XXX Hawke, a list for T-65 lovers :-)

By DavronERC, in X-Wing Squad Lists

Hi All

Ran this list last night vrs a Palpmobile Vader and Maarek list, It worked really well! almost smashed them but in the end won by a single hull point :-)

HWK-290 (31)

Rebel Operative

TLT, Recon Specialist, Moldy Crow, Stealth Device

T-65 Xwing (23)

Targeting Astromech

Integrated Astromech

T-65 Xwing (23)

Targeting Astromech

Integrated Astromech

T-65 Xwing (23)

Targeting Astromech

Integrated Astromech

The key with this list seems to be to fly as two closely spaced pairs (start range 5 apart) which fly a thatch weave to cover the other pairs 6's. The HWK picks off the weak and wounded :) The nice thing is the HWK is almost a equal threat to the the X's but harder to hit so it leaves the enemy with some hard choices with their targeting.

Anyone flown a similar list?

Why HWK instead of the more maneuverable Y-wing?

I'd be inclined to downgrade the targeting astros to switch one X-wing to Tarn or to Roark the HWK.

Edited by Blue Five

Yeah. For the price of that HWK you can run Horton Salm with TLT.

Or drop the Stealth Device and upgrade the operative to Roark.

Edited by Jo Jo

Drop moldy crow and stealth device off the hawk so you can put flechette torpedoes on the x-wings (or just run 4 rookies w/ target astro, integrated astro & flechette torps).

The I saw a post by Majorjuggler the other day which indicates the HWK is a much better choice as the defensive focus allows you to survive ~2 more hits than a Y-wing can take due to the better agility. The stealth will at minimum let you survive 1-2 more hits especially when you consider the focus bank Moldy Crow gives you.

The HWK fills it's roll quite nicely, I'm dead sure I wouldn't have had as much success last night without it. Boost/BR aces can dodge X-wing arcs quite easily as your rookies are moving last. The TLT can also finish off a ship that might have only just lived through a range-1 blast from a TLed X-wing. Often you won't have a second ship to take out that last hit point.

Flechette torps won't guarantee damage on an ace as they are only 3 dice. Often you won't even be able to get a TL before they get you at range-1. I'm thinking you are going to be very lucky to loose 1 on a Soontir, let alone 2?

I'm hoping to try adding another X-wing to the squad (when I get another) but most likely it will be Hobbie or Tarn. Might try adding in a Plasma torp too. I'm keen to see how the original squad goes with a few more games under it's belt though :-)

Hi there,

I too am interested in running a hawk + 3 T-65 list. I have tried a few variants in the past and I think I have found a list that works for me. Just tonight I used the following list:

Rebel Operative

Twin Laser Turret

Jan Ors

Tarn Mison

R7 Astromech

Integrated Astromech

Red Squadron Pilot

R2-D6

Draw Their Fire

Integrated Astromech

Biggs Darklighter

R4-D6

Integrated Astromech

I like this list for a few reasons. Three T-65's will put some hurt on an enemy when focusing fire. Similarly, the three integrated astromechs help provide some longevity to the x-wings. Jan Ors helps Biggs stay alive and the Red Squadron Pilot helps take some pressure off of Biggs. It is a simple list but it works and is fun to fly. The tlt Rebel Operative put out a lot more damage than I expected, definitely worth the points. I would like to find some points to add Hobbie, but what I have now works pretty well, but needs more play testing. I hope this helps you and I look forward to hearing what you think.

Edited by Falco sparverius

Yeah. For the price of that HWK you can run Horton Salm with TLT.

Or drop the Stealth Device and upgrade the operative to Roark.

Horton Salm with TLT, definitely go with that. Gives you the reliability of a TLT always having shots while also providing enough action economy to punch through aces on occasion.

Roark would be a solid option too but I think Salm would be better. If you face a lot of phantoms in your area Roark would be better, but in general Horton Salm is going to help you more.

Flechette torps won't guarantee damage on an ace as they are only 3 dice. Often you won't even be able to get a TL before they get you at range-1. I'm thinking you are going to be very lucky to loose 1 on a Soontir, let alone 2?

Ahh, the misunderstood flechette torpedo. First of all, its 2 points, so cheap. Secondly, it has the same attack power as your primary weapon, so its not bad at all (slightly better because no +1 green die at R3).

To get good value out of the flechette torpedo, you need patience. Your PS2 ships cannot lock on and fire it against high PS targets on the first turn obviously. But that's why you have targeting astro. So you don't have to worry about getting the TL. When you k-turn you'll pick one up. Then, all you have to do is focus on cutting off arc-dodgers avenues of escape. It just takes one flechette torpedo to screw them over. It probably won't deal any damage, but Soontir uses push the limit so he is stressed. He gets hit by a flechette and now he is double stressed. Next turn, he has no actions. Its now trivial to move whatever ships you have into close range of him and light him up (possibly with TL and focus thanks to all those turns k-turns giving out TLs).

Flechette torpedo is also invaluable against other jousters. You both k-turn to get shots on each other, but now you have a TL and your opponent probably doesn't. You fire the flechette to double stress them. Next turn you clear yours, but they still have 1 stress and no actions. At close range you murder them withh your modified shots and they cry out in frustration as their dice are unmodified.

IG88s HATE stress. Double stresss them and they are much easier to predict and deal damage.

Flechette torps are no good against: decimators, YTs, y-wings, firesprays, YVs, bombers/k-wings/punishers and the Lambda. So they are not perfect, but you'll notice there are a lot more ships they work on than ships they don't...

Flechette torps won't guarantee damage on an ace as they are only 3 dice. Often you won't even be able to get a TL before they get you at range-1. I'm thinking you are going to be very lucky to loose 1 on a Soontir, let alone 2?

Ahh, the misunderstood flechette torpedo. First of all, its 2 points, so cheap. Secondly, it has the same attack power as your primary weapon, so its not bad at all (slightly better because no +1 green die at R3).

To get good value out of the flechette torpedo, you need patience. Your PS2 ships cannot lock on and fire it against high PS targets on the first turn obviously. But that's why you have targeting astro. So you don't have to worry about getting the TL. When you k-turn you'll pick one up. Then, all you have to do is focus on cutting off arc-dodgers avenues of escape. It just takes one flechette torpedo to screw them over. It probably won't deal any damage, but Soontir uses push the limit so he is stressed. He gets hit by a flechette and now he is double stressed. Next turn, he has no actions. Its now trivial to move whatever ships you have into close range of him and light him up (possibly with TL and focus thanks to all those turns k-turns giving out TLs).

Ahh! yep get your point, must just be my lousy luck with them.

Yeah. For the price of that HWK you can run Horton Salm with TLT.

Or drop the Stealth Device and upgrade the operative to Roark.

Horton Salm with TLT, definitely go with that. Gives you the reliability of a TLT always having shots while also providing enough action economy to punch through aces on occasion.

Roark would be a solid option too but I think Salm would be better. If you face a lot of phantoms in your area Roark would be better, but in general Horton Salm is going to help you more.

Still think Horton will die quick as you have just made him "buffless Biggs" #1 target.

Hi there,

I too am interested in running a hawk + 3 T-65 list. I have tried a few variants in the past and I think I have found a list that works for me. Just tonight I used the following list:

Rebel Operative

Twin Laser Turret

Jan Ors

Tarn Mison

R7 Astromech

Integrated Astromech

Red Squadron Pilot

R2-D6

Draw Their Fire

Integrated Astromech

Biggs Darklighter

R4-D6

Integrated Astromech

I like this list for a few reasons. Three T-65's will put some hurt on an enemy when focusing fire. Similarly, the three integrated astromechs help provide some longevity to the x-wings. Jan Ors helps Biggs stay alive and the Red Squadron Pilot helps take some pressure off of Biggs. It is a simple list but it works and is fun to fly. The tlt Rebel Operative put out a lot more damage than I expected, definitely worth the points. I would like to find some points to add Hobbie, but what I have now works pretty well, but needs more play testing. I hope this helps you and I look forward to hearing what you think.

Falco, Love that list might give it a try :)

Cheers

Thanks