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Made in us
Poxed Plague Monk





Florida

So being a big Dark Forces fan I had to get the HWK. Since then I have been toying with ideas and how to utilize Kyle and his abilities. I think I have come up with something good and unique.

Kyle (Moldy Crow, Recon Specialist, Adrenaline Rush)
Green Squadron Pilot(Cluster Missiles, Deadeye)
Green Squadron Pilot(Cluster Missiles, Deadeye)
Green Squadron Pilot(Cluster Missiles, Deadeye)

So the idea is that at range 3 the A-wings grab target locks, hold on to them and at range two and below they would get a focus and get a second from Kyle. Firing the Cluster Missiles they would get a 6 attack missile that they can turn all focus into hits as well as expend a target lock to reroll any blanks. This combo should alpha any enemy ship in near one turn per missile.

500 PTS
1850 PTS
Legio Cybernetica: 1500 PTS 
   
Made in gb
The Daemon Possessing Fulgrim's Body





Devon, UK

Ok, just some quick notes off the top of my head.

A Wings are fragile, the HWK is fragile, if your opponent does anything to mitigate your alpha strike! you're toast.

You need an awful lot of stars to align for your alpha strike to work, as it is a relatively low PS list, and getting shots against higher PS targets, especially things like Interceptors who have plenty of options to move after their initial manoeuvre, will be hard.

Nothing in your list has decent attack dice once the missiles have shot, IMO the HWK must have a turret to give it 360, otherwise it is so lacking in offensive power as to be a liability.

Essentially, I think you need to disregard the missiles for a sec, and figure out how you'd win if you weren't able to shoot them, or your dice ran cold and you only got a handful of hits with them.

We find comfort among those who agree with us - growth among those who don't. - Frank Howard Clark

The wise man doubts often, and changes his mind; the fool is obstinate, and doubts not; he knows all things but his own ignorance.

The correct statement of individual rights is that everyone has the right to an opinion, but crucially, that opinion can be roundly ignored and even made fun of, particularly if it is demonstrably nonsense!” Professor Brian Cox

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Barnstaple Slayers Club 
   
Made in gb
Twisting Tzeentch Horror



Bridgwater, somerset

Iv been looking at the hwk myself, Iv been looking at backing it up with b wings

   
Made in gb
The Daemon Possessing Fulgrim's Body





Devon, UK

My favorite HWK is as dreadnova has taken it in his list, but with the blaster turret as well.

I've fiddled around with Jan Ors too, but hasn't worked so well for me.

It will struggle to find space in a truly competitive tourney list, but in 'strong friendly' lists, it can do well.

We find comfort among those who agree with us - growth among those who don't. - Frank Howard Clark

The wise man doubts often, and changes his mind; the fool is obstinate, and doubts not; he knows all things but his own ignorance.

The correct statement of individual rights is that everyone has the right to an opinion, but crucially, that opinion can be roundly ignored and even made fun of, particularly if it is demonstrably nonsense!” Professor Brian Cox

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Made in us
Poxed Plague Monk





Florida

Ok thankyou for the advice. What would you say is a good list that does not contain x-wings, my friend flies all x-wings and I wanted to be original.

500 PTS
1850 PTS
Legio Cybernetica: 1500 PTS 
   
Made in gb
The Daemon Possessing Fulgrim's Body





Devon, UK

B Wings are awesome. Y Wings underrated. Falcon is strong in multiple configurations.

Basically the A Wing is probably the worst rebel ship in isolation, which doesn't mean its objectively bad, but takes the most effort, skill and luck to be effective.

If you want a strong list without X Wings, look at B Wings, if you're just looking for something 'friendly competitive' then any ships will work, its just a question of finding the right balance of pilots and upgrades to suit your style.

We find comfort among those who agree with us - growth among those who don't. - Frank Howard Clark

The wise man doubts often, and changes his mind; the fool is obstinate, and doubts not; he knows all things but his own ignorance.

The correct statement of individual rights is that everyone has the right to an opinion, but crucially, that opinion can be roundly ignored and even made fun of, particularly if it is demonstrably nonsense!” Professor Brian Cox

Ask me about
Barnstaple Slayers Club 
   
Made in gb
Twisting Tzeentch Horror



Bridgwater, somerset

Five y wings two with ion cannons could be good fun

   
Made in ca
Nurgle Predator Driver with an Infestation




Brantford, Ontario

ive had poor luck with awings, but my opponets tend to beat me using them, so it could just be i dont know how to manoeuvre them properly. I think my friend ran jors with a bwing and wedge and it was devasting. I like y wings alot, im not a fan really of the bwing but i know its one of, if not, thee best of the rebel ships.
I ran the lowest level HWK with blaster (i think w.e the 360 3 shot turret is) and the recon specialist (gives you extra focus?) with 3 red sqaudrons. It was a fun list and it did well.

Iron Warriors  
   
Made in ca
Regular Dakkanaut




Here's a slight alteration to the OP original list that incorporates a B-wing

Kyle Katarn, w/ Mouldy Crow, Blaster turret, Recon Specialist (31)

prototype pilot, w/assault missiles (22)

prototype pilot, w/assault missiles (22)

Blue Squadron, w/fire control system (24)


I"ve had moderate to good success with this list. And you can definitely get your alpha strike in with your missiles
   
Made in us
Douglas Bader






joe_deman wrote:
And you can definitely get your alpha strike in with your missiles


I find that it's the exact opposite. Since the prototype pilot is only PS 1 your move before the first actual turn (after the first turn when everyone is out of range) will almost always end with you out of range 3 and unable to get a target lock for your missiles, and then your opponent moves within range after it's too late to lock them. So that's one shooting turn wasted. Then on the next turn you have to predict where everyone is going to go, since you have to commit to a target lock before your target moves. And with ranges getting shorter very quickly it's easy for a ship to end up going another direction and out of range/arc. You'll probably get someone to fire, but by this point your alpha strike is gone and you're reduced to taking a random shot whenever you finally get an opportunity.

If you want to use missiles as an alpha strike you either use high-PS pilots (Wedge, Tycho, etc) that get to move last, lock their desired target (if any is available), and immediately fire without risking any wasted actions, or you take green squadron a-wings with deadeye (and probably homing missiles) so you can fire off a focus action instead of a target lock and avoid most of the drawbacks of low PS. Overall I don't think it's a very good strategy though, you're spending 10 points on missiles that could be spent on upgrading those a-wings to x-wings or b-wings and getting 3-4 attack dice a turn every turn instead of just once.

There is no such thing as a hobby without politics. "Leave politics at the door" is itself a political statement, an endorsement of the status quo and an attempt to silence dissenting voices. 
   
 
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