Convoy: 10 undodgable dice.

By Rakaydos, in X-Wing Squad Lists

Random list idea I throw together, merging Dangerzone with a pre-TLT thug build.

5 Autoblaster Spice Runners with Tactitions

The idea is to take the range 1 threat of an autoblaster turret, and tack on the range 2 in-arc dangerzone stress to almost double each HWK's dangerous area. by swarming, they can generate more battlefield coverage. The Autoblaster turret should be good against high agility threats, which are popular in the current meta, but I'n not sure how well HWK dials can keep up with Unhinged TLTs

"Down in Flames", a short story about how low pilot skill ships never make it to range 1 of anything.

Edited by Skeether

"Down in Flames", a short story about how low pilot skill ships never make it to range 1 of anything.

With 5, I should be able to block or punish at least 1 arcdodger. If soontier dies before HWK 2, I'm ahead of the game.

I think Ys are better for this Autoblaster spam, but what about mixing it up? Maybe three Ys and two HWKs?

I think Ys are better for this Autoblaster spam, but what about mixing it up? Maybe three Ys and two HWKs?

I suppose it depends if the extra speed and durability of the Ywing is worth giving up the range 2 danger zone.

Whilst I love this idea, I think the HWK's dial might be too limited to effectively create large no-fly zones. Once you start pointing them in different directions it may become hard to keep them from getting picked off one by one at Range 3.

It's well worth trying it though - who do you know that owns enough HWKs? ;)

The problem is that an experienced pilot is going to outmaneuver this list any day of the week. The hawk also only has a 1 dice attack so that anything beyond range 1 can laugh at its awful attack. Low pilot skill makes it incredibly hard to get range one, and even if you do with one ship, higher pilot skill ships attack first and will obliterate a hawk before it even gets to shoot. It may seem different and fun but it's really just a bad idea. Jousters will burn them, flankers will burn them, there's just nothing you can do.

The HWKs dial really isn't made for that. The idea is funny, but you can call yourself lucky (or your opponent inexperienced) if you get more than 4 R1 shots off during the whole game!

Hmm, maybe dropping the tacticians (while nice on paper it will not work out anyway), and instead take 2 EU and 2 Dampeners. That should enable you to create a loose HWK cloud where 2 HWKs might be in R1 at the same time, thus one might survive to strike...