Blaster Turret & Dark Curse

By Syleh Forge, in X-Wing

Well, the Errata makes a whole heap more sense after i saw the point value on the Rebel Operative (PS 2 HWK). 16 points. That means 20 points for a HWK with a Blaster Turret.

That means you could have 5 HWK's with Blaster Turrets.

FFG foresaw this problem and made it infeasible to take that squad, else it could very well be broken. I'm glad we can get a really cheap option for a turreted ship, and adds more usability to the HWK at low cost levels, but keeps it balanced.

Edited by Syleh Forge

I think you are reading way more into that decision that is really there. A single TIE pilot is not a real deterrent against that squad.

For 12 points you could send an Academy Pilot in to bump it every turn keeping it from picking up the focus needed to fire that blaster turret. With the HWK's dial spoiled it may be hard for it to get away long enough to pick up the action needed during which time the additional Imperials chew up an HWK which would be floundering with only its single attack die primary weapon.

I agree a list based heavily on the blaster turret will have all kinds of trouble with Dark Curse. I don't think a single list was the sole motivation for the FAQ entry.

A 5 HWK squad is entirely ruined by the dial of the HWK and the fact that 3 dice attacks with no focus/locks just aren't very good. That's before you take Dark Curse into account.

A 5 HWK squad is entirely ruined by the dial of the HWK and the fact that 3 dice attacks with no focus/locks just aren't very good. That's before you take Dark Curse into account.

Thematically speaking I'm not bothered at all by the fact that a squad of freighters doesn't compete well against fighters.