HWK title

By IG88E, in X-Wing

Just to make the HWK-290 a tiny bit more interesting or versatile.

Because FFG once told they regret the 1-attack primary:

What about:

Title 1 point:

Increase your primary weapon value by 1 and [add something what is missing].

Example: ... and increase your pilot skill by 1.

Other suggestions? (please no addition of boost or barrel roll ;) ). Stay balanced ;)

And treat all speed 2 maneuvers as green maneuvers.

The HWK already has one of the best titles in the game and is in a fine place as a support ship right now with its large selection of useful pilot abilities, handy turrets and being the cheapest crew carrier in the game.

Well the rebels now have the attack-shuttle which has very similar stats and capabilities ( secondary turret, 1 crew) as the HWK-290, but has 3 attack dice, and a better dial, and some very nice ace-pilots which are priced competively.

So I think there is not much to gain with a title that adds attack-dice. I my opinion the Moldy-crow title is nice and sets the ship appart from others, also there is also a lot of new 1-2pt crew that adds a lot of options for both rebels and scum.The scum version also have the new illicit cloack device to increase survivability if you end up in a tough spot.

The HWK already has one of the best titles in the game and is in a fine place as a support ship right now with its large selection of useful pilot abilities, handy turrets and being the cheapest crew carrier in the game.

Yeah, I never understand these posts to "fix" HWKs. They play their role perfectly and don't need any change.

The HWK already has one of the best titles in the game and is in a fine place as a support ship right now with its large selection of useful pilot abilities, handy turrets and being the cheapest crew carrier in the game.

Yeah, I never understand these posts to "fix" HWKs. They play their role perfectly and don't need any change.

No, not a fix. Just make them more flexible or versatile.

If you are making primary attacks with a HWK, you're playing it wrong(or flying against a superior pilot). Now a 1 or 2 point reduction on any turret would be nice, but that's just because with the lists I fly it in, I would love an extra point or 2 for my other ships.

A modification that removes the primary attack completely but requires you to put on a turret AND it reduces cost to 13.

Does nothing for the dial, sadly--still the worst dial in the game.

I would rather a title/mod to make them live longer I fly them a lot and a extra attack dice for range 3 if you don't have TLT or a extra at range 1 if you do wont help it live longer

every time I fly a HWK in my area all my opponents target it first because they know if they don't they will regret it the longer the game goes on. They all know what I can do with a HWK and don't like it

so please FFG help my HWKs live longer

Much like Rakky Wistol, I think a new HWK title should finish the job and just erase the primary altogether, I won't miss it :P

Priced at -4 points, or -2 points with "all speed two maneuvers are green".

Alternatively, I wouldn't mind knocking down the primary to zero and trading the turret for a reduced cost cannon.

why not simply something like ...
Title or modification : "HWK-1000" (3pts)
remove your turret slot.

Increase your attack value by 1. You can attack outside of your firing arc.

That's look okay and taste like a "fix" (if you compare that to a HWK+dorsal turret)

Tech Refit
0pts


You may equip a [systems] upgrade. reduce cost of systems upgrade by maximum of 2 points. Reduce base attack value to zero.
_____

Forces you to put a turret on if you want to attack, but also gives you the very interesting option of having a completely, totally, utterly gunless ship in X-Wing if you want to dedicate your HWK to its designated AWACS role. Which is more or less, exactly what it's supposed to be in XWMG.

Only reason I wouldn't give HWK a system upgrade slot is that if you attach Accuracy Corrector, you basically have given it 2 dmg every round and bypassed having to pay points to outfit it with a more expensive armament. Thus rendering it's intended function (mitigation for a poor roll on ships with an already respectable primary weapon) and replaced it with 3 points for 200% max dmg and an even higher average dmg.

Retro fitting the Scyk title to the HWK, but putting it in the turret slot (instead of the title), something like fixed cannons, would be interesting. I you maintain the 2 point tax, you could get HLC for 25 points, without the tax it would 23, and largely equivalent to the Scyk in terms of overall durability. But it also lets you play around with Manglers and the like for slightly cheaper.

Though honestly the HWK is mostly missing the durability and probably wants a mod slot, something like combat refit, giving it plus 1 hull, shield and primary attack value for reasonably cheap would help. If you went the same way with as with the defender you could introduce another mod at the same time that increases manoeuvrability instead.

I don't think another title is a great idea as it conflicts with the Moldy Crow which is an excellent card.

Much like Rakky Wistol, I think a new HWK title should finish the job and just erase the primary altogether, I won't miss it :P

Priced at -4 points, or -2 points with "all speed two maneuvers are green".

Alternatively, I wouldn't mind knocking down the primary to zero and trading the turret for a reduced cost cannon.

So base cost, 12 points? They might as well just make a new ship.

You've basically added Turret and Crew upgrade icons to a Z-95. In exchange for the Missile and speed 3 and 4 maneuvers.

Edited by Vulf

Dorsal turret generic HWKs with cheap 1 or 2 pt crew serve as decent support. Unique HWK pilots with their turret of choice (most rebels want TLT, scum would like various depending) also are decent support ships. Keep em cheap. The Moldy Crow title isn't really needed unless you want to run that Blaster Turret or just like to hoard tokens.

Could be HWK use some more hull and shields? Sure! But for 20-30 pts for most builds it shouldn't be the primary target for your opponent. If it is then you should have had something else in the list to take advantage of that and punish them for shooting at a poor lil HWK.

I would rather a title/mod to make them live longer I fly them a lot and a extra attack dice for range 3 if you don't have TLT or a extra at range 1 if you do wont help it live longer

every time I fly a HWK in my area all my opponents target it first because they know if they don't they will regret it the longer the game goes on. They all know what I can do with a HWK and don't like it

so please FFG help my HWKs live longer

one-of-the-most-beloved-characters-from-

Hawks have a fine role as-is.

That said, a second title that lets them shoot marginally better might be fun on budget support hwks who appreciate a real primary.

What they'd really appreciate if an extra Hitpoint, though. ;)

Edited by Reiver

Yeah, extra hp, 2 shields. OR a slightly better dial would be great for the HWK.

Yeah, extra hp, 2 shields. OR a slightly better dial would be great for the HWK.

R2 D2 Crew. Hera crew. Chewie crew. Mod slot.

The HWKs main problem is that both Kyle and Jan are horrendously overpriced. Kyle needs a lot of pricey upgrades to get going, while Jan is 25 points for a 1 red space-van. Compare that to the Scum HWKs which are cheaper, need less upgrades and and work even without a friendly ship nearby.

Edited by Duskwalker

Reduce your primary attack by 2. No minimum value, negatives are allowed. You can attack friendly ships.

I am a big fan of the HWK, I have run it with Roark, Jan, and Kyle. They all have some fun flexibility. What I would find most useful? Added range on either turrets or ordnance but limited it to HWK or some other overcosted vessels only.

The HWKs main problem is that both Kyle and Jan are horrendously overpriced. Kyle needs a lot of pricey upgrades to get going, while Jan is 25 points for a 1 red space-van. Compare that to the Scum HWKs which are cheaper, need less upgrades and and work even without a friendly ship nearby.

Well HWKs are the only Turret carrier outside Kavil with an EPT slot and they combine it with powerful crew options and potent support abilities. A TLT backed by predator and an endless supply of focus tokens is not something to be underestimated and Jan's ability can do wonders for helping your ships punch through high agility token stackers.

I don't think the hwk needs any fixes.

Its dirt cheap, has mostly great named pilot abilities (something most ships can't say), has plenty of turret options for whatever your need or budget, a crew slot, and a great title.

Edited by markcsoul