Am I crazy to be trying to make Jan Ors work in this list?

By Issalbotproto, in X-Wing Squad Lists

JAN ORS RECON

100 points

PILOTS

Jan Ors (35)
HWK-290 (25), Blaster Turret (4), Recon Specialist (3), Moldy Crow (3)

Arvel Crynyd (21)
A-Wing (23), Chardaan Refit (-2)

Corran Horn (44)
E-Wing (35), R2-D2 (4), Fire-Control System (2), Push the Limit (3)

I am a pretty casual player, but as of late I have been trying to become more competitive, but I am still trying to make my own lists (vs copying highly rated net lists)

My main issue is I am a huge HWK fan but their maneuverability leaves a lot to be desired is it going to be too slow for a list like this?

I would think a HWK would be hard pressed maneuvering alongside an A-Wing. The E-Wing might be doable, but you are limiting the options of the E-Wing. My friend often runs a HWK in conjunction with Y's, and it works well for him. The best way to maximize the HWK's potential is probably alongside X's or Y's, but given the number of green maneuvers you'll probably be running with Corran, it might work in the above list, although I'd give up on Crynyd ever receiving the Ors' bonus. Also, Kyle Katarn may be more beneficial, as you will not have to worry about clearing stress off your HWK, limiting its maneuvers even further.

PILOTS

Jan Ors (33)

HWK-290 (25), Twin Laser Turret (6), Nien Numb (1), Wired (1) (<- Or Crack Shot, remember though that CS works only at arc)

Green Squadron Pilot (23)

A-wing (19), Chardaan Refit (-2), A-Wing Test Pilot (0), Crack Shot (1), Push The Limit (3), Autothrusters (2)

Corran Horn (44)

E-Wing (35), R2-D2 (4), Fire-Control System (2), Push the Limit (3)


Nien Numb makes it easier for Jan to keep on A-wing. A-wing is the blocker and Corran shoots from the back. My general advice for squad building is that, if you play for elite pilot slot, its better to use it (or have a very good reason not to; eg points just don't match). Also I like to point out that I'm not personally fond of Corran without Engine Upgrade. Too easy to be left inside too many arcs.

I wouldn't say its crazy, but Arvel isn't really doing much for you in such a list. I would definitely drop arvel for a more useful a-wing pilot.

The nice thing about Jan is that her ability works within range 1-3. That gives you a lot of leeway to get value out of it. However, you don't really want your squad getting separated. There's two things you can do, pick ships that have similar dials to the HWK, or give Jan engine upgrade.

Twin laser turret is really nice on Jan because she doesn't want to get close to the enemy. Because twin laser turret has R2-3, you can try to stay around R3 of the enemy and snipe while buffing an ally's attack. Of course, the downside to Jan's ability is that she is stressed all the time, so she is pretty much stuck on green moves. You have green 1 banks, 1 straight and the 2 straight to pick from if you want to clear that stress. This makes her extremely predictable and therefore its easy for enemy ships to get her in arc and turn her to space dust. There are two ways you can alleviate this: engine upgrade to give her an extra bit of mobility, or nien numb crew, allowing 3 + 4 straights (or take both).

Wired can also be a nice elite card on Jan because she will be stressed every turn, so might as well take advantage of it somehow. Unfortunately, Wired really works best if you are able to stress Jan early in the combat, so you want to combine that with a really high Pilot Skill ally. So either give Corran Veteran Instincts, or take someone else who can get PS 9 or 10. Pilot skill 8 is still not bad (because you can stress Jan before she gets to shoot, and then get the benefit of Wired on your attack). But if the opponent has PS 9 or above, they might get to shoot Jan before she is stressed and so no Wired benefit on her own defense (only really a problem if you couldn't focus, of course).

So Riku's build above is not bad, although it leaves Jan without engine and therefore vulnerable if she gets ganged up on, but then again, if you can keep your other ships ahead, the opponent will have to engage them first...

I wouldn't say its crazy, but Arvel isn't really doing much for you in such a list. I would definitely drop arvel for a more useful a-wing pilot.

The nice thing about Jan is that her ability works within range 1-3. That gives you a lot of leeway to get value out of it. However, you don't really want your squad getting separated. There's two things you can do, pick ships that have similar dials to the HWK, or give Jan engine upgrade.

Twin laser turret is really nice on Jan because she doesn't want to get close to the enemy. Because twin laser turret has R2-3, you can try to stay around R3 of the enemy and snipe while buffing an ally's attack. Of course, the downside to Jan's ability is that she is stressed all the time, so she is pretty much stuck on green moves. You have green 1 banks, 1 straight and the 2 straight to pick from if you want to clear that stress. This makes her extremely predictable and therefore its easy for enemy ships to get her in arc and turn her to space dust. There are two ways you can alleviate this: engine upgrade to give her an extra bit of mobility, or nien numb crew, allowing 3 + 4 straights (or take both).

Wired can also be a nice elite card on Jan because she will be stressed every turn, so might as well take advantage of it somehow. Unfortunately, Wired really works best if you are able to stress Jan early in the combat, so you want to combine that with a really high Pilot Skill ally. So either give Corran Veteran Instincts, or take someone else who can get PS 9 or 10. Pilot skill 8 is still not bad (because you can stress Jan before she gets to shoot, and then get the benefit of Wired on your attack). But if the opponent has PS 9 or above, they might get to shoot Jan before she is stressed and so no Wired benefit on her own defense (only really a problem if you couldn't focus, of course).

So Riku's build above is not bad, although it leaves Jan without engine and therefore vulnerable if she gets ganged up on, but then again, if you can keep your other ships ahead, the opponent will have to engage them first...

I like the idea of wired actually and the TWL could be cool this is really good food for thought, the a wing is mostly there for blocking but i could be convinced to add a b-wing or something along those lines.

I wouldn't say its crazy, but Arvel isn't really doing much for you in such a list. I would definitely drop arvel for a more useful a-wing pilot.

The nice thing about Jan is that her ability works within range 1-3. That gives you a lot of leeway to get value out of it. However, you don't really want your squad getting separated. There's two things you can do, pick ships that have similar dials to the HWK, or give Jan engine upgrade.

Twin laser turret is really nice on Jan because she doesn't want to get close to the enemy. Because twin laser turret has R2-3, you can try to stay around R3 of the enemy and snipe while buffing an ally's attack. Of course, the downside to Jan's ability is that she is stressed all the time, so she is pretty much stuck on green moves. You have green 1 banks, 1 straight and the 2 straight to pick from if you want to clear that stress. This makes her extremely predictable and therefore its easy for enemy ships to get her in arc and turn her to space dust. There are two ways you can alleviate this: engine upgrade to give her an extra bit of mobility, or nien numb crew, allowing 3 + 4 straights (or take both).

Wired can also be a nice elite card on Jan because she will be stressed every turn, so might as well take advantage of it somehow. Unfortunately, Wired really works best if you are able to stress Jan early in the combat, so you want to combine that with a really high Pilot Skill ally. So either give Corran Veteran Instincts, or take someone else who can get PS 9 or 10. Pilot skill 8 is still not bad (because you can stress Jan before she gets to shoot, and then get the benefit of Wired on your attack). But if the opponent has PS 9 or above, they might get to shoot Jan before she is stressed and so no Wired benefit on her own defense (only really a problem if you couldn't focus, of course).

So Riku's build above is not bad, although it leaves Jan without engine and therefore vulnerable if she gets ganged up on, but then again, if you can keep your other ships ahead, the opponent will have to engage them first...

I like the idea of wired actually and the TWL could be cool this is really good food for thought, the a wing is mostly there for blocking but i could be convinced to add a b-wing or something along those lines.

I'm a fan of Hawks aswell, and been having the same problem making them fit. I tried this recently and did well actually(casual play), and it was a blast to fly!

Jan w/Wired, TLT, recon s,eng(or shld)

Katarn w/title, Calc, BT,recon s,shld

Tala

Bandit

100 pts

depending how you set them up,....fly them slow roll in a mob...Z's for blocking...Katarn follows them into rng 2...Jan kites

Wired and Calc are great on these two...

just a thought...

cheers

Edited by Shadowmax

I would think a HWK would be hard pressed maneuvering alongside an A-Wing. The E-Wing might be doable, but you are limiting the options of the E-Wing. My friend often runs a HWK in conjunction with Y's, and it works well for him. The best way to maximize the HWK's potential is probably alongside X's or Y's, but given the number of green maneuvers you'll probably be running with Corran, it might work in the above list, although I'd give up on Crynyd ever receiving the Ors' bonus. Also, Kyle Katarn may be more beneficial, as you will not have to worry about clearing stress off your HWK, limiting its maneuvers even further.

The ability works up to range 3, you really do not need a formation here! It also works really well with TLT, so consider that.

...the a wing is mostly there for blocking but i could be convinced to add a b-wing or something along those lines.

Please give Arvel a try. If he can block an ace and get an unanswered 4-dice attack off on him that's huge. PS 6 is just as likely to block in this high-PS environment as PS 1. It's unconventional, but sometimes crazy works. I'm not promising you'll have good luck, but Arvel blocker is something I've been wanting to try for a while now...just can't defect to the Rebels...Empire is so good!

...the a wing is mostly there for blocking but i could be convinced to add a b-wing or something along those lines.

Please give Arvel a try. If he can block an ace and get an unanswered 4-dice attack off on him that's huge. PS 6 is just as likely to block in this high-PS environment as PS 1. It's unconventional, but sometimes crazy works. I'm not promising you'll have good luck, but Arvel blocker is something I've been wanting to try for a while now...just can't defect to the Rebels...Empire is so good!

There really is no reason for me not to try it out after all you never know whats good until you try it, I have been pretty good at blocking ships up with a wings in the past just because they can go so many directions, but I feel like it may not be as successful with him just because his pilot skill is a bit higher than the prototypes I usually use so it wouldn't be able to stop up swarms and the likes.

I agree that Arvel is overly criticized these days. At PS 6 and with boost he can outmaneuver lower PS ships and block higher PS ones. Intimidation is a good EPT for him too. That, said he's really expensive for what he does. 4 points more than a green and no option for double EPTs is pretty steep. Gotta make sure you use him well.

Jan is actually really good right now. As previous people mentioned, the range of her ability is long-enough range that she can influence the game while not being exposed. The only thing you're missing out on is using proton rockets on your A-wing. With Jan boosting that to a 6 dice shot, you'll have a brutal alpha strike. Turtled Soontir backed by the Emperor can't stop 6 hits.

Unfortunately, the only way to fit proton rockets (and a better A-wing to deliver them) is to drop Corran down to a lesser ace.

Corran is too expensive with Jan. I think Poe is a natural partner for Jan in a 3 ship build. It lets you opt into ps 10 on Jan too for some nasty PS kills. Kraken at PS 10 is a pretty zainy third wheel too. Wedge could work with Jan too. I feel like if you are going with Jan you probably want to go over the top in the early game, because HWKs are not likely to stay on the table(like wedge).