Looking for Ideas for this Squadron

By Xodreev, in X-Wing

Wanted to try out the HWK-290. Working on testing this build out. I do like it, but would still like some input. Don't want to let a few games against myself get to my head.

Where I'm at, a local comics/game shop is slowly trying to get a bit of a kickstart on tournaments for this game, and I'm just attempting to make sure I can keep up. Though, so far there's only one guy I have any trouble with. (But against him, we usually play 200 point games. Been a minute since we've done a 100 point match, so I don't have an accurate clue as to how I'd fare against him as far as that. Last time he won, it was literally only because I forgot to use a particular action.)

Anyway, here's what I have, and what I've considered:

Biggs Darklighter (33)

- R2-D2

- Shield Upgrade

Horton Salm (33)

- R5-D8

- Ion Cannon Turret

Kyle Katarn (34)

- Moldy Crow

- Push the Limit

- Blaster Turret

- Recon Specialist

When it came down to it, the way I maneuver everything, Push the Limit wouldn't slow me down very much. I turtle this squadron (and I can see it being a problem), at a speed of 1 or 2 for the most part. Hasn't been too bad, but again, its my mind verses me.

Looking at what I consider my options as far as formations (X/Y/A/B-Wings and HWK-290's), Garvin and Wedge I've been looking at more. I could also drop the Ion Cannon Turret down for another Blaster Turret on the Y-Wing, but that's a Focus I'd have to waste on it, and I can't say I like that thought without Y-Wings able to have Co-Pilots.

But, anyway, the important thing:

The suggestions. womp womp womp

i like ur ships but i think togther they lack firepower. do u have any B-Wings?

Biggs will take the early heat in ur list but when he is gone u have nothing that can hit with 3 attack dice at range3.

im a big fan of playing Garven Dreis and Kyle Katarn togther - they have gr8 synergy.

id suggest putting less upgrades on Kyle and finding room for another 3 attack dice ship.

Something like...

Garven (26)

Kyle + Recon Spec + Blaster Turret + Moldy Crow (31)

Blue Squadron Pilot (22)

Rookie Pilot (21)

Hmm. Haven't considered trying to fit a fourth ship in.

I may give it a try and see how I feel about it.

But yes, I do have B-Wings. Got at least 1 of every model out so far...and I've actually got no idea how I want to run Empire. Buddy I metioned in opening post is wanting to try four non-unique Interceptors.

I kind of want to do bombers with assault missiles, but I'll save it for another topic.

Hmm. Haven't considered trying to fit a fourth ship in.

I may give it a try and see how I feel about it.

But yes, I do have B-Wings. Got at least 1 of every model out so far...and I've actually got no idea how I want to run Empire. Buddy I metioned in opening post is wanting to try four non-unique Interceptors.

I kind of want to do bombers with assault missiles, but I'll save it for another topic.

  • more ships = more dice when u attack and more opportunities to overwhelm a single enemy ship. as a rebel player its a little daunting rushing into attack ships with lots of shields like Shuttles, Firesprays or even B-Wings in the rebel vs rebel matches unless u can concentrate ur firepower on a single ship - tie swarms use this tactic to quickly deplete your resources...
  • 3 ship builds imo are vulnerable to losing a ship early (if you dont play them well or more commonly the Dice Gods abandon you) which then hastens ur defeat due to the enemies numerical even greater advantage. 3 ship squads can (and do win) but they rely more on synergy between ships and probably have some built in durability eg. a high shields count, Luke + R2D2 or tanky ships with better than average hull points.
  • playing 4 (or even 5) ships as a rebel player gives u a better matchup versus swarms (both rebel and imperial) as u now dont fold like a tower of cards when u lose a ship early and you can overwhelm a key ship of theirs early or have the option to more easily split into wings forcing them to make decision about either splitting their force or concentrating on one of your wings, leaving them potentially exposed to a flank attack from ur other wing.
Edited by The_Brown_Bomber

I'd say a "favorite" X,Y,H trio of pilots are Kyle, Garven, and Dutch. Kyle builds up and passes out Focus tokens, Garven hand over Focus tokens he uses, and Dutch passes out TL. Now you may go to four ships but this trio can do some interesting things.

With only two actions available I'm not a big fan of PtL on Kyle. That stress makes him predictable and that can lead to action loss which may just sink him. On Biggs the addition of R2D2 is questionable because he could easily go down before ever getting to use the droid. I'd prefer R2D2 over R5-D8 on the Y-Wing except the Y has few green maneuvers to make R2D2 work but the other droid requires actions and having cards before it can attempt to get used.

At the op. I would switch out Dutch for a b wing or an x wing. You could also take a few points away from Kyle and Biggs to squeeze two rookie pilots in.

One idea I had for running the HWK worked marvelously well, but completely changes the makeup of your squad:

Garven Dreis (26)

Ibitsam (28)

-Heavy Laser Cannon (7)

-Elusiveness (2)

-Advanced Sensors (3)

Jan Ors (25)

-Ion Cannon Turret (5)

-Chewbacca (4)

Slinging 5 dice, usually focused and often target locked, from Ibitsam per turn really wrecks just about anything, and Jan is pretty good at just spinning 1-bank circles to keep herself stress-free. Garven was the only ship I lost in three games, he died to point blank shots from interceptors twice. One of the times I lost Garven I lost him before he had even fired, so it was REALLY early in the game, but between Jan's 2 dice and Chewie to keep her alive, and Ibitsam's Elusiveness + Reroll combo, neither ship is very easy to kill.

Lot of interesting suggestions. I may hold off on trying anything with Jan, and develop another squadron around her. I did try a B-Wing originally with Kyle (Ten Numb), but it was rather unsuccessful. Kind of had me turned off to trying B-Wings, but what seems like some success stories are making me want to give it another shot.

I'll likely fiddle around with a few of these ideas and see what I prefer. Maybe make a kind of "side squadron" to switch ships out in non-tournament environments.