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SpikeSpiegel

Return of the Quad-HWK

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Months ago, I posted a satirical/troll list with 4 HWKs with Gunners and Blaster Turrets.

I wanted to revisit and revise that idea:

Rebel Operative (16)

Blaster Turret (4)

(20)

Rebel Operative (16)

Blaster Turret (4)

Recon Specialist (3)

(23)

Roark Garnet (19)

Blaster Turret (4)

Recon Specialist (3)

(26)

Kyle Katarn (21)

Blaster Turret (4)

Recon Specialist (3)

Swarm Tactics (2)

(30)

Total: 99 points

Fly them in formation for four range 1-3 shots turreted shots without any agility bonuses from enemies. Roark + Kyle w/Swarm Tactics gives me two ships in a given shooting phase with PS12 to gun down any Phantom or higher PS nonsense and Kyle can start passing out focus when he needs to.

I was thinking about dropping the Recon Specialist from the other Operative and giving Kyle the Moldy Crow so he can be a focus farmer, but I'm not sure if putting all my eggs in one basket in this list is a good idea.

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Speaking of egg baskets, maybe take rec spec off of roark and put it on the rebel operative? That spreads the value out even a little more.

Perhaps drop recon spec from one of the rebel ops, substitute ion turret for blaster and with the 2 points thus freed up, put mouldy crow on kyle. Having him hand out focus tokens would greatly help your offensive threat and having even a single ion turret would likely pay big dividends - your turret ships benefit from the control offered by the ion. Slap an ion on an enemy ship and then slide in behind with your other ships to turret smash it.

Kyle is the highest priority target anyway. Might as well have him as effective as possible before he gets gunned down first. Also, he can use the wealth of focus tokens he'll now have for defence, so your egg actually helps protect the basket.

Sounds fun, let us know how it goes.

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Blaster turrets are only 1-2 :(

****, I should read my cards. All is lost. Abandon ship... Haha, just kidding.

Even still, flying these will be insane with 4 turrets.

Speaking of egg baskets, maybe take rec spec off of roark and put it on the rebel operative? That spreads the value out even a little more.

Perhaps drop recon spec from one of the rebel ops, substitute ion turret for blaster and with the 2 points thus freed up, put mouldy crow on kyle. Having him hand out focus tokens would greatly help your offensive threat and having even a single ion turret would likely pay big dividends - your turret ships benefit from the control offered by the ion. Slap an ion on an enemy ship and then slide in behind with your other ships to turret smash it.

Kyle is the highest priority target anyway. Might as well have him as effective as possible before he gets gunned down first. Also, he can use the wealth of focus tokens he'll now have for defence, so your egg actually helps protect the basket.

Sounds fun, let us know how it goes.

I like this idea. Putting Recon Secs on Operatives are kind of redundant with Kyle chilling in the back. I'm not sure if I agree on putting the Ion Cannon Turret on Kyle though. I want my damage output to be up there when he's sinking hits at PS12, I can always Swarm the Ion Operative to PS12 in order to take ion shots at the threats with better initiative, but I think an ICT would do well on Roark or a basic Operative so I can take the shot after they've burned their focus or evades on attack/defense.

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2x Blaster Recon Operatives

2x Ion Tactician Operatives + Engine Upgrades

I was thinking of something that mixed this and the OP's list together:

 

[30] - Kyle Katarn; Blaster Turret, Recon Specialist, Swarm Tactics

[27] - Roark Garnet; Blaster Turret, Engine Upgrade

[22] - Rebel Op A; Ion Turret, Nien Nunb

[21] - Rebel Op B; Ion Turret

 

Roark and Rebel Op A zoom ahead using their speed to gain position and dispense ion tokens early on. Kyle and Op B hang back to cover their six, flying in an weaving-X pattern or zigzag diagonal to keep enemies that make it past the first two HWKs inside your range.

 

Phantoms would really scare me, and anything with a white hard 1 would keep your tactics changing every turn.

Edited by SunCrusher

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2x Blaster Recon Operatives

2x Ion Tactician Operatives + Engine Upgrades

I was thinking of something that mixed this and the OP's list together:

 

[30] - Kyle Katarn; Blaster Turret, Recon Specialist, Swarm Tactics

[27] - Roark Garnet; Blaster Turret, Engine Upgrade

[22] - Rebel Op A; Ion Turret, Nien Nunb

[21] - Rebel Op B; Ion Turret

 

Roark and Rebel Op A zoom ahead using their speed to gain position and dispense ion tokens early on. Kyle and Op B hang back to cover their six, flying in an weaving-X pattern or zigzag diagonal to keep enemies that make it past the first two HWKs inside your range.

 

Phantoms would really scare me, and anything with a white hard 1 would keep your tactics changing every turn.

 

First off, if you've got a Blaster Turret, your only action needs to be a Focus, preferably with a Recon Spec aboard.

Yes, even if Kyle Katarn is in your fleet as well.

Secondly, you missed the Ion/Tactician connection. Those go thusly:

  1. I attack you with my Ion Turret, in my arc, at range 2. You get a stress.
  2. If I hit, you also get an Ion Token.
  3. At the start of your next turn, if you are ioned and stressed, You take a 1 white forward, and are still stressed. 
  4. Now I can use my Engine Upgrades to keep you pinned down, occasionally adding more stress as I circle you, as all I need to do to maintain your paralysis is to keep your Ionized.

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Blaster turret/Recons are super susceptible to blocking, and without Moldy Crow Kyle just can't afford to run a blaster turret and give out tokens.

Unfortunately it has some major weaknesses. I'm going to be very interested in what the Autoblaster turret looks like when it is revealed. Might be good for the HWK.

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Blaster turret/Recons are super susceptible to blocking, and without Moldy Crow Kyle just can't afford to run a blaster turret and give out tokens.

Unfortunately it has some major weaknesses. I'm going to be very interested in what the Autoblaster turret looks like when it is revealed. Might be good for the HWK.

 

I realized how big of a problem that will actually be. I figured I can just move 1 straight until they're in blocking range and then throw a curve ball and go 2 hard or 3 forward and turret smash them.

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Spike, i like the list.

Just remember, everyone will tell you RECSPECRECSPECRECSPECRECSPECRECSPECRECSPECRECSPECRECSPECWhenever you bring up HWKs. Ever. At all. It's like some kind of weird knee jerk reflex.

That's true. There is a sub set of the community who have tiny firing arcs when it comes to squad building, upgrade options, and fun. If you don't take VI on Whisper you're the worst human ever, if you don't take Recon Specialist on your HWK your miniature will melt.

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Spike, i like the list.

Just remember, everyone will tell you RECSPECRECSPECRECSPECRECSPECRECSPECRECSPECRECSPECRECSPECWhenever you bring up HWKs. Ever. At all. It's like some kind of weird knee jerk reflex.

That's true. There is a sub set of the community who have tiny firing arcs when it comes to squad building, upgrade options, and fun. If you don't take VI on Whisper you're the worst human ever, if you don't take Recon Specialist on your HWK your miniature will melt.

 

You promised not to mention my tiny arc!

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