BroHWK Companion(s)?

By Popeslob, in X-Wing Squad Lists

Playing in a tournament in a couple of weeks and need help finishing a list. I love the Scum HWKs but don't know how to finish the list. I want to use

Palob w/ TLT (26)
Torkil w/ TLT (25)
+ other(s)

I have 2 ideas so far but not sure about either and other suggestions are welcome:

Talonbane w/ Predator, Glitterstim, Engine Upgrade (37)
Binayre Pirate (12)

Or

Kath Scarlet w/ VI, HLC, Rec Spec (49)

Any suggestions? Thanks.

Playing in a tournament in a couple of weeks and need help finishing a list. I love the Scum HWKs but don't know how to finish the list. I want to use

Palob w/ TLT (26)

Torkil w/ TLT (25)

+ other(s)

I have 2 ideas so far but not sure about either and other suggestions are welcome:

Talonbane w/ Predator, Glitterstim, Engine Upgrade (37)

Binayre Pirate (12)

Or

Kath Scarlet w/ VI, HLC, Rec Spec (49)

Any suggestions? Thanks.

I don't really like Kath with PS9, with no initiative bid, and no engine. You can turn her into Boba Fett, strip the HLC, and add an Engine and Glitterstim. Same 49 pts, but you're at PS10 and have an Engine. Plus, Glitterstim with Boba can be fun sauce.

I like the idea of both hwks but TLT is counter intuitive to both their abilities.

I like the idea of both hwks but TLT is counter intuitive to both their abilities.

I kind of disagree. With as fragile as those HWKs are, they love to be at R3 and they should aim to be there. TLTs also love R3. If your enemy gets into R2 while you're aiming for R3, well that's even better, 'cause now your abilities trigger. Have you ever tried piloting these HWKs towards your enemies? They get into R1 way too fast, and since your secondary weapons don't get R1 bonuses like your enemies do, you get smoked pretty quick.

If your opponent should happen to get into R1 despite your efforts, you're now suffering the same fate as any other TLT ship, but at least your abilities still trigger.

I agree about not using tlt on scum hawks ... This is my current favourite 3 hawk list ..

HWK-290: · Dace Bonearm (23)

Decoy (2)

Ion Cannon Turret (5)

HWK-290: · Palob Godalhi (20)

Predator (3)

Blaster Turret (4)

Recon Specialist (3)

· Moldy Crow (3)

HWK-290: · Torkil Mux (19)

Ion Cannon Turret (5)

Z-95 Headhunter: Binayre Pirate (12)

99 points ... Keep Dace to the back to use his ability from when Mux attacks, decoy is great because of the range of pilot skills ..

If going with original list, I like my Kath with Engine, Tactician, Predator and occasional ion cannon ..

YV-666: · Bossk (35)

Opportunist (4)

K4 Security Droid (3)

HWK-290: · Palob Godalhi (20)

Veteran Instincts (1)

Twin Laser Turret (6)

Recon Specialist (3)

HWK-290: · Torkil Mux (19)

Twin Laser Turret (6)

Recon Specialist 3

Bossk can put out 5 hits (6 at range 1) with the combo of his ability, opportunist, and palob stealing/stripping tokens. At range 3 3 green dice and two focus tokens, the hawks are pretty dodgy. At range two you can activate their abilities. Range 1 they can't attack, but can still use abilities. I've been able to keep Bossk close enough that if you are range 1 of hawks, you're range 1 of bossk too. No ship wants to be ps0, have their token stolen, then try to defend against 6 hits. I've thought about dropping 2 recon for 3 tacs but haven't had success getting range two in arc with hawks. Might be easier if I was putting out 5 stress a round.

Edited by killerbeardhawk

TLT definitly is the way to go on these HWKs. A ship that is good at all ranges is a lot better than a ship that is better at ranges 1-2, but nonexistent at 3. The abilities make your opponent unlikely to enter the range 1 hole.

I like the idea of both hwks but TLT is counter intuitive to both their abilities.

I kind of disagree. With as fragile as those HWKs are, they love to be at R3 and they should aim to be there. TLTs also love R3. If your enemy gets into R2 while you're aiming for R3, well that's even better, 'cause now your abilities trigger. Have you ever tried piloting these HWKs towards your enemies? They get into R1 way too fast, and since your secondary weapons don't get R1 bonuses like your enemies do, you get smoked pretty quick.

If your opponent should happen to get into R1 despite your efforts, you're now suffering the same fate as any other TLT ship, but at least your abilities still trigger.

I agree, have used both with Blaster Turrets and Ion Cannons before and they struggle with damage output. TLTs mean they can be consistent. Also for approx 25 points each I like to think of them as Y Wings with annoying abilities (minus a couple of health points).

YV-666: · Bossk (35)

Opportunist (4)

K4 Security Droid (3)

HWK-290: · Palob Godalhi (20)

Veteran Instincts (1)

Twin Laser Turret (6)

Recon Specialist (3)

HWK-290: · Torkil Mux (19)

Twin Laser Turret (6)

Recon Specialist 3

Bossk can put out 5 hits (6 at range 1) with the combo of his ability, opportunist, and palob stealing/stripping tokens. At range 3 3 green dice and two focus tokens, the hawks are pretty dodgy. At range two you can activate their abilities. Range 1 they can't attack, but can still use abilities. I've been able to keep Bossk close enough that if you are range 1 of hawks, you're range 1 of bossk too. No ship wants to be ps0, have their token stolen, then try to defend against 6 hits. I've thought about dropping 2 recon for 3 tacs but haven't had success getting range two in arc with hawks. Might be easier if I was putting out 5 stress a round.

I like this but have found Bossk a bit lackluster in the past. Do you think he is better than Kath? I like the idea of 3 tacticians, even though you are unlikely to catch anyone with the HWKs it makes for a deterrent that people have to avoid.

TLT definitly is the way to go on these HWKs. A ship that is good at all ranges is a lot better than a ship that is better at ranges 1-2, but nonexistent at 3. The abilities make your opponent unlikely to enter the range 1 hole.

This, definitely.

Thanks for all the replies guys!

With the two HWK's your opponent is disincentivized to attack and R3 because of TLT, they don't want to be at R2 because of their combined Pilot Ability, but R1 gets them +1 red die and in the TLT's donut hole. This means your companion needs to be something that can put down serious hurt at R1: TBC w/ Predator would be good, Boba w/ K4 or RecSpec, Bossk w/ RecSpec + Calculation, Guri + Predator, etc.

With the two HWK's your opponent is disincentivized to attack and R3 because of TLT, they don't want to be at R2 because of their combined Pilot Ability, but R1 gets them +1 red die and in the TLT's donut hole. This means your companion needs to be something that can put down serious hurt at R1: TBC w/ Predator would be good, Boba w/ K4 or RecSpec, Bossk w/ RecSpec + Calculation, Guri + Predator, etc.

Roger that. I still vote for 49pt Boba Fett, using VI, Engine Upgrade, Glitterstim, then either K4 Droid or Recon Spec.

PS10 is solid, and you can use the big base to protect the HWKs. Your opponnets will have to play ring-around-the-Boba to try and get R1 of Mux and Palob, and bad things will happen if they land in R1 of Mr. Fett.

I used Guri with Predator, Thrusters and Sensor Jammers with Palob and Torkil. Palob also had Predator, it is just awesome with Torkils ability and TLT. Sensor Jammers with Palobs ability also is a nice combo.