[HotAC] Builds for Heroes of the Aturi Cluster

By Madcap, in X-Wing Squad Lists

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

Edited by Madcap

Plasma aren't the best option. Proton Torpedo is better due to eyeball to crit. You get more hits through. Ion Torpedo is also good. Can zap a whole squad or useful in some missions.

Targeting Astromech is good for ordnance Y-wings. Helps get TL, even when K-turning.

Deadeye won't be as useful as you get PS bid over enemy most of time.

Guidance Chip also good Mod.

TLT is good to ping enemy Ties. Good to get 1 xp for hit and sometimes good for finishing off wounded ones.

Autoblaster turret sounds like a good option, too

Plasma aren't the best option. Proton Torpedo is better due to eyeball to crit. You get more hits through. Ion Torpedo is also good. Can zap a whole squad or useful in some missions.

The cost was more of a factor when I selected this one. It will probably get swapped out for a different torpedo down the line. My next XP will probably be towards raising Pilot Skill and looking at EPT options. I really like Hobbie's Pilot Talent. Do a Red K-turn, Targeting Astro give me a Target Lock, Pilot Talent removes stress, take action to focus (if the timing works out as I hope it does).

Since most ships are <4 hull are Flechette Torpedoes any good in HotAC?

I'm thinking of running a control Y or B.

I think Ion is better, but Flechette isn't bad.

I ended up making an Ion Warthog, codename "Wombat".

Went into Local Trouble w Ion, Targeting Astromech and title and got ALL THE XP. Just finishing off TIEs with the double tap so they could not finish off my collegues who did not have a good shot.

(Our X-Wing player at some point rolled attack dice for the Squint and got Hit Crit Crit Crit w/o mods and then proceeded to roll 2 green blanks for himself)

Ion is great though I miss the Scum R4 Aggromech.

After local trouble the build is:

PS2

Targeting Astromech

Ion Cannon Turret (just had to eject it)

Proton Torpedo (one shot a TIE on first use :3)

Guidance Chips

Now I have ~12 XP left and no turret. Damnit I wanted PS3 and Predator :D Now I feel like I should re-buy Ion Turret again.

Oh yeah and the X-Wing seemed really weak.

Edited by Polda