Panic Convoy

By Admiral Deathrain, in X-Wing Squad Lists

http://geordanr.github.io/xwing/?f=Rebel%20Alliance&d=v3!s!45:135,61:-1:-1:;45:135,61:-1:-1:;45:135,61:-1:-1:;6:135,-1,-1,69:21:-1:

3 HWKs, Rebel Operatives with TLT and Tactician

The gray TLT-Stresshog

This is potentialy evil. 2 stress at range 3, 8 at range 2. I was mainly looking for a way to include the ultra Hog in the K^3 build and realized that HWKs and K-Wings don't handle all that differently. The stress stacking potential might justify the creation of doughnut holes. I will have to run it to get more insight, but it feels horrifying. Obvious weaknesses are mobility without range 1 turrets (compared to K^3), tankiness (compared to classic Panic Attack) and PS (again compared to K^3 and meta-lists).

Keep the ships together, but be able to break apart quickly to reduce doughnut hole abuse. Be aware that the Stresshog will be target number 1, use that to your advantege by creating situations where it can only be targeted at high cost. Don't be obsessed with bringing your arcs on to the enemy after an initial stack has been created. Know what the opponents centerpieces are and systematically attempt to disrupt them early.

Edit: Concerning obstacles: I believe debris is the way to go. Going over obstacles will be important for you, since you are so restricted in your movement. While you don't deal well with stress yourself giving it to your opponent is part of the game plan and reducing potential damage is important when you only have 5 hitpoints per ship. Super Dash is going to hate your stressgiving and TLTs, so he shouldn't be as much of a concern.

Edited by Admiral Deathrain

http://geordanr.github.io/xwing/?f=Rebel%20Alliance&d=v3!s!45:135,61:-1:-1:;45:135,61:-1:-1:;45:135,61:-1:-1:;6:135,-1,-1,69:21:-1:

3 HWKs, Rebel Operatives with TLT and Tactician

The gray TLT-Stresshog

This is potentialy evil. 2 stress at range 3, 8 at range 2. I was mainly looking for a way to include the ultra Hog in the K^3 build and realized that HWKs and K-Wings don't handle all that differently. The stress stacking potential might justify the creation of doughnut holes. I will have to run it to get more insight, but it feels horrifying. Obvious weaknesses are mobility without range 1 turrets (compared to K^3), tankiness (compared to classic Panic Attack) and PS (again compared to K^3 and meta-lists).

Keep the ships together, but be able to break apart quickly to reduce doughnut hole abuse. Be aware that the Stresshog will be target number 1, use that to your advantege by creating situations where it can only be targeted at high cost. Don't be obsessed with bringing your arcs on to the enemy after an initial stack has been created. Know what the opponents centerpieces are and systematically attempt to disrupt them early.

Actually, I think the HWK and K-wing do maneuver very differently. Based on the few games of Kinetic Operator that I could see, he used the 3 banks liberally with his k-wing (also to SLAM for better position in following turns). Something which the HWK simply is not going to be doing much of because 3 bank is red. So, while it might work because you have 4 ships that can deal stress, and you don't need all of them to be R2 in arc every single turn, it will be more difficult to set up that tactician stress on the more limited HWK dial...

Sure, the 3 bank being red is an issue, but as long as you are in a situation afterwards where a green or white manouver will be good enough it should be alright. Going to add obstacles into the OP now, had some thoughts about that.