ARC-170 in the HoTAC Campagin

By Ghostrider58, in X-Wing

Ok folks I have a question.

My group is playing the HoTAC and we are having a lot of fun with it. Our GM asked us all which ships we wanted to possible upgrade too when we had enough XP to do so. I am currently flying a Z-95 Headhunter, which I like but I want to upgrade to an ARC-170. So I asked my GM if it was possible. H said he would look into it. Well he came back this week and said according to reports and some set of numbers the ARC can ruin the campaign so no I can't upgrade to the ARC. We currently have four flying Y-Wings, two with X-Wings, me with my Z-95 and our GM who is also playing just upgraded to the Hawk.

As a bit more background my Z-95 is carrying homing missiles, pilot level 3, and I just got a shield upgrade so I currently have 3 shield. Problem is in most of the scenario's I'm a bit of a one-shot tick pony that becomes a glass cannon once I have fired my missiles. I can't really dogfight as I only have two hull. Since we are out number all the time and the rest of the squadron wants to keep pilots alive I have to jump out usually before the scenario is finished so I'm low man on the totem pole when it comes to XP. So my question is, is this true, does the ACR ruin the campaign and if so how?

Thanks for any input, info in advance.

I think it should be included in the game. HOTAC is just for fun anyways. I don't think it brakes the game nearly as much as some y-wing builds I have seen in Hotac.

The ARC is definitely the most durable ship available thanks to it's statline and the crew+astromech combo, except perhaps An A-wing with Ezra's ability (Sidenote: Ezra and Sabine's pilot abilities really ought to have their PS requirement raised to that of other comparable pilot abilities like Luke Skywalker and Jake Farrel, respectively. If you even allow the Wave 8+ pilot abilities into the campaign). On the other hand, nothing matches the firepower of a B-wing with HLC and FCS, either. Is the combination of being the most durable 3 attack dice ship in the game combined with the extra utility the rear arc enough to push the ARC over the edge? My gut says it probably overshadows the X-wing too much, but we'll have to wait for playtesting.

On a tangent- I think part of your problem is that you're using a Z-95. It really isn't meant to compete with the X-wing. I'd talk to your GM about letting you switch to an X-wing.

It's your GM's call, no matter what our general consensus is. You could always upgrade to a fighter actually allowed on the chart if you feel your Z95 is not making the grade.

Yeah, some things break the game. TLT is pretty significant... Though later on its not exactly the most lethal of choices. The guys who tested this out in the early stages tried Ewings, YT transports and such and just found them totally overpowered. I could see much the same for the newer ships produced by FFG. Some GM's will let fly anyway. We might after we complete the campaign once without messing around outside of tested ships... But not until then. First run through is by the rules.

You could bring in the ARC 170 but with the stipulation that every upgrade comes a 1 or 2 point tax. Judt get creative and I'm sure your GM will reconsider.

Does anyone know when the creators last updated the game or when they plan to relase more elements to the game?

You could bring in the ARC 170 but with the stipulation that every upgrade comes a 1 or 2 point tax. Judt get creative and I'm sure your GM will reconsider.

Does anyone know when the creators last updated the game or when they plan to relase more elements to the game?

He got a new job which has been keeping him busy but he fully intends an update. There were a few changes being looked at, most significantly pooled XP from missions instead of personal accumulation... It would help mission objective specific players to keep up with those killing everything.

I don't see any problem (yet) with the ARC170. The YT1300 with Outer Rim stats is also not exactly a powerhouse. I also strongly advice for either XP sharing or at least a donation system.

The E-Wing is another matter entirely, as is the T70 and the K-Wing, because it simply is such a much better ship. These need to come with a serious price tag. For my own campaign, I used the following starting XP:

The players start with either an X-Wing (5XP), Y-Wing (8XP), A-Wing (10XP), B-Wing (4XP), HWK290 (10XP), YT-1300 (-1XP), YT-2400 (-4XP), Attack Shuttle (8XP), ARC-170 (4XP) and may later gain access to the T70 X-Wing, E-Wing and K-Wing.

The access is done by paying a hefty XP price and flying very dangerous bonus missions that a) don't award XP and b) run in serious risk of you getting shot down, adding to the price tag.

I'd allow the ARC-170 in the campaign, but with a few stipulations:

1. It cannot take engine upgrade. This is essential to balance it. Four TIES aren't a threat when you have boost to dodge their arcs, but without boost, you AGI 1 ship will suffer. This is all that's really needed to balance it.

2. If your GM still doesn't like it, encourage him to let you choose between a crew and an astromech, rather than both. That puts it on par with either the B-wing or X-wing, respectively.

3. If the Gm still doesn't want you to fly it, as him if you can fly a second Z-95. One of them is pretty worthless after the missiles are gone, as you stated.

Z95 is chanceless. It's basically a worse TIE without missile.

We finished the campaign about two months ago and the GM allowed ARCs and Es for the last two missions. They both break the game especially at higher pilot skills. There's no getting around it. Being able to stack shields, pilot abilities with the addition of extra munitions the ARC becomes overly awesome. It definitely reduces the challenge and for me the fun.

This is the second campaign I've completed as a player and I'm running another. If someone can come up with a way to balance the addition of the ARC and E-Wing in the campaign I'd like to hear about it. The problem as I see it is the bulk of the opposition are PS-1 Academy Pilots and they become more canon fodder and are more easily dispatched. Then you end up matching or out numbering the higher skilled elites.

If you just want to blow stuff up, go ahead and add them. But if you like the challenge and working cooperatively stay with the recommended ships. I think it's more fun to have the challenge than the XP.

Thanks for the replies guys, as of right now the ARC won't be in our campaign, I do like the pooled XP idea for missions. Anyway I'll just try and do the best I can with the Z-95, over all we are all having fun with the campaign and are looking forward to more of them (we haven't finished HotAC yet). :)

Edited by Ghostrider58

I have been thinking that the best way to include new fighters such as the Arc-170, or even scum craft, is to do a mission where the reward unlocking the fighter for one player, that is the reward. If the empire wins, victory point.

Pool XP, that is the best thing you can do in terms of changes to classic HotAC, we also use the new 3 assists = 1 xp rule, where assists happen whenever you grant an action or something else to another player and you ionize/stress a target. So ionizing 3 TIEs with a torpedo is 1 xp. Works very well so far.

We finished the campaign about two months ago and the GM allowed ARCs and Es for the last two missions. They both break the game especially at higher pilot skills. There's no getting around it. Being able to stack shields, pilot abilities with the addition of extra munitions the ARC becomes overly awesome. It definitely reduces the challenge and for me the fun.

This is the second campaign I've completed as a player and I'm running another. If someone can come up with a way to balance the addition of the ARC and E-Wing in the campaign I'd like to hear about it. The problem as I see it is the bulk of the opposition are PS-1 Academy Pilots and they become more canon fodder and are more easily dispatched. Then you end up matching or out numbering the higher skilled elites.

If you just want to blow stuff up, go ahead and add them. But if you like the challenge and working cooperatively stay with the recommended ships. I think it's more fun to have the challenge than the XP.

Yeah, you need harder enemies later on for this to work better, and a steep price that puts some opportunity cost on these ships. I tried both in my own campaign, Battlestar Pallas.

If you want to give your players access to new ships, you've got to bring in new enemy ships to keep it interesting. Something like TIE punishers with FCS and the ability to fire two ordinance shots per round. Or decimators...

At PS 4, tie fighters gain Comm relay, and the FO's action priority. (Evade if you dont have it, barrel roll, focus)

At PS 6, Tie fighters gain Juke

At PS 8, Tie fighers gain a shield.

Having to take real time to deal with the most common fighter in the game really ups the difficulty. Enugh to make wave8+ viable.

Ok let me pose another question here, my other favorite craft is the K-Wing has anyone used them in the campaign? If so do they break it? Just wondering.

Ok let me pose another question here, my other favorite craft is the K-Wing has anyone used them in the campaign? If so do they break it? Just wondering.

The Kwing's problem is that it has too many slots. Crew, Turret, 2 bombs, missile, 2 torps, and modification extra munitions means you can load the thing up with WAY more stuff than you are supposed to have at any given Pilot skill, and therefore throw off the Pilot Skill based scaling. And that's not even mentioning Slam.

Ok let me pose another question here, my other favorite craft is the K-Wing has anyone used them in the campaign? If so do they break it? Just wondering.

Their use makes the game lopsided. Especially in the early stages when the Ties are swarming. You don't care about kills, just doing damage. Load up with ordnance, shoot as much as you can and if badly damaged jump out. This works well for shared XP as you deal damage while the other ships are the ones the Ties key on. You can stay relatively safe while imitating the Grim Reaper.

It becomes hilariously OP when stacked with dead eye and Nera's ability later in the game.

The K-wing obsoletes the HWK and the Y-wing much as the E-wing obsoletes the A-wing and the X-wing. Contrast the B-wing, which is powerful, but doesn't obsolete the X-wing or Y-wing thanks to their unique traits (2 green dice+Astromech and a turret, respectively)

Now we are playing a very crazy version of HotAC, so take my feedback with that in mind

First off we have decided to allow any ship, starting ships limited to ps2 or lower small-base ships. Once you pick your first ship, that locks you to that faction for upgrades, new ships (still have to make it to ps4), and pilot abilities.

Second, we have 9 players, all on the table at the same time - we also allow one large base ship for the squadron, counting that player as two pilots, so we work out AI squadrons based on 10 players most of the time

Finally, we have mixed the AI cards that have been made for Scum ships into our random draw deck

Now getting on topic - we run both an ARC and a K-wing in our squadron, and neither seem overpowered.

Both ships get chewed up pretty well when they get caught by a squadron or two, and none of the missions have felt easy so far

And yes we are mad

Regards

Surak, misfit squadron

What if you upgrade the fighters to FOs and SFs?p

What if you upgrade the fighters to FOs and SFs?p

That's basically what I suggested- FOs with Comm relay and Juke, once you reach high enough PS

Ok let me pose another question here, my other favorite craft is the K-Wing has anyone used them in the campaign? If so do they break it? Just wondering.

I included it for a really hefty price tag, but so far didn't try it out.

What if you upgrade the fighters to FOs and SFs?p

I created a version of abilities and Elite levels for standard TIE and TIE/fo. They gain quite a bit if you give them a mod, and the FO's standard Comm Relay goes a long way too...