Switch Theme:

Jan and the Crow  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in us
Longtime Dakkanaut





So, the Mouldy Crow has long been a favorite ship of mine, ever since Dark Forces 2, and I really want to make use of it. So in an ideal situation, what is best to pair Jan and the Crow with? What upgrades should I be running? I'm still very new, so I'm not familiar with everything that is out there, but I'm a quick study, and constantly using the resources available online to read about strats and upgrades, etc. It seems like the HWK gets pretty overlooked though, so there wasn't much to read up on.

   
Made in us
[MOD]
Solahma






RVA

Jan's ability seems interesting, especially given the generous range. I think she would work well with a YT-1300 to take advantage of getting a second attack from that 360 arc. Of course, that'd be over half your points and not enough attacks per turn to show for it. Maybe Jan with Swarm Tactics could lead some low PS rebels?

Jan Ors w/Blaster Turret, Swarm Tactics
Rookie Pilot w/Flechette Torp
Rookie Pilot w/Flechette Torp
Rookie Pilot w/Flechette Torp

   
Made in gb
Painting Within the Lines





Since Jan's ability stresses her you should look at upgrades that can help manage that stress so you could take Nien Numb along in the crew slot to turn all your straight moves into greens. Has the added advantage that the red straight 4 the HWK has becomes green instead. The Ion turret maybe a better (but more expensive) idea than the blaster turret as you need to spend focus to fire the blaster which may conflict with the stress her ability generates.

Those who live by the sword get shot by those who don't 
   
Made in us
FOW Player




Frisco, TX

Nien Nunb and an ion turret is a good start for Jan. More green moves allows her to clear that stress easier, and ion turrets are hard to go wrong with anywhere.

Beyond that, look for one or more ships who can benefit from her ability and its impressive range. A typical "ball" of X-Wings with Biggs can all benefit from an additional die. Han loves it, Wedge loves it, really any 3 attack ship just goes gaga for it.

The main problem with the HWK is that it is rather fragile and "costs" you a 4th ship, typically a more reliable B-Wing or X-Wing. You have to mitigate that loss by making her great at supporting everybody else.

Nova 2012: Narrative Protagonist
AlamoGT 2013: Seguin's Cavalry (Fluffiest Bunny)
Nova 2013: Narrative Protagonist
Railhead Rumble 2014: Fluffiest Bunny
Nova 2014: Arbiter of the Balance

Listen to the Heroic 28s and Kessel Run: http://theheroictwentyeights.com 
   
Made in ca
Regular Dakkanaut



Canada

On base stats, the HWK is no less fragile than an x-wing, but once people see what it does, it usually becomes a fire magnet. I have taken to pairing mine with Biggs with R2-F2.
   
Made in us
Dakka Veteran





On base stats alone the trade of one shield for an extra hull is very important, and the 1 firepower base is just awful. I usually target it not for its bonuses but just because I know I can kill it in like a turn, and because I don't want to get Ion'd. Notably she can give the CR90's main gun +1 attack die while drifting along its aft section with a turret. That may be it's number one use right now to my mind

This message was edited 1 time. Last update was at 2014/06/09 22:00:19


 
   
Made in ca
Huge Hierodule






Outflanking

To me the HWK has really been a "Big Games" ship.

In Normal Games, the HWK either:
A) Has no offensive abilities, and is just a support ship that costs as much as a generic ship.
B) Has decent short-to mid-ranged firepower, but only if it gets a focus action (which is a problem with all the stress you get)
C) Has limited offensive abilities (With Ion Effect)

In Case B+C, you sacrifice a big bruiser like Wedge or an HLC B-Wing, and even in case A you lose a lot of punch from a generic ship. You are left with either:

A) A four-ship list with only three fighting ships, and mostly low pilot skills, or
B) A three-ship list with Two of the ships being points-of-failure if lost

However, in big games I find that I have enough points to drop a line ship for the boost at a key moment. She tends to hang back with my Y-wings and Ion anybody who get behind my X and B's.

Q: What do you call a Dinosaur Handpuppet?

A: A Maniraptor 
   
Made in ca
Regular Dakkanaut



Canada

I guess my 'meta' is different enough from yours to let my HWK wreck face. I've never used the ion turret because the y-wing is usually the better deal for that. I pretty much always use Roark/blaster t./Recon spec./Moldy crow. Gains 2 focus each turn and doesn't discard unused tokens at the end. By the time he putts his way in to range he has enough focus to use one every time he shoots and defends. Biggs is right there taking most of the heat and firing at PS 12.
   
 
Forum Index » Atomic Mass Games (Star Wars & Marvel: Crisis Protocol)
Go to: