Porkem, Roarkem & Blountem, Attorneys at Law

By surfimp, in X-Wing Squad Lists

Been playing X-Wing only about a month now but have some pretty good opponents. Have recently had the importance of the HWK-290 as a support ship beaten into me, so figured turnabout was fair play.

My theorycraft:

  • Roark gives PS 12 to Porkins, who uses Swarm Tactics to share PS 12 with Blount, who uses Swarm Tactics to share PS 12 with the Rookie = 11 red dice at Range 1 and 8 at Range 2/3, all firing at PS 12. Barring some really unlucky dice, that should pretty reliably kill or seriously wound something on the first pass.

  • Control elements via Porkins' R3-A2 and Roark's Tactician and Ion Cannon for helping finish off what the fighters started.

  • Rookie carries R2-D2 for some extra durability.

  • All the ships are important to the list's synergy, but IMHO there's some decent redunancy regardless of which one dies first.

Jek Porkins (26)
Swarm Tactics (2)
R3-A2 (2)
Integrated Astromech (0)

Rookie Pilot (21)
R2-D2 (4)
Integrated Astromech (0)

Lieutenant Blount (17)
Swarm Tactics (2)

Roark Garnet (19)
Ion Cannon Turret (5)
Tactician (2)

Total: 100

View in Yet Another Squad Builder

Edited by surfimp

It usually bears repeating that Tactician will only work in the HWK's primary arc and that getting anything into the HWK's primary arc is a chore.

If I'm running a HWK with Tactician, I'm looking for a way to give that HWK a Twin Laser Turret.

That results in 2 stress, y'see.

...if they are at range 2 and within your firing arc, of course. Cool idea though!

My thoughts were that the HWK would follow behind the fighters at range 3... sort of like bait behind a boat. If the fighters get into a joust situation with the enemy ships, then Roark can try to ionize and maybe add stress to whatever gets past (including a ship that, hopefully, Porkins will have put stress on as well via R3-A2) while still remaining within range 3 of the fighters (to give them PS 12).

Anyways that's the theory, we'll see if it works in practice or not.

Edited by surfimp

Have you considered trying to squeeze a missile on Blount? Seems a shame to not use his ability.

Tracers could be great value when they come out to get everyone else a target lock for that first pass.

Easy answer to getting a Ion Missile on Blount is dropping the Rookie to an R2 or R5 Astro

Thanks for the suggestions, all, I saw the missed opportunity with respect to Blount, and took the opportunity to welcome Biggs to the practice as well.

Unfortunately Mr. Porkins has retired due to health concerns after that heart attack scare recently, but we're happy to welcome new paralegal Red Squadron Pilot to the team.

Roark Garnet (19)
Twin Laser Turret (6)
Nien Nunb (1)

Red Squadron Pilot (23)
R2-D6 (1)
Swarm Tactics (2)
Integrated Astromech (0)

Biggs Darklighter (25)
R5 Astromech (1)
Integrated Astromech (0)

Lieutenant Blount (17)
Swarm Tactics (2)
Ion Pulse Missiles (3)

Total: 100

View in Yet Another Squad Builder

Edited by surfimp

I like Advanced Homing Missiles on Blount. Tougher to employ than IPM, but handy if Soontir, Corran Horn, or a named Phantom shows up.