HotAC strategy and questions

By heychadwick, in X-Wing

B-Wing rocks. In the beginning, I also got shot down badly, but once I got the hang of it I could fly a pretty deadly punch. Install that one cannon that does 4 damage range 2-3, then you throw 4 dice no matter the range. :)

My Heavy Laser Cannon got blown up when I got shot down (plus only 1/2 XP for the mission). :(

B-Wing rocks. In the beginning, I also got shot down badly, but once I got the hang of it I could fly a pretty deadly punch. Install that one cannon that does 4 damage range 2-3, then you throw 4 dice no matter the range. :)

My Heavy Laser Cannon got blown up when I got shot down (plus only 1/2 XP for the mission). :(

Ouch! At least you didnt die and lose all exp

I have a question. What Lightning Reflexes? First off, I assume it's something you would get to use once each mission, right?

OK...so, after that...what about using it for HotAC? I am thinking it might be a good one to try. There have been a number of times where I would be out of the fight at a critical time due to positioning or whatnot. I am wondering if it would be worth it to take it for flying an X-wing...at least to start with. I'm thinking there are probably a lot of times it would be handy.

Oh, I did just think of something. I think I'd rather do Daredevil and just have Engine Upgrade on an X-wing. Either that or go for the A-wing and grab it. Yeah, but the A-wing doesn't really need Daredevil so often.

Do you think Expose would ever be worth it in the game? There will be times when you know you won't be shot at. If you have Predator first, then you get the modification on the dice. It's an idea.

Edited by heychadwick

Lightning reflexes... Yeah, I could see it work. it is once per mission though... I love the idea anyway. It'd be fun. Outmaneuver would make a nice combo, but... Once.

Expose could work in HotAC. You can have PTL to collect a focus or target lock to make use of that extra die. Price doesn't matter quite as much... Wouldn't want it as the first ept slot though!

I thought about taking Lightning Reflexes. Seems like a very Madcap upgrade. It would indeed be useful for rapid repositioning.

Do you think Expose would ever be worth it in the game? There will be times when you know you won't be shot at. If you have Predator first, then you get the modification on the dice. It's an idea.

Currently running BB-8 + Experimental Interface + Expose + Opportunist + Keyan Farlander Ability, works like a charm.

  • Reveal Green maneuver
  • Barrel Roll with BB-8
  • Experimental Interface into Expose (or Squad Leader if you are that)
  • Execute Green Maneuver to clear stress from Experimental Interface
  • Do normal action (e.g. target lock, or boost if you have engine upgrade)
  • In Combat, use Opportunist to gain another die if target has no token (did bump or did barrel roll)
  • Roll 5 or 6 attack dice (range 1) with full modifiers (TL + pseudo focus of Keyan to get rid of stress)
  • Repeat from the top

Works very well on X-Wing, for the A/B-Wing you'd have to replace BB-8 with another pilot ability (Sabine Wren Shuttle) to have roughly the same thing (of course no predator then). I try to mitigate the AGI loss with a stealth device (on the X), and you still have the option to not use it if you see that you get shot at (a lot), but since you move later than most enemies you can still barrel roll/boost out of arcs if possible so you can use it. You should also think about if you need to experimental interface on the "normal" action after the maneuver incase you cannot use opportunist on your target because it has tokens. You still have the much needed stress token for keyan's ability then. It's a really good build and you can adapt to most situations pretty well. If you are squad leader you can also decide to experimental interface into that to help squad mates out instead of exposing.

Expose could work in HotAC. You can have PTL to collect a focus or target lock to make use of that extra die. Price doesn't matter quite as much... Wouldn't want it as the first ept slot though!

I don't think you need PTL if you have a bunch of other ways to modify dice. Predator works. JayDestroyaC just came up with a crazy cool combo that could work.

I just thought of another way to make Daredevil work. Use Targeting Astromech (gain a TL every time you do a red maneuver) that can help with the dice modification. I kind of want to get either Daredevil or Lighting Reflexes sooner rather than later as I just think it would be cool. I was thinking I could use Predator to modify the dice, but that means saving Daredevil for PS 5. If I take Daredevil first, I can then use Targeting Astromech and get a free TL when I do the move. That would let me change my dice. I've used Targeting Astromech on my Y-wing and it's pretty good. I combined it with Hobbie's ability where I can remove a Stress if I gain or spend a TL. So, once I get to PS 5, I can do Daredevil, gain the TL, and then lose the Stress. Pretty cool.

I'm starting a new character tonight to play with my son and a friend. I think I'll go X-wing and just start with a Targeting Astromech. I'll save the points and get an Engine Upgrade when I can. I'll only need 1 pt for that. Next, I'll need 6 XP to get to PS 3 and then 6 XP for Daredevil. That's a total of 13 XP. Not too bad. I need a good handle like "Turbo" or "Booster", or maybe even "Daredevil"?

Yep. I was just giving another option.

And yes, I love Jay's setup.

Call sign for your engine boosting X-Wing - Burn Out. Gotta give the callsign that double meaning that makes it sound positive but it was really given to you by the rest of the squad for something else. IE one American pilot interviewed had the callsign Scorchy - because he landed with his breaks on once and had a terrific trail of sparks.

Hi, probably a dumb question here, but I can't seem to figure it out from the manual. We're getting ready to start the campaign at our FLGS, and I'm going to be running it, so I'm trying to make sure I am doing things right. The question is about the sequence of revealing moves from the AI ships, which I will be controlling as a sort of "game master" for the group.

Based on what I understand, the Imperial AI ships don't pre-select a maneuver. Instead, they react to the state of the board at the time of each ship's activation, is that correct? Does that then mean that it's possible that a higher PS AI ship would get to see where the player ships have moved to, and then they will select (randomly, of course) their maneuver. Is that right?

I'm assuming players will all pick their maneuver, place the dials on the board as usual for X-Wing. Then the lower PS ships will either reveal (in the case of a player) or select (in the case of the AI) a maneuver, and execute it. Is that the intended process?

The AI ships have rules for selecting a target that they will move towards. I understand how that works. And I get that the AI ships have the opportunity to re-select a target during the combat phase, so if their original target moves out of arc and someone else moves in, they're still going to be able to shoot. I'm just not 100% certain I have the sequence of revealing moves correct, and would appreciate a clarification. Thanks!

Hi, probably a dumb question here, but I can't seem to figure it out from the manual. We're getting ready to start the campaign at our FLGS, and I'm going to be running it, so I'm trying to make sure I am doing things right. The question is about the sequence of revealing moves from the AI ships, which I will be controlling as a sort of "game master" for the group.

Based on what I understand, the Imperial AI ships don't pre-select a maneuver. Instead, they react to the state of the board at the time of each ship's activation, is that correct? Does that then mean that it's possible that a higher PS AI ship would get to see where the player ships have moved to, and then they will select (randomly, of course) their maneuver. Is that right?

I'm assuming players will all pick their maneuver, place the dials on the board as usual for X-Wing. Then the lower PS ships will either reveal (in the case of a player) or select (in the case of the AI) a maneuver, and execute it. Is that the intended process?

The AI ships have rules for selecting a target that they will move towards. I understand how that works. And I get that the AI ships have the opportunity to re-select a target during the combat phase, so if their original target moves out of arc and someone else moves in, they're still going to be able to shoot. I'm just not 100% certain I have the sequence of revealing moves correct, and would appreciate a clarification. Thanks!

Correct. The AI Responds to the state of the board when their turn is up. Cheating buggers.

Correct. Players select their maneuver on their dial and resolve maneuvers as usual. Optionally, you can leave the dial face-up to really co-op your maneuvers with teammates. I encourage this one - but even though I do it I still have wing mates that insist in getting in my way and bumping!

Did this answer the sequence of movement adequately?

Correct. The AI Responds to the state of the board when their turn is up. Cheating buggers.

Correct. Players select their maneuver on their dial and resolve maneuvers as usual. Optionally, you can leave the dial face-up to really co-op your maneuvers with teammates. I encourage this one - but even though I do it I still have wing mates that insist in getting in my way and bumping!

Did this answer the sequence of movement adequately?

Awesome, thank you very much!

Hi, probably a dumb question here, but I can't seem to figure it out from the manual. We're getting ready to start the campaign at our FLGS, and I'm going to be running it, so I'm trying to make sure I am doing things right. The question is about the sequence of revealing moves from the AI ships, which I will be controlling as a sort of "game master" for the group.

Based on what I understand, the Imperial AI ships don't pre-select a maneuver. Instead, they react to the state of the board at the time of each ship's activation, is that correct? Does that then mean that it's possible that a higher PS AI ship would get to see where the player ships have moved to, and then they will select (randomly, of course) their maneuver. Is that right?

I'm assuming players will all pick their maneuver, place the dials on the board as usual for X-Wing. Then the lower PS ships will either reveal (in the case of a player) or select (in the case of the AI) a maneuver, and execute it. Is that the intended process?

The AI ships have rules for selecting a target that they will move towards. I understand how that works. And I get that the AI ships have the opportunity to re-select a target during the combat phase, so if their original target moves out of arc and someone else moves in, they're still going to be able to shoot. I'm just not 100% certain I have the sequence of revealing moves correct, and would appreciate a clarification. Thanks!

Basically correct, like LagJanson already said.

That's why the Elite Pilots are harder to catch (in multiple arcs). They can adjust with barrel roll or boost after all humans have moved.

Also bear in mind that the TIE with the lowest number decides the maneuver for all TIEs in that single squadron. TIEs leave the squadron when they bump human targets, when they end their turn not facing the same direction as the majority of the squadron (bumping early during a bank/turn or swerving obstacles), when they are more than range 1 apart from their squadron or when they take damage.

Individual ties will each choose their own maneuver.

Also you should watch the action selection closely, barrel rolling out of arc and keeping in arc only counts against the selected target , taking a focus will be active if the AI has a shot on any target.

Have fun!

JayDestroyaC just came up with a crazy cool combo that could work.

I just thought of another way to make Daredevil work. Use Targeting Astromech (gain a TL every time you do a red maneuver) that can help with the dice modification. I kind of want to get either Daredevil or Lighting Reflexes sooner rather than later as I just think it would be cool. I was thinking I could use Predator to modify the dice, but that means saving Daredevil for PS 5. If I take Daredevil first, I can then use Targeting Astromech and get a free TL when I do the move. That would let me change my dice. I've used Targeting Astromech on my Y-wing and it's pretty good. I combined it with Hobbie's ability where I can remove a Stress if I gain or spend a TL. So, once I get to PS 5, I can do Daredevil, gain the TL, and then lose the Stress. Pretty cool.

I'm starting a new character tonight to play with my son and a friend. I think I'll go X-wing and just start with a Targeting Astromech. I'll save the points and get an Engine Upgrade when I can. I'll only need 1 pt for that. Next, I'll need 6 XP to get to PS 3 and then 6 XP for Daredevil. That's a total of 13 XP. Not too bad. I need a good handle like "Turbo" or "Booster", or maybe even "Daredevil"?

The combo I described worked quite well in my latest missions :)

Also I'm afraid I have to throw a spanner into your combo with Daredevil, at least if you want to play the official version. The card itself was errata'd to

ACTION: Execute a white (Left Turn 1) or ( Right Turn 1) maneuver. Then, receive 1 stress token. Then, if you do not have the boost action icon, roll 2 attack dice. Suffer any damage ( hit ) and critical damage ( critical ) rolled.

So targeting astromech will sadly not trigger off this, because it is actually a white maneuver and then you receive a stress.

To have more mobility, I'd suggest take Stay on Target , which lets you at least readjust your maneuver after you see where the TIEs went, then turn the maneuver red and gain a target lock from that Targeting Astromech .

For PS5 I'd suggest Hobbie Klivian 's ability, then you would remove your stress that you get from the red maneuver because you got a target lock before the action step comes around and you get an action again.

So by selecting the correct "range" for your maneuver you get a target lock and another action every round basically, so fully modified dice.

You could even take Opportunist again at PS7 to do a similar combo like above, get another dice and a stress, and when you reroll with the target lock you can dispose of the stress again with Hobbie.

Oh, crap! It did get errated! You know, I'll be playing with my son and best friend. I think I'm happy with just using the printed card. It will be much easier.

Yeah, Stay on Target doesn't really do the same thing, though. That's more about changing the dial after I pick it. I am looking for something more along the lines of allowing that extra hard turn in there. I'm finding that sometimes you just end up facing nothing and you are looking at 2 turns of turning around to get back into the fight. With Daredevil (or Lightning Reflexes), you are getting that ability to get a facing you never would by changing the dial to something different....or even with a Boost.

If I were going with the stress version of Daredevil, I'd probably just stick on R2 Astromech for greater Green moves after the turn. That and some other mechanic to remove the stress like Hobbie.

Also bear in mind that the TIE with the lowest number decides the maneuver for all TIEs in that single squadron. TIEs leave the squadron when they bump human targets, when they end their turn not facing the same direction as the majority of the squadron (bumping early during a bank/turn or swerving obstacles), when they are more than range 1 apart from their squadron or when they take damage.

Individual ties will each choose their own maneuver.

That part I am fairly certain I understood. Basically you set up the AI ships in a block, and they move as a block until something causes them to break formation. I have bookmarked the page that talks about breaking formation (how and when) for reference for the first few missions we run so I can easily refer to it. Thanks!

Hi all,

Please could someone help me with an a-wing build for my gf.

She likes playing support but is also fixated on the a-wing so can't change that.

Current build:

Ps6

Predator

Autothrusters

Ptl

Vectored thrusters

Outmanuever

Any advice welcome.

That sounds great. No missile on her loadout?

She could go for Nien Numb's ability where if she's in R1 she can remove a stress.

She wants to be support, though? Hmmm......make her Squad Leader and her PTL can be used to give an action?

Also A wings make great distractions to pull the AI TIES in a direction you want them to go.

Give her Snap Shot. :)

I used Etahn's ability on my X-Wing to support group and myself. Nice adding that crit in there on unshielded TIEs.

I'm PS7 and have the following build

Outmaneuver, Etahn, Gemmer and Snapshot as EPT's (etahn changes a Hit to a Crit, Gemmer give an extra Green at range one of Any enemy ship)

Stealth Device, Extra Munitions and Guidance chips with proton rockets.

I keep forgetting to use my chimps so may change for Autothrusters soon but had it on there already so wont cost me any XP. Etahn helps in getting damage through (if the dont evade them all they take a crit) and i rolled 7 evade dice earlier at range 3 (3 normal, 1 stealth, 1 range, 1 obstructed, 1 Gemmer as next to another tie that couldnt shoot me) against a single hit needless to say the odds were in my favour!!

Edited by taulover55

Probably the most fun build I've played to date.

Scum Y-Wing PS 9

-Autoblaster Turret

-Double Bomb Loadout (GM Approved)

-Genius

-Thermal Det

-Prox Mines / Conner Nets

-Extra Munitions (Mod)

-Engine Upgrade

-Shield Upgrade x2

EPTS:

-Palob

-Emon Azzameen

-Zuckuss

-Predator (Only 1 reroll all the time, no PS advantage)

I really like my Scum pilot in HOTAC. Works great so far! I will only take scum pilot abilities as I level up more.

Made this dup top lay when the wife's working late or doing homework:

Scum hawk 'Carbonhawk' that was a bounty hunter back in my SWTOR playing days.

PS4 - Greedo - Cloaking Device - TLT - Moldy Crow -Stealth Device - Predator

He's running with a B-wing piloted by my Commando (Republic Trooper) from SWTOR, 'Jumpsteady'.

PS4 - Sensor Jammer - A. Proton Torpedo - Proton Torpedo - HLC - Navigator - Predator (yeah PS3 and predator made this last mission a nice walk in the park)

Taking these two down the 2 story arcs the wife and I blew on our current runthrough. (2-1 Imps with 2 stage 3 missions left!)

Hi all,

Please could someone help me with an a-wing build for my gf.

She likes playing support but is also fixated on the a-wing so can't change that.

Current build:

Ps6

Predator

Autothrusters

Ptl

Vectored thrusters

Outmanuever

Any advice welcome.

Honestly, that's a pretty good A-Wing build for PS6. More or less what I ran in my last one (minus VT which didn't exist yet). Though I waited until PS7 to get the A-Wing and used Jake Farrell (Sabine is also a good exchange if you want your boost/BR action first). Either of those two lets you exchange VT for a shield upgrade or guidance chimps. Prockets would be my only suggestion as an addition.

Hi all,

Please could someone help me with an a-wing build for my gf.

She likes playing support but is also fixated on the a-wing so can't change that.

Current build:

Ps6

Predator

Autothrusters

Ptl

Vectored thrusters

Outmanuever

Any advice welcome.

I have basically 2 builds for the A-Wing,

All Out Attack Build

Proton Rockets

Predator (1) + Push the Limit (3) + Outmaneuver (5) + Jake Farrell (7) + Juke (9)

Extra Munitions (2) + Guidance Chips (4) + Vectored Thrusters (6) + Stealth Device (8)

You should focus on getting out of arc and attack from outside of arcs so outmaneuver triggers, try to get into range one with boost/barrel roll, Jake's ability will provide some action economy by granting one by taking a focus, if you fly well enough, just taking focus + evade will grant you another boost/barrel roll and then you can even juke during the attack. For range 1 out of arc it comes down to 3 atk dice with 1 reroll + focus vs. 2 def dice with one evade to focus downgrade every turn, that's ok and you can fire the proton rockets twice a match for a whopping 5 atk with 1 reroll + focus vs 2 def dice with downgrade. That should do some serious damage, maybe even blow a whole tie out of the air in one go.

Draw Their Fire Build

Proton Rockets (because why not)

Push The Limit (1) + Wired (3) / Red Ace (upgrade later) + Ezra Bridger (5) + Gemmer Sojan (7) + Ibtisam (9)

Stealth Device (2) + Shield Upgrade (4) + Vectored Thrusters (6) + Extra Munitions (8)

This is the high risk high reward strategy to draw the fire of all the TIEs so others can fire away without having to think about taking damage. Until you get hit the first time, for every defense roll you have 4 def dice, 5 if any enemy is in range 1 (not necessariliy the attacker), push the limit every turn for the much needed stress token, preferably focus+evade. That 1 stress token means you can reroll 1 def die with ibtisam, 1 def die with a focus result with wired or get 1 evade token once per turn after you lost a shield (red ace) and you can turn 2 focus rolls into 2 evade on every defense (ezra). Still, you are dice dependant and it can go south real fast if you roll really bad. But with 5 dice, 1 reroll, 1 only focus reroll, 2 focus to evade on every roll, and on bad rolls you still have a focus and an evade token to make up for that it looks pretty reasonable.

Offensive side is not that great though, you got 1 focus reroll and 1 any reroll, so it's a soft predator but still only 2 dice base attack, it's more suited when exp are shared at the end of the game since you will probably not really make any impact, it's the classic support the others in your squad build by drawing their fire.