HotAC strategy and questions

By heychadwick, in X-Wing

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.

Having played this myself, I can confirm that it is hilarious. It gets completely stupid once you tack on Stay on Target.

Every Turn:

1) Dial in the speed you want, in a bearing you don't want.

2) Change to any desired bearing and execute the now-red maneuver.

3) Trigger Targeting Astromech, acquire TL.

4) TL triggers Hobbie to shed stress.

5) Still have your action to focus (or boost if you take EU, because why not?).

Edited by randolph

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.

Having played this myself, I can confirm that it is hilarious. It gets completely stupid once you tack on Stay on Target.

Every Turn:

1) Dial in the speed you want, in a bearing you don't want.

2) Change to any desired bearing and execute the now-red maneuver.

3) Trigger Targeting Astromech, acquire TL.

4) TL triggers Hobbie to shed stress.

5) Still have your action to focus (or boost if you take EU, because why not?).

I'm 2/3 of the way there with this one...just need to get to PS 7 to add SOT...

I was going to go with Deadeye on that one, but I think I might go with Hobbie's ability. That's pretty cool.

Hobbies ablitity would work pretty good on a PTL A-wing or a FCS B-wing, could take that until I get PS7 and trade for Keyen.....hmmmm

This idea might change my whole build.

*edit* Combine Tarn and Hobbie.

Edited by Salted Diamond

How would you guys rule on integrated Astromechs?

Page 12 seems to suggest that if you discard your astromech to discard a damage card, after the mission you get the astromech back. Additionally, IA seems like it does not take up a modification slot.

"Upgrades and Elite abilities with “discard this card” effects are reloaded/refreshed for each mission and do not need to be re-purchased with XP after each use.

Free Upgrades:

Upgrades that cost 0 or negative points, such as MChardaan Refit, tA-Wing Test Pilot, tBTL-A4 and PBomb Load- out are already built into ship statcards; they are not considered upgrades for eject rolls or mission effects"

Yeah, I would think Integrated Astromech is a free card. I think that's because they consider it a "fix" and not something you should pay for.

Oh, cool on the part about getting the astromech back. Yeah, I'd say that you get it back for free. I just keep thinking about how R2-D2 got blasted in the Trench Run, but was there for the award ceremony just fine. They can fix 'em.

I only got 1 campaign game in recently. I got enough to jump to PS 6 and took Shield Upgrade. Couldn't really think of anything better. I've got 9 XP left. I'll need 14 for PS 7 and then 5 more for Hobbie's ability. So, just 10 more points to get it! The more I think about this, the more I like the ability to do a red move, get the TL and have no stress. Oh, and then fire a Torpedo 360 with Predator and Guidance Chip!

I've found that my pilot, Warhead, does really well at taking out the chumps. If there is a generic Tie Fighter to fire my Torpedoes at, I can usually kill it or cripple it with my shot. So, that's what I try to do these days while the rest of the squad does focus on the objective.

I'm not sure page 12 says what I thought it said about modifications.

I think the IA or guidance chips would still take up a modification slot

But you don't lose them due to adverse eject roll.

Thoughts?

I suppose I'll chat with my friend who I am playing HAC with to see his thoughts.

Rules As Written say that Integrated Astromech is free and doesn't take up a slot.

Should check the FAQ, though.

Rules As Written say that Integrated Astromech is free and doesn't take up a slot.

Should check the FAQ, though.

We've played with it taking a slot and it hasn't been too painful. So on our starter X-Wings, it's basically forced people to choose between torpedoes and astromechs (and at that it's about 50-50 so it's been good for diversity).

From the FAQ comments:

Integrated Astromech:

comes for free on the T-65 (will be written on the ship card underneath its droid + torpedo slots). On the T-70, if your group plays with it, it’ll be a 0pt modification as usual.

Guidance Chips:

0 pts, takes a modification slot

Adaptability:

This will have to take an EPT slot, but I don’t think it’s worthwhile in the campaign when the EPT slot has so many more valuable things that can go into it. Maybe I can figure out a way to make it desirable anyway.

In the campaign I'm running we are using those recommendations (although we don't use T-70), and it works fine. Although our X-wing pilots loved to use other Modifications on the starting ship instead torpedoes, so the "choice" factor was still there.

Edited by Kharnete

Yeah, we ran it as free. We also don't use T-70s because they aren't balanced with the rest of the ships. Every other ship change has a cost/benefit analysis to it. Choosing a T-70 is just a no-brainer.

That, and it is anachronistic to the campaign's time period.

I'm glad other people are enjoying this campaign! It's such a nice change from the 100 point shoot-em-up that's normally played.

Just started running one with my best friend. Something to get him accustomed to the play so he's ready for the summer campaign. Just did the intro to gain some XP. Didn't do too bad. Killed the Imps w/o losing any ships but the Ys took one heck of a beating. Down to 1 and 2 hp.

Two things helped considerably. We were fighting tight to one side of the board which pulled one group of Ties through the rocks. Not a lot of damage but loss of actions and a broken formation is always good. The Interceptors showed up in our front yard and collided with the remaining Ties and our Ys. No actions and incomplete moves for their first turn was a gift! The next turn found one Tie and one Interceptor facing the wrong way which allowed us to concentrate fire on the Imps that could shoot. A fresh Interceptor and two damaged Ties were added to the local debris clouds. Three Ties had R3 shots which did minimal damage to the X-Wings. It was a good thing the Ys were out of range or arc because at this point we were hurting.

Occasionally the AI will pull a suboptimal move and you need to jump on it if possible. This is a GREAT change from the usual games. Can't wait until Wednesday to start the REAL campaign.

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.

Having played this myself, I can confirm that it is hilarious. It gets completely stupid once you tack on Stay on Target.

Every Turn:

1) Dial in the speed you want, in a bearing you don't want.

2) Change to any desired bearing and execute the now-red maneuver.

3) Trigger Targeting Astromech, acquire TL.

4) TL triggers Hobbie to shed stress.

5) Still have your action to focus (or boost if you take EU, because why not?).

I've been thinking of something like this myself:

PTL

Hobbie

R7-T1

So any given turn I can focus and target lock (or use the R7-T1 TL/Boost) then immediately lose the stress when I shoot. I lose the ability to set my dial when I flip it, but at the same time at PS 3 and 4 I can just use an R2 unit to shed the stress from PTL, which I can't do if I'm using the Stay on Target/Targeting Astro combo, and then from PS5 to 7 the action economy is the same, while only losing the SOT ability.

It also leaves the Astromech slot free for R2D2 or R5P9 or any of the other cool astros.

And at PS7: Keyan. SO I can boost and TL and then use Keyan to remove the stress and 'focus' for my attack dice.

EDIT: The other combo I was thinking was: Eadon Vrill, Stressbot, Hobbie. For 4 attack dice and a TL each round with no stress. I think I don't like the lack of focus though, specially with how often Sensor Jammer is used to boost the elite ships in this game, and being able to scan and protect as well as taking a TL/Focus in some scenarios will be important I think.

Edited by Chucknuckle

Yeah, we're running a tabletop campaign -- shout-out to Aegis Leader, Aegis Two, and Aegis Four! -- and tonight we're starting a five- or six-player VASSAL campaign.

We're not allowing anything Wave 8+.

It's been, after two missions, an incredible amount of fun. It really reinvigorates the love for the game, which translates to the competitive side as well.

PS5 OP combos:

Garven/Kanan HWK with recon spec

Laats Razi/Drea Renthal torpedoboat Y with R4b11

StressX with Eatn Vrill and Hobbie Kilvan

Anything else come to mind?

StressX (Stressbot- R3-A2) doesnt really work against the AI that well - it only costs them one action to remove stress, and can still do red maneuvers while stressed.

Rakaydos, your Garven build looks awesome though. I'll suggest it to my friend that is planning on changing to a HWK this weekend.

I'm actually thinking of taking Garven, Dutch and Hobbie with either PTL or Stay On Target and Targetting Astro in a Ywing for this weekend's game.

PS5 OP combos:

StressX with Eatn Vrill and Hobbie Kilvan

Anything else come to mind?

I've been thinking about this one and I don't think it's as cool as it seems at first glance. You're only getting one action, and it has to be a target lock, which nets you 3 hits from your 4 dice but since a lot of the enemies are toting sensor jammers, there's a good chance that will go back to 2 hits. Until you hit PS7 when you can get Keyan's ability as well.

I prefer PtL on Hobbie at the moment since he can focus and TL for like, 2.8 hits out of three dice, but isn't affected by sensor jammers, and since he has two actions he gets more utility from something like R7-T1, R5-P9, R2-D2, engine upgrade, Expert Handling, etc. And you can still take Keyan at PS7 for extra shenanigans.

PS5 OP combos:

StressX with Eatn Vrill and Hobbie Kilvan

Anything else come to mind?

I've been thinking about this one and I don't think it's as cool as it seems at first glance. You're only getting one action, and it has to be a target lock, which nets you 3 hits from your 4 dice but since a lot of the enemies are toting sensor jammers, there's a good chance that will go back to 2 hits. Until you hit PS7 when you can get Keyan's ability as well.

I prefer PtL on Hobbie at the moment since he can focus and TL for like, 2.8 hits out of three dice, but isn't affected by sensor jammers, and since he has two actions he gets more utility from something like R7-T1, R5-P9, R2-D2, engine upgrade, Expert Handling, etc. And you can still take Keyan at PS7 for extra shenanigans.

Keyan is a straight upgrade of Hobbie, true. But even at PS3 the stressbot/Eatn vrill combo can be devastating.

The Eadren Vrill combo will help a bit by adding an extra Attack die, but the long term effects of stress are completely ignored by the AI. They will remove it, and can still even get tokens or take other actions.

Though for a cheap early/low level (ps3-4) combo its okay for an extra attack.

I'd also look at sabine Wren - the Phantom pilot if you are allowing all Rebel pilots to be run. She is like Jake Farrell but before movement, which can be really nice at times.

Edited by knavelead

The Eadren Vrill combo will help a bit by adding an extra Attack die, but the long term effects of stress are completely ignored by the AI. They will remove it, and can still even get tokens or take other actions.

Though for a cheap early/low level (ps3-4) combo its okay for an extra attack.

I'd also look at sabine Wren - the Phantom pilot if you are allowing all Rebel pilots to be run. She is like Jake Farrell but before movement, which can be really nice at times.

Dont underestimate stress- 1 stress is one turn where the tie cannot barrel roll or focus. Also, stresed intercepters dont get their free action focus at the start of the turn, and anything that would get a free TL action also loses it.

Yeah, in most cases I like stress. But in the campaign stress givers dont seem worth it overall, especially if you compare it to more actions or giving friendlies extra actions (Dutch/Garven), which in turn gives youmore EXP.

I've also found that bombs are pretty deadly in it, same with the Ion Torpedo- its excellent when you ionize the whole group of 4 ties, when they fly in formation.

I have one pilot "Warlock" the Wookie with 12xp after first mission (banked 4 from starting) and I'm itching to spend.

6 will be to go to PS3 to get EPT slot. I'm considering the other 6 on either PTL or Predator. PTL seems great b/c he will be squad leader and can ptl to give a wingmate an action. Predator is well awesome for TIE hunting.

My other pilot "Nomad" from Alderaan has 6 xp (banked 4 and was very unlucky with dice) for him I'm thinking Proton torpedos, and extra munitions as his modification.

What y'all think?

What ship is Warlock flying? And what droids/turret etc do you have already on either?

Warlock is flying an Xwing with R2 and IA. Same for Nomad. The two other pilots in Crack Squadron are flying Y wings with dorsal turrets.

For defesne think about Tarn Misson's ability and the R7 astro instead of the R2. It works well if you are the person that the Ties go after, since you can kind of manipulate the AI ito shooting certain people (closest normally is targetted first).

Though you may wish to trade off this idea with someone else to space the damage at times. A friend tried that in a Ywing the other week, and it worked well (even with bad Green dice for the Ywing), and mostly sicne he could afford to take hits.