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Havock

Starting-ish, sort of. Faction choice, Hawker Industries?

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Ok, so a friend of mine wants to gift me one of the starter fleets, having jack all knowledge about the game really (I played Uncharted Seas years ago and didn't much like the game back then, the one demo game I played last Thursday of FSA tells me Spartan learned a thing or two in the years since :p)

Now, I have bounced back and forth between Syndicate, Hawker and Works Raptor (understanding that the latter two will at some point involve backup from other parties)

 

WR: Initially drew me because of the troll potential, but I kind of "Meh'd" it once I figured it's basically win big/lose big and utter glass jawed,
Syndicate: Advantage, their ships are sexy, and pretty allround decent, disadvantage: Lack of pronounced strengths, low modelcount unless you mix and match, and to be honest, I think their style just clashes too much with the other stuff, they are sleek sportscars, you want an entire fleet of sportscars, right?

 

None of the main factions really "grab me" appearance-wise, Hawker however does -as does a fair number of the Khurak Alliance ships-*, so can the good and kind people here give me a run down on what the options are: What does Hawker do? Their firepower is... Decent if not very spectacular I suppose? They are fairly sturdy -made better by weapon shielding etc.-

Excelsior was pretty slow and Turn 2 sucks balls but he punches pretty hard.

Like I said, total newscrub, I like the looks, what can I expect/do?

*Also read HI plays nice with Terrans, now, not too fond of all of them but their BC's, Torpedo Cruisers and the charter set (Hawker design on the carrier is obvious?) are pretty neat.

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Hawker is an "elite" force, so to speak; low model count, but the models can be very tough (due to decent CR and high HP). Hawker is one of the few factions that can access cyberwarfare, which is one of the trolliest abilities (speaking as a Directorate player, I love what cyberwarfare offers). In addition, Hawker has access to nuclear turrets, which will either force your opponent to spread out his squadrons, or risk his ships getting hit by splash damage. The fleet tactics bonus of 3 means you'll generally have a better chance of winning initiative, which can be the most crucial roll of the turn.

In general: It will take a turn or two to get into range, but Hawker will packs a mean punch when they get into range. Out of curiosity, what other Kurak alliance ships were you interested in? If you wanted to run Terrans and Hawker, Terrans would need to be your primary, as support fleets can't contain models from any of the Big Six, save for escorts.

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Hawker has it's main long range game tied up in fore mounted torps, so not so great at hitting hard targets early game.  Can throw a LOT of firepower around when they start getting close.  Decent CR with some shielding makes them somewhere between designs of Terran and Dindrenzi.  Their cruisers can get pricey if fully upgraded, but with Weapon Shielding and 5 HP, they can tank a very impressive amount of firepower.  And their frigates have the reputation in my gaming group as the first light cruisers.  DR/CR is the same as a terran cruiser, with Difficult Target, and a wide array of weapons, these things can punch out of their weight class comfortably.  

Works Raptor is an odd duck of a fleet.  They play mostly tot he range game, a lot of torpedo fire going around.  This can be a problem if your opponent brings a fair count of interceptors, as the PD mountain can be hard to scale.  Otherwise they can bring a lot of boarding potential, and their corvettes are still one of the scarier small ships in the game.  But you're not wrong on the idea of win big/lose big.  

Syndicate are an odd duck really.  While they do have fewer, more expensive ships, they can hit like sledgehammers.  They have a reliance on wings for support, wince there are no torpedoes to be found in the fleet, making some of their ships struggle if damage piles up.  Their large ships can be escorted by the powerful frigates from their fleet, which can bring an ungodly amount of dice to bear on you opponent.  

Both Hawker and Syndicate can play well with Terrans, and Terrans can bring some good toys to fill the gaps in the fleets otherwise.  Focusing on long range torpedo fire with Terrans while the Syndicate get in close to scrap can be a punishing combo.  

If you wanted to stick to pure Alliance of Kurak without any of the core races, there are some good options there.  Hawker/Xelocian can be great, as the Xelocian bring long ranged beam firepower to bear, shoring up the closing firepower.  Ryushi have some of the best carrier/battle carriers in the game, and pair well with most anyone.  Veydreth can bring some aggressive boarding and mine support, as well as Ambushing to throw your opponent off.  

That's a lot to go over, but I hope it helps somewhat!  

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Echo everything said above, though I rarely get to field my Hawker Fleet.  The Terran main force is a good choice and the Terran/Syndicate mix is quite nasty though I've only gotten to use it once. 

My Hawker mix originally was with Terquai torpedo cruisers, which was good but now I wonder on the other mixes (Ryushi and Veydreth) but haven't been able to experiment. 

Good luck and welcome to the war ;)

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Thanks for the replies. Most of the Alliance stuff I like, not too fond of the bigger Terquai stuff but their cruisers look neat (the terran roots are obvious), I like most of the AoK stuff: Ryushi Battlecarrier, most Xelocian and Terquai stuff, Tarakians have beefy looks and trollguns and half the Terrans are to my liking as well.

So... I suppose I can always expand out and either put it with Hawker or put Hawker with it?

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As long as you're not using Terrans in the fleet, you can use Hawker as the core of the fleet.  And the trollguns aside on the Tarakians, the cruisers in that fleet are disgusting.  5 HP and no direct fire weapons mean they hit just as hard at 1 HP as they do at full.  If you're looking to give your opponent fits, these buggers will do it.  

But if you build the core of Hawker, then yeah, anything from the Alliance support fleets will mix with it pretty well.  Hawker is hard to go wrong with.  

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That's the plan, maybe use some cheeky Terran escorts or something.

Also, am I reading it correctly that if I get some, say, Terran stuff I could run an Alliance fleet and take 50% Hawker stuff because of the natural allies thing?
Would in such a situation the Charter Enforcement box set offer a reasonable pairing?

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14 minutes ago, Havock said:

That's the plan, maybe use some cheeky Terran escorts or something.

Also, am I reading it correctly that if I get some, say, Terran stuff I could run an Alliance fleet and take 50% Hawker stuff because of the natural allies thing?
Would in such a situation the Charter Enforcement box set offer a reasonable pairing?

Correct. You would need to use Terrans to fill the minimum requirements however.

The torpedo cruisers are very good, and I haven't played against the light frigates enough. They look nasty on paper though. 

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Toying around with a fleet builder I could basically get the Hawker kit, tweak everything up -Cyber, +2 MOV and +1 hp on the BB, weapon shielding on the cruisers and hand out Oppenheimer's Light like candy, then have enough for either a bunch of Turales with Corrosive torpedoes (or 10 points of other stuff)  or three Tarakian grav weapon trolls.

Comes out at 800 points precisely.

Alternatively, the carrier? It's harder to fit in though. At least if I want the escorts somewhere.

 

Inclined to go for the gravs because you don't choose the troll life, i- never mind, you do; also making the Excelsior go FASTER if need be.

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You mentioned a fondness for trolling tactics, have you considered joining the corporate ranks of OmniDyne? There is nothing quite as satisfying as explaining the barrage of biohazard torpedoes and ART cyber weapons from the Dreadnought as "How do you want to use your PD? Stop the torpedoes that will kill crew? Or stop the torpedoes that will also kill crew?" 

Bonus, the ships have a unique look in FSA with the engine rings.

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They'll be my second choice, getting he Hawker Patrol fleet and I'll probably play Terrans/Hawker at higher points, as my current goal to have at least two armies/fleets/bands of systems I play means I'll have to expeand sometime Directorate with Omnidyne will be next :)

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On 02/14/2017 at 8:18 AM, Havock said:

That's the plan, maybe use some cheeky Terran escorts or something.

Also, am I reading it correctly that if I get some, say, Terran stuff I could run an Alliance fleet and take 50% Hawker stuff because of the natural allies thing?
Would in such a situation the Charter Enforcement box set offer a reasonable pairing?

Probably not, the Charter Enforcement box is more of a planetary landing force and while also usable in a standard fleet are more of a specialty support units than a main force. Get a Patrol Fleet box if you want to do a Terran/Hawker fleet.

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I actually ordered the reinforcement (light cruisers and escorts) pack along, I'll probably proxy them a bit but they seemed useful stuff when I get up to a level where I include them both.

(My group is Okay with me proxying the cruisers as Terquai stuff for Lower point Hawker-based games.)

I might get a Patrol fleet, but I'm unsure of what T1 Terran I'd want to play. What pairs well with the Hawker stuff?
I might also pick up the Regent, initially I was like "meh", but the thing has grown on me, it can toss out a pretty hefty amount of firepower if you are willing to splurge on two cruisers. Also doubles the cyberwarfare present.

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