(Rebal) HWK 290 in current scene?

By evildrcheese, in X-Wing

Hi guys, I'm relatively new to X Wing, I got into it just before Xmas.

I want to pick up a HWK 290 mostly for Dark Forces / Jedi Knight nostalgia reasons, but when I Googled a tacticia for the ship the results were mostly based on combos from when the ship was first released.

So, what I'm looking for is a few ideas/suggestions/idea of how to run this ship (I take it that it should be used more as a supporting buff ship rather than a straight up fighter)?

Upgrade/pilot suggestions are most welcome as are any suggestion of what ships I could run with the HWK to make an effective list.

Thanks in advance.

EDC

The HWK-290 is a pain in the ass to fly, partly because of the movement dial, but mostly because of how **** fragile the thing is. With only 5 HP (one shield, four hull) it WILL die under sustained fire. But the secret beauty is using it to support your ships.

The title card is ACE because you only lose focus when you spend it. Roark is interesting if you NEED a powerful but low skill ally to shoot first (red squad vet or dagger squad pilot, for example), whereas Kyle and Jan are more cleric and priest, if you'll excuse the D&D reference.

I usually reserve the hawk for my epic games, so it's supporting multiple ships, rather than just two. If you want to boost survivability, Shield Upgrade is there at a heavy 4p.

Here's a classy build:

Roark (19) ; Moldy Crow title card (3) ; Blaster Turret (4) ; Recon Specialist (3) ; Shield Upgrade (4)

A little top-heavy at 33 points? Yes.

BUT with the stack of focus keeping you safe from range 3 attacks (pray they DON'T have a HLC) and careful flying to keep allies in the buff zone, you could do some SERIOUS damage. Just take the first two rounds slow. With the title card and Recon Specialist, by the start of turn three (if things go well) you should have a stack of FOUR focus. NEVER rely on the blaster turret. If your opponent starts edging towards the hawk, tip out and regroup. Losing a support ship, especially a kitted one, WILL cost you a match.

ALSO, Kyle and Jan have impressive synergy, if you watch what you're doing. Kyle (pilot card) can pass focus, then Jan (co-pilot card) can swap that to an evade, possibly keeping an ally alive for a turn, OR Jan (pilot) can pull stress from an ally so the GET AN EXTRA ATTACK DIE, then Kyle (copilot) gives the ship an extra focus from clearing the stress next movement!

YES, she's fragile as all hell. But that's always been the nature of healers. Keep the healer out of danger, and they'll keep you alive.

For one more round, at least...

I am a huge fan of the ship, but, even though it also was one of my earlier purchases, I wouldn't recommend it early on without the library of upgrades to back it up. That only matters if you don't proxy, though, which I would highly recommend. Outside of tournament play there really is no reason not to.

A really strong ship on the Rebel side is just Roark Garnet with a Twin Laser Turret. He slots well into 4 ship lists and has a pretty nice ability - the TLT allows him to also do some agressive work of his own. TLT in general is the best turret slot upgrade and therefor vital for the HWK.

Anthother good combo is the generic Rebel Operative with TLT and a Tactician. Because TLT attacks twice, that is 2 stress for your opponent at range 2 in your arc. With the godaweful dial of the HWK thats not going to happen often, but if it does once it has already payed.

Kyle Kartarn also has a (to some degree) competetive list, that at its core has him with Juke, TLT and Jan Ors Crew and Poe Dameron with Juke and Comms Relay. This is the full list if you want to look up what any of the cards do: http://geordanr.github.io/xwing/?f=Rebel%20Alliance&d=v4!s!47:152,135,75:-1:-1:;175:152,-1,3,153:-1:15:;9:135,-1,-1,69:21:-1:&sn=Unnamed%20SquadronThe strategy is that Kyle in the beginig gives Poe an evade token (Jan Ors converts the focus) that stays with him thanks to Comms Relay and that enables him to use the very powerful ability of Juke. Then when we enter combat Kyle always converts his own focus to an evade so he enables his own Juke, which triggers twice thanks to TLT. That does two things: Make him more tanky with the evade, and offset the lack of attack dice modification. Should Poe have an opportunity to avoid damage with his evade he should do so while Kyle lives, with Kyle replenishing it next turn - when Kyle is dead, the evade should only be spend if that avoids Poe dying. This is a rather high skill cap list, so it is frustrating to play early on, but it can teach you a lot about synergies.

If you want some real fun, though, Scum and Villainy is your faction - all of their HWK pilots are crazy. Keep them cheap, keep them reasonable and they will reward you!

I'll second Admiral Deathrain's list choice with the one he linked. Personally I drop autothrusters from Poe and take Integrated Astromech and get Moldy Crow title on the HWK. My local meta doesn't have as many turrets, so I feel it's a decent trade. But the list is very competitive, and the HWK does quite well in it. I imagine the HWK will have some new homes in lists in Scum with wave 8 adding so much, so we'll see.

Kyle with Jan crew and Jan with Kyle crew are good combos, though Kyle is usually paired with Recon Specialist.

Roark is beautiful in Epic, and the prime target if he's on the board.

The Dorsal turret coming soon will be a nice addition.

Kyle, Rec Spec, Moldy Crow; Garven; Poe would be a neat little list.

I've been using one recently as part of my Rebel build - Kyle Katarn, Moldy Crow title, Recon Specialist and TLT. I have that combined with Horton Salm Y-Wing + TLT and Poe Dameron with R5-P9 and Autothrusters.

The HWK plays a great support role, always ensuring that Poe has a Focus token for both his own ability and for regen at the end of the round through the astromech. If Poe isn't in range or doesn't need a focus then it can pass out tokens to Horton and keep them itself to help with getting every TLT shot through.

What about using Biggs to keep HWK alive for a few more rounds?

I'm also a new player, so this might be stupid, but I've been thinking about something like this:

Jan Ors + Wired + Twin Laser Turret + Kyle Katarn (35)
Biggs Darklighter + R2-D2 (29)
Poe Dameron + BB-8 + Push the Limit (36)

And IAs but I don't have any.

Kyle, title, tlt, chewbacca. Chewy makes the HWK very durable.

What about using Biggs to keep HWK alive for a few more rounds?

I'm also a new player, so this might be stupid, but I've been thinking about something like this:

Jan Ors + Wired + Twin Laser Turret + Kyle Katarn (35)
Biggs Darklighter + R2-D2 (29)
Poe Dameron + BB-8 + Push the Limit (36)

And IAs but I don't have any.

You might want to shy away from R2-D2 on Biggs, you wouldn't want to put too many points into him. But it's a decent squad. Biggs is always a good addition if he suits your style.

TLT has significantly improved the combat effectiveness of the HWK, but all the named rebel pilots are overpriced.

Where the rebel HWK is finding a home is in Epic play. Roark and Jan are both awesome escorts for a CR-90, especially if you can use the supercharged primary attack to remove an enemy ace at PS12.

Edited by Daniel Beaver

Hera might be a desirable crewmember for Jan, allowing her to get out of danger after boosting someone's attack, not restricted by green. Hera is only 1 point so it shouldn't break the bank either.

had some success with this list

Miranda Doni (29)
Twin Laser Turret (6)

Prototype Pilot (17)
Chardaan Refit (-2)

Blue Squadron Pilot (22)
Advanced Sensors (3)

Roark Garnet (19)
Twin Laser Turret (6)

Total: 100

View in Yet Another Squad Builder

I've been using one recently as part of my Rebel build - Kyle Katarn, Moldy Crow title, Recon Specialist and TLT. I have that combined with Horton Salm Y-Wing + TLT and Poe Dameron with R5-P9 and Autothrusters.

The HWK plays a great support role, always ensuring that Poe has a Focus token for both his own ability and for regen at the end of the round through the astromech. If Poe isn't in range or doesn't need a focus then it can pass out tokens to Horton and keep them itself to help with getting every TLT shot through.

You know, there's that other X-Wing pilot, Garven I think... you could sorta daisy chain the focus token to reach a considerable distance across the board if you needed to.

For casual play, there are few ships more fun to throw into the mix than the HWK. It changes the game and creates dramatic moments. Tournament players do not want dramatic moments... they want results. The Scum version (found in the Most Wanted set) does see play in the tournament scene and is also very fun in casual play.

If you play casually and are a fan of that ship, you should buy it and enjoy it. If you're looking to build a tournament list quickly, this is not a great early purchase.

OP- pick up a hwk now, you won't regret it. Incredibly underrated ship. I avoided them until recently but now I wish I'd bought 2. Much better than a Y if thats what your comparing it to. Very versatile support ship can't say enough good things about it. AND the model is badass.

Try this, it's hilariously good fun.

Massive Attack (100)

Jan Ors (37) - HWK-290

Veteran Instincts (1), Twin Laser Turret (6), Nien Nunb (1), Shield Upgrade (4)

Airen Cracken (20) - Z-95 Headhunter

Crack Shot (1)

Miranda Doni (43) - K-Wing

Twin Laser Turret (6), Extra Munitions (2), Proton Torpedoes (4), Dash Rendar (2), Guidance Chips (0)

Having Miranda throw a 6 red die Proton torpedo attack is guaranteed to scare the living day lights out of anyone. I've used it to turn poor, old Soontir into an expanding cloud a couple of times. Once Guidance Chimps can be more than proxied I'm going to take it to my FLGS's monthly tournament. ;)

The HWK is my favorite ship to fly. Fat Han and Fat Kyle together are fun.

Try this, it's hilariously good fun.

Massive Attack (100)

Jan Ors (37) - HWK-290

Veteran Instincts (1), Twin Laser Turret (6), Nien Nunb (1), Shield Upgrade (4)

Airen Cracken (20) - Z-95 Headhunter

Crack Shot (1)

Miranda Doni (43) - K-Wing

Twin Laser Turret (6), Extra Munitions (2), Proton Torpedoes (4), Dash Rendar (2), Guidance Chips (0)

Having Miranda throw a 6 red die Proton torpedo attack is guaranteed to scare the living day lights out of anyone. I've used it to turn poor, old Soontir into an expanding cloud a couple of times. Once Guidance Chimps can be more than proxied I'm going to take it to my FLGS's monthly tournament. ;)

Very close to my build I have used before: https://community.fantasyflightgames.com/topic/185352-six-dice-with-tl-focus-fairly-easily

You need to use Homing Missiles. They don't require you to spend a the TL on the attack. So you can quite easily get a 6 dice attack with full modifications. Also Homing Missiles don't allow the defender to spend evade tokens. Really, really good against all the Imperial Aces.

Funny thing about the list is that Jan Ors can do a lot of work with the TLT. Especially with a stack of focus tokens. She's also fairly hard to take down if you can keep her out of the brawl. I'll have to revisit this list once Imperial Vets drops. You can put LRS on Miranda which helps get the TL out of the way. That mean you don't even need Cracken to pass an action. I'd throw in a A-wing to aid as a blocker instead. Or Blount with IPM for control.

Jan Ors (37) - HWK-290

Veteran Instincts (1), Twin Laser Turret (6), Nien Nunb (1), Shield Upgrade (4)

I'd consider taking Engine Upgrade instead. A boosting HWK with greens on all of their 1s and straights can surprise people with it's speed and maneuverability.

As long as Jan is giving high PS pilots the extra die, I like Wired on her. You can use your action to boost and still have some sort of modification on your attack and defense rolls.

Try this, it's hilariously good fun.

Massive Attack (100)

Jan Ors (37) - HWK-290

Veteran Instincts (1), Twin Laser Turret (6), Nien Nunb (1), Shield Upgrade (4)

Airen Cracken (20) - Z-95 Headhunter

Crack Shot (1)

Miranda Doni (43) - K-Wing

Twin Laser Turret (6), Extra Munitions (2), Proton Torpedoes (4), Dash Rendar (2), Guidance Chips (0)

Having Miranda throw a 6 red die Proton torpedo attack is guaranteed to scare the living day lights out of anyone. I've used it to turn poor, old Soontir into an expanding cloud a couple of times. Once Guidance Chimps can be more than proxied I'm going to take it to my FLGS's monthly tournament. ;)

I'm sorry, but how does that work? Miranda can give up 1 shield for 1 extra dice, equaling a total of 5 for the Proton Torpedo. What did I miss?

All above is good advice. I find it fun but not a constant winner.

Try this, it's hilariously good fun.

Massive Attack (100)

Jan Ors (37) - HWK-290

Veteran Instincts (1), Twin Laser Turret (6), Nien Nunb (1), Shield Upgrade (4)

Airen Cracken (20) - Z-95 Headhunter

Crack Shot (1)

Miranda Doni (43) - K-Wing

Twin Laser Turret (6), Extra Munitions (2), Proton Torpedoes (4), Dash Rendar (2), Guidance Chips (0)

Having Miranda throw a 6 red die Proton torpedo attack is guaranteed to scare the living day lights out of anyone. I've used it to turn poor, old Soontir into an expanding cloud a couple of times. Once Guidance Chimps can be more than proxied I'm going to take it to my FLGS's monthly tournament. ;)

I'm sorry, but how does that work? Miranda can give up 1 shield for 1 extra dice, equaling a total of 5 for the Proton Torpedo. What did I miss?

You missed Jan. She can boost a single attack.

Try this, it's hilariously good fun.

Massive Attack (100)

Jan Ors (37) - HWK-290

Veteran Instincts (1), Twin Laser Turret (6), Nien Nunb (1), Shield Upgrade (4)

Airen Cracken (20) - Z-95 Headhunter

Crack Shot (1)

Miranda Doni (43) - K-Wing

Twin Laser Turret (6), Extra Munitions (2), Proton Torpedoes (4), Dash Rendar (2), Guidance Chips (0)

Having Miranda throw a 6 red die Proton torpedo attack is guaranteed to scare the living day lights out of anyone. I've used it to turn poor, old Soontir into an expanding cloud a couple of times. Once Guidance Chimps can be more than proxied I'm going to take it to my FLGS's monthly tournament. ;)

I'm sorry, but how does that work? Miranda can give up 1 shield for 1 extra dice, equaling a total of 5 for the Proton Torpedo. What did I miss?

Jan-ors.png

;)

Try this, it's hilariously good fun.

Massive Attack (100)

Jan Ors (37) - HWK-290

Veteran Instincts (1), Twin Laser Turret (6), Nien Nunb (1), Shield Upgrade (4)

Airen Cracken (20) - Z-95 Headhunter

Crack Shot (1)

Miranda Doni (43) - K-Wing

Twin Laser Turret (6), Extra Munitions (2), Proton Torpedoes (4), Dash Rendar (2), Guidance Chips (0)

Having Miranda throw a 6 red die Proton torpedo attack is guaranteed to scare the living day lights out of anyone. I've used it to turn poor, old Soontir into an expanding cloud a couple of times. Once Guidance Chimps can be more than proxied I'm going to take it to my FLGS's monthly tournament. ;)

Concussion/Homing Missile is probably a better choice. That way withe Cracken you can Focus+Target lock and get max value out of your dice. Torps is a much better fit with ships that have less access to combined actions (Drea Renthal, Redline depending).

Rebal?