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Made in us
Killer Klaivex




Oceanside, CA

Just wanted to check if this works the way I think it works.
Brand new to the game, and to the campaign.

Y-Wing
Enhanced Engines
BB-8
Auto Blaster turret

BB-8 gives a free barrel roll with green moves, enhanced engines gives me boost. Auto-turret gets 3 dice at range 1 (counting the bonus die) where hits cannot be canceled out by defense (crits can be dodged though).
Combined it lets me move forward 1 or 2 (my only green moves) and barrel roll and boost all in the same turn. The goal is to fly parallel to the tie's and interceptors, keeping out of front arc as much as possible. From the trial mission, flying wing to wing with the enemies seems to make it really hard from them to engage, all the while the "cannot be dodged turret" is peppering fire into them.

Gained a whopping 10xp in the first mission, buying proton bombs, ammo reload (more bombs), a cloaking field, and vectored thrusters.
Next up is pilot skill...



 thedarkavenger wrote:

So. I got a game with this list in. First game in at least 3-4 months.
 
   
Made in gb
Executing Exarch





Pretty much, although you don't get an extra dice for Range 1 on secondary weapons like the AB turret

"AND YET YOU ACT AS IF THERE IS SOME IDEAL ORDER IN THE WORLD, AS IF THERE IS SOME...SOME RIGHTNESS IN THE UNIVERSE BY WHICH IT MAY BE JUDGED." 
   
Made in us
Deadly Dark Eldar Warrior




The Webway

Pretty much as Turnip Jedi noted. You don't get the extra die for range 1. Otherwise, that is a pretty good setup for a starting Y-Wing (seen that before). I don't know what upgrades you mean by "cloaking field" and "vectored thrusters". I'm guessing you mean stealth device since Y-Wings don't get an illicit slot to get cloaking device? I'd personally suggest thermal detonator instead of proton bomb though. Giving a stress to Imperial ships can really cripple interceptors and bombers (no free focus or target lock).

There are three kinds of people in this world. Those than can do math... and those that can't.
~Griff 
   
Made in us
Killer Klaivex




Oceanside, CA

Why is the turret a secondary weapon? I don't see it listed as secondary.

 thedarkavenger wrote:

So. I got a game with this list in. First game in at least 3-4 months.
 
   
Made in us
Deadly Dark Eldar Warrior




The Webway

It is a secondary weapon by definition in the rulebook. Any upgrade card with the "Attack:" header is a secondary weapon. All turrets, cannons, torpedoes, etc. are secondary weapons.

There are three kinds of people in this world. Those than can do math... and those that can't.
~Griff 
   
Made in us
Killer Klaivex




Oceanside, CA

Thanks, I missed that part. I saw under attack where it was talking about primary turrets and assumed that all turrets were primary.

 thedarkavenger wrote:

So. I got a game with this list in. First game in at least 3-4 months.
 
   
Made in us
Been Around the Block




It's a great game, you will have fun.

My Y has Engine Upgrade, Shield Upgrade, Predator, Nera's ability (firing torps, out of arc), Twin Laser Turret, and array of torps.

Depending on the mission I'll exchange, Shield Upgrade for Extra Munitions.
   
Made in us
Longtime Dakkanaut






 HawaiiMatt wrote:
Thanks, I missed that part. I saw under attack where it was talking about primary turrets and assumed that all turrets were primary.


I had the same confusion early on. Primary turret ships will have a circular red arrow printed on their ship plaque (the cardboard chit that goes on the plastic base). None of the default players ships in the Heroes of the Aturi Cluster campaign have one; some NPC ships will (the Outer Rim Smuggler / YT-1300), as will the Imperial Decimator.
   
 
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