Did not read 4 pages of posts just Want to say the HWK is awesome and doesn't need a fix
How can FFG fix the HWK????
The only problem with the HWK is that both factions that use it also have access to the Y-wing, that for most cases is strictly better at what the HWK does. The only current reason to run a HWK over a Y-wing is for some of the awesome pilot abilities, or if the minor discount will let you fit in another ship. That's a fairly niche role to fill but admittedly not the worse case out of the lesser used ships.
With that being said it would be nice if there was more to differentiate the HWK from the Y-wing as both have similar roles and play styles. I suggest a round of HWK only upgrades that puts it fully into the role of support even without the unique pilot abilities.
E.W. System - Turret slot - HWK only
Once per turn instead of attacking you may perform a free Jam action in the combat phase to enemy ship in 1-2 range.
Advanced Targeting Center - Turret slot - HWK only
Once per turn instead of attacking you perform a free Target Lock action in the combat phase. This ship may maintain any number of individual Target Locks.
Friendly ships within 1-2 range may use this ships Target Lock as if it were their own.
Command Console - Turret slot - HWK only
Once per turn instead of attacking you may assign a Evade or Focus token to target allied ship in 1-3 range.
Rough and somewhat basic ideas but the general idea is to turn even a generic HWK into a true support piece instead of a poormans Y-wing. Also has the nice effect of not buffing or nerfing the current builds that effectively use it as a cheaper Y-wing either ![]()
Did not read 4 pages of posts just Want to say the HWK is awesome and doesn't need a fix
I think "awsome" is a strong word. "Alright" seems a more suitable 'A' word in my eyes.
I would agree that "fix" was a poor word to use. If I could, I would change the title to ---How can FFG "evolve" the (Rebel) HWK????---
Did not read 4 pages of posts just Want to say the HWK is awesome and doesn't need a fix
Had you read the pages, you would have seen my question head more in that direction.
I'm really liking the scum hawk now. I've been running Torkil, Palob, IG-B list for a while now and I swore I'd put it away after I lost with it. It's a really fun list chained to my wrist ![]()
I also recently tried a spice runner with Autoblaster and greedo. He got greedoed twice but finished off Ten Numb with a range 2 primary! Greedo showed a direct hit and killed poor slobberface.
I want to try a rebel version though, with a different chuckling slobberface. For 19 points, a rebel operative with an Autoblaster turret and Nien Nunb seems like a good little blocking-interference ship.
As far as cloaking device, I think it'll be amazing on HWKs. They have the worst dial in the game, and it helps them out a lot. Sure it might pop, but that's not necessarily a bad thing. It could mean a decloak, cloak, decloak all in one turn which could be the difference between being out of the fight for a few turns and being a part of it.
It could be REALLY good on Dace Bonearm who has high enough pilot skill to take advantage of the the decloak-block move and move past (take VI for extra insurance). And since he packs an ITC, his ability to manipulate both his own and his victim's movement should be powerful. I don't think I'd recommend using his pilot ability every time it comes up, but it can be clutch.
Edited by SekacI'm really liking the scum hawk now. I've been running Torkil, Palob, IG-B list for a while now and I swore I'd put it away after I lost with it. It's a really fun list chained to my wrist
I also recently tried a spice runner with Autoblaster and greedo. He got greedoed twice but finished off Ten Numb with a range 2 primary! Greedo showed a direct hit and killed poor slobberface.
I want to try a rebel version though, with a different chuckling slobberface. For 19 points, a rebel operative with an Autoblaster turret and Nien Nunb seems like a good little blocking-interference ship.
As far as cloaking device, I think it'll be amazing on HWKs. They have the worst dial in the game, and it helps them out a lot. Sure it might pop, but that's not necessarily a bad thing. It could mean a decloak, cloak, decloak all in one turn which could be the difference between being out of the fight for a few turns and being a part of it.
It could be REALLY good on Dace Bonearm who has high enough pilot skill to take advantage of the the decloak-block move and move past (take VI for extra insurance). And since he packs an ITC, his ability to manipulate both his own and his victim's movement should be powerful. I don't think I'd recommend using his pilot ability every time it comes up, but it can be clutch.
"Chuckling slobberface" ha! That gave me a chuckle.
Start by reading this thread.
I appreciate the shout out. I felt the exact same way though a few months ago, the HWK takes a lot to get used to flying, but I'm now at the point where I"m having a hard time justifying a y-wing for 2 more points, unless it is the stress hog. The TLT HWK with Recon specialist idea is making me incredibly excited to try out the next wave of tournament HWKs.
chuckling slobberface.
"Chuckling slobberface" ha! That gave me a chuckle.
Don't chuckle too hard. Your eyes will dilate into huge, soulless, black orbs and the lower half of your face will melt off.