tri hwk290's?

By peterjameslewis, in X-Wing Battle Reports

Just wondering if someone would give me some advice on a 100 point list i wrote yesterday.

kyle katarn/blaster turret/veteran instincts/moldy crow
jan ors/blaster turret/veteran instincts
rebel operative/blaster turret
xwing rookie pilot

Iv only had 2 games with imperial stuff so this is new to me, but im a lover of the hwk 290 model and bought 3 from my local stockist when i realised i could fit 3 in a list with ease.

Am i correct in thinking you use blaster turrets instead of a normal shot? so ud focus and then when it comes to shooting you use the focus to fire it.

My plan would be to move and focus on turn1 and then keep the focus if i or the oponent go out of my firing arc and "rinse and reapeat" and the xwing is just for filler as i didnt have any other rebel ships at the moment so im open to suggestions on that.

I've tried a simular build. The only down side to playing this build is if the first round of shots is at range 3 you take a beating. With no K turns and big moves when stress their movements tend to be predictable. Every time I've used more then 1 Hawk it was bad news. One build that I was surprised that is simular was 1 hawk and 3 Y wings. Hawk had moldy and all had blaster turrets. Not that I pulled off any big moves. I kinda slow poked around an asteroid. But survivability and movement I think is better with the Y wings.

Im glad its not just me thats thought about this type of build.
Sadly the shop only had hwks otherwise id have gone with y wings (yes i can hear u thinking why dont i go elsewhere for my stuff).

Im hoping to get a game or three in today with them so will let you know how i get on, are the upgrades ok or should i drop the x-wing for more add ons and an a-wing maybe?

If I'm understanding you correctly, I think you are misunderstanding the rules of focus tokens. Focus tokens are "use them or lose them". Meaning one way or another you won't have them at the end of the round, you don't get to "keep" unused tokens for a future round. The one exception is Kyle because he has the Moldy Crow title which allows him to keep unused focus tokens.

Because of this you probably want recon specialists as crew members if you want to use the blaster turrets. That way you get two focus tokens in a round, one to operate the turret, and another to use to modify your attack or defense dice.

Here's my modified suggestion for your list:

Kyle Katarn / Blaster Turret / Recon Specialist / Veteran Instincts - 29 points

Roark Garnet / Blaster Turret / Recon Specialist - 26 points

Rebel Operative / Blaster Turret / Recon Specialist - 23 points

Rookie Pilot - 21 points

Total - 99 points

Now your blaster turrets can work much better. Also Roark can let someone (most likely rookie) go to PS12 each round. So that gives this list a PS of 12, 8, 4, 2 compared to yours which was 10, 8, 2, 2.

Mark had a good build but here is my suggestion.

Garven Dreis (26) R2 (1) total 27

Kyle Katarn (21) Swarm Tactics (2) Moldy Crow (3) Blaster Turret (4) Recon Spec. (3) total 33

Rebel Operative (16) Blaster Turret (4) total 20

Rebel Operative (16) Blaster Turret (4) total 20

So the Rebel Operatives fly in clearing a path for Kyle and Garven. Hopefuly getting an action. Then Garven and Kyle fly up and perform a focus. The nice thing about movement is you have 2 (2) pilots and 2 (6) pilots. And leaves room for some strategic attacking. And then with swarm tactics you will be attacking with 3 6's. Great for a ship who is about to get blown up to get off one last shot. Now if all ships get their action and do a focus. Kyle passes 1 to one Reb Op, and Garv passes one after he shoots. Just make a mental note to pass the focus to the ship with swarm tactics as to not force Garv to have to shoot before the Reb Op with Swarm. After the first 2 rounds of shooting I'd break Garven off. Keeping him in tight formatoin with Hawks will be counter productive for him unless Kyle eats a laser. Hopefully your oppoenent picks on one of hte Reb Ops but there is a great chance Kyle will be the focus.

Edited by De Bad Wolf

Iv now playes 3 games all with the starter set stuff, but we used terrain which added a lot to the game, and the focus thing was my bad, i did wonder how that worked and that wasnt explained in my first game so just got a bad habit i guess.

Would someone kindly explain secondary weapons to me- Does it mean in this example that i can fire the hwk normally and if i did a focus action i can fire the blaster turret aswell that turn?
Does "ps" stand for "Pilot skill"?and where can i get the card "swarm tactics"?

Edited by peterjameslewis

Each round you can attack once. Either with a primary weapon or a secondary weapon. Not both.

"Ps" is short for Pilot Skill you are correct!

I believe Swarm Tactics is available in the TIE Fighter Expansion Pack. I may be wrong about that though.

I think swarm tactics is in Advance Tie Fighter and possible Falcon. The store I play at lets you proxy the cards you don't have. Here is a great site to get cards you don't or find what comes with what.

http://xwing-miniatures.wikia.com/wiki/X-Wing_Miniatures_Wiki

Swarm Tactics card comes in TIE Fighter and TIE Advanced expansion packs.

At the start of the Combat phase, choose 1 friendly ship at Range 1.

Until the end of this phase, treat the chosen ship as it its pilot skill were equal to your pilot skill.