(Rebal) HWK 290 in current scene?

By evildrcheese, in X-Wing

Copied this list i put in another thread, works OK!

Currently toying with:

2x Blue with FCS

1x blue with Advanced sensors

roark garnet with jan ors and TLT

The advanced sensors is in there because i only have 2 copies of FCS, otherwise i'd change to that.

Roark lets a B shoot first and also lets a B choose an evade instead of focus (works best with the FCS B's)

Opponent will probably go for hwk first, so leaves the b's alone first turns!

Rebal?

think he means rebel

Edited by petercooman123

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.

I wish I could afford Homing Missiles or the Mouldy Crow title. But I just don't see a decent way to make it happen. So far I've had good luck using Miranda's action to Focus and then once Craken shoots she gets a Target Lock. Even Soontir needs better than average luck to avoid 6 red dice with a guaranteed KaBOOM in the mix.

fyi our SC winner list:

Roark +TLT

Ywing + TLT

Z (x2)

Bwing + FCS

EDIT: Ywing had stressbot

Edited by polmoneys

I like Jan with Wired, TLT, Nien Nunb for 33 points. It requires another ship to be firing PS 8 or higher but she can make something hit like a ton of bricks.

I like Kyle with Juke, Jan, TLT and Moldy Crow for 34 points. Build a pile of focus and evade every turn of combat. He is a little less giving with this build, but he can toss out a focus or evade in a pinch.

I like Roark with anything minimal. I have a hard time taking him anymore because I just wish he was Torkil Mux who is considerably better.

I've never played with it, because generics with TLTs hold no interest for me, but a rebel captive with TLT and Recon Specialist is nice and efficient.

I love Jan Ors. Her ability is incredible for support, and she has high enough PS to make good usage out of an Engine Upgrade. Heck, give her VI and the EU, and she's boosting away after clearing her stress at PS10. A bit pricey to go that route, but it'll make her incredibly difficult to take down and can often lead to her getting some shots without any returning fire.

She's also a solid candidate for Wired, since she'll be stressing herself early and often, potentially.

And the upcoming Dorsal Turret should be good for all HWKs, both Rebel and Scum. Doesn't have the damage output of a TLT, but it's so incredibly cheap. You could literally slap it, and only it, onto Roark Garnet for a very cost effect 22 points and call it a day.

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.

I wish I could afford Homing Missiles or the Mouldy Crow title. But I just don't see a decent way to make it happen. So far I've had good luck using Miranda's action to Focus and then once Craken shoots she gets a Target Lock. Even Soontir needs better than average luck to avoid 6 red dice with a guaranteed KaBOOM in the mix.

I can see a decent way to make it happen - get rid of the shield upgrade on Jan. Sure, it is scary to have a ship so expensive and vulnerable, but Moldy Crow gives you, when you slow roll, almost as much defense, with the benefit of also boosting your attack and giving you the flexibility to sometimes just not clear that stress. Thats 4 points, one to upgrade the torps to Homing Missiles (which you will love, even more reliable at taking out Soontirs), 3 for Moldy Crow.

Another tweak you might consider is Tactician instead of Dash crew - I haven't played with Dash crew at all, so I am in no position to rate it, but it never sounded exciting to me. Tactician on the other hand is pretty incredible as astrong control tool. Don't compromise your flying to trigger it, but take the opportunities that come up.

DON'T PUT BLASTER TURRET ON THE HWK!

Just saying.

It got a boost with TLT. My favorite is Kyle Focus battery with TLT and recon specialist flying with Poe.

DON'T PUT BLASTER TURRET ON THE HWK! ANYWHERE!

DON'T PUT BLASTER TURRET ON THE HWK! ANYWHERE!

Kavil with blaster, r4,VI would like to have a word with you

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.

I wish I could afford Homing Missiles or the Mouldy Crow title. But I just don't see a decent way to make it happen. So far I've had good luck using Miranda's action to Focus and then once Craken shoots she gets a Target Lock. Even Soontir needs better than average luck to avoid 6 red dice with a guaranteed KaBOOM in the mix.

I used the same tactic but with Homing Missiles - with a TL, focus is nice but six dice are even better! The "cannot use Evade" bit was extremely handy as it took Soontir right off the board. There was also an A-Wing Procket instead of Airen to deliver close-range shots when Miranda did not have the opportunity, maximisng Jan's utility.

I enjoyed running Jan with a blaster and Kyle crew. Tlt is a bit more efficient.

I'll make a thread about my findings later, but a rebel HWK is a core part of my current list. I actually got to play some games yesterday.

Rebal?

Ah dammit. Shame my first thread has a school-boy spelling error in the title! Unfortunately I can't edit the thread title so I'll have to wear this badge of shame.

But yes. RebEl is want I meant. *facepalm*

Anyway, thanks for the great advice. Unfortunately my local store didn't have a HWK in stock, but I picked up a K Wing. At least it gives me a tlt for when I get my HWK and gives me something to play with in the interim as well as trying the Massive Attack style list. Which just seems like a barrel of laughs.

EDC

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.

I wish I could afford Homing Missiles or the Mouldy Crow title. But I just don't see a decent way to make it happen. So far I've had good luck using Miranda's action to Focus and then once Craken shoots she gets a Target Lock. Even Soontir needs better than average luck to avoid 6 red dice with a guaranteed KaBOOM in the mix.

I can see a decent way to make it happen - get rid of the shield upgrade on Jan. Sure, it is scary to have a ship so expensive and vulnerable, but Moldy Crow gives you, when you slow roll, almost as much defense, with the benefit of also boosting your attack and giving you the flexibility to sometimes just not clear that stress. Thats 4 points, one to upgrade the torps to Homing Missiles (which you will love, even more reliable at taking out Soontirs), 3 for Moldy Crow.

Another tweak you might consider is Tactician instead of Dash crew - I haven't played with Dash crew at all, so I am in no position to rate it, but it never sounded exciting to me. Tactician on the other hand is pretty incredible as astrong control tool. Don't compromise your flying to trigger it, but take the opportunities that come up.

:(

Tactician on Miranda has never worked for me more than once or twice a game. But being able to shoot unmodified through obstacles always pays off. If I run a pair of TLT Wardens with Tacticians that's a whole different animal. ;)

I fly HWKs a lot. I've brought at least 2 HWKs to every store championship and regional I've played in the last year. It is not the easiest ship to fly, but I disagree with a lot of the discussion on here.

The HWKs virtue is that it is a -cheap- turret. By adding titles and other upgrades you make a fragile 30-35 point ship and that is exactly what you do not want a HWK to be.

However, at 22 points it does a lot of damage with a TLT and compares favorably to a b-wing or x-wing for survivability (in particular, it doesn't have to be facing the enemy.

The named Scum HWKs have some of the best abilities in the game, but cheap is still an option.

Torkul with a TLT at 25 points is the same as a Unhinged Y-Wing TLT. A favorite of mine is Palob with Crackshot and TLT. 27 points keeps the ship in a support role while giving it a lot of ability to do things like hit Soontir (as he has to over dodge due to CS).

There is also a lot of power in the old ICT, a 21 point ICT turret isn't something an enemy can ignore.

Moldy Crow is by far the best title in the game (not even close really). If it was on any other ship it would be probably be OP. If you can slow roll and bank at least 3 focus tokens on it, it will save you more than a single shield upgrade.

Edited by Jo Jo

I'd also like to draw your attention to the 19 point Dorsal Turret.

Rebel Operative (16)
Dorsal Turret (3)
Tactician (2)
Rebel Operative (16)
Dorsal Turret (3)
Tactician (2)
Rebel Operative (16)
Dorsal Turret (3)
Tactician (2)
Rebel Operative (16)
Dorsal Turret (3)
Tactician (2)
Bandit Squadron Pilot (12)
Ion Pulse Missiles (3)
Guidance Chips (0)
Total: 99

Am I the only one excited about this as a possibility?

Looks like a cool list, but I am not quite convinced by basicaly just having 5 2 dice ships. I think I'd try it, but I will think about sprinkling in one or two TLTs.

It just costs too much. It's abilities are restricted in order to limit it to being a support ship, but all the support abilities are really overcosted. All of the things it does and the title and everything are really cool, but they just keep wracking up points on a terrible foundation. It can function ok as a cheap turret, but then again, so does the Y-Wing.

Looks like a cool list, but I am not quite convinced by basicaly just having 5 2 dice ships. I think I'd try it, but I will think about sprinkling in one or two TLTs.

Could do TLT an Autoblaster mix in the Hwks

Rebel Operative (16)
Dorsal Turret (3)
Tactician (2)
Rebel Operative (16)
Dorsal Turret (3)
Tactician (2)
Rebel Operative (16)
Dorsal Turret (3)
Tactician (2)
Rebel Operative (16)
Dorsal Turret (3)
Tactician (2)
Bandit Squadron Pilot (12)
Ion Pulse Missiles (3)
Guidance Chips (0)
Total: 99

Am I the only one excited about this as a possibility?

You lose the turrets but putting Tactician on TIE Shuttles will save you three point per ship, you trade 1 shield for two hull, and get a better dial and action bar.

That's 4 Tactician Shuttles and 28 points left to spend on a fifth ship.

As a cheap TLT carrier I ran Rebel Operative, TLT and Dash (crew). If you can keep rocks between you and the other ships it really does a lot to help it survive since you get an extra dice and they don't.

I was honestly surprised at how well it did in the store championship and test games. I think part of it is people tend to write it off as a threat and go after something else first.

Edited by VanorDM

I think TLTs and Autoblaster Turrets would be a good mix. You wanna come up close to escpae TLTs? EAT UNCANCELABLE HITS!

Rebel Operative (16)
Dorsal Turret (3)
Tactician (2)
Rebel Operative (16)
Dorsal Turret (3)
Tactician (2)
Rebel Operative (16)
Dorsal Turret (3)
Tactician (2)
Rebel Operative (16)
Dorsal Turret (3)
Tactician (2)
Bandit Squadron Pilot (12)
Ion Pulse Missiles (3)
Guidance Chips (0)
Total: 99

Am I the only one excited about this as a possibility?

I prefer...

3x Rebel operative with TLT and tactician (24x3 = 72) + stress hog (26)