HotAC pilot Synergies

By taulover55, in X-Wing

I've had a run through now of HotAC and have found some good pilot synergies just from my limited experience of it.

The ones I've come up with so far are my

Snipey A wing - Etahn, Ten Numb, Tycho and PTL - loads of movement/token shenanigans and one unblockable crit per turn - stick Corran on there as well and you can potentially double tap crits - Stick it on a Hwk for even more primary weapon hilarity!

B wing - Hera Crew, Tycho, PTL, Miranda, Shara and FCS - range one 5 dice attack with a 6th Hit. You don't care about Reds so 2k all over the place

Keyan Tycho is always a fun one as well as you are always stressed so keep as psuedo focus for attack

Any others that pop out at you, feel free to enlighten us all!

R3-A2, Eadron Vrill, Ibtisam, and Keyan Farlander.

Use the droid to get an extra die by stressing the target, Ibby for a reroll, then spend the Stress from the droid thanks to Keyan. All on a default x-wing.

R3-A2, Eadron Vrill, Ibtisam, and Keyan Farlander.

Use the droid to get an extra die by stressing the target, Ibby for a reroll, then spend the Stress from the droid thanks to Keyan. All on a default x-wing.

I jumped ship early to an A wing so only ever had R2D2 and no other EPT's!

next go i think we are running 2 ships each and i will keep an X as my main ship and run an A for giggles

Proton torpedo Y-Wing with Nera Dantels :)

I've stuck with my starter Y-Wing for a while. I wanted to make it zoom around the board like Soontir, so I made it happen.

Here's what I've got so far:

Y-Wing

PS 7

BTL-A4

Dorsal Turret

R2 Astromech

Vectored Thrusters

Engine Upgrade

Push the Limit

Predator

Keyan Farlander

Here is another T-65;

R3 Astromech, Arvel Crynid, Chopper (pilot), Intimidation (EPT), Gemmer Sojan.

- Reach out and touch someone.

I ran my x-wing with PTL, lando and Keyan.

PTL kept my actions fed, plus we slow rolled into engagements so I was tossing out actions like crazy. Really helps to pay attention to those assist rules, helps you keep up in the exp race with tlts.

I'm still a big fan of the low-PS combo of Targeting Astromech, Hobbie, and Stay On Target.

My favorite combo so far is this on a X-Wing:

Hobbie

PTL

Stay on Target

Wedge

Targeting Astromech

On your turn, you change your maneuver making it red, and acquire a target lock with the astro. Hobbie then clears the stress, and you perform two actions with PTL. Then when you attack, you spend the target lock to clear your stress again with Hobbie. With Wedge's ability as well, this is my pure offensive ship.

Now if only these kind of combos were valid in regular play.....

B-Wing :

The B-wing's role in HotAC is to provide heavy firepower:

PS 8 for all (70 exp), 5 exp for B-wing.

Opportunist (8)

Keyan Farlander (7)

Corran Horn (8)

Wes Janson (8)

Extra Munitions (2)

Engine Upgrade (4)

Autothrusters (2)

B-wing/E2 - Weapons Engineer (3)

Fire Control System (2)

Heavy Laser Cannon (7)

Advanced Proton Torpedoes (6)

Ion Torpedoes (5)

Total Experience required: 137

A super-expensive, relatively fragile B-wiing, but one that packs the highest punch possible in a game. If I had to choose between a full 100 pt list and this, I'd go with this. Its abilities include:

1. Double-tap Corran Horn shots (note, Corran's ability works on secondary weapons as well).

2. Wes Janson token-stripping enabling Opportunist on the second shot (or first with a 'spotter'), in turn engaging Keyan's ability.

3. Devastating Ion Torpedo shots on those nasty TIE squads. Nearly guaranteed to hit due to Opportunist + FCS.

4. Range 1 blind spot for the Ion Torps and HLC are combated by the even worse ADV. Proton Torpedoes, which are basically six guaranteed hits.

5. Weapons engineer keeps the options open on torpedo shots.

A-wing:

The A-wing lacks the firepower of the other ship options, but has greater durability due to its 3 agility. As such, its role is to lead enemy squads into attacking it, thus drawing fire away from the more fragile ships.

Minimum exp for plot skill = 70, 5 exp for A-wing.

Elusiveness (4)

Jek Porkins (7)

Miranda Doni (8)

Poe Dameron (8)

Push The Limit (6)

Stealth Device (3)

Autothrusters (2)

Vectored Thrusters (2)

Hull Upgrade (3)

Homing Missiles (5)

Total exp = 123

Again, this is a late-campaign list, but it can begin to be built as PS 4. Here's the benefits.

1. 4 base agility is amazing in its own right against TIE fighters, adding tokens only makes it better.

2. Elusiveness and Jek works like this on each attack:

- Elusiveness triggers on the attack roll to reroll one of the attacker's dice.

- Jek triggers immediately to remove the stress token, allowing the normally once-per-round elusiveness to trigger on each attack.

3. Poe takes the ever-present focus token and stretches it across the whole round of combat.

4. If the enemy does happen to do a damage or two, Miranda takes your (mostly) useless attack and uses it to regenerate a shield.

5. Autothrusters and hull upgrade give added durability during the first round of combat, as well as giving some protection against Porkins' ability.

6. The A-wing has a secondary purpose of slamming across the map to take out targets early. As such, a Miranda powered focus+target lock homing missile will knock out just about anything.

HWK-290 :

The Hawk has a surprising ability to generate experience via support abilities. They work best at range 3 of combat, or even completely out of it. A true support ship:

Captain Rex (4)

Kanan Jarrus (5)

Ten Numb (8)

Esege Tuketu (6)

Moldy Crow (3)

Twin Laser Turret (6)

Jyn Erso (2)

Experimental Interface (3)

Shield Upgrade (4)

Hull Upgrade (3)

Vectored Thrusters (2)

Total: 121 exp.

So many assist exp here that its ridiculous. TLT gives the HWK the punch it needs to stay in the fight.

1. The combination of TLT, Etahn and Ten Numb means that any TLT attack in-arc is a guaranteed two damage. Great against those pesky aces.

2. Experimental interface and Jyn Erso, plus the tendency of TIEs to cluster in groups (according to the rules) means that you can be assigning 4 focus tokens to your ship each turn.

3. Captain Rex suppresses 1 ship a turn, causing them to roll one less die on attack. Because of the target priority of TIE squadrons, the condition will likely be kept for the whole game.

4. Kanan Jarrus can reduce up to four attacks a turn when combined with 2. This is a massive boon to the squad, especally against 2-die TIE fighters.

5. Moldy crow is great in the early and mid-game for token stacking. Waste not want not.

6. Shield and hull upgrades give you decent durability.

As for the Y and X-wing, they really suffer in the face of the B-wing and HWK respectively, do with them what you wish.

I sincerely disagree. My x-wing was an absolute tank. With Keyans ability, and PTL, I had all the stuff I needed to deal damage and tank fire.

I'm gonna start a campaign soon that only has 2 changes

1: at ps 8 you unlock a new set of ships to use, but those ships require having used a specific level 4 model to pilot.

2: Nera Daniels ability is errated to include missiles, because A-wings.

Proton torpedo Y-Wing with Nera Dantels :)

My first Y-wing pilot is Wahread:

Nera Dantiels (torps 360)

Predator

Hobbie (remove stress when gain or spend TL)

Targeting Astromech

Extra Munitions

Guidance Chip

2 x Proton Torpdeos

TLT

I'm not even maxed out yet!

Here is another T-65;

R3 Astromech, Arvel Crynid, Chopper (pilot), Intimidation (EPT), Gemmer Sojan.

- Reach out and touch someone.

How do you find the R3? I have always thought it would be decent in HotAC, but have no experience with it.

My favorite combo so far is this on a X-Wing:

Hobbie

PTL

Stay on Target

Wedge

Targeting Astromech

On your turn, you change your maneuver making it red, and acquire a target lock with the astro. Hobbie then clears the stress, and you perform two actions with PTL. Then when you attack, you spend the target lock to clear your stress again with Hobbie. With Wedge's ability as well, this is my pure offensive ship.

Now if only these kind of combos were valid in regular play.....

I have to say that that is bloody brilliant!

My favorite combo so far is this on a X-Wing:

Hobbie

PTL

Stay on Target

Wedge

Targeting Astromech

On your turn, you change your maneuver making it red, and acquire a target lock with the astro. Hobbie then clears the stress, and you perform two actions with PTL. Then when you attack, you spend the target lock to clear your stress again with Hobbie. With Wedge's ability as well, this is my pure offensive ship.

Now if only these kind of combos were valid in regular play.....

I have to say that that is bloody brilliant!

Thanks! I also have him equipped with Advanced Proton Torps, Vectored Thrusters and Engine upgrade. It really makes it easy to get into range 1, and shoot the torpedo. With Wedge as well, more often than not, it's a one shot kill.

Edited by Rogue3