Atm I am thinking
A) 4 hwk with ion turret, recon specialist and one with moldy crow; or
B) 2 gold with ion and 2 hwk with ion, recon specialist and stealth device. Have the hawks lead the charge until range 2 kind of thing
Atm I am thinking
A) 4 hwk with ion turret, recon specialist and one with moldy crow; or
B) 2 gold with ion and 2 hwk with ion, recon specialist and stealth device. Have the hawks lead the charge until range 2 kind of thing
I prefer the 2x gold with ion and 2x blue squadron with ion and fire control system
the B-wings aren't turrets but they still provide ion capacity plus actual damage potential
I am going to be taking 4x gray squad with ion turrets to a tournament soon.....
Atm I am thinking
A) 4 hwk with ion turret, recon specialist and one with moldy crow; or
That could actually be pretty solid, although the low PS might mean you are firing without a focus to modify
I am going to be taking 4x gray squad with ion turrets to a tournament soon.....
let us know how it turned out!
I am going to be taking 4x gray squad with ion turrets to a tournament soon.....
Good luck. It is an aggravating list to play against, but it can survive if certain things happen in the correct order.
What order is that??? Please give me advice....
I am going to be taking 4x gray squad with ion turrets to a tournament soon.....
If one insists on four Ion Turrets I'd either go with this or downgrade some to Golds for other upgrades. Maybe the HKW with Recon could avoid more damage but it also takes less to begin with while the Y-Wing's primary weapon can deal more damage. Of course if we want Ion with real damage to back it up that would mean a B-Wing or ordnance of some kind.
I'd actually like some HWKs with Saboteur in the mix, to improve the post-shield damage from the Ions.
3 Rebel Operatives + Saboteur + Ion Cannon Turret leaves you enough for one 31 point ship.
If you want that 4th ship to have an ICT as well, then you need that ship's pilot to be 26 points or less.
Fortunately, that doesn't eleminate any HWK or Y-Wing pilots
Imagine using a squad like this to just ion their ships over and over until they fly off the map. Would probably get you banned from any place that has game night.
What order is that??? Please give me advice....
Ioning ships off the table, ioning all of the opposing ships, parking ships on a rock, getting out of a firing arc of an ioned ship, movement control, knowing when to use normal blasters, nor going up against ties, etc.
Imagine using a squad like this to just ion their ships over and over until they fly off the map. Would probably get you banned from any place that has game night.
Probably not; it's easier said than done. As soon as you start losing ships your chances of successfully guiding opposing ships off the map decreases drastically. It's a decent strategy, but if I were up against a list like that I would try to line up for Range 3 shots, outside the arc of the turrets. That's one strategy to help deal with them.
I know one player (was it Theorist?) loves Gray Sq. Pilots with Ion Cannon Turret and Engine Upgrade. It makes it much easier to keep out of the firing arcs of lower-skilled pilots, and keep opposing ships inside your turret range.
I've never thought of putting EU on a Y wing. Must. Try. It. NOW!
If what you want is a turret carrier I think I would prefer the y-wing
Comparison
Y-wing HWK-290
points
23 21
Base Attack
2 1
Defense
1Ag,5H,3S 2Ag,4H,1S
Even though the Y-wing costs slightly more and only has 1 agility, I still like it better as a turret carrier. It can take 3 more hits, and has 2 attack dice. You might think that 2 attack dice isn't much especially since they are going to be firing their ion turret every turn, but It will be that rare range 1 (3 attack dice) attack that does the killing. And with so many ionized ships everywhere those kill shots aren't going to be as rare you you might think.
Here is a 4 squad idea:
http://xwing-builder.co.uk/view/45912/4-ion
The HWK to give extra attack die with Saboteur and a B-wing to add a big hitter.
Honestly, I think this 3 squad idea would work out better though:
http://xwing-builder.co.uk/view/45914/3-ion
Now you have two SP 8s and a SP 6, free target locks and dice re-rolls! (Not to mention a very mobile B wing to clean up those easy to hit targets)
If what you want is a turret carrier I think I would prefer the y-wing
Comparison
Y-wing HWK-290
points
23 21
Base Attack
2 1
Defense
1Ag,5H,3S 2Ag,4H,1S
Even though the Y-wing costs slightly more and only has 1 agility, I still like it better as a turret carrier. It can take 3 more hits, and has 2 attack dice. You might think that 2 attack dice isn't much especially since they are going to be firing their ion turret every turn, but It will be that rare range 1 (3 attack dice) attack that does the killing. And with so many ionized ships everywhere those kill shots aren't going to be as rare you you might think.
It Also Has A Phenomenally Better dial
Edited by DraconPyrothayan
If what you want is a turret carrier I think I would prefer the y-wing
Comparison
Y-wing HWK-290
points
23 21
Base Attack
2 1
Defense
1Ag,5H,3S 2Ag,4H,1S
Even though the Y-wing costs slightly more and only has 1 agility, I still like it better as a turret carrier. It can take 3 more hits, and has 2 attack dice. You might think that 2 attack dice isn't much especially since they are going to be firing their ion turret every turn, but It will be that rare range 1 (3 attack dice) attack that does the killing. And with so many ionized ships everywhere those kill shots aren't going to be as rare you you might think.
It Also Has A Phenomenally Better dial
But the crew members and the abilities of the HWK's pilots brings a lot to the table that a Y-wing just can't do. In a three ship squad where every shot counts, Jan is a go to pilot for me. I'll continue to sing the HWK's praises, but I'm happy to see it is still under represented in games B)