HotAC strategy and questions

By heychadwick, in X-Wing

Hi All,

I'm about to kick off the Heroes of the Aturi Cluster campaign at my local shop. For those that don't know, it's a fan made campaign where each player plays one pilot through a series of missions. They improve and get better with each mission. You play against an A.I. Imperial list. I've been told my numerous people that it's the best games of X-wing they have ever played. If you are interested, I suggest you google it, as I don't have the link handy.

So.........I'm trying to make up a character, but I have some questions about strategy. I'm really keen on trying to go with a Ordnance Y-wing. I eventually want to get the Nera Dantiels ability at lvl 5 to shoot Torpedoes any direction. Getting that high, though, will take some work. I want to ask about this even being a decent idea. Extra Munitions is a modification, so I can't get it and Guidance Chip at the same time, which sucks. So, I'm thinking of just getting two Proton Torps with GC. I can start off that way, which is good. I'm worried, though, that I might not last long enough without a turret of some sort. One thought is that I might earn points fast to get a turret if I'm able to blast some Tie Fighters, but I'm not sure. Would this character idea have a hard time starting off in the campaign like this?

No, I don't want to start with a TLT, thank you very much.

As you level up you garner more modification slots (PS 4, 6, and 8) so by the end you'll have 4 mods. So you can eventually have both along with whatever else you want to have. Starting off in the campaign, unless you have house rules to get more than the usual 6XP for Y-wing you can't have two torpedoes to begin with, which is unfortunate, but save up and you'll have them in no time.

My one suggestion is to fill up all of your open upgrade slots before starting to level up. Every time you level up and earn a slot, fill that slot.

And more importantly, have fun! It's going to be a blast. I'm sure you'll love it.

Your main opponents will be basic tie fighters, a lot of them. Anything that brings about action economy is good and I will humbly suggest to mix bombs and torpedoes (so you'll stand a chance to use them all). Ion torpedoes are not half bad. If it can screw up enemy firing priority for a round, it did its job.

1 piece of advice: make sure that your entire squad are moving along a compatible string of upgrades.

I'm looking at v.7 of the rules and it states Y-wing pilots start with 8 XP. X-wings start with only 6 XP, though, so maybe that's what you are thinking of?

Oh, multiple mod slots? Good. I'd like to go with Extra Munitions.

Not sure on what Astromech would be good for an ordnance Y-wing. I'll have to see which turret I can afford after a while. Maybe Ion Turret? I'll get my first EPT. Maybe I'll go with Deadeye and then take a Blaster Turret? That way I can pick what I want.

Oh.....Bombs might be good. Hmm....I might have to look into that. Maybe after Extra Munitions.

Hmm, I must have an old version of the rules! (Or I'm just remembering incorrectly)

This campaign will keep you theory crafting for a while. It's one of the best parts.

I would recommend predator over deadeye as your first upgrade. Enemies are not "that" hard to predict or keep in arc, especially if you have a few partners getting their attention. Now the ability to reroll 2 attack dice against those high agility PS 1 targets... I can't even count the sheer number of times that predator triggered.

Not sure on what Astromech would be good for an ordnance Y-wing.

Targeting Astromech, that way you can do those speed 3 maneuvers and still get a TL. I'll second that Predator is amazing in the campaign. So many PS1 ties that you'll use it a ton.

Edited by VanorDM

Oh, Targeting Astromech is a really good idea for a Y-wing! I never thought of that before. Thanks!

I would think I'd start the game with Guidance Chip as my first modification and two Proton Torpedos. Would I really want to go with Predator after that? Another idea is to go with 1 Proton Torp, Extra Munitions (as my mod), and Targeting Astromech for my 8 points. I wouldn't be able to modify the dice until I got Predator at PS 3, though. I worry that I wouldn't get the damage through to get the XP beforehand.

Another question I have is with named astromech droids. If I'm going to have a decent sized pool of players and not everyone can make each game, what is the best way to figure out who gets which astromech droid? First come first serve? Any other ideas?

consider crackshot. Tie fighters will not waste an evade and dont consider your ept. Take the chip first as it helps you hit.

The TLT ships we played with got less xp than the damage focused xwings. (Vrill and r3a2 was very nice, but that stress hurt mobility a lot. We stopped before keyan or hobbie upgrades came online).

Team wise. Share the xp, let ships attack first to remove tokens so others can get the kill. Make sure you use the assist rules too.

Tank:Someone should try to get attacked. Like an r2d2 xwing and/or a biggs Awing. To protect injured allies. Draw their fire and defensive upgrades.

Disruption: area ion effects, are great vs the swarms, bombs are nice in this formst, just watch out for hurting your allies.

Kills: while all should try to remove enemies, these will focus on removing tokens and landing hits. Preferably one shotting them.

Edited by GeneticDrift

Declare what unique upgrade you want, see if someone else wants it. If not, take it, if they do, compare plans of upgrades to see if one plan is more worthy than the other.

I would think I'd start the game with Guidance Chip as my first modification and two Proton Torpedos.

Pred is still going to help even with GC, and you will have a max of two torps so you'll have to use either your primary or a turret at some point.

I worry that I wouldn't get the damage through to get the XP beforehand.

IME getting XP isn't an issue.

Another question I have is with named astromech droids.

One of the optional rules was that you uniques aren't really unique, so everyone can have R2-D2. To me that seems more fair, than first come first serve.

You can have 4 torpedos in this format (2 plus extra munitions). You cannot start with predator as you have no ept and it costs 6 points (worth it though).

You should grab a turret. But TLT is not required. Ion is great. If you take the btl title nera looks even better. No blind spot.

Edited by GeneticDrift

You can have 4 torpedos in this format (2 plus extra munitions).

Extra Munitions goes in the torpedo slot, not the modification slot. Nothing in the current rules that I can find changes that.

You can have 4 torpedos in this format (2 plus extra munitions).

Extra Munitions goes in the torpedo slot, not the modification slot. Nothing in the current rules that I can find changes that.

It's in there. It's somewhere in a side box before the Pilot Ability table.

I see it now. I tried a search for extra but apparently that sid box isn't actually text so acrobat couldn't find it.

I see it now. I tried a search for extra but apparently that sid box isn't actually text so acrobat couldn't find it.

Ah that makes sense. PDF readers do a lot of magical stuff, but sometimes there are limitations.

I feel some guilt hijacking a thread so early, but I too have a HotAC strategy question. I'm building into a B-wing and I want to be a power house. My current final build looks something like:

B-WING

Modifications

- E2 / Hera Syndulla (This crew is one of your modifications)

- Shield Upgrade

- Extra Munitions

- Guidance Chips

EPT

- PTL

- Keyan Farlander

- Tycho Celchu

- ??????

Torpedo

- Ion Torpedoes

- Advanced Proton Torpedoes

Cannon

- Tractor Beam

System

- Sensor Jammer

I'm stuck between wanting Nera Dantels for the ability to do funny things with torpedoes and Gemmer Sojan for the extra defense when jousting. I can't help but lean towards Gemmer, as with Tycho, Hera, and Keyan; stress isn't an issue and I can do silly things to keep the enemy in arc and I'm going to get more use out of the extra defense.

What do you think? (Feel free to comment on the rest of it as well)

Edited by Zabuzauz

I think I'll start with Y-wing and 2 x Proton Torpedoes. Next points I get will be to buy an Ion Turret or Blaster Turret. After that I'll go for Targeting Astromech. After that I'll go PS 3 and then Predator. PS 4 comes next with Extra Munitions. Once I get PS 5 it is the Nera D. power to throw Torpedoes around.

THANKS

I am not sure on unique upgrades. There will be a decent mix of players in different groups and such, I think. It might be best to let everyone have what they want. I do kind of like the idea of keeping uniques unique.

I'm 7 weeks into the campaign still flying my "Y". The two pieces of advice I'll give are these:

1) prepare to use your Y as a multi-role craft. Mines for area denial, torps for an alpha strike, etc.

2) Depending on who you play with, some will be in it for the points; they wont care about winning the scenario. They want the points which can get them a higher PS and then squad leader. Which means they set the strategy, as least that's how we're playing it.

Be prepared to have fun! The AI in this game is very good and will challenge you. A one size fits all approach in tactics won't work. Adapt and improvise.

I'm 7 weeks into the campaign still flying my "Y". The two pieces of advice I'll give are these:

1) prepare to use your Y as a multi-role craft. Mines for area denial, torps for an alpha strike, etc.

So.....would you say it's a bad idea to go for 2 x Proton Torps before I get a turret? Just to start off?

So.....would you say it's a bad idea to go for 2 x Proton Torps before I get a turret? Just to start off?

Myself I'd go for 1 torp and a turret of some sort first. Perhaps a dorsal turret? You could do both for 7 points leaving you 1 for something like failsafe.

I'm 7 weeks into the campaign still flying my "Y". The two pieces of advice I'll give are these:

1) prepare to use your Y as a multi-role craft. Mines for area denial, torps for an alpha strike, etc.

So.....would you say it's a bad idea to go for 2 x Proton Torps before I get a turret? Just to start off?

Tough call. I went with the turret for a little more flexibility. Being able to shoot over your backside is a good ability to have. Especially in some scenarios where too much damage can cost you points, the ICT is perfect.

Our group is running 3 tables at a time so only weeks 6 & 7 did we choose our wingmen. After the first week, try and save some points rather than spending all on upgrades. It will come in handy if you have to eject and forced to lose your most expensive upgrade.

I was a little sceptical about the AI before the first game. Thought it might be 'weak'. My bad. While the AI's response to our moves might not have been optimal they were still very strong. The only situation where it breaks down a little is in a furball. The Ties will get tied up for a turn. Mostly because of the game requirement that the ships move in numerical order. This is a good time to take advantage of the situation and pop a couple.

Hi All,

I'm about to kick off the Heroes of the Aturi Cluster campaign at my local shop.

So.........I'm trying to make up a character, but I have some questions about strategy. I'm really keen on trying to go with a Ordnance Y-wing

Snipped for length**

I have played HotAC twice, the second time using a YWing and it's a blast to have Y loaded with munitions, however, the first 8 points I'd spend would be an ICT and Predator, next round, after you get your xp (you'll get tons of assist points with ICT) that's when I'd buy torps and EM or Chips. When I played last, the text on chimps wasn't revealed but preadtor really helped. I used an Ion,Proton, EM, and Seismic charges to round out my munitions. I've always looked at Ywings as your grandpas tool box, everything might now be new and shiny, but every tool serves its purpose and is useful.

No EPT until PS 3.

A suggestion for exp that my group does is if I shoot at a tie and cause damage/strip tokens and then you follow up and finish the kill I get an assist. We find it solves any worry of kill stealing and helps promote teamwork in the squad.

No EPT until PS 3.