HotAC strategy and questions

By heychadwick, in X-Wing

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.

Fair enough. I think I read too many 'it's broken' threads last night and came off a bit strong. Apologies.

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?

If you want mobility- take Sabine Wren - the Attack Shuttle pilot's ability!!!!! Afer that, I also suggest Garve Dries and Jake Farrell for more mobility and synergy- plus assists at the same time.

Other mobility options are Blue Ace's ability with Engine upgrade.

Yes these things can work on really any fighter in the campaign, but they can work quite well on an Xwing since its dial is good too, so it gives even greater movement options, mix any of theseR2 astro or something for greens if you may need them due to other issues (ptl, r3-a2, etc) then you should be set.

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?

X-wings do fine in my games that I've seen it. I have seen a lot of different players. Sometimes we end up with a lot of Y-wings and sometimes it's all X-wings. Both are really good ships. The X-wing is faster and has a much better dial than the Y-wings. Also, their native fire power is really good. They can blast Tie Fighters all the time. X-wings can also go with Torpedoes, as well. I would suggest Ion Torpedoes as you can stun a whole squad for a crucial round. Also good to ionize some stuff at space stations.

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?

I second Sabine Wren. Great ability and available at PS5.

Becoming available at PS7 you have Jake Farrell, or R2 Astro + Hera Syndula to just straight up change your dial.

I really like the idea of Push The Limit + Sabine Wren + Jake Farrell + R2 Astro to do a Focus, Boost, Barrel Roll and Target Lock every turn, ending with no stress (provided you do a speed 1 or 2 maneuver). But then I realise the combo is costing me three out of four elite slots and the astromech slot, all for no damage increase over taking Predator and doing a Focus action.

I'm thinking of going Predator + Outmaneuver + Jake Farrell + Wedge Antilles for my X-Wing and Predator + Sabine Wren for my friend's (I'm designing his up to PS5 as he is brand new to X-Wing. I figure that by PS5 he'll know enough to choose his own for upgrades from then on). Both with Proton Torpedoes, Guidance Chips, Extra Munitions for a bit of extra punch.

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?

X-wings do fine in my games that I've seen it. I have seen a lot of different players. Sometimes we end up with a lot of Y-wings and sometimes it's all X-wings. Both are really good ships. The X-wing is faster and has a much better dial than the Y-wings. Also, their native fire power is really good. They can blast Tie Fighters all the time. X-wings can also go with Torpedoes, as well. I would suggest Ion Torpedoes as you can stun a whole squad for a crucial round. Also good to ionize some stuff at space stations.

The X-Wing is just another fighter with a higher margin of error, which is why it is less popular than the turreted Y-Wing.

However, in one of my current Aturi groups, I'm sitting on 19 XP at PS5 because I don't want to outpace the rest of the group and potentially jack up the average Pilot Skill (they all just got to 4), and have almost three times as many kills as the closest Y-Wing. I had to intentionally dial it back because I felt like I was XP hogging, when in reality I was just 7 games into the campaign without having been shot down once. Ultimately, good flying and solid skill and upgrade choices will make any ship good (I played a Y-Wing in the previous one, and went X to A before that). Currently I'm rocking Predator, Outmaneuver, Shield Upgrade and Engine Upgrade at PS5. No torpedoes, nothing fancy or any gimmicky combos. Just good old fashioned positioning games and maneuver choices to ensure Range 1 and Out of Arc whenever possible.

How do you thread the needle between 4 ships and be in 0 arcs at Range 1? Good planning.

predaxwing.png

In the situation above, I gambled that the Elite Interceptor (right side) would overfly me if I was able to push in close, and that the Fighter and the Bomber would not be turn hard enough based on my original position. Predator gave me re-rolls, Outmaneuver reduced the regular Interceptor (exploding) to two green dice.

Never get target fixated. If you can't get a kill this turn without putting yourself in unnecessary danger, as the wise prophet Jay-Z taught us, on to the next one.

But it's not like I'm abandoning my friends either. Planning two moves ahead is why I'm always around to help them out.

saving-brown-8-again.jpg?w=1000&h=517

I flew with a stress token and took the intentional bump just to be in position to save the brown Y-Wing and still skirted the disabled Lambda shuttle's firing arc.

Always be thinking "Where am I going to be? Where are my teammates going to be? Where will the enemy likely be if they are chasing myself or my teammates?" If you're always doing that, you won't even need that long to set your dial because by the time that phase comes around, you might already know.

Thanks a lot!

We love the campaign, it's great.

Just in case you guys didn't know, Shaadea makes acrylic templates that fit over the Tie Fighter base that show where the different arcs are when determining who is closest and which table to use. I know it's posted in other threads, but it's just so cool that I had to share. Oh, his other templates are fantastic, too.

base-overlay.jpg

Can't find that one on his page.

Hmmm.....maybe they are so new that he hasn't posted them yet? I'm thinking of ordering some up.

Ordering from Europe causes me some pause... but those acrylics really do solve so many moments of confusion. I may cheap out and make my own with a pen, ruler and a transparency sheet.

Ordering from Europe causes me some pause... but those acrylics really do solve so many moments of confusion. I may cheap out and make my own with a pen, ruler and a transparency sheet.

I've ordered other things from him before. It does take a bit of time, but it arrived alright. I found his movement templates to be so much cooler than anyone else's for about the same price. I don't know why people want monochromatic ones.

Ordering from Europe causes me some pause... but those acrylics really do solve so many moments of confusion. I may cheap out and make my own with a pen, ruler and a transparency sheet.

I've ordered other things from him before. It does take a bit of time, but it arrived alright. I found his movement templates to be so much cooler than anyone else's for about the same price. I don't know why people want monochromatic ones.

It's not lack of faith, it's the cost increase for shipping. None of that is the fault of Shaadea either. I'll check out his site tonight, and look at the costs though, or wait till these particular acrylics show up anyway, before making a final decision. They look quite stunning and very professional.

If we have a question, we put the AI card over top of the model. Quick, cheap and painless.

Done that. The acrylics here just speed up the process. And are awesome. Certainly not essential.

Can't find that one on his page.

Hmmm.....maybe they are so new that he hasn't posted them yet? I'm thinking of ordering some up.

Yes, they are really new, just finished them on last weekend. Added them to the shop a couple of minutes ago.

Link to the HotAC arc templates?

Link to the HotAC arc templates?

http://www.miracle-versand.de/Acryl/Zubehoer-Accessories-Base-Overlays-fuer-HotAC.html

Let's get back to strategy for the missions though :-)

A question that came up here: We just started the campaign and got the officer on the third try (twice we lost one, and several others were so badly damaged that they fled the field). Now on our final approach we disabled the shuttle in turn 2. According to the rules that means mission completed right then, and we could have jumped out, getting 1 XP per player for each wave that didn't arrive, so +3 XP. That's correct?

Of course we stayed (we didn't realize we could just leave after disabling the shuttle), and most got more points (best one made 14 XP with her Y-Wing) but one was shot down and lost an upgrade.

Honestly, when it doubt just make the choice that's smarter for the AI. (But the templates are cool.)

Link to the HotAC arc templates?

http://www.miracle-versand.de/Acryl/Zubehoer-Accessories-Base-Overlays-fuer-HotAC.html

Let's get back to strategy for the missions though :-)

A question that came up here: We just started the campaign and got the officer on the third try (twice we lost one, and several others were so badly damaged that they fled the field). Now on our final approach we disabled the shuttle in turn 2. According to the rules that means mission completed right then, and we could have jumped out, getting 1 XP per player for each wave that didn't arrive, so +3 XP. That's correct?

Of course we stayed (we didn't realize we could just leave after disabling the shuttle), and most got more points (best one made 14 XP with her Y-Wing) but one was shot down and lost an upgrade.

Negative. Disabling the shuttle is the easy part. Having it disabled with zero Imperial fighters there to witness you take the guy, now that's tricky. So unless you had the escort killed by end of turn two as well, you made the right call by staying.

As cool as those are, I printed the paper versions of these someone did, glued them on the bases. Now you can simply put the normal tokens over them if needed. Hadn't I done that, I'd buy those in a heartbeat.

Negative. Disabling the shuttle is the easy part. Having it disabled with zero Imperial fighters there to witness you take the guy, now that's tricky. So unless you had the escort killed by end of turn two as well, you made the right call by staying.

Yep....killing the escort is hard, too. You need to disable it and kill all protectors to win. Once you clear the board of enemy and disable the Shuttle, though, you win.

Has anyone played with one player as the Imperial player? I know the book mentions lowering the TIEs from the standard but nothing much other than that. I would be interested in what has and has not worked for this.

Has anyone played with one player as the Imperial player? I know the book mentions lowering the TIEs from the standard but nothing much other than that. I would be interested in what has and has not worked for this.

My groups are to small, and everyone wants to fly their pilot, so not yet.

We have a couple that love the Empire (myself included) that are interested in playing like Imperial Assault campaign. But we will probably just play rebel scum and secretly love it.

Had our first proper mission yesterday (we'd run the Local Troubles starter mission already). It was part 1 of the Defection line, so we were escorting the HWK. 4 players, two X-Wings and two Y-Wings. We were super lucky and after identifying the channel on the fourth object, the HWK managed to slice it on its first Scan! Unfortunately, that was Turn 7, so the Lambda and Interceptor came in on the same turn as a trio of extra TIEs and while there were still (I think) five other TIE fighters left on the map (albeit heavily damaged).

My gf's Y-Wing was down to one hull so hyperspaced out along with the un-touched HWK. The rest of us decided to rty to thin the numbers a bit as the original TIE fighters weren't facing in very good directions. Managed to take down three TIE fighters and the Lambda before we bugged out, with me having to (safely) eject.

Even though we accomplished the mission very quickly due to a lucky token from the bag, the whole mission still felt tense and close. We all had loads of fun.

Next one is part 1 of the Chasing Phantoms mission line. Fortunately, two of us have been able to afford Predator now, which should help.