So what is a better use of 6 points on a hwk?
TLT? Or Dorsal Turret with Moldy Crow (or Recon Specialist)?
So what is a better use of 6 points on a hwk?
TLT? Or Dorsal Turret with Moldy Crow (or Recon Specialist)?
I think the hwk needs a free mod that allows it to add it's primary attack dice to the turret's red dice if the enemy is in the front arc. So a range 1 autoblaster would roll 4 dice.
It makes its garbage attack value matter, and makes its mandatory turret a little more cost effective.
Maybe a negative point mod that requires a title? I've often thought letting it get a free boost action each turn would make it more in line with what it should be.
Well this ship was one of those they didn't translate into the game well at all - it even contradicts FFG's own fluff in the RPGs. This hunk of junk is supposed to be a courier class ship - fast, maneuverable, can carry a small number of passengers or small amount of cargo, but has NO armaments. To make it THAT type of ship however, you'll need a new set of pilots, and a new dial which mean that its pretty much out of the question.
However even if this ship was only meant to represent the Moldy Crow (5 of the 6 unique pilots in print who pilot this ship in the game were former owners of the Moldy Crow), it is still badly translated. I can accept that the additional weapons and turret (along with required power plants, targeting systems, etc) crap out the ship's maneuverability to the current dial. However, the ship's base attack is wrong - the Moldy Crow has 4 dual laser cannons and a blaster cannon. That mean it has frontal firepower of 4 TIES - I believe an attack of 3 is appropriate. On the other hand, a blaster is a much less powerful than a laser so it shouldn't have that an attack of 3.
At the moment, I'm kinda having fun with the FFG version - but hopefully if they do ever have a 2nd ed of the game they'll make it more true to the lore.