Hello All, first time posting after following these forums for my first several months playing.
Anyways, I don't see many discussions/builds on here concerning the HWK as many other ships, and having only used mine once the first day I got it, decided I wanted to try a squad with it, for fun ifnothing else. To my surprise the squad iI came up with did exceedingly well in its first two games.
Kyle Katarn (21)
- Moldy Crow (3)
- Ion Turret (5)
- 1 pt upgrade
Biggs Darklighter (25)
- R2-F2 (3)
Rookie Pilot x2 (42)
I had trouble deciding what 1pt upgrade to use for my last point and ended up with VI in one game and Determination the other, and neither really came into play. Thoughts on what works best for this last point, or should it be left off?
I have 2 regular opponents and we don't really have enough ships for a rebel vs rebel game, so this squad was designed without considering an opposing rebel squad.
Game one was against Krassis with hlc, turr with VI, and some other ties.
Game two was turr, soontir with stealth and ptl, howl and two academies.
I didn't lose a ship in either game (though Biggs was down to one hull each time, and the second game was called after soontir, howl, and an academy all bit the dust)
I flew in fairly tight formation to start and kept Biggs at range 3 pretty successfully, giving him focuses from Kyle stored up from moving slow.The fire from 3 Xwing takes down ships pretty effectively, and Kyles turret helps prevent Turrs/interceptors barrol rolling shenanigans from being super effective.
So thoughts on the squad?
Cheers