I am curious to see various builds for Heroes of the Aturi Cluster. There is a thread over on BGG, but I couldn't find one on these forums.
My group has 2 Y-Wings and an X-Wing. Here were our starting builds:
"Big Al"
X-Wing
R2-D2
[integrated Astromech]
Remaining XP: 1
"Crazylegs"
Y-Wing
Ion Cannon Turret
Bomb Loadout
Proximity Mine
"Madcap"
Y-Wing
Plasma Torpedoes
Bomb Loadout
Seismic Charges
Targeting Astromech
[Guidance Chips]
Remaining XP: 1
Big Al was the dogfighter who could take punishment. Crazylegs provided control. I was the ordnance carrier.
Things I learned:
- Turrets rack up XP.
- Ion + Rocks are brutal vs. TIE AI.
- Ordnance without Extra Munitions is rough. I missed with my torpedo, thanks to the TIE rolling 3 Evades + an Evade Token.
- Primary Weapon 3 is far better than 2 against 3 AGI TIEs.
I wish I had started with a turret. I only earned 4 XP (2 hits, zero kills, 2 bonus XP for mission) while my counterparts earned around 12 XP.
However, I did learn with my flying that I can end up just out of arc within Range 1. Based on this, I plan to spend my XP on an Autoblaster Turret and Extra Munitions (modification). Since most of the Imperial TIEs are 3 AGI, using an Autoblaster should help against those dice. Two torps and two mines should also help in the initial pass.
Current squadron:
"Big Al"
X-Wing
PS: 3
R2-D2
Proton Torpedoes
Deadeye
[integrated Astromech]
[Guidance Chips]
"Crazylegs"
Y-Wing
PS: 3
Crack Shot
Ion Cannon Turret
Bomb Loadout
Proximity Mine
Remaining XP: 2
"Madcap"
Y-Wing
PS: 2
Plasma Torpedoes
Bomb Loadout
Seismic Charges
Autoblaster Turret
Extra Munitions
Targeting Astromech
[Guidance Chips]
Remaining XP: 1