How can FFG fix the HWK????

By Shado, in X-Wing

If (I actually prefer to think when) FFG releases a S&V "Aces" kit, I got to thinking, wouldn't this be a good time to see a fix for the HWK? Not just would it be nice to see this gorgeous (IMO) ship with another paint job, but also to see it's usefulness improved.

I like the idea that I have seen others mention about how the HWK should have been released at a cheaper cost with a 0 attack value. This makes sense thematically, as a stock HWK comes without an equipped weapon. New scum HWK-290 ship cards, one of which could be a scum Katarn (he was a mercenary for a time after all), with an 0 attack at a reduced cost (wouldn't be the first ship to have ship cards with different stat lines, the YT-1300 for example) could help with the fix. Also to help, another Moldy Crow title that could also be used by the Rebels (wouldn't be the first title card to be usable by multiple factions, or for a unique name to be represented in more than one way) could give the ship a primary attack value of 3 (which would be a good representation of the Moldy Crows 4 forward fixed dual laser cannons). I even like the idea of the title adding a second Crew slot, but I wager this would probably make it too expensive of an upgrade. The new ship cards could also maintain their Turret slot.

Also, to help reduce the cost of the Rebels HWK, there could be a new Modifications card called something like "Swapped Parts" where used, it has a negative point cost like the Chardaan Refit. The idea here is that it adds a -2 point cost if the ship has an attack value 1-2, and a -3 point cost if the ship has an attack value 3+, in turn the ships attack value is reduced to 0 and can then equip a second Modification card. Thematically speaking, it represents the ships primary weapon being removed to make room for a modification, or just to represent the ship not having a primary weapon at all, such as in a stock HWK's case.

Tell me what you think, or what you would like to see done.

Edited by Shado

Fix is a strong word at this point. The S&V HWK is flat out amazing. The Rebel HWK is what they designed it to be, make ships around it "better". I'm still shocked that they haven't released a free title (with Most Wanted) that increased the HWK's primary weapon value by 1.

Fix is a strong word at this point. The S&V HWK is flat out amazing. The Rebel HWK is what they designed it to be, make ships around it "better". I'm still shocked that they haven't released a free title (with Most Wanted) that increased the HWK's primary weapon value by 1.

Well that's pretty much what I'm getting at with saying "fixed". Addressing the attack value, and making the ship more affordable for what it does. Yes it does support very well, but it gets pricey (especially if you equip it to be able to defend itself as well), yet is so fragile and vulnerable, IMO.

The attack value didn't stop the 40+ pt HWK from showing up at Worlds last year. Just because it doesn't play how you want it to doesn't mean it needs a fix.

Start by reading this thread.

The attack value didn't stop the 40+ pt HWK from showing up at Worlds last year. Just because it doesn't play how you want it to doesn't mean it needs a fix.

Your opinion. But then we are all entitled to one.

FFG has even stated it was a mistake to give it an attack value of 1. Anyone that flies a HWK on a regular basis can tell you the special joy of losing your turret to a crit and being left with a worthless (for the most part) ship. This is why I never fly a Rebel HWK anymore without Chewy.

How to fix HWK?

er...go back in time and release Most Wanted again?

Seriously, Palob and Mux are ******* monsters (and, apparently, we had some crazy bastard win a regional with something like 3 ion spice runners...hopefully someone can find that thread)

It's disappointing that the rebel pilots don't seem nearly as powerful (well, Jan could be but good god that asking price), but scum definitely learned from their mistakes

The only thing I'd fix is indeed the attack value of 1. **** might as well be 0, it's just that pathetic. A standard attack of 2 would have it stepping on the Y's toes, but that's before BTL-A4 (not to mention the imo superior 8 health + 1 agility versus 5 health + 2 agility...stupid green dice)

Edited by ficklegreendice

I think HWKs are pretty decent actually. Some of the scum pilots have particularly interesting abilities. HWKs may not be regularly showing up in the top tournament lists, but neither are half the other ships in the game. I actually think the new twin laser turret will be a boon to the HWK as it will allow the ship to deal damage while staying out of the fray and not requiring a focus token.

If one was going to boost the HWK, I don't think much would be required. The HWK is a fairly customizable ship and becomes better each time a new crew member or turret upgrade is released. A systems slot would further increase the customization of the ship. As a turret is pretty much required to do any offense, a discount to the overall ship or an equipped turret would help.

A lot of the current pilot abilities are support focused and allow other ships to excel. A future upgrade wouldn't necessarily need to be made to the HWK. Stronger synergies with other ships would make the HWKs more useful as well.

As a side note, the Moldy Crow title can be used by both rebels and scum.

Yessss... "fix" the HWK. Make it even MORE powerful! It is all happening as I have forseen it - no one realizes how OP the HWKs are already until it is too late.

*cackles*

There is literally nothing wrong with the HWK

HWK's fine. Attack 0 wouldn't have done much for its cost: it comes with one die so that you don't create a situation where it's impossible to win if you get Munitions Failured.

Start by reading this thread.

Interesting read. Long read, but definitely interesting.

I think HWKs are pretty decent actually. Some of the scum pilots have particularly interesting abilities. HWKs may not be regularly showing up in the top tournament lists, but neither are half the other ships in the game. I actually think the new twin laser turret will be a boon to the HWK as it will allow the ship to deal damage while staying out of the fray and not requiring a focus token.

If one was going to boost the HWK, I don't think much would be required. The HWK is a fairly customizable ship and becomes better each time a new crew member or turret upgrade is released. A systems slot would further increase the customization of the ship. As a turret is pretty much required to do any offense, a discount to the overall ship or an equipped turret would help.

A lot of the current pilot abilities are support focused and allow other ships to excel. A future upgrade wouldn't necessarily need to be made to the HWK. Stronger synergies with other ships would make the HWKs more useful as well.

As a side note, the Moldy Crow title can be used by both rebels and scum.

I have yet to actually play a scum HWK, or even against one for that matter. My intentions lean more to the Rebel side of things.

There is literally nothing wrong with the HWK

well...except for the fact that its name gives the image of a majestic, soaring bird of prey

meanwhile, the dial invokes the oh-so-glorious image of an overweight, amputee chicken

Twin Laser Turret will help the Rebel HWKs far more than the Scum variants. The Rebels all want to stay fairly close to their allies to provide buffs, but avoid getting too close to the enemy. TLT will allow them to provide that assistance, while keeping themselves at range of from enemy.

Start by reading this thread.

As much as I can see this being a viable way to play competitively with the HWK, it would still be nice to see something done with it so it can be fielded competitively for the Rebels in a wider range of supporting roles, and not necessarily relying on having to field so many of them and it being all about ionizing. It would be fun to be able to get more cost effectiveness out of it as a single support ship for arc dodgers and jousters.

Edited by Shado

Twin Laser Turret will help the Rebel HWKs far more than the Scum variants. The Rebels all want to stay fairly close to their allies to provide buffs, but avoid getting too close to the enemy. TLT will allow them to provide that assistance, while keeping themselves at range of from enemy.

Rebel operative with RecSpec and TLT is only 25 points. I'd expect to see that in more than one or two lists.

I'd enjoy seeing a Rebel-only HWK buff, but it would have to be done with great care.

TLT is pretty big for rebel hwks.

So, you want it to play in the way you want, not how it is currently able to.

I've been playing against a couple of Jan Ors squads and both can be quite lethal in the 2 ship meta.

One keeps Jan cheap: autoblaster turret + Nien Numb and pairs it with 3 FCS Bwings. A 5 die TL+F from a B-wing brings massive pain to any ship

The other one goes expensive: ICT+VI+EU+ Nien Numb paired with Fat Han. Whisper will be ionized and melt under Jan while Han does his thing

@FTS Gecko thanks for sharing, cool thread!

I always felt it was priced ok for a support ship, but at the 100 pt level it's hard to have a purely support craft. Everybody needs to fight and the HWK just can't unless you spend another 5-10 points on it.

I always wanted to see a special HWK only turret, something like "Fixed Blaster". Arc only attack, three dice, maybe 1-2 points. This puts it into the realm of being a rebel version of the shuttle, just cheaper and with a lot less life. You lose the turrets goodness but gain a ship that can at least defend itself while providing the necessary support to your other ships. And now you're not breaking the bank on a ship that will probably be the first to die.

I've been playing against a couple of Jan Ors squads and both can be quite lethal in the 2 ship meta.

One keeps Jan cheap: autoblaster turret + Nien Numb and pairs it with 3 FCS Bwings. A 5 die TL+F from a B-wing brings massive pain to any ship

The other one goes expensive: ICT+VI+EU+ Nien Numb paired with Fat Han. Whisper will be ionized and melt under Jan while Han does his thing

@FTS Gecko thanks for sharing, cool thread!

I've always been a fan of Jan, Wedge, and Biggs.

There are a few variations I've played with, but for all out offense:

Jan+Determination+Ion Cannon+Chewy

Wedge+Predator+R2D2+SU

Biggs

So, you want it to play in the way you want, not how it is currently able to.

Nope, not what I said. Didn't say I want what it can do undone. Just want it more varied and affordable for Rebs.

I always felt it was priced ok for a support ship, but at the 100 pt level it's hard to have a purely support craft. Everybody needs to fight and the HWK just can't unless you spend another 5-10 points on it.

I always wanted to see a special HWK only turret, something like "Fixed Blaster". Arc only attack, three dice, maybe 1-2 points. This puts it into the realm of being a rebel version of the shuttle, just cheaper and with a lot less life. You lose the turrets goodness but gain a ship that can at least defend itself while providing the necessary support to your other ships. And now you're not breaking the bank on a ship that will probably be the first to die.

This is what I'm talking about. Had a similar idea as well.