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Flight of Hawks. HWK list.


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#1 Captain Lackwit

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Posted 20 February 2014 - 02:51 PM

16 point HWKs all with a blaster turret. Five in total.

What do you guys make of the idea? The idea here is to treat them as disposable and cover the field of play with 360 degree arcs of fire. Basically guaranteeing at least three out of five will get a shot per round.

Thoughts? It's sketchy but there might be something worthwhile here.


"There's got to be a better way to make a living..." -Kyle Katarn


#2 Audio Weasel

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Posted 20 February 2014 - 02:53 PM

16 point HWKs all with a blaster turret. Five in total.

What do you guys make of the idea? The idea here is to treat them as disposable and cover the field of play with 360 degree arcs of fire. Basically guaranteeing at least three out of five will get a shot per round.

Thoughts? It's sketchy but there might be something worthwhile here.

Feeding the required focus into the blaster turret is the main problem.


Current Fleet:

Rebel: 4 A-Wings, 4 B-Wings, 2 HWK-290's, 3 YT-1300s, 4 X-Wings, 2 Y-Wing, 1 Tantive IV, 1 Rebel Transport, 4 E-Wing, 5 Z-95 

Imperial:  3 Lambda Shuttles,  2 Firespray-31's, 3 Tie Advanced, 4 Tie Bombers, 6 Tie Fighters, 2 Tie Interceptors,   2 Imperials Aces, 4 TIE Phantom, 4 TIE Defender

On Pre-order:2 Z-95, 2 Rebel Aces, 2 YT-2400, 2 Decimator


#3 Crabbok

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Posted 20 February 2014 - 02:54 PM

Bumping would be devastating.  Action denial would cripple you.  

Their movement dial is probably their weakest part, but you manage to defeat that with the turret... albeit partially.   

The second big weakness here is that the ships aren't tough. but with 5 I suppose you can deal with some losses.   

 

 

Actually scratch all that - the biggest weakness of this build is that you'd have to buy 5 HWKs for it!    Dear God No!


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#4 VanorDM

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Posted 20 February 2014 - 02:54 PM

A blaster turret pretty much requires a Recon Agent to be effective. Or else you're spending your one and only focus just to fire.

The other weakness is if you lose your action, you can't fire your turret at all. With a PS2, a Academy pilot is going to move first.

#5 StevenO

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Posted 20 February 2014 - 02:55 PM

Dark Curse.

 

One 16 point TIE Fighter which can take down your ENTIRE force single handedly.



#6 Khyros

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Posted 20 February 2014 - 03:00 PM

Dark Curse.

 

One 16 point TIE Fighter which can take down your ENTIRE force single handedly.

 

No, you should be able to eventually get some hits in on the guy.  It's not like they don't have a primary weapon, it just sucks... He should be target #1 though since you will fail at killing it in the end game.


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#7 Captain Lackwit

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Posted 20 February 2014 - 03:03 PM

Hm, thanks for the input. So it's generally inadvisable.


"There's got to be a better way to make a living..." -Kyle Katarn


#8 VanorDM

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Posted 20 February 2014 - 03:17 PM

I like the HWK myself, but yes a 5 HWK list isn't going to work well... Most people will take 1 or 2 and use it for support.

The ship itself isn't intended to be a front line fighter and so it doesn't do well at that task.

#9 Captain Lackwit

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Posted 20 February 2014 - 03:24 PM

Figured as much. The one time I used it, it was an insane force multiplier. Granted I had it decked out with nunb, a shield upgrade, and a blaster turret, and flown by Kyle. :P


"There's got to be a better way to make a living..." -Kyle Katarn


#10 VanorDM

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Posted 20 February 2014 - 03:26 PM

Try it sometime with Jan, a Ion turret and Chewie. Team her up with Wedge...

#11 StevenO

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Posted 20 February 2014 - 03:46 PM

 

Dark Curse.

 

One 16 point TIE Fighter which can take down your ENTIRE force single handedly.

 

No, you should be able to eventually get some hits in on the guy.  It's not like they don't have a primary weapon, it just sucks... He should be target #1 though since you will fail at killing it in the end game.

 

 

"Can take down."  Outnumbering him five to one I'd hope the HWKs could get in some some R1 shots even with their poor dials but DC should be able to get one evade each time it is attacked which makes HWKs beyond R1 rather useless.

 

I guess it goes without saying that I'm comparing 16 points against 100 so the 100 points should just DESTROY DarkCurse with more than a 6:1 point advantage.  Throw in another 84 points and the HWKs would definitely have problems.



#12 Ravncat

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Posted 20 February 2014 - 04:48 PM

Dark curse is dealt with by hwk groups that have an ion cannon and jan ors.

#13 Rakky Wistol

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Posted 20 February 2014 - 04:56 PM

After wave 4 you're ok.

 

Hawk + Blaster + recon x4 = 69

Bandit + ion pulse x2= 30

99pt rebel swarm.



#14 cody campbell

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Posted 20 February 2014 - 05:09 PM

I don't think Dark Curse's ability would apply vs. a blaster turret.  If you had multiple focus tokens, sure, but you should still be able to spend the token to use the blaster turret attack. 

 

Or am I wrong? 

 

Read the FAQ!


Edited by cody campbell, 20 February 2014 - 06:04 PM.

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#15 Eltnot

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Posted 20 February 2014 - 05:15 PM

I know it's not pure HWK's but how about this list:

YT-1300 - ORS - Anti-Pursuit Lasers, Intelligence Agent, Navigator

HWK - RO - Recon Specialist, Blaster Turret

HWK - RO - Recon Specialist, Blaster Turret

HWK - RO - Ion Cannon Turret

 

The YT runs around trying to bump people for you whilst the HWK's blaster stuff and the Ion Cannon hits ships that you don't want maneuvering.


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The Fleet:

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#16 Eltnot

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Posted 20 February 2014 - 05:17 PM

I don't think Dark Curse's ability would apply vs. a blaster turret.  If you had multiple focus tokens, sure, but you should still be able to spend the token to use the blaster turret attack. 

 

Or am I wrong? 

The Dark Curse would prevent you from spending the focus token to fire the gun, so yes he is immune to blaster turrets.


Carpe Jugulum

The Fleet:

Spoiler

#17 Captain Lackwit

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Posted 20 February 2014 - 05:18 PM

I know it's not pure HWK's but how about this list:

YT-1300 - ORS - Anti-Pursuit Lasers, Intelligence Agent, Navigator

HWK - RO - Recon Specialist, Blaster Turret

HWK - RO - Recon Specialist, Blaster Turret

HWK - RO - Ion Cannon Turret

 

The YT runs around trying to bump people for you whilst the HWK's blaster stuff and the Ion Cannon hits ships that you don't want maneuvering.

Dayum. Sounds like serious fields of fire. I can dig it!


"There's got to be a better way to make a living..." -Kyle Katarn


#18 StevenO

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Posted 20 February 2014 - 05:22 PM

Dark curse is dealt with by hwk groups that have an ion cannon and jan ors.

 

Now we never said anything about using Ion Turrets here or Jan.  Either of those things can make Dark Curse a bit less scary but Jan with that turret is nearly TWICE the points so I'd hope it would win.

 

I don't think Dark Curse's ability would apply vs. a blaster turret.  If you had multiple focus tokens, sure, but you should still be able to spend the token to use the blaster turret attack. 

 

Or am I wrong? 

 

You would think so but that would be incorrect.  This should be in the FAQ but because you need to spend the Focus to fire the blaster turret you can NOT use it to target Dark Curse.  If you could I NEVER would have suggested this in the first place.

 

 

In the anti HWK+blaster x5 category we could also add Carnor Jax.  Maybe not the "hard stop" against Blaster Turrets that Dark Curse is but when he can prevent a ship within R1 from getting a Focus and then ships within R1 from spending a Focus that can be pretty potent protection for the rest of his squadron.



#19 StevenO

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Posted 20 February 2014 - 05:25 PM

I know it's not pure HWK's but how about this list:

YT-1300 - ORS - Anti-Pursuit Lasers, Intelligence Agent, Navigator

HWK - RO - Recon Specialist, Blaster Turret

HWK - RO - Recon Specialist, Blaster Turret

HWK - RO - Ion Cannon Turret

 

The YT runs around trying to bump people for you whilst the HWK's blaster stuff and the Ion Cannon hits ships that you don't want maneuvering.

 

Now this is an interesting build.  Those Interceptors dancing at R3 will still give it trouble but trying to get close would hurt.



#20 Eltnot

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Posted 20 February 2014 - 05:46 PM

 

I know it's not pure HWK's but how about this list:

YT-1300 - ORS - Anti-Pursuit Lasers, Intelligence Agent, Navigator

HWK - RO - Recon Specialist, Blaster Turret

HWK - RO - Recon Specialist, Blaster Turret

HWK - RO - Ion Cannon Turret

 

The YT runs around trying to bump people for you whilst the HWK's blaster stuff and the Ion Cannon hits ships that you don't want maneuvering.

 

Now this is an interesting build.  Those Interceptors dancing at R3 will still give it trouble but trying to get close would hurt.

 

I think the most scary thing for this build to face would be a HSF list as it could reliably keep you at range 3 a lot of the time.  But yeah, "Out of my arc?  What arc?"


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The Fleet:

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