Listbuilding Excercise - HWK

By Jiron, in X-Wing Squad Lists

Hi fellow pilots,

as 2.0 is getting closer, I decided I will try all the stuff I always said "one day I try...". As I really love HWK-290, it finds it's place in most of my experiments. Today I thought: heck, I only once flew HWK without turret. So I now challenge you to find the most effective HWK build with it's primary weapon.

I came up with the following ideas:

1) Snapshot - nice but not really efficient, also I would rather put around M9-G8 to give it a re-roll.

2) Expose - might work nice as you can stack Focus on Moldy Crow. Also you can decide if you prefere offense to defence based on your current situation.

3) Finn - thanks to Moldy Crow you can either target lock if you have enough focus or apply Predator or Lone Wolf (doesn't really make sense on most pilots)

I am looking forward to see what you can think of. Remember, it's not really a serious thread. ?

Without a turret, its just a really really really expensive support ship that you should not take and bring a sheathipede instead for same defense and HP and more primary power.

However, going along with the post, its all about the pilot abilities then, and keeping them alive as long as possible.

For rebels that means chewbacca crew on jan ors or kyle katarn with a hull upgrade and then moldy crow.

Roark Garnet (19)
Intelligence Agent (1)

Kyle Katarn (21)
Debris Gambit (2)
Recon Specialist (3)
Moldy Crow (3)

Jan Ors (25)
Debris Gambit (2)
Chewbacca (4)
Hull Upgrade (3)

Torkil Mux (19)
Cikatro Vizago (0)
Cloaking Device (2)
Stealth Device (3)
Moldy Crow (3)

Palob Godalhi (20)
Debris Gambit (2)
Cikatro Vizago (0)
Cloaking Device (2)
Stealth Device (3)
Moldy Crow (3)

Basically, just keep them all alive for their abilities and thats it. Palob and Torkhil can just have 5 green dice with a bunch of focus tokens (or evades in Palobs case).

For offensive non-turret HWK, Fearlessness is probably the best bet.

Palob Godalhi (20)
Fearlessness (1)
Tactician (2)
Cloaking Device (2)
Engine Upgrade (4)
Moldy Crow (3)

Tactician makes the range two 1 attack die pay off (along with Palobs ability). Engine helps palob close distance and turn around to get into the fight. Cloak for bad situations since you will have Moldy Crow with a bunch of focus, hopefully.

Edited by wurms

Doesn’t really use the primary attack on the HWK, but I’ve wanted to put this on the table for the heck of it. Ezra at range 1 PS8 initiative and gets 4 dice + Jan die + 2 die from SL + Finn blank with a TL and maybe a focus from Ashoka to equal 8 dice you can get per turn.

Ezra Bridger (20)
Swarm Leader (3)
Finn (5)
Targeting Computer (2)

Jan Ors (25)
Swarm Tactics (2)
Ion Cannon Turret (5)
Moldy Crow (3)

Ahsoka Tano (17)
Veteran Instincts (1)
Rey (2)
Sabine's Masterpiece (1)

"Zeb" Orrelios (TIE Fighter) (13)

Total: 99

View in Yet Another Squad Builder

Kyle Katarn (21)
Swarm Leader (3)
Dorsal Turret (3)
Finn (5)
Engine Upgrade (4)
Moldy Crow (3)

Jan Ors (25)
Decoy (2)
Dorsal Turret (3)
Nien Nunb (1)

Prototype Pilot (17)
Chardaan Refit (-2)

Prototype Pilot (17)
Chardaan Refit (-2)

Total: 100

View in Yet Another Squad Builder

step 1: pile up some focus tokens on moldy crow

step 2: get a target lock on what you want to die

step 3: get into range 1 of target you want to die

step 4: exchange Kyle's and Jans' pilot skill so your shooting at 8

step 5: unleash 6 dice primary attack from Kyle's Hawk

step 6: watch your opponents face as they try and figure out wtf just happened.

the math:

primary 1

range 1 +1 (2)

Jan ors + 1 (3)

Swarm Leader +2 (5)

Finn +1 (6)

nm

Edited by Wiredin
3 hours ago, Wiredin said:

the math:

primary 1

range 1 +1 (2)

Jan ors + 1 (3)

Swarm Leader +2 (5)

Finn +1 (6)

Awesome!

If you go the Scum route...

Torkil with intel agent and feedback array

3 Tans Point vets with predator and your choice of cannons

Anything that can win certain matchups by itself, paired with a naked hwk, is always going to be the best bet. They're just that bad.

Like if you had a standard Ghost/Fenn build, but swapped Fenn for Jan, you might have a tiny shot of winning some games.

Funny this thread popped up i made a list with a hwk no turret when 2.0 was announced. I just want to take fun janky lists until 2.0 that could still do well.

A-Wing: •Jake Farrell (30)
A-Wing Test Pilot (0)
Veteran Instincts (1)
Swarm Tactics (2)
Cruise Missiles (3)

Z-95 Headhunter: •Lieutenant Blount (20)
Guidance Chips (0)
Swarm Tactics (2)
XX-23 S-Thread Tracers (1)

HWK-290: •Roark Garnet (19)

Z-95 Headhunter: Bandit Squadron Pilot (16)
Guidance Chips (0)
Harpoon Missiles (4)

Z-95 Headhunter: Bandit Squadron Pilot (15)
Guidance Chips (0)
Cruise Missiles (3)

Total: 100/100

Roark gives blount ps12. If my opponent has ps9 or higher and initiative then i give Jake ps12 as well, and he gives my z95 with harpoons ps12.

If there are ps9 or below and i have initiative i can leave jake at ps9. Blount gives z95 with harpoons ps12, jake gives the other ps9.

I am almost guaranteed to get my missiles off without a z95 dying unless i dont have arc or bump a rock.

I think it could win games. But not tourneys

Edited by Gokuja04