Yo, big Moldy Crow / Dark Forces fan here, and I'd like to talk about The Moldy Crow as a vessel in this game, and I've got a LOT to say, so be ready folks..!
Pre-ordered one in the middle of the month from Miniature market, dying to get it, literally my most favorite ship in Star Wars, but that's all beside the point! What I want to talk about, is the viability of an HWK-290 in the X-wing miniatures game.
I've seen a lot of folks turding on the poor bird. But let's take a look at it here. Now, just so you know, I'm an X-wing newbie, and I've only won a single match, and that was against my step-little-brother playing as The Empire.
Never have won against my father playing The Empire, and me playing The Rebellion... BUT, that is ALSO aside from the point, but less so! My experience is small and kinda' pathetic. So maybe take what I say here with a tad grain of salt yeah?
So let's start off with its stats.
Attack: 1
Movement: 2
Armor: 4
Shields: 1
Alongside a reportedly cruddy dial, I can totally see why folks are squatting over it all over The Internet. And real quick, before we go on, I wanna' get something out of the way.
Dark Forces II is my most favorite game of all time, the entire series is great (With the exception of MoTS!) and I can definitely tell you that FFG got the size of this bad boy right. 16.5m is very much the actual size of The Crow, and for anyone who wishes to know, that 29m long scale came from the extremely blah Dark Forces II: Jedi Knight novelization, that had the gall to claim The Crow had a boarding ramp and a refresher... And the it was somehow Corellian. Looks Incom to me, but that's not up for debate.
FFG got the scale right. No doubt about it.
So, anyway... The crow has extremely blah stats, having the lowest attack out of anything to grace our tables so far, and about as sluggish as a Y-wing, what use it there for it?
First off, let's talk about its real role. It ain't a direct combat craft unless you're a nutjob like me who would send it in face first into a wave of TIEs because I'm silly like that. Check out the cards. This thing is built for support, and basically just that. In fact, its best feature you can probably mount on a Y-wing (which means you gotta' get the HWK-290 first, so might as well figure out how to use it right?)
Let's go by Pilot Skill.
PS-8, Jan Ors. What would we do without her, guys?
We'd not be content old men before anyone says it.
"When another friendly ship at Range 1-3 is attacking, if you have no stress tokens, you may receive 1 stress token to allow that ship to roll 1 additional attack die."
Dude whoa. You realize what that means right? Say you've got an X-wing that's within a decent range of a TIE fighter and it's ready to attack. If you've kept Jan roughly close to that X-wing, you've got this ability open, and can allow it one more attack die.
At range 2, that's four attack die. At range 3, that's one more die to make up for the extra evade they're gonna' roll, but at range 1... Oooohohohohoho at range 1, that little guy is goin' down dude. Goin' doooowwwwn. 5 die.
5 die, man. It'd take an act of The Force for almost any TIE pilot to survive that. Think about it. That thing has to roll every die to evade to have a chance at surviving. Even with that chance, there's two more ready to show that thing who's boss. Just, my goodness. That is one dead fighter.
Now one can easily argue, "Hold up! With Marksman and Wedge can pull off something just as deadly!"
Quite so. But that reduces the amount of targets doesn't it? It makes Wedge that sole target, and once you eliminate him, well... Goodbye half of the squad's effectiveness. But see, I'm certain nobody wants that to happen.
Part of the point of the HWK-290 is to be a distraction, a target if you will. When a player can use this old bird well enough, then any good Imperial Player knows that thing is a major threat because it can boost the combat effectiveness of its allies by a pretty fair bit. I'm no math whiz but the above sounds like a roughly 20-30% increase in lethality if using Jan Ors.
So that covers Jan's abilities and use for the most part, right? Right. What about the next one?
Kyle? Kyle Katarn? He looks like nothing more than a Bantha herder... But his ability is pretty great so looks don't count for much, let's talk about his setup.
"At the start of the Combat Phase, you may assign 1 of your focus tokens to another friendly ship at Range 1-3"
"GARVIN, GARVIN EVERYWHERE!"
Slightly but not quite. Garvin can use it and send it to someone else at Range 1-2, which is pretty great. But see, Kyle can just pop one out, and send it over to range 3 friendlies. Another support card, yeah?
What happens with you have Garvin and Kyle together? You have a focus token factory, that's what you've got, and everyone knows that Focus Tokens are utterly invaluable to have around. It's good stuff, I believe. You could effectively toss focus tokens back and forth between Kyle and Garvin.
"Yo Kyle just used this take it back." and then, Kyle could generate another, toss another Garvin's way. Just pumping these things out. After a while, if your guys are still alive, you can toss them to other ships.
Kyle is going to be utterly indispensable in regards to keeping your fighters alive and dishing out damage, I think, and that about covers it.
So, what about the last named card? Roark Garnet, a guy who owned The Crow before any of our two most well known folks!
And uh.
Sorry.
I don't have any witty Dark Forces / Jedi Knight references to lead into it this time. Let's just say he has really big sideburns and leave it at that alright?
So what does he do?
"At the start of the Combat phase, choose 1 other friendly ship at Range 1-3. Until the en of the phase, treat that ship's pilot skill value as "12""
You can already see how this'll be useful right? You could treat any ship of yours within that range as a really highly skilled pilot. That even includes cruddy pilot skills! Suddenly, that skill 2 X-wing pilot, or skill ONE A-wing Pilot, your el-cheapo units, are capable of outflying Darth Vader and Soontir Fel! Well. They're capable of attacking before them that is.
And that's really, really impressive! Not anywhere near as impressive as say, the token factory that is Garvin and Kyle, or the, "Yeah go ahead and vaporize them out of existence" Jan card, but at the cost of less than an X-wing, that's pretty excellent stuff! But that about covers Garnet, I think. He's good, but he ain't as good as Jan and Kyle.
But really, who is? ![]()
...So, now that I've said all that... The HWK-290 is a big fat target right? Well, yeah. Yeah it sorta' is. Its defenseless! 1 attack?
FRET NOT MY FRIEND, THE BLASTER TURRET IS HERE TO SAVE YOU.
Come on, this thing is gonna' be a target. So, it'd be a pain to have to protect it constantly right? Right, it definitely would! So let it protect itself! Nay, we say, we will NOT fly circles around a fully capable craft! NAY!
No we let it protect itself with that bad boy of a turret. 3 damage, range 1-2. Pew pew, man. That's as much firepower as an X-wing! In a 360 degree arc! That's utterly terrifying! That completely does away with the TIE fighter's ability to get close, because if it does, it'll have to worry about that turret, AND the HWK-290's escort (that I presume one would have because surely we're not daft here..!)
Dangerous little bird,huh? Not to mention the extra cards it comes with. Also, relevant to Kyle especially is The Moldy Crow title card. Don't discard any Focus tokens eh?
With that, Garvin, and Kyle, rebel Players will be pulling a Scrooge McDuck into their literal piles of focus coins post game.
So there you have it! The Crow isn't a combat unit, not at all! But it sure is one amazing support unit. Also, if you're not fielding that blaster turret, you better be fielding Marksman ship, because you're gonna' need to dish out as much ka-pew-pew-KABOOM as a Y-wing, to make up for that.
Or just go nuts and use Marksmanship and the Turret.
Now, as I said before, I'm a rookie! So I wanna' know something. Can the shield upgrade be applied to any unit? If so...
No reason not to put it on the crow.
Also, maneuvering with The Crow? Keep it on the outside, flank the enemy, and be flexible. Keep in mind it can't rush somewhere fast. Think of what you're going to use it with, and imagine a range-3 rope between The Crow and whatever craft you're supporting, never ever leave that gap, unless you have extremely good reason to do so.
Also I do apologize for the EXTREMELY lengthy post of my first topic! But please, go ahead, tell me what you think of all this, your thoughts on The Crow, and what you like about it and hate about it..! Other than a strange, complete lack of forward visibility that is. (HOLOGOGGLES WOO)