent presence tho. 16 for Spice, however much for TLT (5 or 6?)one for Greedo, four for shield, that's just a little more 1/4 of the list, not too bad for almost guaranteed hit and crit each turn. Generic HWKs aren't meant to hang around all game, so maybe 4 turns? Would it be worth it to use Palob?