Looking for ideas for my pilot builds. Any ideas? I'm running a y-wing with torps, guindance chips, extra munitions, and auto blaster turret. I'm also running a xwing with integrated astromech and a one point astromech.
What's your best pilot build in HOTAC?
For the y-wing, i would stay in it, it's a good ship in Aturi on its own
What torps on the y-wing and what astro on the x-wing?
I am so leary to even answer your question. Part of the fun of HotAC is experimenting and "doing your own thing"... is to get away from the meta and what others are doing.
That said, I was quite successful with Y-wing, BTL-A4, TLT, R2 Astromech, Engine Upgrade, Bomb Loadout and Seismic Charges. ... Too successful, I feel. Working with my X-wing wing-man, we would hit a flight of TIEs with Ion Torps, then I would blast them with the TLT/BTL-A4 combo, then next turn, drop a Seismic Charge on them. X-wing buddy would finish off survivor. Lather... Rinse... Repeat. Almost too easy, as I said. Eventually, I had to eject and lost the TLT. Best thing to happen, I think... as it made things more challenging.
Some things, like Predator EPTneed to be nerfed for the game (limit only 1 re-roll (vs 2 re-rolls) as this is way too powerful when nearly all your TIEs are only PS 1.
My advice: Be different... be creative... be... "wacky"... have fun and experiment with stuff you would never take in a tournament setting.
While we're at it, does anybody have any advice on a "competitive" A-wing build? (BTW, we play almost purely by the book ... so nothing Wave 8 or later.)
Currently I am PS 4(6), with PTL and VI, Shield Upgrade and Extra Munitions, Proton Rockets. Autothrusters seems much less valuable in HotAC, which pushed me to Shield Upgrade.
I am so leary to even answer your question. Part of the fun of HotAC is experimenting and "doing your own thing"... is to get away from the meta and what others are doing.
That said, I was quite successful with Y-wing, BTL-A4, TLT, R2 Astromech, Engine Upgrade, Bomb Loadout and Seismic Charges. ... Too successful, I feel. Working with my X-wing wing-man, we would hit a flight of TIEs with Ion Torps, then I would blast them with the TLT/BTL-A4 combo, then next turn, drop a Seismic Charge on them. X-wing buddy would finish off survivor. Lather... Rinse... Repeat. Almost too easy, as I said. Eventually, I had to eject and lost the TLT. Best thing to happen, I think... as it made things more challenging.
Some things, like Predator EPTneed to be nerfed for the game (limit only 1 re-roll (vs 2 re-rolls) as this is way too powerful when nearly all your TIEs are only PS 1.
My advice: Be different... be creative... be... "wacky"... have fun and experiment with stuff you would never take in a tournament setting.
One thing i was planning to do was b-wing with keyan farlander's ability, tycho's ability, Hera crew, stay on target, and FCS, along with EU and autothrusters
Sadly "combat crow" was shot down and killed before he could reach his potential, but i did have fun just making the ship and finding him to be one of the luckiest pilots, he was shot down so many times and lived, i'm not sure how, but he lived
For the y-wing, i would stay in it, it's a good ship in Aturi on its own
What torps on the y-wing and what astro on the x-wing?
Proton torp and targeting astro for the ywing. And the all 1-2 greens astromech for my xwing.
Proton torp and targeting astro for the ywing. And the all 1-2 greens astromech for my xwing.For the y-wing, i would stay in it, it's a good ship in Aturi on its own
What torps on the y-wing and what astro on the x-wing?
While we're at it, does anybody have any advice on a "competitive" A-wing build? (BTW, we play almost purely by the book ... so nothing Wave 8 or later.)
Currently I am PS 4(6), with PTL and VI, Shield Upgrade and Extra Munitions, Proton Rockets. Autothrusters seems much less valuable in HotAC, which pushed me to Shield Upgrade.
Ptl, nien numb, ethan abaht as epts plus prockets and extra munitions then your smattering or uniqueness. One unblockable crit per Turn is not to be sniffed at against ties (plus assists if the ability procs a destroyed tie or emplacement)
While we're at it, does anybody have any advice on a "competitive" A-wing build? (BTW, we play almost purely by the book ... so nothing Wave 8 or later.)
Currently I am PS 4(6), with PTL and VI, Shield Upgrade and Extra Munitions, Proton Rockets. Autothrusters seems much less valuable in HotAC, which pushed me to Shield Upgrade.
JAKE EPT!
My first Xwing build is pretty potent. It's the squad leader for the group and I do give me squad mates actions and I have Etahn's ability as well making everybody more lethal. The crits we throw are incredible.
My second one is less so... I'm experimenting... Jess Pava skill, lightning reflex and a few other things. I'm usually in the thick of things and pushing my squad toward the objective, but the joke is its not a mission unless I blow up.
Both cases I like ion torpedoes on my Xwing.
An HWK-290 with a TLT, Cloaking Device, Moldy Crow, Recon Specialist, Kanan Jarrus, and Garven Dreis. Engine Upgrade as well, with as many Shield Upgrades as I can buy, but that's not what's important. Being able to hoard a bunch of focus, spend it to knock down powerful shots from enemy Aces, AND pass that Focus to my friends? Priceless.
The X-wing is the tank of Aturi Cluster, with AGI 2 and the ability to equip R2-D2, it can take a pounding. Here's a mid-campaign build that emphasises this:
X-wing (PS 6) - Ibtisam defsne rerolls over a focus token, decent hull and maneuverability (plus autothrusters during range 3 shots) makes this a very difficult X-wing to kill.
R2-D2 (4)
Engine Upgrade (4)
Autothrusters (2)
Shield Upgrade (4)
Push The Limit (6)
Ibtisam (6)
Total EXP: 66
The Y-wing is the bomber and/or turret support ship of Aturi Cluster. It can dish out more damage than anything except the B-wing, and has a few tricks. Another mid-campaign build:
Y-wing (PS 7) - Sabine, Hera and R2 mean that before you execute a maneuver, you can to a boost or barrel roll, then drop a bomb, then execute any green maneuver on your dial (assuming you already had one dialed in). The ultimate in maneuverability and bomb dropping shenanigans.
R2 Astromech (1)
Proton Bomb (5)
Thermal Detonator (3)
TLT (6)
Extra Munitions (2)
Hull Upgrade (3)
Hull Upgrade (3)
Sabine Wren (5)
Hera Syndulla (7)
Predator (6)
Total EXP: 95.
The HWK is a strange ship, but most definitely in a support role. HotAC is fast-paced, so slow-rolling to build focus often isn't an option:
HWK-290 (PS 7) - A great support ship - able to give out up to 3 focus tokens a turn (you can spend a focus to change 0 results). Also quite durable for a HWK.
TLT
Moldy Crow
Recon Specialist
Shield Upgrade
Shield Upgrade
Engine Upgrade
Veteran Instincts
Kyle Katarn
Garven Dreis
Total EXP: 97
The A-wing simply doesn't have to tools to do mass-damage to enemy ships, so it has a role of distraction and outmaneuvering:
A-wing (PS 7) - A moderate attack strangth, but extremely maneuverable build, the proton rockets give it the extra kick it needs twice per game.
Proton Rockets
Autothrusters
Extra Munitions
Shield Upgrade
Veteran Instincts
Outmaneuver
Push The Limit
Jake Farrel
Total EXP: 91
Finally, the B-wing. It is my personal favourite in Aturi Cluster due to its enormous damage potential:
B-wing (PS 7) - More late- than mid-game, this B-wing packs some serious firepower. HLC focus+target lock in-arc, and (Advanced) proton torpedoes outside of it. Advances sensors guarantees your actions, while Jyn can give some help to your allies.
Heavy Laser Cannon
Advanced Sensors
Proton Torpedo
Advanced Proton Torpedo
Extra Munitions
Engine Upgrade
Guidance Chips
Jyn Erso
Push The Limit
Nera Dantels
Keyan Farlander
Total EXP: 105
But I'll second the other posters. Whatever you think is fun is what you should fly in HotAC.
My current X-Wing Build as a Squad Leader:
X-wing (PS 7)
BB-8 (2)
Advanced Proton Torpedoes (6)
Integrated Astromech (Free)
Experimental Interface (3)
Stealth Device (3)
Engine Upgrade (4)
[PS 8 Slot - Probably Shield Upgrade or Extra Munitions]
Expose (8)
Opportunist (8)
Keyan Farlander Pilot Ability PS7 (7)
[PS9 Pilot Ability, Probably Wedge Antilles Pilot Ability PS9, Push The Limit or Predator]
Optional: Squad Leader EPT
What I basically do every round
- Lock green maneuver into dial (left/right bank 1 or straight 1/2),
- reveal green maneuver, do a barrel roll with BB-8
- Experimental Interface: gain a stress, into either Expose (some times) or Squad Leader (usual treatment to give someone who bumped an action or someone who wants torpedoes the focus to modify his torpedo)
- Execute the green maneuver to clear the stress from Experimental Interface
- Get your normal action here: either further adjustments with boost (engine upgrade), expose or squad leader now, or target lock
- During Shooting, try to shoot the TIE that bumped and has no token (OR a TIE that has been stripped off the tokens by someone else's attack)
- Use Opportunist to gain a stress and roll more dice
- Attack TIE with 5 dice or 6 dice in range 1, reroll with target lock, use Keyan's Ability to turn focus rolls into hits and clear the stress token
- Probably obliterate a standard TIE instantly
- Do everything again the next turn
Works very well for our team, which consists of another heavy hitter B-Wing, 2 Y-Wings with torpedoes and another X that basically just started.
Note that you don't have to expose every round if you probably come under fire and you usually have 3 actions per round, a barrel roll, a action card one (squad leader/expose) and a normal action. If you take push the limit instead you can go up to 4 actions and use that stress to fuel Keyan's Ability instead, at the loss of another possible die (no opportunist possibility).
Thing is, you have to check during movement phase how to do your turn. If you have no target in sight that has 0 tokens, you should skip EI on the BB-8 Barrel Roll, then use it on your normal action instead, so you get the stress token to use for Keyan's Ability anyway to have a free offensive focus. If you do the normal way, you'd end up with no stress because you cannot trigger opportunist to gain the stress token needed and since 4 dice w/focus are better results than 5 dice wo/focus you'd end up with a worse attack run.
Have fun playing!
B-Wing
PS 9
Kenyan Farlander
Tycho Celchu
Rage
Push the Limit
Engine Upgrade
Heavy Laser Cannon
Hera Syndulla (crew)
Experimental Interface
That's potentially 5 stress tokens each turn with no negative side effects!
I find that Action economy is even more important than in normal games. If you do only action per round, you're missing out on too much. Therefore, having access to repositioning actions (Engine Upgrade, Vectored Thrusters) and more actions (Push the Limit, Experimental Interface) is vital. In the beginning, you can emulate this by taking on droids such as R7-T1, who lets you boost and Target Lock. Starting from there, you need to find descent combos. I have a threat about an X-Wing build in the Squad List subforum at the moment concerned with exactly this:
https://community.fantasyflightgames.com/topic/240155-hotac-t-70-build/
My Y-wing is currently at PS 7 and has the following (from memory)
Hobbie
Dash Rendar
Adrenaline Rush
Autoblaster Turret
R7-T1
Extra Munitions
Seismic Charge
Advance Proton Torpedoes
Experimental Interface
Vectored Thrusters
A lot of fun to fly, it handles nothing like a Y-wing in a regular game that's for sure.
Edited by Red42While we're at it, does anybody have any advice on a "competitive" A-wing build? (BTW, we play almost purely by the book ... so nothing Wave 8 or later.)
Currently I am PS 4(6), with PTL and VI, Shield Upgrade and Extra Munitions, Proton Rockets. Autothrusters seems much less valuable in HotAC, which pushed me to Shield Upgrade.
First, never be an A-Wing before PS 6 or 7 if you want to be "competitive", lol. Technically, you will never be "competitive" at any PS, but you can at least contribute in ways other than "Take those guys thattaway!"
That said, you need to focus on EPTs that will nullify the ship's weaknesses. You have to maneuver well to survive as an A-Wing, not rely on cards. First off, VI is a complete waste of time and points. The only things that will out-PS you are elites, and there just aren't enough of them to make spending an EPT slot on them worthwhile, when the entire point of stacking EPTs is to offset your numerical disadvantage on the table.
Free - Predator
Free - Extra Munitions
Ordnance - Your choice. Most people like Prockets
PS3 - PTL
PS4 - Vectored Thrusters
PS5 - Sabine Wren (this used to be Jake at 7)
PS6 - Shield Upgrade/Guidance Chips
PS7 - Outmaneuver
This is giving you incredible action economy (2-3 actions per turn), incredible maneuverability (including the ability to change facing/position before K-flips), the ability to maximize your fairly low damage output, and Outmaneuver is forcing you to constantly approach your maneuvers to get out of arc, which is great practice just as a player, in general, if you're going to be an A-Wing.
The sad thing for the A-Wing is that aside from maenuver/action silliness, the right build for an X-Wing does everything it does, almost as good. And it has options for shield regen.
That said, I'll reiterate as a veteran HotAC A-Wing player, you will never be competitive, lol. The bog standard A-Wing is 15 points for a reason, and it came out in Wave 2, before upgrades like the System or Tech slots which might have made it more useful. The only reason to fly an A-Wing is because it's fun to zoom around the map and trying to see if you can finish an entire scenario without ever getting shot at.
By contrast, you could build this X-Wing at PS5:
R2D2
Torpedoes
Engine Upgrade
Predator
Shield Upgrade
Sabine Wren
Now you have 3 Attack dice with re-rolls, Boost (plus an option to Barrel Roll), the ability to reposition before Koiogran, and shield regen.
Want to go crazier? This guy is available at PS7:
BB8
Torps
Guidance Chips
Predator
Shield Upgrade (or Extra Munitions)
Push the Limit
(whatever)
Jake Farrell
Now you can Boost, Barrel Roll, and Focus all in the same turn without stress, adding on a Target Lock for a stress (which you can erase the next turn and repeat your maneuver combo) if you need to fire your torpedoes at something. You fly this X-Wing like an A-Wing and you will be a murder machine. I rarely use ordnance. I'd replace BB8 with R2D2, and PTL with Sabine Wren. Then I'm doing Boost, Barrel Roll, and Focus every turn, for free. At that point, you can take whatever Upgrades you want because they're basically meaningless, lol. You've become an E-Wing.
All this in a humble x-wing
R3-A2
Eadron Vrill
Ibtisam
Keyan Farlander
Miranda Doni
Shield upgrades x3
Engine Upgrade
You attack, use the droid to give a stress to you and the target, letting you roll another die, Ibtisam gives you a reroll, then Keyan lets you spend the stress converting any focus. Miranda lets you roll 6 red dice at range one. I played this as squad leader, used my actions most of the time to give other players actions.
I run a Y-wing with Plasma and Protons, Predator, Twin Laser Turret, Deadeye, Extra Munitions, Shield upgrade, R2 Astromech, Guidance chips, and Nera Dantels. I call her "Death Blossom" as I can shoot anything outside of range one in any direction and throw 3 dice at anything in front arc at range 1. After naming her that I had to re-watch "The Last Fighter". I had forgot how good that movie was.
Edited by bswaimVaeVictus, as I mentioned, we play by-the-book. Your PS 4, PS 5, and PS 6 (Guidance Chips) suggestions are not legal in our games. I do appreciate the reply, though.
Oh, then go with Predator(f), PTL(3), Outmaneuver(5), Jake Farrell(7), mated to Shield Upgrade and Autothrusters and Extra Munitions(this is FAQ'd to a Mod) for the A-Wing. PTL is important for making sure you always have that option for Evade/Focus/Boost. Especially once you have Jake Farrell since his ability triggers on Focus (and you might still want that Evade). That second X-Wing build is kosher too if you swap out BB8 for R2D2, Guidance Chimps for Engine Upgrade, and take PTL. You will have to do Stress Management, but it's not too terrible, especially given the action economy you still have.
I did a whole little FAQ on flying A-Wings somewhere here on the board. But the bottom line for it will always be positioning, thinking way ahead for your maneuvers, and accepting that you will be a little sucky (lol). Avoid "trick" loadouts. Every once in a while somebody will suggest some integrated combo of EPTs, that uses 3 slots to achieve one trick goal (Hint: there is no good/efficient combo that uses Arvel Crynyd, lol). If your EPTs only come into effect under very specific circumstances, stringing 2 or 3 together means a slot that isn't doing something all the time. Avoid EPTs that boost defense. Your key to survival is to not get shot. If you want to use Stealth Device or Autothrusters, that's cool, because the A-Wings are less reliant on their Mod slots, especially if you are playing with nothing older than Wave 8. But every one of your EPTs is gold. Avoid EPTs that shed stress tokens. Why bother? 50% of your dial is green, and you can cover a lot of ground with a 2 and a Boost.
Y wing PS6
BTL-A4
TLT
Cluster mines
Seismic Charge
Extra Munitons
R2 Astro
Predator
Vector Thrusters
Expertise
Shield Upgrade
Coming soon .....
PS7- PTL - Sabine Wren ability
PS8- EU
PS9- Lightning reflex wedges ability
my basic Idea is bomb lots and lots being my and till 1 tie per round in-front of me
once I'm finished Building I can
- Immediately before you reveal your manoeuvre, you may perform a free boost or barrel roll action.(Sabine Wren ability) and/or drop a seismic charge
- then PTL (boost, barrel roll, Cluster mines, focus or TL)
- Fly Green clear steess
- Take an action
- Shoot Primary with pred and expert, then tlt with pred and expert
Looking for ideas for my pilot builds. Any ideas? I'm running a y-wing with torps, guindance chips, extra munitions, and auto blaster turret. I'm also running a xwing with integrated astromech and a one point astromech.
I started with the same Y-wing build. Well, not exactly the same because I don't think you can take Guidance Chips and Extra Munitions at the first level because they are both mods and you only have 1 mod slot at level 1. But I'm working toward this build:
Y-wing
-Nera Dantels
-Autoblaster Turret
-[i don't remember the astromech]
-Proton Torpedoes
-Proton Torpedoes
-Extra Munitions
-Guidance Chips
My pilot's name is "Plinks" because his primary form of damage in the beginning is using the Autoblaster Turret, but toward the end of campaign, he'll be "plinking away" with 360-degree torpedoes. Having the Autoblaster Turret means I can hit any enemy at range 1, while the torpedoes let me fire at an enemy at range 2-3. My build is not supposed to be 100% power, but mostly to have some fun with torpedoes. I'm not sure of the Elite upgrade, either, but definitely not Predator.
Only a few missions in but I have a B-wing with HLC, FCS and Gunner.
I plan on getting PtL, Adv Sensors, guidance chips, proton and adv proton torpedoes, Nera Dantels, extra munitions, and Kenyan Farlander.
For the jump to PS8 & 9 I've got 2 options in mind. 1) engine upgrade, Rey and Finn. 2) shield upgrade and Miranda. I'm leaning towards option 2 right now.
I got shot down at the end of the last mission and lost R2D2 on my X-Wing. but I now have enough XP to get either an A or B and thinking pretty hard about going A-wing now that I lost my droid. I would be carrying over Predator and Shield Upgrade.
I'm pretty torn... I play A-wings all the time in 100/6 so I feel very comfortable with them and love darting around. I'm worried about XP gain tho as we are playing by the book for this play through and only stuff in v0.7 is available, we are also not pooling XP. The Y-Wings we have in our group are racking up the XP while the X-Wings were not doing so hot. I gained 10xp the last mission which is much higher than my average of 3-5xp a mission. I'm wondering if the A-Wing is worth it as I don't want to be left behind. I could buy back R2D2, up my PS to 4, and then go from there as well.