HotAC strategy and questions

By heychadwick, in X-Wing

I tried breaking in a new player for Heroes Sunday using the "Rescue the Rebel Operatives" scenario. They lost both games. The second I think at turn 3. They flew well but with the 1 vs 1 mentality. After the second loss the new player declared the scenario "un-winnable".

I re-ran the game tonight with the builds from Sunday but with a friend that has been gaming with me for a little over a year. He almost won the first game but the Interceptor came on the board at the worst possible location and got the HWK down to 2 hp with one attack. Two Ties finished the job with 2 range 3 attacks. The second game was lost at turn 5 when the HWK was in range one of the Ties that showed up that turn. That was a combination of bad luck and bad positioning.

Third game was almost a walk in the park. The HWK lost one shield in turn one then nothing until turn 4. No rebels lost, 5 ties destroyed and the HWK walked of the board on turn 7. With 3 hull left. Not bad for an "un-winnable" scenario.

This game is great! Adds a new dimension to X-wing that some have a hard time grasping. The AI is effing great! I don't know how they did it but it works so well it's kind of spooky.

Edit: Forgot to mention that the builds were two Xs and two Ys with the starting XP before the intro game of Local Trouble.

Edited by Stoneface

I just have the opposite problem. I basically started the whole game with the campaign (and don't plan to move into competitive play in earnest) and flew a 1v1 a few days ago. All my maneuvers were geared towards HotAC, which got me killed on turn 3 in those. :D

Hey Guys, me and my group are looking to start this for the first time this Friday, what are the N00b pitfalls to avoid (Imp AI is one I understand)

The Group is looking like

X-wing Progression to A-Wing

X-wing poss into B-wing

X-wing all the way

and myself a Y-wing

I'm looking at Ion Turret, to start and Pred early, so pretty much standard, what I'm entertaining is Chewy at PS5 and R5D8 (Repair Droid and R2D2 is no good due to the lack of greens) and doing a "Rebel Regen"

  • The past 2-3 pages talk about using A-wings in the campaign
  • Not sure on B-wing. There are a lot of ways to go. They can be slow, though. Lots of upgrades.
  • Lots of things you can do with X-wings! They are awesome.
  • The first few pages are me going on about Y-wings. I went with a Torpedo carrier. Still, lots of things you can do with a Y-wing. I went with Targeting Astromech since there are so many red maneuvers. I like the repair droid, though. Ion will help in a lot of missions on specific targets.

The basic build is Recon Specialist and Moldy Crow (to get and keep lots of Focus) with a TLT for consistent damage, and the EPTs are: Roark Garnet (to get a preemptive shot at enemy aces, which hasn't come up a whole lot), Kanan Jarrus (to cripple enemy ship's fire output) and Garven Dreis (so that when I spend Focus with Kanan it goes to mah friendly ships).

Man, that is a crazy combo! I love it! I'll have to pass that on to my friend J-bot. He loves HWKS.

This game is great! Adds a new dimension to X-wing that some have a hard time grasping. The AI is effing great! I don't know how they did it but it works so well it's kind of spooky.

Yeah, even when I look at it funny and wonder why, it somehow works out well for them. The game is great! It's hard to just want to play this version of the game all the time.

I just have the opposite problem. I basically started the whole game with the campaign (and don't plan to move into competitive play in earnest) and flew a 1v1 a few days ago. All my maneuvers were geared towards HotAC, which got me killed on turn 3 in those. :D

You don't have to ever do tournament play! I would recommend Epic or regular missions, though. It can be hard to learn to fly against real people, though!

Thanks for the quick input guys. As always, damage output is an A-Wing's biggest problem... no surprises there I suppose.

I was thinking prockets + EM for the missiles and first mod slot. Then probably Autothrusters, Stealth Device, Guidance Chips.

For the Elite skills, PTL, Outmaneuver and Juke were on my list as possibles, but also Wired and Ibtisam's ability, which would mean I could reroll any focus result + one blank result for every attack AND every defence provided I use PTL every round to generate the stress. It would also give me some chance of surviving if I need to not clear stress one round.

I'd likely be thinking PTL -> Wired -> Outmaneuver -> Ibtisam and then see what feels the most useful for the last one. Juke is a definite possibility since I wouldn't need to Focus or Target Lock, so Boost and Evade would be the likely actions every turn unless I was launching prockets.

Does this sound sensible? The other option would be to go for Tycho's ability + PTL and Experimental Interface and then others to suit, but I think that build might be weaker while leveling.

Unless you're playing house rules, you need to re-read the section on Rebel Pilot Abilities. You need to be a PS 8 before buying Tycho's skill.

We at Dxb are having "sort of" house rule, which allows us to purchase any Rebel pilot ability, including Wave 8 and counting - all the other restrictions apply.

This allows my slim (A-wing) to equip PTL, Sabine, Blue Ace, Jake and one more, once I unlock PS9 (possibly Hera). What I have noticed, is that once we hit the furball, the AI is a unpredictable enough to make you start bumping left, right and center, especially with 6 players. For that reason, the repositioning freedom I have with this build is unprecedented, and allows for kiting and quick change of targets. I have tried advanced homing missiles and concussions, and I am yet to try the assault missiles (great support, not the best for farming xp, and that one result change is valuable).

There was a whole thread on the A-Wing a week or so ago.

https://community.fantasyflightgames.com/topic/219632-hoac-lets-talk-a-wings-in-the-campaing/

I put a bunch of games in as an A-Wing when we were playing on Vassal running 2 ships each, and my advice still stands on it. Never switch before Pilot Skill 5. Not an ideal switch until Pilot Skill 7. For the reasons stated above. It is very fragile, and it has low average damage output in a game full of Agility 3 TIEs, meaning there is a low margin for error when flying it, and there are a lot of really important abilities it needs to survive and to thrive.

(3)Predator -> (A-Wing)Outmaneuver -> (5)PTL -> (7)Jake Farrell/Sabine Wren

(2)Shield Upgrade -> (4)Autothrusters -> (6)Extra Munitions. Missiles as desired.

Plus, you will "bleed" XP getting to the A-Wing, in lost Engine Upgrades, Torpedoes, and Astromechs from your X-Wing, so take into account that switching to an A-Wing can have a "real" cost of around 13-17 "lost" points, plus whatever you need to buy in terms of missiles and Modifications. Trying to switch too quickly means you'll be working from an XP deficit. Any way you shake it, you have to really want to be an A-Wing because out of all the ships in the game, it has the most drawbacks.

I think Chimps are a waste on an A-Wing since they require a Mod slot and you don't get the full benefit of them. You're going to want Predator to make sure that your regular attack dice work when you need them. That ability carries over to your missile attacks and Chimps are sucking up a much-needed upgrade slot for a twice-per-game ability (assuming you're spending another slot on EM already).

Stay away from your teammates whenever practical. If you bump with them, it can ruin your whole day. Deploy on your own, preferably on the edge of the map to give them a head start. You're too fast for their formation anyway. Start slow while they start fast. You have 5 Green and Boost; you can be wherever you want later. Let them attract the initial AI moves away from you on Turn 1, possibly Turn 2. Then put your dial and abilities to work. Make the Imperials attack your teammates. They have more health, and they probably have Regen. You don't. This isn't being selfish, it's literally playing into everybody's strengths.

The key to the A-Wing is not getting shot at, as opposed to avoiding fire through green dice and defensive tricks. Green dice are bad. A good A-Wing pilot will be able to stay out of arc at anything but Range 3, which is where the potentially free evade from Autothrusters comes into play. Everybody thinks of turrets with Autothrusters, because that's what the 1v1 Meta uses them for. But at long range, you can be doubling up Focus and Evade actions, and still getting a reposition through Jake/Sabine (I choose Jake because he decides his free action after movement, not before, and really, how often are you going to not Focus?). At Range 3, you're now averaging 3 evade results, 3.5 with the Focus token. That is more than enough to shut down everything but the Phantoms. Inside Range 3, you need to be concentrating on maneuvering outside of arcs, and maximizing your offensive contribution.

Decision making and repositioning ability saves you in an A-Wing, not dice. Always assume the Green Dice hate you, and give them as few chances to influence your survival as possible. Your abilities are better off centered around maximizing your ability to attack. You are moving repostitioning to do three things: Gain an out-of-arc shot at Range 1, forcing Range 3, or not getting shot at at all. But the A-Wing pilot is thinking 2 rounds ahead of where he is. Like I said in that thread, the A-Wing just isn't for everyone, and there's no way to make it the "Best Ship". You have to be willing to sacrifice a turn's worth of attacks at least once or twice per game in order to move around and fight somewhere else. If you're the type of player who thinks "But I won't get to attack", then you won't be around by the last turn, lol. For the guy worried about "handicapping the team", not really. Your damage output will be lower than the other ships (though you can wreck shop with Outmaneuver Focus PredaProckets), but you can definitely still contribute in other ways by disrupting enemy formations, and dragging off low-PS ships to chase you (which you're then out of range/arc for, thus neutralizing them for a turn).

I can see use for an A-Wing in the group. For those missions where you need to protect a transport or something and you want to break up the TIE formations early so they are easier pickings. The A-Wing may not get many kills, but it will hit the formation first every time. It's an interceptor. Use it more as initial strikes and supporting your group to pick off TIEs that move into threatening positions. I do actually like the idea of extra munitions, but there are a lot of great modifications for an A-Wing. Lots of choices and a lot look to be fun and effective even if they aren't min/maxed.

I admit though haven't flown one yet though... I want to, but I love my X-Wing too much. Next campaign.

Hey Guys, me and my group are looking to start this for the first time this Friday, what are the N00b pitfalls to avoid (Imp AI is one I understand)

The Group is looking like

X-wing Progression to A-Wing

X-wing poss into B-wing

X-wing all the way

and myself a Y-wing

I'm looking at Ion Turret, to start and Pred early, so pretty much standard, what I'm entertaining is Chewy at PS5 and R5D8 (Repair Droid and R2D2 is no good due to the lack of greens) and doing a "Rebel Regen"

  • The past 2-3 pages talk about using A-wings in the campaign
  • Not sure on B-wing. There are a lot of ways to go. They can be slow, though. Lots of upgrades.
  • Lots of things you can do with X-wings! They are awesome.
  • The first few pages are me going on about Y-wings. I went with a Torpedo carrier. Still, lots of things you can do with a Y-wing. I went with Targeting Astromech since there are so many red maneuvers. I like the repair droid, though. Ion will help in a lot of missions on specific targets.

The basic build is Recon Specialist and Moldy Crow (to get and keep lots of Focus) with a TLT for consistent damage, and the EPTs are: Roark Garnet (to get a preemptive shot at enemy aces, which hasn't come up a whole lot), Kanan Jarrus (to cripple enemy ship's fire output) and Garven Dreis (so that when I spend Focus with Kanan it goes to mah friendly ships).

Man, that is a crazy combo! I love it! I'll have to pass that on to my friend J-bot. He loves HWKS.

This game is great! Adds a new dimension to X-wing that some have a hard time grasping. The AI is effing great! I don't know how they did it but it works so well it's kind of spooky.

Yeah, even when I look at it funny and wonder why, it somehow works out well for them. The game is great! It's hard to just want to play this version of the game all the time.

I just have the opposite problem. I basically started the whole game with the campaign (and don't plan to move into competitive play in earnest) and flew a 1v1 a few days ago. All my maneuvers were geared towards HotAC, which got me killed on turn 3 in those. :D

You don't have to ever do tournament play! I would recommend Epic or regular missions, though. It can be hard to learn to fly against real people, though!

I flew a B-Wing for half of the campaign and loved it. The damage output is immense. Heavy Laser Canon guarantees you attack with 4 dice at any range, and you have four torpedoes with you. That's a lot of firepower, and most of the time, you aren't outmaneveured because the battle is over in the jousting phase. Admittedly, playing with two players, I think the B-Wing scales worth into more players since more ships mean more randomness and more out-of-arc situations.

And yes, I suck at 1v1, like, bad.

There was a whole thread on the A-Wing a week or so ago.

https://community.fantasyflightgames.com/topic/219632-hoac-lets-talk-a-wings-in-the-campaing/

I put a bunch of games in as an A-Wing when we were playing on Vassal running 2 ships each, and my advice still stands on it. Never switch before Pilot Skill 5. Not an ideal switch until Pilot Skill 7. For the reasons stated above. It is very fragile, and it has low average damage output in a game full of Agility 3 TIEs, meaning there is a low margin for error when flying it, and there are a lot of really important abilities it needs to survive and to thrive.

(3)Predator -> (A-Wing)Outmaneuver -> (5)PTL -> (7)Jake Farrell/Sabine Wren

(2)Shield Upgrade -> (4)Autothrusters -> (6)Extra Munitions. Missiles as desired.

Plus, you will "bleed" XP getting to the A-Wing, in lost Engine Upgrades, Torpedoes, and Astromechs from your X-Wing, so take into account that switching to an A-Wing can have a "real" cost of around 13-17 "lost" points, plus whatever you need to buy in terms of missiles and Modifications. Trying to switch too quickly means you'll be working from an XP deficit. Any way you shake it, you have to really want to be an A-Wing because out of all the ships in the game, it has the most drawbacks.

I think Chimps are a waste on an A-Wing since they require a Mod slot and you don't get the full benefit of them. You're going to want Predator to make sure that your regular attack dice work when you need them. That ability carries over to your missile attacks and Chimps are sucking up a much-needed upgrade slot for a twice-per-game ability (assuming you're spending another slot on EM already).

Stay away from your teammates whenever practical. If you bump with them, it can ruin your whole day. Deploy on your own, preferably on the edge of the map to give them a head start. You're too fast for their formation anyway. Start slow while they start fast. You have 5 Green and Boost; you can be wherever you want later. Let them attract the initial AI moves away from you on Turn 1, possibly Turn 2. Then put your dial and abilities to work. Make the Imperials attack your teammates. They have more health, and they probably have Regen. You don't. This isn't being selfish, it's literally playing into everybody's strengths.

The key to the A-Wing is not getting shot at, as opposed to avoiding fire through green dice and defensive tricks. Green dice are bad. A good A-Wing pilot will be able to stay out of arc at anything but Range 3, which is where the potentially free evade from Autothrusters comes into play. Everybody thinks of turrets with Autothrusters, because that's what the 1v1 Meta uses them for. But at long range, you can be doubling up Focus and Evade actions, and still getting a reposition through Jake/Sabine (I choose Jake because he decides his free action after movement, not before, and really, how often are you going to not Focus?). At Range 3, you're now averaging 3 evade results, 3.5 with the Focus token. That is more than enough to shut down everything but the Phantoms. Inside Range 3, you need to be concentrating on maneuvering outside of arcs, and maximizing your offensive contribution.

Decision making and repositioning ability saves you in an A-Wing, not dice. Always assume the Green Dice hate you, and give them as few chances to influence your survival as possible. Your abilities are better off centered around maximizing your ability to attack. You are moving repostitioning to do three things: Gain an out-of-arc shot at Range 1, forcing Range 3, or not getting shot at at all. But the A-Wing pilot is thinking 2 rounds ahead of where he is. Like I said in that thread, the A-Wing just isn't for everyone, and there's no way to make it the "Best Ship". You have to be willing to sacrifice a turn's worth of attacks at least once or twice per game in order to move around and fight somewhere else. If you're the type of player who thinks "But I won't get to attack", then you won't be around by the last turn, lol. For the guy worried about "handicapping the team", not really. Your damage output will be lower than the other ships (though you can wreck shop with Outmaneuver Focus PredaProckets), but you can definitely still contribute in other ways by disrupting enemy formations, and dragging off low-PS ships to chase you (which you're then out of range/arc for, thus neutralizing them for a turn).

I see the theory; but as you say, not before pilot level 7, and we freaking ENDED the campaign at that level. And I'm not sure I want to restart it with the old pilots because I don't really trust the scaling all that much, I have to admit...

I can see use for an A-Wing in the group. For those missions where you need to protect a transport or something and you want to break up the TIE formations early so they are easier pickings. The A-Wing may not get many kills, but it will hit the formation first every time. It's an interceptor. Use it more as initial strikes and supporting your group to pick off TIEs that move into threatening positions. I do actually like the idea of extra munitions, but there are a lot of great modifications for an A-Wing. Lots of choices and a lot look to be fun and effective even if they aren't min/maxed.

I admit though haven't flown one yet though... I want to, but I love my X-Wing too much. Next campaign.

As above.

Man, you make flying B-wings sound brutal. HLC w/ 4 Torpedoes is nasty. I've not played with just 2 players. I'd worry that you are the guy caught out as the targets and brutalized, though.

I built a B-Wing with, Proton torps, Advn Torps, deadeye, E2+recon spec, EM, GC, Nera. There is no safe place from this build. Added Miranda at the end for regen, but then used it more to pump out a 6 dice adv torp shot.

Edited by Salted Diamond

Man, you make flying B-wings sound brutal. HLC w/ 4 Torpedoes is nasty. I've not played with just 2 players. I'd worry that you are the guy caught out as the targets and brutalized, though.

They are the destroyer of all things.

The tricky bit is getting to the things quickly without getting mobbed by angry TIEs.

I've really seen the light on Ion Torpedoes. I am thinking I should get them for my Y-wing.

I love my Y-wing build. It gets to throw around the Torpedoes, but has the TLT, as well. It's good for those missions you need to ding, but not blow up something. Targeting Astromech does wonders for movement.

Nera is obscene on a B-Wing. However, with two players, there's really no downside to a bomber because there are so few TIE on board that you never have the risk of getting more than your fair share. I'm leaning more and more towards the opinion that the campaign is too easy for fewer players.

Nera on a Y-wing is also crazy.

Yeah, I can see that. Maybe fly with 2 pilots each?

Nera on a Y-wing is also crazy.

Yeah, I can see that. Maybe fly with 2 pilots each?

This is how I did my 1st campaign. Me and 1 buddy, each flying 2 ships.

Edited by Salted Diamond

That I didn't and don't want to do. One ship each is a better playing experience in my opinion.

eh, to each their own.

We started the campaign last week, and everyone is crazy about it. We love the campaign, it's great. Almost everybody wants to start with Y-Wing though, only 3 X so far, and those were new guys just hopping in for a single mission. The long term players (3+ mission under the belt) all go with Y-Wings.

Looks like 2 want to stay with the Y-Wings for the whole campaign. One plans ahead for a change to B-Wing (he has a nasty setup with some pilot abilities and torpedoes - but requires PS7+ to get the combo running). I started with Y-Wing too (Proton Torp, Autoblaster Turret, BB8), and earned 31 XP in the first 3 missions! BB8 and ABT is just crazy effective against those TIEs. Just changed over to A-Wing after we did the "Capture the officer" mission and lost (one shot down, the others fled the field with 1 - 3 hitpoints each). Loaded PRocket and EM, Chips and PtL. We replayed the mission, with all the rebels on one side except my A-Wing which was on the opposite (closest to formation leader). rushed forward, drew all the Ties to me while staying out of arc, and all the others rushed in and disabled the shuttle within 2 turns with concentrated torpedo fire. We didn't read the "end mission" correctly (page 29), so we thought you have to get the time (12 turns) running out (instead we could just left) with the exception that there would be no reinforcement once you kill off all ships (effectively ending the mission before the time runs out). So we were at turn 10 with 1 damaged TIE left when one of our players decided that the arrival of the interceptors would get us more points (damaging them + killing them) and didn't try very hard to bring that TIE down. Well, guess what, the interceptors deployed right next to him and their focus fire (2 at R1) killed him in a single turn... ;-) I laughed my ass off.

In that mission I made the lowest XP so far, only 7. I've damaged several TIEs but killed only 2. Used 1 PRocket on the shuttle and the other one didn't kill a fresh TIE despite the fact that I rolled 3 hits + 2 crits - that sucker rolled 1 evade and 2 eyes, with focus token next to him. So somebody else got my kill (I am the highest PS right now). Will probably buy me crack shot to ensure max output from my 2 PRockets. Never had to defend during the whole 12 turns though, never been closest enemy in arc of any imperial :-)

Someone mentions a XP pool before, where all the XP goes in and is divided afterwards. That sounds nice especially for ships that eases the life of others like my A-Wing pulling the TIEs away from our Y-Wings - getting something in arc can be hard then. Or our y-wing ordnance carrier with high PS, he softens the targets stripping tokens and others make the kill then.

Now my plan for the A-Wing: Chopper (dealing stress on touch), Eaden Vrill (extra attack die vs stressed ships), Arvel (allows for attacks against ships in contact), Sabine (you need that pre-Maneuver BR) or Daredevil (allows to get in contact with an action). That will give me 4 dice primary or 6 dice PRocket attacks. Will go for Sabine first here, then Arvel (if I don't come up with something other before).

I will not get autothrusters, as I don't see the usual turret danger and being the only/closest target in arc and R3 is rather unlikely. So my mod slots will be used for shields or hull (really thinking about getting shields and maybe purchase Miras ability, you need as many damage buffs as possible).

I'm currently looking for a way to get rid of stress at PS7 max. There's only Keyan's ability (but if I use cluster missiles I could clear 2 stress twice per game ;-) ). It's really tough to get good damage out of A-Wing. Opportunity + Keyan + Corran might be a thing, especially if you're hunting something.

Any plans anyone to integrate the attack shuttle? Will it be too strong?

Shaadea your A-wing build seems pretty good, I'll suggest it to my friends.

The thing with that build is that you're constructing a one trick pony whose trick really isn't that great. Unless your teammates are doling you out Focus or Target Lock tokens, you're trading 4 unmodifiable dice for 3 potentially modifiable dice. 4 dice with no Focus token is 1.5 hits on average. 3 dice with a Focus token is also 1.5 hits on average. 3 dice at Range 1 with Predator and a Focus token is 2 or 2.25 hits on average (depending on Pilot Skill of target), basically half again better, and you've only used 1 Elite Slot rather than 3, and it always works, rather than only if you collide with an enemy. And since Stress tokens don't affect the AI significantly, there's not even a secondary effect other than to deny one ship the ability to shoot at you (just all of his friends, potentially).

Sure, 6 dice Prockets average 3 hits, 4 if you have Chimps. But you need a Focus token to fire them, which you can't get if you bump with someone unless you have a teammate doling them out. PredaProckets with Chimps do 4 or 4.5, which your combo can only match if somebody hooks you up with a Target Lock as well, meaning you need three elite skills and two action buddies helping you out, again to accomplish 1 card's worth of effects.

Even if you added Keyan Farlander to the combo, the net benefit is 2 hits vs 1.5 with lasers at R1(touching), and no benefit with Prockets (since Keyan just functions similarly to a Focus token, but is not actually the Focus token you need to fire Prockets). But you're still using all 4 Elite Slots at PS7 to accomplish the same results as Predator by itself.

That says nothing of the contribution of just adding Outmaneuver (or Juke to a PTL stress build) as one of your other available cards.

Basically, I don't see any value to that build, as it is inferior to just having Predator, and it pidgeonholes you into doing one of the main things you typically don't want to do with an A-Wing: get repeatedly stuck up in the middle of the fighting. Looks cool on paper, accomplishes very little mathematically.

Just wanted to introduce the "Medals" concept we are running in our HotAC. Everyone can unlock them, however you may only carry one, and two people can't have the same Medal and they also increase your Mission PS by 1 meaning if you are PS 5, the mission thinks you are PS 6. If everyone carries a medal, your effective "Squad PS" is also increased by 1.

I have no idea how to upload images as I have custom cards made, so text will have to work.

Veteran Squad Leader:

Once per round after you perform an action, another friendly ship within R1 may perform the same action for free (even if they do not have that action on their bar). +Assist+

Unlock: Must have the Squad Leader card and perform 10 uses of Squad Leader

"Ace":

Once per round, after rolling attack dice, you may spend a FOCUS token to choose one FOCUS or EVADE token on the defender. The defender may not use that token during this attack.

Unlocked: Earn 15 "Kill Points". Regular Tie = 1, Non-standard = 2, Large and Elite = 3.

Field Tactician:

Once per round a friendly ship within Range 1-2 may re-roll 1 ATTACK or DEFENSE die. +Assist+

Unlocked: Earn 15 "Mission Exp". Mission Exp is mission specific bonuses in the rulebook such as popping mines in Mineclearing or protect actions on allied ships etc..

Payload Specialist:

Once per round, when firing a secondary weapon that requires you to discard it, you may change 1 BLANK result to a FOCUS result.
You gain an additional Ordnance Token on one of the following <bomb>, <missile>, <torpedo> or <illicit> secondary weapons if you have "Extra Munitions" equipped.
Unlocked: 5 successful ordinance attacks.
Survivor:
The first time you would be destroyed, cancel any remaining damage, discard all damage cards and assign a number of damage cards to this ship equal to its Hull -1.
When making "Eject" rolls, you may re-roll 1 die.
Unlocked: After dying 2 times in campaign.
Incom T-65 Veteran (T-65 X-Wing Only):
Your action bar gains the BARREL ROLL action icon.
After revealing a 3 - <leftturn> or 3 - <rightturn>, you may perform a RED Tallon Roll instead.

Unlocked: Attain PS 5 in a T-65 X-Wing

Ultimate Wingman:

At the start of the Combat Phase, you may remove 1 STRESS token and assign 1 FOCUS token to another friendly ship within Range 1. +Assist+

Unlocked: Perform 15 assist actions.

We have more "Medals" that are going to be tested soon.

Edited by CaptHalbarad

The thing with that build is that you're constructing a one trick pony whose trick really isn't that great. Unless your teammates are doling you out Focus or Target Lock tokens, you're trading 4 unmodifiable dice for 3 potentially modifiable dice. 4 dice with no Focus token is 1.5 hits on average. 3 dice with a Focus token is also 1.5 hits on average. 3 dice at Range 1 with Predator and a Focus token is 2 or 2.25 hits on average (depending on Pilot Skill of target), basically half again better, and you've only used 1 Elite Slot rather than 3, and it always works, rather than only if you collide with an enemy. And since Stress tokens don't affect the AI significantly, there's not even a secondary effect other than to deny one ship the ability to shoot at you (just all of his friends, potentially).

Sure, 6 dice Prockets average 3 hits, 4 if you have Chimps. But you need a Focus token to fire them, which you can't get if you bump with someone unless you have a teammate doling them out. PredaProckets with Chimps do 4 or 4.5, which your combo can only match if somebody hooks you up with a Target Lock as well, meaning you need three elite skills and two action buddies helping you out, again to accomplish 1 card's worth of effects.

Even if you added Keyan Farlander to the combo, the net benefit is 2 hits vs 1.5 with lasers at R1(touching), and no benefit with Prockets (since Keyan just functions similarly to a Focus token, but is not actually the Focus token you need to fire Prockets). But you're still using all 4 Elite Slots at PS7 to accomplish the same results as Predator by itself.

That says nothing of the contribution of just adding Outmaneuver (or Juke to a PTL stress build) as one of your other available cards.

Basically, I don't see any value to that build, as it is inferior to just having Predator, and it pidgeonholes you into doing one of the main things you typically don't want to do with an A-Wing: get repeatedly stuck up in the middle of the fighting. Looks cool on paper, accomplishes very little mathematically.

Dude. That's your build and your play style. There really isn't a wrong answer in this game as long as the build helps the team to victory. Different play styles and non-maxed builds will work and be fun in this. That makes them much better than 'inferior' and 'useless' build tags.

I can see this working totally in a support and chaos causing fighter. Is it going to rack up tons of kills? No. Is it going to help the team? Flown right, yes.

You can literally fly any other combo of abilities and achieve the same result with a single card. It's not about "play style". It's literally just not a good combination.

Try not to get too emotionally involved. I'm not telling him he's wrong. I'm just saying the combo doesn't achieve any significant results. This is the "strategy and questions" thread. If you don't want to discuss strategy or have questions answered, you should avoid it.

Not saying that it's the best combo. Too many abilities involved of course. If PtL goes into the combo you have the focus for the PRocket (Sabine gives a pre-maneuver free action that can trigger PtL), or EI and Daredevil for focus and contact move. Still, being in contact saves you from that one enemy, and you are close enough to the formation to mess with their move selection.

Edited by Shaadea

So, the A-Wing remains weak compared to the other ships...?

Another question: me feels that the Y-Wing really outperforms the X-Wing in terms of capability to damage and kill enemies, so I thought about giving the X-Wing stuff that profits from its maneuverability, but I'm not sure what. Any ideas or X-Wing builds you might want to share?

yep, A-Wing is the weakest ship around in the campaign. Even HWK will be stronger thanks to turret and crew.