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DarthMixer

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  1. A bug I'm running into while playing Whisper with Veteran Instincts, Fire Control System, Gunner, and Advanced Cloaking device. At the end of the attack phase when you Attack (Miss) > Fire Control System > Gunner Attack > Whisper Focus > Advanced Cloak I get a red blob of text similar to what FM posted above. I have not found a way to hide the console once it comes up. Also, how would we make Mods for this?
  2. This looks great. I would like to 2nd the request for HotAC campaign. Is there a way to rotate the map while playing?
  3. This is sooo evil... I like it After playing with it a bit more I swapped out the astronevh for R5-P9. Ended up not using the red moves much. I am running it with alliance overhaul.
  4. I posted this in a smaller topic, but thought it may be helpful here as well. I've put together a file that details some changes needed to Vassal to make it friendly to run HotAC. Essentially, replacing the Target Lock background, resizing the Ion Storms, along with a few other tweaks. I've also created files for all the missions, plus an additional one I made to unlock the ARC-170. After loading the continuation file you will need to individualize it for your squad based on PS and other random factors. https://www.dropbox.com/s/w05k8rgtj7nutad/HotAC_Vassal_Changes.zip?dl=0 Enjoy
  5. There are a few changes you need to make to the Vassal configuration to make it more HotAC friendly. Essentially you need to change the Target Lock images, Resize the Ion Clouds and make a few minor tweaks. Here is a link to a file that details the changes. I've also included the setups for all the missions. Just pick your map, load your squad, then load one of the included continuations, finally edit the Imperial squads to fit your situation and place any obstacles. https://www.dropbox.com/s/w05k8rgtj7nutad/HotAC_Vassal_Changes.zip?dl=0
  6. If you PTL to target lock, Hobbie would remove the stress then and not when you use it, his is when you gain or spend a TL remove a stress. I was going back and forth on that, the reason I settled on not removing stress is according to the FAQ you receive the stress for PtL or Ex. Interface after abilities resolve. So the stress would not be there when I actually take the TL action.
  7. I think they are fairly balanced with an interesting combo. The Level 7 ARC-170 build that I am playing now is: Push the Limit, Hobbie Klivian, and Jake Farrell for EPTs (Have not decided on last one yet). With Targeting Astromech and Kyle Katarn. That gives me the following options: Perform Non-Red Maneuver (I should almost never start the turn stressed). Take Focus for my Action and do a Jake Boost or BR, PtL to Target Lock. During Attack, spend Target Lock, Remove Stress with Hobbie, Gain Focus from Kyle, and reposition if needed with Jake (whichever option I did not take prior). Net Gain: 2x Focus, Target Lock, Boost, BR, and No Stress. or Perform a Red Maneuver and gain Stress. Gain TL through Astromech, Loose Stress with Hobbie, Gain Focus from Kyle, use Jake to Boost or BR. Take Focus for Action, use Jake again. Net Gain: 2x Focus, Target Lock, Boost, BR, and No Stress. Now to decide what to do for my last EPT...
  8. The Level 7 ARC-170 build that I am playing now is: Push the Limit, Hobbie Klivian, and Jake Farrell for EPTs (Have not decided on last one yet). With Targeting Astromech and Kyle Katarn. That gives me the following options: Perform Non-Red Maneuver (I should almost never start the turn stressed). Take Focus for my Action and do a Jake Boost or BR, PtL to Target Lock. During Attack, spend Target Lock, Remove Stress with Hobbie, Gain Focus from Kyle, and reposition if needed with Jake (whichever option I did not take prior). Net Gain: 2x Focus, Target Lock, Boost, BR, and No Stress. or Perform a Red Maneuver and gain Stress. Gain TL through Astromech, Loose Stress with Hobbie, Gain Focus from Kyle, use Jake to Boost or BR. Take Focus for Action, use Jake again. Net Gain: 2x Focus, Target Lock, Boost, BR, and No Stress. Now to decide what to do for my last EPT...
  9. Sounds fun..Suggestion: Make the map in the Mission Command mission design tool... I tried to make it there, but I could not find a way to add the custom station pieces. Here is the layout I used: https://www.dropbox.com/s/slho5mumnd75iig/Salvage%20Mission%20Layout.png?dl=0
  10. What we did was to make a mission to unlock the ARC-170. To make it fit more in the theme of 'Salvaged Hardware" Here are the details: Salvage Mission, 12 Turns Setup: Station near the top end of the board using the large central station, a docking station (facing somewhat towards the Rebel edge), up to 3 single stations with Turbo Lasers, a Sensor Array, a Shield Array, plus other emplacements to fill. Sensor Beacons: 12 Astroids, 2 Beacons per player Sensors have 3 Agility, 2 Hull and are equipped with Sensor Jammer. The Sensor Array on the station counts as a Beacon, 0 Agility, 5 Hull. At end phase, Rebel ships must make a sensor check. Each player builds a pool of attack dice. Ion’d Sensors do not Scan Range 1: +3 Range 2: +2 Range 3: +1 Stealth Device: -1 Add one Interceptor per Crit (up to 4) beginning the next turn Pilots earn 1 XP for each destroyed Sensor, or emplacement. Use standard Turret Rules +1 Turret for 1, 3, 5 players, max 3 Random Elite comes turn after ORS docks, targets ARC ORS is PS 1 has +1 shield per player and must Dock with the station after the Shield Generator is down. ARC is PS 2 has Tail Gunner, R3 Astromech If ARC escapes edge, ARC is now available for play. If ORS escapes, each player gets one Modification at no cost.
  11. Would anyone be able to create a PDF with just the Arcs used for HotAC? We could then get them printed on normal transparency sheets to overlay them onto the ship bases.
  12. I just used some brass split pins and a black sharpie for the turrets
  13. I do not have them on cards, but here is the Ai I came up with for several of the Rebel Ships https://www.dropbox.com/s/l054dlrtj947xb6/Rebel%20Ai.pdf?dl=0
  14. We have tested several different ways to deal with Wingmen. Everyone gets a wingman of the same ship-type, but a few levels lower than you. Plus getting bonuses and penalties depending on range. ​This makes the Empire too powerful in most cases, and crippling when you get too far apart Everyone gets an Academy pilot as a wingman. ​Too easy to game the Ai, too much benefit to most of the ships. Also no incentive to stay as a Tie for your main ship. If you are flying a Tie/Ln or Tie/Fo you get a level 1 Wingman. You can also purchase additional level 1 Wingmen instead of Modifications at level 4 & 8. These cost 12 or 15 points, replacing a destroyed one costs half as much. They have no modifications or EPTs. ​So far this seems to be the most balanced. It takes more points to fly a mini-swarm, but not a lot more. There is the possibility of gaming the Ai, so I was considering not allowing actions on the Wingmen if they are beyond range 2 of the main ship. That adds more of a risk if you use one of your Academy's in that fashion.
  15. The only time in HotAC that Ai PS goes up based on Player PS is when dealing with Elites. Most missions only have 1 Elite (if they have any at all). Most Rebel generics are between 1-4. For the Y-Wings, I think the turrets make for a more interesting engagement. They definitely take a while to take down, but once you get behind them the key becomes to try to stay beyond Range 3 if they have Ion Turrets, or within Range 1 if they have TLT. Just beware of their Bomb
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