Choosing the right class specialization for your Hawks in Star Wars Zero Company can significantly impact your squad's early game performance. While all specializations can eventually be changed without penalty, certain choices offer immediate benefits and ease of use for new players. The Scout, Heavy, and Soldier specializations stand out as particularly strong starting points.
The Scout specialization excels at providing essential squad support. Their attacks can mark enemies, increasing the accuracy of ranged attacks from your team. Additionally, they possess a skill that reduces incoming damage, allowing them to advance further from the main group while maintaining survivability. A key combat recon ability allows the Scout to scan a small area, granting an Action Point (AP) for every enemy detected. This is a rapid and cost-effective method to set up your team for powerful skills and still have AP remaining for attacks, marking, or grenade usage before the turn concludes.
As the game's designated tank, the Heavy specialization is equipped with a useful counter-attack ability and potent self-buffs. Heavies gain a passive that boosts their health and an active skill to taunt enemies in an area, thereby drawing aggro and increasing their own defense. This is invaluable for diverting enemy attention away from more vulnerable units or creating an opening for them to advance. The effectiveness of the Heavy is further amplified by their Unstoppable skill, which grants stacks of retaliation. These stacks allow the Heavy to strike back when targeted by an enemy's ranged or melee attack. A further passive ability applies the taunt effect to their standard blaster shots, enabling a strategically positioned Heavy to control large sections of the battlefield, dictating enemy aggression and movement. While counter-attacks may not be the most damaging, they can significantly weaken foes, making them easier targets for allies on subsequent turns.
The Soldier specialization appears to be a versatile class, capable in both ranged and melee combat. Unlike the Scoundrel, the Soldier's melee attack has the ability to daze enemies, incapacitating them and preventing them from acting, though they can still move. This daze effect is highly effective against particularly dangerous opponents. Soldiers also benefit from passives that enhance grenade range and damage, as well as blaster damage. Hawks, the player's companions, can grant action points to allies, and the Soldier class is equipped with a rocket launcher, offering significant explosive power at a high advantage point cost. One of the Hawks' personal passive abilities increases assist damage and ally defense, complementing the Soldier's overall utility.
While other specializations like Scoundrel, Sharpshooter, and Assault are available from the outset, and can be effective, focusing on the Scout, Heavy, and Soldier can streamline the initial learning curve. The Gunslinger specialization can be potent but requires more modifications and buffs to match the effectiveness of others. The Medic, while useful later on, is not essential for the early hours of the game, as standard tactics like using cover and Stim Pack utility items are sufficient for squad survival.