4x Rebel Operative (16)
+ Twin Laser Turret (6)
+ Recon Specialist (3)
It's... it's beautiful! *sheds a single tear*
4x Rebel Operative (16)
+ Twin Laser Turret (6)
+ Recon Specialist (3)
It's... it's beautiful! *sheds a single tear*
I... yikes, that's a beautiful squad.
I... yikes, that's a beautiful squad.
Is it really better than with Blaster turrets?
I think I like Tactician better, for 2x stress at Range 2 (in arc)!
I... yikes, that's a beautiful squad.
Is it really better than with Blaster turrets?
I think I like Tactician better, for 2x stress at Range 2 (in arc)!
I feel like having Range 3 is better than Range 1 on the turrets. Makes enemies come to you, rather than take you put from long range while you bumble around with your crappy HWK dial. Speaking of which, it makes Tacticians hard to use as well. With Blaster Turret, you also have to have a Focus. Not so with TLT. On top of that, if you want to have a Focus for defense, your shot must be unmodified. You can modify at least one TLT shot. And let's not even talk about what happens when your Blaster Turret HWK gets blocked...
tl;dr: Blaster Turret sucks (especially in this build)
2 torpedos/concussion missiles per HWK. Airen Cracken with Squad Leader can "munition fix" that by himself.
2 torpedos/concussion missiles per HWK. Airen Cracken with Squad Leader can "munition fix" that by himself.
Are those Scum HWKs with "Illicit" munitions slots?
Four Spice Runners + TLT + K4 Droids sounds good too.
Four Spice Runners + TLT + K4 Droids sounds good too.
I'm kind of fond of:
5x Spice Runner (16)
+ Autoblaster Turret (2)
+ Saboteur (2)
For ***** and giggles, of course.
I... yikes, that's a beautiful squad.
Is it really better than with Blaster turrets?
I think I like Tactician better, for 2x stress at Range 2 (in arc)!
I'd argue it is. Staying at R3 of a bunch of HWKs is going to be easier than getting inside R1 of a bunch of HWKs. Big fat PWTs could circle a group of Blaster Turret HWKs indefinitely, boosting and plinking away. Against this, the HWKs could scatter and leave the PWT safe from perhaps one turret but the other three will be left alone to consistently find their marks. The shear volume of red dice could likely overwhelm even a Stealth Deviced, Autothrustered, double Focused n' Evaded Soontir Fel, and it should be able to chew through fat Falcons and Decimators with little worry.
Still, if Chiraneau where to boost in close before the HWKs can really scatter and lay on some R1 shots, likely gunner assisted, he could probably still lay waste to em'. And Super Dash could safely circle at R3, staying out of range of half or more of the HWKs, using his far more hard hitting HLC to take them apart one at a time.
Flown right this looks like a really fun, potentially terrifying list. But as much as I love it, it's not invincible.
In addition to everything that has been said about range 1-2 vs. range 2-3:
A range 2-3 turret covers a much much bigger surface area, than a range 1-2 turret. If your opponent moves only slightly laterally, he will have a harder time getting out of your firing range.