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Star Wars: X-Wing Miniatures Game» Forums » Sessions

Subject: HotAC: Let's do this once again. rss

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David Barlowe
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Clarks Summit
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My first attempt at a solo run of Heroes of the Aturi Cluster ended in mission two, with both my X and Y and an Outer Smuggler we were trying to escort, being destroyed.

I learned some good lessons, however. First, the X-Wing can die very quickly when its focused on by multiple TIE fighters at close range. It's been a long time since I've flow T-65s, and even with integrated astromech, focused TIEs can take you down quickly.

Also, with 3-defense dice focused, it seems like a 50-50 chance that an X-Wing and Y-Wing with TLT can destroy a TIE in one round of firing. Maybe the math is off, but I just wasn't killing TIEs as efficiently as I thought I would be with that combination.

I thought the 360 shooting off the Y-Wing would be really effective against a dumb AI, but the AI has the TIEs really moving, and the ion storm clouds in the second scenario seemed to always give the TIEs an extra evade die.

So I restarted the campaign, and changed my build to this:

X-Wing
BB-8 (instead of R2-D2)
Integrated Astromech
saved the 3 points

Y-Wing
TLT
R2 Astromech (turns 1-2 speed maneuvers into green)
BTL-Y4 title (gives a second attack from TLT after primary shot if from front arc)
saved a point

I replayed the starter mission, this time did much better. The BTL title on the Y-Wing helped to get a few damage through. I was able to position the Y-Wing up front during the initial joust (I flew on the right edge, turned towards the center for the joust) to soak up some damage, and then when the formation broke, I was able to use BB-8 to limit the number of TIEs shooting at the X-later.

The title on the Y-Wing did prevent him from getting potshots after the joust, which helped pick up XP. But getting more TIEs off the table quicker limited the amount of focus fire they could put on us also, keeping me more offensive during the later turns.

The TIE interceptor was the cherry on this mission. On the final turn, I had a range three shot with the X-Wing, landed three hits. The INT rolls three blanks and an eye, and was not focused after its K-Turn. Boom! Three points for the X-Wing pilot.

The game ended with a single TIE in the table, and the Y was down to one health. Lessons learned: BB-8 was much better than R2, as not getting shot at is often better than relying on green dice and the limits of green maneuvers to regen. BTL-Y4 might limit the Y-Wings XP somewhat in this scenario, but getting a TIE off the board is more important in this situation.

========

Mission two: Needle in a Haystack

The first time I ran this, it ended in disaster. I took too long to find the pod, my X-Wing got shot up badly in the opening exchange and was effectively out of the fight. Their reinforcements included a Lambda shuttle. We lost everything.

I decided to use my boatload of XP from the first mission, which I ran so much better, to upgrade the pilot skill of my X-Wing, and add the devastating Predator EPT. This pilot talent gives two retools against TIE fighters due to their low pilot skill.

I kept the BTL title on the Y-Wing, and added Ion Bombs and Extra Munitions.

This one ended much quicker (turn 9?), I started the YT-1300 on the left side of the board, and the X and Y angled in about 22.5 degrees towards the middle, through a narrow channel between the ion clouds.

The Y-Wing drew a blank on his first scan for a point, and the YT pulled the Escape Pod on his scan. This triggered the Phantom right away, and by the time the YT docked, turned hard left twice to come back around and attempt to escape, the Phantom was engaged with my Y wing in the center of the board.

The X took out a TIE and damaged another, the Y managed a point of damage. The Phantom ripped into the Y twice, taking it down to 1 hull over two turns. The Y managed to drop an ion bomb to no effect as it fled south to the board edge. Unfortunately the Phantom had Mara Jade, and stressed the Y so it could not use its red 4. The second ion bomb went off, and I did manage to ionize the Phantom and a TIE, but the barrel roll kept the Phantom in arc and range one.

It looked like there would be no way to escape the Phantom, but I remember there were rules about jumping to hyperspace. I shook two red dice, and rolled hits! The Y jumped away.

The YT and the X made their way to within range of board edge, and the Phantom managed one long range shot against the YT, but only managed two hits, and with the range bonus, rolled double evade.

We won!

The X managed 5 XP for killing a TIE, damaging one, and doing a protect right at the end. The Y just a single point for a scan and a damage.

Enjoyed this one a lot - the mission was built in such a way that even a fortuitous chip pull of the escape pod early would not be a cake-walk with the immediate reinforcement. I didn't get to use Predator much, and when I did the TIEs still had great evade rolls. They were not nearly as affected by the clouds this game due to different dice outcomes.

The Y Wing may have saved the day (or at least itself) with its second Ion Bomb. The rules do not reference how this could be scored, if it saved the life of a teammate, wouldn't it be an assist? Some replies on the 416 website seem to indicate that there should be something awarded for assists of this type. One suggestion was every third ship ionized or stress would result in an XP for the assisting ship. Some others recommending rounding this result up. I may try that.

Really enjoying HotAC. On to mission three! I think I may add a third ship, and start to develop a pilot that can transition to a Hawk...
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Michael Van Biesbrouck
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St Catharines
Ontario
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Phuntom wrote:
The TIE interceptor was the cherry on this mission. On the final turn, I had a range three shot with the X-Wing, landed three hits. The INT rolls three blanks and an eye, and was not focused after its K-Turn. Boom! Three points for the X-Wing pilot.


Note that a TIE-Int should get a free focus action before its maneuver, so unless you manage to stress it, the TIE-Int will have a focus despite the K-Turn.
 
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Michael Van Biesbrouck
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Generally the non-standard TIEs have a free action listed in the target selection section, so it happens before they maneuver. Blocking K-turns and using R3-A2 are gold against these monsters.

Today I noticed that a TIE Advanced hadn't gotten its free target lock and rerolled a bunch of eyes ... that Y-Wing had to go to hyperspace with one hull left.
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