In defense of the HWK-290

By DraconPyrothayan, in X-Wing

I present to you the following fleets.

5x Rebel Operative

+ Blaster Turret

[20 Each]

Although designed to be fairly trollish, having 5 ships that are fairly defensible with a 360* arc and 3 dice of damage can still be fairly potent. Pity that you'll need to choose between doing a red maneuver or attacking, but the sheer volume of attack dice you can throw around is staggering for a rebel fleet.

Kyle Katarn

+ Moldy Crow

+ Recon Specialist

+ Blaster Turret

[31]

3x Rebel Operative

+ Blaster Turret

+ Recon Specialist

[23 Each]

A significant improvement over the previous version, the four HWKs in this fleet have added a Recon Specialist, taking care of the seeming actionlessness that comes from blaster turret use. You now get to shoot and modify your dice together! Using four Rebel Operatives left me with 8 points in change, so I elected to add the safety net of Kyle Katarn in the Moldy Crow, who will only toss out focuses to allies who were forced to forgo their action on the turn in question.

Chewbacca

+ Gunner

+ Recon Specialist

+ Millennium Falcon Title

+ Push the Limit

[54]

2x Rebel Operative

+ Blaster Turret

+ Recon Specialist

[23 Each]

Firing arc? What's a Firing arc?

And yes, Carnor Jax is going to be a huge problem to these fleets.

get dark curse behind them and watch 1 tie fighter take out 5 rebel ships

get dark curse behind them and watch 1 tie fighter take out 5 rebel ships

Dark Curse only has 3 hp. They'll be able to ping him down with their main weps eventually.

get dark curse behind them and watch 1 tie fighter take out 5 rebel ships

Dark Curse only has 3 hp. They'll be able to ping him down with their main weps eventually.

yeah probably, it would be difficult to stay behind all of them. the other 84 points of imperials might have to help him out.

I like the idea. Whilst, yes, Dark Curse that's an opponent-specific issues, and you can always try and engage him with primary guns.

You'll bloody struggle, with your mighty 1 attack die, but you can try. I've seen Dark Curse with a stealth device often enough, and trying to engage him is at best 2 attack dice to 4 defence dice. At worst it's 1 vs 5, which is just a joke.

What might be a good solution for your four-HWK force is to drop a couple of blaster turrets and recon specialists, and replace them with ion cannon turrets. Lower potential damage, to be sure, but the same potential for actually doing damage and doesn't need a focus token to fire.

If the force has one weakness I can see, it's that turrets only has range 2 - which means that either you risk being engaged by an opponent dropping in and out of range, or you may have to split up your squad where they can't support each other too well (I'd suggest pairing them up and putting each pair at ~ range 2 from one another to put as much of the board under your guns as possible).

Edited by Magnus Grendel

blaster turret is actually rather good - just as long as u can fuel it with focus. i like ur chewie+2x operative squad.

I'm not sure if Lando isn't a better bet than Chewie. Chewie is great an all, but Lando can give out focus if your HWK collides so it can actually make a shot, or allow them to TL,Focus,Focus to make those shots really count.

We have tested a HWK list with both (OK only 1 HWK). And I think we decided front loading damage and making it more consistent felt better than having longer sustainability.

Edited by Rodent Mastermind

I love the HWK-290. With Chewie or Han, I wouldn't worry about Jax or Curse :-)

I have had good success with 2 HWK's with Blaster Turret, Recon Spec, an Ion Y-Wing and an ORS.

I also love running Jan Ors with Wedge and Ibti.

Edited by Englishpete

I have been wanting to do this with y wings. Way more hit points. How bout 2 hawks with recon and 2 ys, all with blasters? See my firebox post for other discussion on this

Your Y-Wings are better off with Ion Cannons as you can use them for lining up shots or putting the enemy out of position. With a focus, you are likely to get a hit through. With Blaster Turrets on a Y, you are still only likely to get 1 hit through, so the Ion is better value. The Y also has decent primary fire that can be easily utilized with Ion Cannons.

Just my opinion mind you :-)

I love the HWK-290. With Chewie or Han, I wouldn't worry about Jax or Curse :-)

I have had good success with 2 HWK's with Blaster Turret, Recon Spec, an Ion Y-Wing and an ORS.

I also love running Jan Ors with Wedge and Ibti.

2 HWKs w/ blaster turret and recon, Gold Squadron w/ ion turret & ORS comes to 96pt. How do you spend the remaining 4? Proton Torpedo? APLs on smuggler? Bump an operative up to Roark? Not at all to secure initiative for ORS blocking? You've got me curious.

I prefer to use the HWk as a support ship. Something like this:

Jan Ors (25)

-Ion Cannon Turret (5)

-Chewbacca (4)

Garven Dreis (26)

Ibitsam (28)

-Heavy Lazer Cannon (7)

-Advanced Sensors (3)

-Elusiveness (2)

Ibitsam is clearly the focus here, as she can take an action even when K-turning or bumping and has the dreaded HLC, so I upped her defense with her Elusiveness/Dice Reroll combo (she's the only pilot elusiveness is good on.) Garven shoots the same time she does, so can give her a focus for her attack or shoot after her to kill off whatever she pummled. Jan flies around being annoying with her turret, having a furball save her from early destruction, and most importantly, ups the HLC to 5 dice per round (with no defensive range bonus for the defender.) She should fly lazily around, avoiding sharp turns and always clearing her stress, while Garven gets in the thick of things and leads Ibitsam into the fight. Ibit should stay at range 2-3 if possible, maximixing her survivability and the usefulness of the HLC, while Garven leads things as he's the most expendable of the trio.

@Ansibletheta. I ran Merc Co-Pilot and Saboteur on the ORS for the 4 pts :-)

I think Roark + Recon + either turret (you could go Chewie instead if you go Ion or no crew at all) is going to start getting a lot of play. The ability to shoot first with the ship of your choice or to ensure your almost dead ship gets a final shot is well worth the points. A turret'd hawk is not too bad to fly and with a recon or Chewie they are surprisingly tough. Check out my Developing List: Blue Garnet Cannon for a build.

The problem with the blaster turret is not so much the red maneuvers as it is ship collisions. Putting Academy Pilots in the way to make them run into them grantees that they can't shoot more than 2 attack dice. Having 5 TIEs especially if you are using Academy Pilots is not even very many.

Even if your opponent doesn't send academy pilots for you to crash into, your bad movement dial means you will still spend a lot of time crashing.

This little setup makes for a nice ship

Rebel Operative, Recon Spec, Blaster Turret, Shield Upgrade (27)

running 2 of them with Chewie in a YT-1300 with 2 Merc Co-Pilots makes for a great squad.

Edited by Englishpete

If you really want to span cheap 360 firing arc, I recommend smugglers. They actually have a great dial Sure you can only get 3 and they only have 2 dice, but you can give them all gunners.

If you really want to span cheap 360 firing arc, I recommend smugglers. They actually have a great dial Sure you can only get 3 and they only have 2 dice, but you can give them all gunners.

I'd prefer giving them Anti-Pursuit Lasers, Intel Agents, and Navigators.

get dark curse behind them and watch 1 tie fighter take out 5 rebel ships

I'd like to see someone crunch the numbers on this. Assuming all 5 Operatives are capable of shooting at Curse every round - despite their glaring inability to K-turn - what are the odds Curse comes out on top? Let's say this all occurs at range 2, and Curse uses an offensive focus every turn.

Edited by WonderWAAAGH

If you really want to span cheap 360 firing arc, I recommend smugglers. They actually have a great dial Sure you can only get 3 and they only have 2 dice, but you can give them all gunners.

I'd prefer giving them Anti-Pursuit Lasers, Intel Agents, and Navigators.

You are a mean person. Winning because you shot your enemy to death is one thing. But forcing them to run into you all day is nasty.

This list is the Star Wars equivalent of grabbing your younger brother's hand, smacking him in the face with it and all the time saying "Why are you hitting yourself?" over and over again.

In other words Awesome :o

If you really want to span cheap 360 firing arc, I recommend smugglers. They actually have a great dial Sure you can only get 3 and they only have 2 dice, but you can give them all gunners.

I'd prefer giving them Anti-Pursuit Lasers, Intel Agents, and Navigators.

You are a mean person. Winning because you shot your enemy to death is one thing. But forcing them to run into you all day is nasty.

This list is the Star Wars equivalent of grabbing your younger brother's hand, smacking him in the face with it and all the time saying "Why are you hitting yourself?" over and over again.

In other words Awesome :o

It's another SableGryphon build.

I had good luck running Jan + Lando as part of a 200 point squad:

Jan Ors + Squad Leader + Ion Turret + Nien Nunb

Lando + Push the Limit + Chewbacca + Falcon Title + Luke

Dutch Vander + Ion Turret

Luke + R2D2 + Draw Their fire + Shield Upgrade

2 x Rookies

Turns out I cheated by having Luke twice - I didn't know that was a rule. Actually though crewman Luke on the falcon was redundant, I'd drop him and spend the 7 points elsewhere. Gunner wouldn't be necessary either. Between PTL, Jan, and Dutch, the falcon was hitting very well so that I only used crewman Luke once.

I did end up losing though :( -- but I think it was just because I'm terrible at maneuvering. I really liked the Jan/Dutch/Lando combo, and Jan is great with squad leader.

If you really want to span cheap 360 firing arc, I recommend smugglers. They actually have a great dial Sure you can only get 3 and they only have 2 dice, but you can give them all gunners.

I'd prefer giving them Anti-Pursuit Lasers, Intel Agents, and Navigators.

You are a mean person. Winning because you shot your enemy to death is one thing. But forcing them to run into you all day is nasty.

This list is the Star Wars equivalent of grabbing your younger brother's hand, smacking him in the face with it and all the time saying "Why are you hitting yourself?" over and over again.

In other words Awesome :o

It's another SableGryphon build.

Yes, I am guilty of this one. :D

My lists seem to gain infamy around here for some reason.

If you really want to span cheap 360 firing arc, I recommend smugglers. They actually have a great dial Sure you can only get 3 and they only have 2 dice, but you can give them all gunners.

I'd prefer giving them Anti-Pursuit Lasers, Intel Agents, and Navigators.

You are a mean person. Winning because you shot your enemy to death is one thing. But forcing them to run into you all day is nasty.

This list is the Star Wars equivalent of grabbing your younger brother's hand, smacking him in the face with it and all the time saying "Why are you hitting yourself?" over and over again.

In other words Awesome :o

It's another SableGryphon build.

Yes, I am guilty of this one. :D

My lists seem to gain infamy around here for some reason.

Hey, at least we give credit where credit is due.