I finally got 1

By QuinnCee, in X-Wing

I was making a purchase on Amazon, and saw that the HWK-290 was a couple bucks off, so I decided to add one to the cart before checkout. I fear however that I bought it simply for the cards. I've had no excitement about this ship, and I think it's mostly because I don't know anything about it. What do you all think about the HWK-290?

Used properly, it can be very effective. I ran a Wedge, Ibitisam and Jan Ors squad, and was able to take down a Firespray in one turn.

Recon Specialist is amazing, especially on a slave1.

The HWK is just starting to earn some respect after being much maligned by many.

Its ability to take an ion cannon and a crew slot makes it more versatile than the Y-Wing.

The name pilots are all very good. Once u stop thinking of it as a gunship and more of a complementary ship you will begin to see its potential to boosts the effectiveness of the rest of ur squad.

Edited by The_Brown_Bomber

It's a nice, cheap turret platform. The dial is awful and it is not something you take for it's primary weapon. The three named pilots are all excellent support ships however. The upgrade cards are all good for added options even if you don't like the HWK itself.

Quinn,

I pretty much felt the same way until I played it. I like to fly them with y-wings. Turrets for everybody!!!

blaster turret is very good. 360 degree firing at range 1-2. Three attack dice. U need to focus to power it but with recon specialist and/or moldy crow title thats easy to do. Trick is to balance ur points and no 'overload' ur HWK otherwise it becomes a primary target early in the game (its achilles heel is its defense - unlike the Y-Wing which has durability, the HWK trades durability for versatility :)

It's a good ship. I felt the same way about it when I ordered mine, but I've always done really well with it. Keep it in your mind that it's for supporting your other ships, not for taking point on your attack force.

The basic Rebel Operative with Recon Specialist and Blaster Turret is a great ship.

I also like Jan Ors with Ion Cannon, Nien Numb and Determination.

Recon Specialist is amazing, especially on a slave1.

The HWK is just starting to earn some respect after being much maligned by many.

Its ability to take an ion cannon and a crew slot makes it more versatile than the Y-Wing.

The name pilots are all very good. Once u stop thinking of it as a gunship and more of a complementary ship you will begin to see its potential to boosts the effectiveness of the rest of ur squad.

In my Squad i use those upgrades on Kyle + Determination but then have wedge with R2 and Ten Numb with Sensor Jammer to keep the other player busy. I also always enjoy sitting back doing 1 forwards letting Moldy Crow do work!

Edited by Imperial Rebel

Love Roark + 3x 21-22pt pilots of your choice.

I ran a flight with Roark, Garven, and a couple Reds, I think it was, and it was a fun mix. the HWK with the blaster turret had a tendency to get shots in when it wasn't expected.

The best thing about Roark and Garven in the same list, at least in higher point games, is that Garven can reliably boost the offense of PS7+ ships. I've never tried to fit both into a 100 point list to be honest.

Love the HWK. I own two. Jan's ability mixed in with Wedge or Han can be very effective. I too always run her with Nien, Ion Cannon Turett and Determination. Kyle is also a lot of fun. Especially mixed in with Dutch or Lando. I ran a two HWK squad and it really put out the hurt.

Lando

-Nien Nunb

Kyle

-Blaster turret

-Determination

-Recon Specialist

-Moldy Crow

Rebel Operative

-Blaster turret

-Recon Specialist

I think I my have posted this list elsewhere on the forums, but it is a really solid list. Keep everyone within range of each other and watch the action efficiency unfold. By the time you come to the first pass, all three ships can have a lock and a focus. I flew against a three firespray list and the amount of damage I was able to dish out was surprising. My opponent conceded with only one wounded firespray left (if I recall correctly) and none of my ships destroyed.

There are some clever ways to fit a HWK into your lists that really make the other ships shine. But even on its own, toting an ion turret or blaster turret it can contribute to the battle immensely. May take some getting used to, but I am a huge advocate of the HWK.

Kyle

-Blaster turret

-Determination

-Recon Specialist

-Moldy Crow

Thank you! that is such a good setup on such a good ship!

I have never left one out of my squad. As already mentioned it is a great support ship and if you add the turret then you are looking at a good ship.

All the cards that it comes with are very useful, pilots and upgrade cards. I normally use Kyle Katarn but have just read the other pilot abilities again and am thinking of giving one of the others a run out.

It's kind of like the shuttle - out of the box, it's nothing special, but you have a LOT of options and it's a very solid support ship.

Love the HWK. I own two. Jan's ability mixed in with Wedge or Han can be very effective. I too always run her with Nien, Ion Cannon Turett and Determination. Kyle is also a lot of fun. Especially mixed in with Dutch or Lando. I ran a two HWK squad and it really put out the hurt.

Lando

-Nien Nunb

Kyle

-Blaster turret

-Determination

-Recon Specialist

-Moldy Crow

Rebel Operative

-Blaster turret

-Recon Specialist

I think I my have posted this list elsewhere on the forums, but it is a really solid list. Keep everyone within range of each other and watch the action efficiency unfold. By the time you come to the first pass, all three ships can have a lock and a focus. I flew against a three firespray list and the amount of damage I was able to dish out was surprising. My opponent conceded with only one wounded firespray left (if I recall correctly) and none of my ships destroyed.

There are some clever ways to fit a HWK into your lists that really make the other ships shine. But even on its own, toting an ion turret or blaster turret it can contribute to the battle immensely. May take some getting used to, but I am a huge advocate of the HWK.

Some interesting tips there. I now have two HWKs and I used practically the same Kyle set up as you minus determination (will have to check that out again). I also used Lando and Garven Dreis, the focuses were flying out to Luke, Wedge and Tycho constantly. Made for a pretty easy 200 point victory.

Love the HWK. I own two. Jan's ability mixed in with Wedge or Han can be very effective. I too always run her with Nien, Ion Cannon Turett and Determination. Kyle is also a lot of fun. Especially mixed in with Dutch or Lando. I ran a two HWK squad and it really put out the hurt.

Lando

-Nien Nunb

Kyle

-Blaster turret

-Determination

-Recon Specialist

-Moldy Crow

Rebel Operative

-Blaster turret

-Recon Specialist

I think I my have posted this list elsewhere on the forums, but it is a really solid list. Keep everyone within range of each other and watch the action efficiency unfold. By the time you come to the first pass, all three ships can have a lock and a focus. I flew against a three firespray list and the amount of damage I was able to dish out was surprising. My opponent conceded with only one wounded firespray left (if I recall correctly) and none of my ships destroyed.

There are some clever ways to fit a HWK into your lists that really make the other ships shine. But even on its own, toting an ion turret or blaster turret it can contribute to the battle immensely. May take some getting used to, but I am a huge advocate of the HWK.

Some interesting tips there. I now have two HWKs and I used practically the same Kyle set up as you minus determination (will have to check that out again). I also used Lando and Garven Dreis, the focuses were flying out to Luke, Wedge and Tycho constantly. Made for a pretty easy 200 point victory.

You can skip out on Determination. It's very situational, but for only 1 point, if it ever DOES come into use, it will be more than worth it. I feel the HWK becomes even better in 150 or 200 point games.

Love the HWK. I own two. Jan's ability mixed in with Wedge or Han can be very effective. I too always run her with Nien, Ion Cannon Turett and Determination. Kyle is also a lot of fun. Especially mixed in with Dutch or Lando. I ran a two HWK squad and it really put out the hurt.

Lando

-Nien Nunb

Kyle

-Blaster turret

-Determination

-Recon Specialist

-Moldy Crow

Rebel Operative

-Blaster turret

-Recon Specialist

I think I my have posted this list elsewhere on the forums, but it is a really solid list. Keep everyone within range of each other and watch the action efficiency unfold. By the time you come to the first pass, all three ships can have a lock and a focus. I flew against a three firespray list and the amount of damage I was able to dish out was surprising. My opponent conceded with only one wounded firespray left (if I recall correctly) and none of my ships destroyed.

There are some clever ways to fit a HWK into your lists that really make the other ships shine. But even on its own, toting an ion turret or blaster turret it can contribute to the battle immensely. May take some getting used to, but I am a huge advocate of the HWK.

Some interesting tips there. I now have two HWKs and I used practically the same Kyle set up as you minus determination (will have to check that out again). I also used Lando and Garven Dreis, the focuses were flying out to Luke, Wedge and Tycho constantly. Made for a pretty easy 200 point victory.

You can skip out on Determination. It's very situational, but for only 1 point, if it ever DOES come into use, it will be more than worth it. I feel the HWK becomes even better in 150 or 200 point games.

I was playing a game against someone who almost came back with one tie fighter, said tie fighter was only alive thanks to determination! It was very frustrating knowing that i would have won the game 10 minutes earlier if i roled a hit and not a crit.