Wow.
The hawk is just bad, right? Nothing helpful or powerful? Well, sure, in the competitive world it is not very good.
Buuuut, in casual play, there is some cool jank and such you can use for it.
EDIT: scum or rebel.
Edited by gryffindorhouseWow.
The hawk is just bad, right? Nothing helpful or powerful? Well, sure, in the competitive world it is not very good.
Buuuut, in casual play, there is some cool jank and such you can use for it.
EDIT: scum or rebel.
Edited by gryffindorhouseMy favorite is Dace with an ion cannon and other filler.
I really like the "Mauldy Crow" from the **** of a Pilot podcast. Jan Ors with TLT, Maul and VT. I think he also uses adaptability to lower her to 7. She uses her ability to make a high PS ship roll one more red die, I think lowrick in his case, then maul clears that stress with TLT hit, and finally the Ezra stressbug gets to roll one more red die when he attacks since Jan is stress free.
I haven't run it myself yet, but looks really fun
I keep looking at Roark as a "**** you Fenn" and hot-copping before Benedict Arnold can think twice.
Chewie seems like a good crew.
But what to pair with it to make up for...everything the HWK lacks? That's the question.
HWK-290: •Torkil Mux (31)
Pulsed Ray Shield (2)
Ion Cannon Turret (5)
•Dengar (3)
•EMP Device (2)
Just an ion generating machine. Go in and focus, drop someone down to 0 and if you really want to ionize someone or multiple ships then emp.
He has shut down kylo silencer one game just continually ionizing him.
Competitive? Probably not. But fun
So I came up woth this the other day:
HWK-290: •Jan Ors (34)
Adaptability (-1) (0)
Twin Laser Turret (6)
•Maul (3)
ARC-170: •Norra Wexley (38)
Alliance Overhaul (0)
Push the Limit (3)
•Ezra Bridger (3)
•R7-T1 (3)
T-70 X-Wing: •Jess Pava (28)
Integrated Astromech (0)
•M9-G8 (3)
Total: 100/100
Pretty much the same concept as the list @Browncoat50 was talking about, Norra attacks, Jan gets a stress for her to roll an extra dice, M9G8 rerolls a blank and then you add an eye with her ability, you ca also turn one eye into a crit because ezra. Then jan attacks and loses the stress and then Jess attacks and Jan gets another stress for her to roll 1 more dice, I think Lowhrick should replace jess because Jan is paper other wise but like this you have a stupid high chance of nailing 9 hits on those two attacks combined, plus the TLT.
I used to fly Palob with Fenn and a scout or Manaroo last summer (before the attani and jm5k nerf). Used Blaster Turret on the HWK, but that's really controversial (TLT being cheaper than Blaster + title by a point). In my experience, with a token stack and Dengar, you basically get 3 hits all the time, but I like the Ion Cannon Turret idea.
Now I think it would look something more like this
Palob Godalhi (20)
Crack Shot (1)
Ion Cannon Turret (5)
Dengar (3)
Cloaking Device (2)
Vectored Thrusters (2)
Contracted Scout (25)
Intimidation (2)
Intelligence Agent (1)
Anti-Pursuit Lasers (2)
Fenn Rau (28)
Push the Limit (3)
Plasma Torpedoes (3)
Autothrusters (2)
Concord Dawn Protector (1)
Total: 100
View in Yet Another Squad Builder
Plasma Torpedo may be swapped for something different, maybe a moldy crow title or an emp on the scout. It is clear that with basically two support ships, Fenn has to do the heavy lifting. So keep ionizing and bumping and stay out of arc with Fenn.
Edited by floozeMy first experience with the HWK-290 was flying against Mux in a Bug Zapper list.
M3-A Interceptor: •Serissu (20)
HWK-290: •Torkil Mux (24)
Ion Cannon Turret (5)
Z-95 Headhunter: Binayre Pirate (14)
Feedback Array (2)
Z-95 Headhunter: Binayre Pirate (14)
Feedback Array (2)
Z-95 Headhunter: Binayre Pirate (14)
Feedback Array (2)
Z-95 Headhunter: Binayre Pirate (14)
Feedback Array (2)
Total: 100/100
I don't always fly Hwk-290s but when I do I fly Jan Ors with Cruise Missile A-Wings.
| Jan Ors — HWK-290 | 25 |
| Adaptability | 0 |
| Twin Laser Turret | 6 |
| Nien Nunb | 1 |
| Ship Total: 32 | |
| Jake Farrell — A-Wing | 24 |
| Veteran Instincts | 1 |
| Cruise Missiles | 3 |
| Push the Limit | 3 |
| Autothrusters | 2 |
| A-Wing Test Pilot | 0 |
| Ship Total: 33 | |
| Tycho Celchu — A-Wing | 26 |
| Adaptability | 0 |
| Cruise Missiles | 3 |
| Push the Limit | 3 |
| Autothrusters | 2 |
| A-Wing Test Pilot | 0 |
| Ship Total: 34 | |
10 hours ago, gryffindorhouse said:Wow.
The hawk is just bad, right? Nothing helpful or powerful? Well, sure, in the competitive world it is not very good.
Buuuut, in casual play, there is some cool jank and such you can use for it.
EDIT: scum or rebel.
Hey now, the HWK-290 is a piece of beauty, in both form & function! Its just a matter of figuring out the jankiest build possible; if its stupid and it works, its not stupid. I've lost track of the exact number of wins/losses since I started flying this list, but its won me over a dozen tournaments (Ranging from 10-18 people in size).
Torkil provides the setup, dropping the enemy down to PS 0, fully turning-on Predator on both Palob & Kavil. Palob steals any pesky focus/evade tokens of anyone that gets too close. Kavil keeps the enemy from getting too close, while also giving a tiny bit of stress control via Thermal Detonators. The end result? 3 stupidly accurate TLTs that almost always hit for 6 damage a round. Defenders? Dead. Quickdraw? Dead. Gunboats? Limping along before getting killed next round. The ability to PS-kill most any ship using Torkil & 6 damage per round is just... Its dumb, its so dumb.
| Palob Godalhi — HWK-290 | 20 |
| Predator | 3 |
| Twin Laser Turret | 6 |
| 4-LOM | 1 |
| Moldy Crow | 3 |
| Ship Total: 33 | |
| Torkil Mux — HWK-290 | 19 |
| Twin Laser Turret | 6 |
| Dengar | 3 |
| Ship Total: 28 | |
| Kavil — Y-Wing | 24 |
| Predator | 3 |
| Twin Laser Turret | 6 |
| Extra Munitions | 2 |
| Bomb Loadout | 0 |
| Unhinged Astromech | 1 |
| Thermal Detonators | 3 |
|
Ship Total: 39
|
|
By far my fav HWK pilot to fly is Kyle with the minimum config I always use:
• Kyle Katarn + Juke + Twin Laser Turret + Jan Ors
I ve seen success flying him with Jake and Poe and frustrate my opponents giving Jake a focus in the beginning of combat to barrel roll boost out of ark and in R1 of his target.
With the addition of the latest waves I need to revisit this squad:
• Poe Dameron (PS8) + R5-P9 + Advanced Optics + Adaptability + Vectored Thrusters
• Jake Farrell + A-Wing Test Pilot + Chardaan Refit + Intensity + Autothrusters + Juke
• Kyle Katarn + Juke + Twin Laser Turret + Jan Ors + Moldy Crow
I've seen Kyle destroying Dengar in the late game in the past. Most opponents think Poe is the worst to face in the late game and neglect Kyle. But Juke + TLT is a combo that should not be overlooked and certainly not allowed to survive to the late game!
Edited by tsondaboy8 hours ago, Innese said:
Palob Godalhi — HWK-290 20 Predator 3 Twin Laser Turret 6 4-LOM 1 Moldy Crow 3 Ship Total: 33 Torkil Mux — HWK-290 19 Twin Laser Turret 6 Dengar 3 Ship Total: 28 Kavil — Y-Wing 24 Predator 3 Twin Laser Turret 6 Extra Munitions 2 Bomb Loadout 0 Unhinged Astromech 1 Thermal Detonators 3 Ship Total: 39
Omg I love that.
On the thermal detonators - you think they are necessary? Thinking about Vectored Thrusters here...
13 minutes ago, flooze said:Omg I love that.
On the thermal detonators - you think they are necessary? Thinking about Vectored Thrusters here...
I've tooled with it a few different ways. Initially it was a Proton Bomb, then I tested Seismic & bid, then some configurations using Pulsed Ray Shield. You'd be shocked how many people forget that I have that darn Thermal Detonator... They try to dive into that range 1 band and end up with stress & damage for their trouble.
I've not tested it with Vectored Thrusters though! 99.99% of the time, the only action I will ever take is a focus, which helps play into the hyper-accurate TLTs. The way I see it, I'd rather be PS-killing with 6 damage a round rather than playing a bit more defensively.
Now, with that said... I did, for a time, try a -drastically- different Palob build (Which required Seismic on Kavil) that, while hilarious, wasn't terribly consistent.
| Palob Godalhi — HWK-290 | 20 |
| Intensity | 2 |
| Blaster Turret | 4 |
| Recon Specialist | 3 |
| Vectored Thrusters | 2 |
| Moldy Crow | 3 |
| Ship Total: 34 | |
Skirt the edge, banking up some focus with Recon Specialist & Moldy Crow... Before diving into the thick of it inside the asteroids. Barreling rolling around the rocks, sporting a mountain of focus & an evade via Intensity, all the while also stealing enemy tokens. Focus fuels the Blaster Turret and can also be used to 'reset' Intensity if you end up needing the evade token. It was stupidly fun, but just not as consistent damage-wise as the 3 TLT build, and it also led a lot of instances where Palob would be out of range since Blaster Turret is just 1-2.
22 minutes ago, Innese said:I've not tested it with Vectored Thrusters though! 99.99% of the time, the only action I will ever take is a focus, which helps play into the hyper-accurate TLTs. The way I see it, I'd rather be PS-killing with 6 damage a round rather than playing a bit more defensively.
I understand that focus is the action of choice. I was rather thinking about the range control aspects of Vectored Thrusters. Not in a defensive way, but in a way to guarantee range 2 for Torkil and Palob. Since in range 3 their abilities won't trigger. Did you face any problems u helping them in range 2? On the other hand, did you face problems with the range 1 hole? Getting close to a HWK isn't that hard...
46 minutes ago, flooze said:I understand that focus is the action of choice. I was rather thinking about the range control aspects of Vectored Thrusters. Not in a defensive way, but in a way to guarantee range 2 for Torkil and Palob. Since in range 3 their abilities won't trigger. Did you face any problems u helping them in range 2? On the other hand, did you face problems with the range 1 hole? Getting close to a HWK isn't that hard...
It has a learning curve to it, certainly. I see where you want to try and force that range 2, but that just makes it easier for the enemy to get close. Hwks last longer at range 3. You also have to know when to ‘sacrifice’ a ship to slow/bait the enemy. It takes a lot of practice.
I think Jan is still pretty decent she just lacks survivability. I'd go:
HWK-290: •Jan Ors (35)
Vectored Thrusters (2)
Veteran Instincts (1)
Twin Laser Turret (6)
•Nien Nunb (1)
VI to 10 and Vectored Thrusters to try and arc dodge. Nien allows her to relieve stress with fast moves if she needs to get out.
Some supreme jank is with Roark and Swarm Tactics X-wings:
X-Wings Shoot First
T-70 X-Wing: Red Squadron Veteran (29)
Integrated Astromech (0)
Swarm Tactics (2)
R2 Astromech (1)
HWK-290: •Roark Garnet (21)
Autoblaster Turret (2)
T-70 X-Wing: •Jess Pava (28)
Integrated Astromech (0)
•R2-D6 (1)
Swarm Tactics (2)
X-Wing: Rookie Pilot (22)
Integrated Astromech (0)
R2 Astromech (1)
Total: 100/100
3 PS 12 shots have a decent chance of killing something before they get to shoot. Roark just tries not to get murdered. It's deliciously janky.
I second all the Torkil Mux builds. I don’t often fly Scum, but Torkil has one of the best abilities in the game.
I used to fly Jan Ors with Keyan Farlander and Wedge. Jan had ICT, Nien Nunb and VI and that was enough. Simpler times. #glorydays
Edited by jmswoodTorkhil w/ ion turret, bossk, moldy crow.
Hit and ion the ps 0 ship, or else have a TL for next round and a focus for defense that gets saved for later if not used. No need to ever clear your 1 stress (except to clear an action crit), so entire dial open.
Dace Bonearm, with Ion Cannon Turret and Maul. Season to taste.
Build the list to inflict more Ion, use Maul to clear stress to allow more than one pop of Dace's ability a turn.
HWK spam.
Spice Runner (16)
Twin Laser Turret (6)
Inertial Dampeners (1)
Pulsed Ray Shield (2)
Spice Runner (16)
Twin Laser Turret (6)
Inertial Dampeners (1)
Pulsed Ray Shield (2)
Spice Runner (16)
Twin Laser Turret (6)
Inertial Dampeners (1)
Pulsed Ray Shield (2)
Spice Runner (16)
Twin Laser Turret (6)
Inertial Dampeners (1)
Pulsed Ray Shield (2)
Total: 100
Played this squad versus backdraft and 2spec forces.
Fenn Rau(27) [Fenn Rau(20), Snap Shot(2), Hotshot Copilot(4), Flight-Assist Astromech(1)]
Jan Ors(39) [Jan Ors(25), Moldy Crow(3), Twin Laser Turret(6), Kyle Katarn(3), Debris Gambit(2)]
Wullffwarro(34) [Wullffwarro(30), Dash Rendar(2), Snap Shot(2)]
It was a victorious Fun flight
Wiredin's rebel guide to squad building:
HWK-290 / Jan Ors + Nien Numb
Sheathipede Shuttle / Fenn Rau + VI
___________________
I've been using the HWK a lot... here are a few of my favorites!
Jan Ors (25)
Trick Shot (0)
Dorsal Turret (3)
Nien Nunb (1)
Kyle Katarn (21)
Swarm Leader (3)
Dorsal Turret (3)
Recon Specialist (3)
Engine Upgrade (4)
Moldy Crow (3)
Prototype Pilot (17)
Chardaan Refit (-2)
Autothrusters (2)
Prototype Pilot (17)
Chardaan Refit (-2)
Autothrusters (2)
Total: 100
View in Yet Another Squad Builder
5 Dice primary from Kyle with full mods... sure why not
Norra Wexley (29)
Veteran Instincts (1)
Rey (2)
Flight-Assist Astromech (1)
Alliance Overhaul (0)
Jan Ors (25)
Adaptability (0)
Twin Laser Turret (6)
Nien Nunb (1)
Wedge Antilles (29)
Expertise (4)
Flight-Assist Astromech (1)
Integrated Astromech (0)
Total: 99
View in Yet Another Squad Builder
This is my current favorite squad out there. It hits hard and fast. Favors aggressive play. Opponents have been surprised at how fast Norra moves.
Wedge Antilles (29)
Expertise (4)
Flight-Assist Astromech (1)
Integrated Astromech (0)
Fenn Rau (Sheathipede) (20)
Veteran Instincts (1)
Weapons Engineer (3)
M9-G8 (3)
Jan Ors (25)
Wired (1)
Twin Laser Turret (6)
Kanan Jarrus (3)
Moldy Crow (3)
Total: 99
View in Yet Another Squad Builder
This one is pretty fun too. Wedge an Jan are the damage dealers, and it's nice that Jan does her damage pretty consistently. But if Wedge dies it's all over... p.s. Wedge dies a lot.
Corran Horn (35)
Push the Limit (3)
Fire-Control System (2)
R2-D2 (4)
Engine Upgrade (4)
Fenn Rau (Sheathipede) (20)
Veteran Instincts (1)
Jan Ors (25)
Trick Shot (0)
Twin Laser Turret (6)
Total: 100
View in Yet Another Squad Builder
Really fun, but explodes pretty quick.
Jess Pava (25)
R2-D6 (1)
Swarm Leader (3)
Integrated Astromech (0)
Jan Ors (25)
A Score to Settle (0)
Dorsal Turret (3)
Nien Nunb (1)
Green Squadron Pilot (19)
Juke (2)
Chardaan Refit (-2)
Snap Shot (2)
A-Wing Test Pilot (0)
Green Squadron Pilot (19)
Juke (2)
Chardaan Refit (-2)
Snap Shot (2)
A-Wing Test Pilot (0)
Total: 100
View in Yet Another Squad Builder
I've been flying this since HOTR came out and love it. One of my favorite lists of all time. deals so much damage it's scary!
Kytensity:
Kyle Katarn (21)
Intensity (2)
Twin Laser Turret (6)
Recon Specialist (3)
Engine Upgrade (4)
Moldy Crow (3)
Total: 39
here is something interesting....
base HWK-290 vs AP-5 Sheathipede .
16 points vs 15 points
1 die attack vs 2 die attack
no pilot ability vs pilot ability
painful dial vs mediocre dial
Turret and crew vs crew and droid
PS2 vs PS1
When you start getting into the higher PS pilot's it shows how much FFG has learned during this games development. Kyle Kartan 21 points... Fenn 20 points. Wow.