An autoblaster turret is a nice cheap option that will work well against the countless 3 agi ships you will face. You will probably want the utility of a turret until you get Nera's ability. Post Nera you might consider a different turret with the BTL title letting you save the torps for out-of-arc shots.
HotAC strategy and questions
Proton Torpedoes, Guidance Chips and an Autoblaster leaves you either 2XP off your next upgrade, or able to grab an astromech... or bomb.
Less punch initially, but you'll pick that up swiftly enough. Being able to tag pesky TIE fighters (And remember, you'll be shooting at a
lot
of TIE fighters) when they slip outta your arcs? Not a bad deal for a torp-chucker. Not at all.
As for droids, mister boost-and-TL will prove handy. Autoblaster Turret merely emphasises it, given how often you'll be grazing your opponents paint.
I've only been playing HotAC for a few weeks, I have a Y-wing that I have been trying to tailor to a character I made for a story. So to make it accurate I put an R5 on the ship, and that card has actually saved my ship more than once. All that hull means the Y is gonna start soaking up crits, and the ability to flip them down goes a long way for keeping you in the game. Don't underestimate the R5.
and as a note, I opened up my character with an ion turret, BTL-A4, R5, and ion bombs. It gets a lot of work done right out of the gate, which is nice.
Edited by FlightyBombJackProton Torpedoes, Guidance Chips and an Autoblaster leaves you either 2XP off your next upgrade, or able to grab an astromech... or bomb.
Less punch initially, but you'll pick that up swiftly enough. Being able to tag pesky TIE fighters (And remember, you'll be shooting at a lot of TIE fighters) when they slip outta your arcs? Not a bad deal for a torp-chucker. Not at all.
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As for droids, mister boost-and-TL will prove handy. Autoblaster Turret merely emphasises it, given how often you'll be grazing your opponents paint.
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Yes....this might actually work. I'll have to think about it.
I'd love to start off with Boost Bot, but he's 3 pts. I COULD go with BB-8, which would give me a free BR for going green. That could be good to get into a spot where my turret would work, but I think I'd probably just save the points to get Boost Bot. Though, Targetting Astromech might be good, too.
I mentioned my list idea to local group and now it seems everyone wants to start with a Y-wing! I might have to make two characters to switch between groups if there are too many Y-wings.
I COULD go with BB-8, which would give me a free BR for going green.
I considered that for my TLT Y-Wing for the SC, and realized that the Y-Wing has 2 green maneuvers...
Against AI-driven opponents, though, the ability to displace and 1-forward is a minature forward-facing S-loop.
Not the best, but certainly not the worst either.
Thanks everyone! I played the game last night. Lots of people played the campaign and some even didn't have room to join in.
I wasn't sure which build I was going to go with, but got Chinese food for dinner and my fortune cookie said something about having faith with my first choice (or some such). So, I went with 2 Proton Torps and Guidance Chip.
There is a better write up in the Happy Friday thread, but I did well enough. First game had my 2 Torps crap out with a max of 2 damage on both, which only 1 of those getting through. I was Squad Leader, though, and got a lot of points for dishing out actions to other people to get assist XP. I did even fire R3 at a Tie through an asteroid with main guns and killed it! That was pretty cool. I was knocked down to 3 hull in the first volley, though. Don't be in the lead!
I got enough XP in the first game to buy a TLT and Targeting Astromech.
Second game was clearing the minefield. Torpedoes fired vs the Bombers and I rolled well, but the dang Bombers rolled 1 and then 2 Evade! Still, decent damage, but not crippling. TLT's failed a couple of times at key moments with bad dice, but did well enough to ping enough hits for 1 XP hits. We had 6 people this game and lots of targets. There were two times when I fired R1 at minefields and managed to blow 'em up with 3 hits! We lost one pilot when a Bomber hit him with an Assault Missile, but he also damaged about 4 Tie Fighters, as well.
This got me enough XP to get to PS 3, but 2 short of Predator.
Third game was only 4 people trying to capture the Lambda Shuttle. One new guy flew on a rock in first turn and was blasted at point blank range by the shuttle and Tie fighter. Boom. My Torpedoes fired two turns in a row and knocked off 7-8 shield off the guy. They were great! I got stuck in front of a Bomber and got hit with an Assault Missile. I was down to 2 hull and had to have an X-wing give me an Evade a couple of times to save my bacon. There was a magic round where each of us pulled out just enough hits to kill the last 3 Tie Fighters. My TLT then pinged enough damage to make the shuttle surrender before the last wave came.
More XP! I bought Predator and had enough to get to PS 4, but didn't buy it. No point until I can also buy my Extra Munitions. I'll just bump up the enemy ships and get nothing for it.
I COULD go with BB-8, which would give me a free BR for going green.
I considered that for my TLT Y-Wing for the SC, and realized that the Y-Wing has 2 green maneuvers...
I have been using BB-8 with great success with my TLT Y-Wing; the ability to reposition has been great in dropping key proton bombs. My current setup is:
PS 3 Y-YWing, BB-8, bomb loadout, TLT, Ion torpedo, proton bomb, predator and extra munitions.
I grabbed a ridiculous amount of points with this build and have a ton stored. Assuming we resume, I'll add:
PS 5 Y-Wing, BB-8, bomb loadout, TLT, Ion torpedo, proton bomb, predator and extra munitions, experimental interface, marksmanship.
I will be the highest PS pilot, so that means in a single round, I can:
- Reveal a green manoeuver
- Barrel roll with BB-8
- Experimental interface marksmanship
- Drop a bomb
- Perform the manoeuver, clear my stress
- Squad leader a buddy to grant him a target lock or get a target lock of my own
- Fire my TLT with predator and all focuses affected by marksmanship (hopefully to melt away tokens and deal damage so my buddies can fire their ordnance).
Good times
For a starting Y-Wing, the turret is way more important to your immediate contribution to the team than ordnance is. If you don't want the TLT, go Ion instead. There will be plenty of XP to go around for picking up torpedoes and bombs later, and into scenario doesn't have any low-agility ships worth shooting torpedoes at. Turrets scrape off "Damage an Enemy Ship" XP like it's nobody's business. It might be 1 point, but it adds up when you're doing it nearly every turn while the X-Wings are repositioning to get in arc, and you'll pick up a kill every so often if your teammates aren't selfish. Our Y-Wings end up as the top XP-earners in missions more often than not. Especially at lower levels.
Edited by VaeVictisOh, 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?
Even though you made your choice, if you pick up a lot of experience and want to play around, Targeting Astromech would be an excellent choice. Then you can take Hobbie's pilot abililty at level five for maximum laughs, because you'll effectively be a Rebel TIE Defender. Been itching to try this one myself for a while. Also, if you ever end up switching to Blaster Turret, it can be paired with Jake Farrel's ability and RAAAAAAGE for even MORE laughs.
Edited by Superunknown... I was down to 2 hull and had to have an X-wing give me an Evade a couple of times to save my bacon. ...
I Dont believe this is possible, protect actions couldn't target players...atleast when i last played (dec).... I was down to 2 hull and had to have an X-wing give me an Evade a couple of times to save my bacon. ...
I just looked at v7 of the rules on page 40 and it states that any Rebel or Imperial ship can perform the Protect action.
I Dont believe this is possible, protect actions couldn't target players...atleast when i last played (dec).... I was down to 2 hull and had to have an X-wing give me an Evade a couple of times to save my bacon. ...
I just looked at v7 of the rules on page 40 and it states that any Rebel or Imperial ship can perform the Protect action.
While I belive that this only applies to missions where it states you can preform it on specific friendly ships, it does sould like a RAW vs RAI, You did follow RAW so good job on a nice loop hole
I don't think it's really a loophole. I think it's part of what encourages co-op play. It's probably primarily used for scenarios, but if you can do it then, why not some other time, as well?
I Dont believe this is possible, protect actions couldn't target players...atleast when i last played (dec).... I was down to 2 hull and had to have an X-wing give me an Evade a couple of times to save my bacon. ...
I just looked at v7 of the rules on page 40 and it states that any Rebel or Imperial ship can perform the Protect action.
Sounds like an esy way to get Guardian Assists. Also makes Juke more usable for Rebels.
Juke+ Squad leader: hey you, give me a protect action so I can juke!
Just finished week 8 of our campaign. It was a do or die situation for if we failed the Empire would win. The first table (4 players) was a mix of X-wings and As vs the targeted Interceptors. DISASTER! Half the Rebels were gone by turn 4. It was a total Imperial victory.
Second table was 5 players running two Xs and three Ys. This was the Assault on the Refueling Station. We broke into 2 groups with the Ys escorting the ORS and the Xs attacking the weaker side of the station. We lost 1 Y to turbolasers and Ties but finally managed to take out both shield generators. The first attempt at docking the ORS was a disaster and it took damage. The Tie bombers showed up and things started to look bad. The X-wings on the Rebels right flank were still dealing with a couple of Ties and it was possible they were going to be out flanked by the bombers. I had flown across the station and was in a blind spot and safe from the guns. The remaining Y had bumped the ORS and was still the target of the turrets. I was behind the bombers but at R3 was only plinking with the TLT while the bombers were concentrating on the X-wings when a PS5 Phantom showed up. By this time the ORS had landed the commandos and un-docked to aid in the dog fight.
With 2 Xs and 1 Y being closed on by the bombers and myself and the ORS on the back of the station with a Tie, an Interceptor and the Phantom closing we killed a bomber and one of the original Ties. I dropped a proton bomb in the hopes of just doing some damage. I didn't think I or the ORS was going to survive. The next turn would put the 3 Imps facing us on our backs and the PS 5 Phantom would be deadly. With the way the AI handles movement when I moved at PS 2, everyone keyed on the ORS. That left them and the ORS at R1 of the bomb. The Tie and the Interceptor both drew Direct Hits but were still alive. The Phantom drew last. I think it took the Major Explosion card. It's the one that requires a die roll and if a crit is rolled draw another card. It lost the roll and had to draw another card. Direct Hit! Phantom gone! The ORS killed the Tie leaving only the Interceptor.
In the meantime, the Xs and the other remaining Y had managed to kill off another Tie and a Bomber, the commandos reached the control center and the remaining turbolasers were ours!
We won the scenario! I'm sorry if this is somewhat incoherent. I wasn't taking notes. There were a couple of times the situation looked like it was turning bad. Losing a Y relatively early in the match. He was a PS4 heavyweight but went down too quickly but did manage to destroy the second shield generator. That was the only ship we lost but the rest of us needed some extensive drydock time. The ORS was down to one hull point.
The developers of this game deserve a standing ovation. The AI works very well, the scenarios are challenging but winnable and all the changes they made to the rules seem to fit perfectly. I can't wait for the next time a campaign is run.
Edit:quote error so I jist deleted it.
No missions allow you to protect players. I agree is would be awesome and fun to do though. Maybe add a wing man title, gaining this action for the player with the least xp...
Pg 40
Many missions in this campaign have
objectives that require pilots to do things
other than destroy enemy ships. Some
missions grant players (and sometimes
enemies) new actions and maneuvers:
[Protect]Action. Ships (Rebel and Imperial alike)
may be allowed to protect one or more
ships or emplacements during a mission.
To perform a protect action, a ship must
be within range 1 of the target and spend
an action to assign it an evade token.
There is no limit to the number of evade
tokens that can be assigned, but they
are removed during the End Phase.
Example from a mission: pg49
Protecting the HWK:
The Rebels may use the protect action
on the HWK. See Protect, p40
Edited by GeneticDriftWe won the scenario! I'm sorry if this is somewhat incoherent. I wasn't taking notes.
Awesome! That sounds like an amazing game. No worries on coherency. It was good.
No missions allow you to protect players. I agree is would be awesome and fun to do though. Maybe add a wing man title, gaining this action for the player with the least xp...
Pg 40
.....
Example from a mission: pg49
Protecting the HWK:
The Rebels may use the protect action
on the HWK. See Protect, p40
Ooooohhhhh......so I read it wrong! OK....you can only use the Evade action if the mission says you can. You also have to follow how you get to use it. Doh! I guess we did it wrong. Well, first timers mistake.
It was not obvious, we had the question come up in our group too, but it being so good lead us to dig into the rule book. I could have sworn it was on the faq but didnt see it. The protect action is nice and usually gives a player bonus xp for doing it the most (or tying with the whole squad).
The one thing mentioned in the rules but not really stressed was don't be in a hurry to increase your pilot skill too fast. You can spend your XPs to increase your pilot levels at the cost of upgrades which will bite you in the butt as the missions progress. You need a big enough stick to swat all the Ties that show up. I don't know if this is what happened to the first table or not but they went down pretty quick to the AI controlled Interceptors.
The one thing mentioned in the rules but not really stressed was don't be in a hurry to increase your pilot skill too fast. You can spend your XPs to increase your pilot levels at the cost of upgrades which will bite you in the butt as the missions progress. You need a big enough stick to swat all the Ties that show up. I don't know if this is what happened to the first table or not but they went down pretty quick to the AI controlled Interceptors.
The trick to the nemisis intercepters, is to not fight your own nemisis. focus down one intercepter early, then the person with nothing on their tail punishes the rest of the intercepters for ignoring him.
We've got a generic Y in our squad we drag out when we want more firepower. Surprising how effective a Y is with PTL, R2 unit and a torpedo load out. Target lock, focus and fire. Next target. Not as advanced in points and skill as our main ships but very fun to fly.
The trick to the nemisis intercepters, is to not fight your own nemisis. focus down one intercepter early, then the person with nothing on their tail punishes the rest of the intercepters for ignoring him.The one thing mentioned in the rules but not really stressed was don't be in a hurry to increase your pilot skill too fast. You can spend your XPs to increase your pilot levels at the cost of upgrades which will bite you in the butt as the missions progress. You need a big enough stick to swat all the Ties that show up. I don't know if this is what happened to the first table or not but they went down pretty quick to the AI controlled Interceptors.
That is ingenious! I'll have to pass that along to the guys. Thanks!
We've got a generic Y in our squad we drag out when we want more firepower. Surprising how effective a Y is with PTL, R2 unit and a torpedo load out. Target lock, focus and fire. Next target. Not as advanced in points and skill as our main ships but very fun to fly.
That's basically what I ran minus PTL. With the option of swapping bombs for torps it performed well as a multi-tool. Not as glamorous as an X-wing but somebody needs to do the grunt work.
Now with Predator to add to my Guidance Chip, I think my Torpedoes will do well. I just don't want them rolling good green dice like the last Tie Bomber! I'm looking forward to putting the hurt on some Tie Fighters. I just want to ensure they don't have a Focus, as well. I am thinking it will be good to just blast something early.
I will have to ensure I hang back from the rest of the group so I don't become the guy in the cross hairs. I think we might have to coordinate how that will work as no one wants to be in the crosshairs.
Man, I love this campaign so far! Too bad I can't play this week.