HOTAC - ability overload.

By Sir13scott, in X-Wing

So some buddies and I have started Heroes of the Atturi Cluster and I have to say I'm enjoying it a lot!

Something I've noticed though is that the rules are a little outdated but allow you to buy the abilities of any rebel pilot for your fighter.

There are so many fresh new abilities since it was last written that I'm wondering if anyone has found anything too broken yet. Luckily the last wave didn't give us any super broken abilities but time is only going to give us more broken combos.

I play as an A-wing and I just got Ezra's ability which combines with PTL is pretty ridiculous. Another buddy of mine is using Jess' ability with expertise to great effect.

What are the craziest combos you have found to work?

Ezra and Sabine's ability aren't out of line compared to, say, Luke and Jake's abilities. The problem is that they come too soon compared to those abilities, which is why the HotAC developer is working on a more nuanced system for the next release, as I understand.

I'm flying in an A-wing in our latest HotAC campaign (which we'll win tonight, if we win Miners' Strike), and I'm doing okay with PTL/Predator/Etahn A'baht/Ten Numb/VI and Proton Rockets (Extra Munitions). But I didn't get the unblockable guaranteed crit (which is great) until PS 8. Despite the limited offense, I've enjoyed flying it all the way from PS 4 to (just achieved) PS 9.

We don't play with anything past Wave 7 except Integrated Astromech, though, and we place limitations on those (if you eject your astromech, you have to rebuy it, basically). The new pilot abilities just seem much stronger, significantly earlier, separately and in combination.

2 hours ago, Jeff Wilder said:

W e don't play with anything past Wave 7 except Integrated Astromech, though, and we place limitations on those (if you eject your astromech, you have to rebuy it, basically).

Never understood the thinking that the astromech is ejected into space and that this somehow helps the ship survive longer.

It seems more reasonable to assume that the droid is now making desperate repairs in an attempt to keep the ship going and now has no time to be helping with navigation, targeting, piloting etc.

Edited by ScaredOfCrows
9 minutes ago, ScaredOfCrows said:

Never understood the thinking that the astromech is ejected into space and that this somehow helps the ship survive longer.

It seems more reasonable to assume that the droid is now making desperate repairs in an attempt to keep the ship going and now has no time to be helping with navigation, targeting, piloting etc.

More like R2D2 took the hit, so the ship didn't, ala a certain movie.

One of the main points of Heroes is to create crazy stupid combinations that would completely break a normal game. :) I'm running a campaign as a sort of DM and I figure if things get completely out of hand I will just pump up the opposition a bit. So far we've had really balanced results.

And a ton of fun.

3 minutes ago, Hawkstrike said:

More like R2D2 took the hit, so the ship didn't, ala a certain movie.

Exactly.

1 minute ago, Hawkstrike said:

More like R2D2 took the hit, so the ship didn't, ala a certain movie.

Nope. Astromech sits proud on an X-Wing: Shot would've flown just above the canopy had the repair droid not been there.

Headfluffing it so that the repair droid in every X-Wing always gets shot seems weird.

My only thing was that while the pilot abilities give the pilots a big buff, the AI and the ships / upgrades they're using don't really benefit from any of that. You never face triple X/7s in a mission for example

Sabine+Hera+R2 Astromech in either an X-wing or Y-wing is absurd - boost/barrel roll before a green move, then execute any green on the dial. PTL at PS7 makes it even crazier. Using 2 sets of proton bombs and Extra munitions in a Y-wing I've annihilated swarms of TIEs, and aces don't avoid bombs, so they die too.

There are a lot of absurdly strong mid- and end-game builds to pick and choose from. If you find your group is flying through the missions, try swapping out TIES for TIE/fos first, then increasing the group's "average pilot skill" by two if that's not enough. Finally, for the purposes of reinforcements for the Imperials, treat your squad as if it had 1 more ship.

Against the aces Ten Numb's ability in a TLT Y-wing with Etahn A'Baht support is plain nuts.

I've played a 2 player campaign on +1 player difficulty and it's absurdly difficult regardless of how broken the pilots were.