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ficklegreendice

Arcsarcsarcsarcsarcs.... ARCS!

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1 hour ago, ficklegreendice said:

Vtg is situational trash that triggers once per game against an obliging opponent :(

its basically the minor benefit of first Ed special ops title but you gotta PAY for it!

Cody is cheaper and has one of those neat abilities wherein not triggering is not a bad thing! He's also useful in one-on-one engagements, whereas VTG is literally worthless 

so...no; never. I'd sooner go for a four point bid!

Right now I’m thinking Wolffe with Elusive, R3, and Cody with two 104ths and Ashoka with Battle Meditation.

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I can never get coordinate to look good on low I pilots (and given my love of memes, you better believe I've tried to make Arcatine a thing)
 

difficulty in securing a TL and lack of evade just makes Sinker and synched (or sinked!) more attractive support options than coordinate, plus there's more arcs!

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Posted (edited)

I love the ARCs I have been running this list with great success

1. Sinker

2. 104th battalion

3. 104th battalion    -7th Fleet Gunner

4. 104th battalion    -7th Fleet Gunner

I have a 14 dice opening volley that usually kills a ship

I have never reloaded the gunner

Arcs are good blockers

it has been a lot of fun -

Edited by freakyg3

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made this spicey list, though it admittedly has far less Arcs than I would prefer...

(25) Gold Squadron Trooper [V-19 Torrent Starfighter]
(2) Synchronized Console
Points: 27

(47) Ahsoka Tano [Delta-7 Aethersprite]
(4) R2 Astromech
(15) Delta-7B
(2) Synchronized Console
Points: 68


(54) "Sinker" [ARC-170 Starfighter]
Points: 54

(49) "Jag" [ARC-170 Starfighter]
(2) Synchronized Console
Points: 51
Total points: 200

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3 hours ago, ficklegreendice said:

I can never get coordinate to look good on low I pilots (and given my love of memes, you better believe I've tried to make Arcatine a thing)
 

difficulty in securing a TL and lack of evade just makes Sinker and synched (or sinked!) more attractive support options than coordinate, plus there's more arcs!

Yeah, fair point on the low I coordinate. Perhaps I can go with Mace Windu instead to give me another i4 pilot, more Force tokens, and a slight bid. two 4's and two 2's is a nice balance. All three ships are pretty self-sufficient so I can break them up or keep them together.

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2 hours ago, ficklegreendice said:

made this spicey list, though it admittedly has far less Arcs than I would prefer...

(25) Gold Squadron Trooper [V-19 Torrent Starfighter]
(2) Synchronized Console
Points: 27

(47) Ahsoka Tano [Delta-7 Aethersprite]
(4) R2 Astromech
(15) Delta-7B
(2) Synchronized Console
Points: 68


(54) "Sinker" [ARC-170 Starfighter]
Points: 54

(49) "Jag" [ARC-170 Starfighter]
(2) Synchronized Console
Points: 51
Total points: 200

I think you're bringing the wrong Snips. 13 points left for seasoning to taste. 

Delta-7 Aethersprite - •Ahsoka Tano - 59
    •Ahsoka Tano - “Snips" (47)
        •R4-P17 (5)
        Calibrated Laser Targeting (4)
        Heightened Perception (3)

V-19 Torrent Starfighter - Gold Squadron Trooper  - 25
    Gold Squadron Trooper  - (25)

ARC-170 Starfighter - •“Jag” - 49
    •“Jag” - CT-55/11-9009 (49)

ARC-170 Starfighter - •“Sinker” - 54
    •“Sinker” - Wolfpack Veteran (54)

Total: 187/200

View in the X-Wing Squad Builder

Drop torrent and one of Jag or Sinker to up to three ARCs. 

ARC-170 Starfighter - 104th Battalion Pilot - 42
    104th Battalion Pilot - (42)

ARC-170 Starfighter - 104th Battalion Pilot - 42
    104th Battalion Pilot - (42)

Delta-7 Aethersprite - •Ahsoka Tano - 59
    •Ahsoka Tano - “Snips" (47)
        •R4-P44 (5)
        Calibrated Laser Targeting (4)
        Heightened Perception (3)

ARC-170 Starfighter - •“Sinker” - 54
    •“Sinker” - Wolfpack Veteran (54)

Total: 197/200

View in the X-Wing Squad Builder

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one thing I noticed from my first games is my ****** green nemesis isn't any less irritating in second ed, and especially not when you're packing piddly 2-die aux arcs

attempt to fix has less than ideal (re: less than maximum) number of arcs, but it DOES at least use their snazzy new gunner slot

"Wolffe" (51)    
    Clone Commander Cody (3)    
    
Ship total: 54  Half Points: 27  Threshold: 5    
    
"Sinker" (54)    
    Seventh Fleet Gunner (9)    
    
Ship total: 63  Half Points: 32  Threshold: 5    
    
"Jag" (49)    
    Seventh Fleet Gunner (9)    
    
Ship total: 58  Half Points: 29  Threshold: 5    
    
Gold Squadron Trooper
(25)    
Ship total: 25  Half Points: 13  Threshold: 3    
    
    
Total: 200    
    

course reality is probably the new Y will be THE 7th fleet gunner home, but that ****'s gonna be awhile
 

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17 hours ago, kempokid said:

Right now I’m thinking Wolffe with Elusive, R3, and Cody with two 104ths and Ashoka with Battle Meditation.

I played against some people using

ashoka 7b R2

two arcs two torrents

it was pretty good

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Posted (edited)

Idea

R5_Astromech.png

 

R5 has problems compared to r2. Requiring an ACTION means you can't stack it with like focus or evade (+/- force) on the same turn, or use a manuever action to gfto

...buuuuuuuuut the ARC doesn't exactly have any of that outside a red roll, and it's also got an ***-arc that makes weapon disabled really annoyingly debilitating. Sure, it'll be an unmodded shot but that's better than nothing (unless you're me, in which case it's about the same)

 

also, 1 agility; 6 hull

Edited by ficklegreendice

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On 5/3/2019 at 1:30 PM, ficklegreendice said:

one thing I noticed from my first games is my ****** green nemesis isn't any less irritating in second ed, and especially not when you're packing piddly 2-die aux arcs

attempt to fix has less than ideal (re: less than maximum) number of arcs, but it DOES at least use their snazzy new gunner slot

"Wolffe" (51)    
    Clone Commander Cody (3)    
    
Ship total: 54  Half Points: 27  Threshold: 5    
    
"Sinker" (54)    
    Seventh Fleet Gunner (9)    
    
Ship total: 63  Half Points: 32  Threshold: 5    
    
"Jag" (49)    
    Seventh Fleet Gunner (9)    
    
Ship total: 58  Half Points: 29  Threshold: 5    
    
Gold Squadron Trooper
(25)    
Ship total: 25  Half Points: 13  Threshold: 3    
    
    
Total: 200    
    

course reality is probably the new Y will be THE 7th fleet gunner home, but that ****'s gonna be awhile
 

Here's more irritating reality for you.

Y-Wings are going to be strictly better than ARC-170s. Giving both a red barrel roll is frustrating, making none more agile than the other. Smaller base means a better knife fighter, they have essentially the same dials- but the ARCS can clear stress a LITTLE better... But not by much. Carries a bomb, turret, no crew but who cares honestly, will get a gunner- so it's a good place to put cody or the seventh fleet gunner because why the **** not, the only issue is a 2 forward for firepower, but it can fire forward twice with veteran turret gunner so you lose almost nothing from that. What does the ARC actually have over the Y-Wing?

Frakking nothing if you ask me. If the ARC-170 had gotten a white barrel roll, I'd be very impressed, because that'd imply they were at their prime VS. the Rebel version, which makes perfect sense! But no, no. It's just not as good as a Y-Wing, period.

"But what about when The Republic gets good crew?"

250?cb=20120203041943

What about when they do?

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Posted (edited)
9 hours ago, Captain Lackwit said:

Here's more irritating reality for you.

Y-Wings are going to be strictly better than ARC-170s. Giving both a red barrel roll is frustrating, making none more agile than the other. Smaller base means a better knife fighter, they have essentially the same dials- but the ARCS can clear stress a LITTLE better... But not by much. Carries a bomb, turret, no crew but who cares honestly, will get a gunner- so it's a good place to put cody or the seventh fleet gunner because why the **** not, the only issue is a 2 forward for firepower, but it can fire forward twice with veteran turret gunner so you lose almost nothing from that. What does the ARC actually have over the Y-Wing?

Frakking nothing if you ask me. If the ARC-170 had gotten a white barrel roll, I'd be very impressed, because that'd imply they were at their prime VS. the Rebel version, which makes perfect sense! But no, no. It's just not as good as a Y-Wing, period.

 

ARC is objectively a lot sexier

59630924_10161662951910142_3424802394934


plus one more hull, better primary, doesn't chunk at range 3, greater synergy with sinker (only affects primary), aux-arc, potentially better pilot abilities (particularly Sinker and Wolffe) etc

it's really difficult to understate how the whole appeal of the ARC is being the cheapest aux arc in the game (no, SF and R-As are wonky mobile arcs dependent on actions, and the bug-shuttle is NOT an attack ship). It's whole reason for being is that it can move while being far more likely to still have shots. As such, it's really not a subtle ship as much as a jackhammer you always want going, and having an aux arc allows it to fufill its role while opening up its dial to a crazy degree (think about it, instead of just k-turning it can turn/bank or even straight and still get shots at ships that move past it! Not being dependent on ks is HUGE!)

For this reason, it's a god-awful support ship that really can't utilize Sidious or 7th fleet to their fullest (though it can still abuse 7th fleet with full mods). But attack-dependent upgrades like Cody, or no upgrades at all, make it a very potent force.

Basically, republic Y ain't got **** on the Arc. It's not even a good Y-wing relative to the support that Rebels and Drea can bring to their respective factions. Even as a torp-boat, can it really compare with the intriguing N-1a?  It seems like it will provide a different capacity entirely (which, I guess, is probably support utilizing 7th fleet/hotshot, but support with an ion cannon so it isn't worthless on the offense).

Basically, republic roster is shaping up like this:

Aethersprite --> expensive; maneuverable aces + admirable but ultimately inefficient attempt at support (plo/obi/battle meditation)

Torrent --> filler fodder; ALMOST fufills its fluff role as jedi escort but the Blue Protector is laughably overcosted and therefore makes Dedicated not worth it

ARC! --> the workhorse and, in the case of "Sinker", the anchor. Not terribly maneuverable, but red roll and aux arc make it far moreso than a Y or b-wing etc, making it a good compliment to faster aces.

n-1 --> torp boat; mini-ace

Y-wing --> 7th fleet/hotshot support and device carrier

 

Edited by ficklegreendice

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Posted (edited)
1 hour ago, ficklegreendice said:

ARC is objectively a lot sexier

59630924_10161662951910142_3424802394934


plus one more hull, better primary, doesn't chunk at range 3, greater synergy with sinker (only affects primary), aux-arc, potentially better pilot abilities (particularly Sinker and Wolffe) etc

it's really difficult to understate how the whole appeal of the ARC is being the cheapest aux arc in the game (no, SF and R-As are wonky mobile arcs dependent on actions, and the bug-shuttle is NOT an attack ship). It's whole reason for being is that it can move while being far more likely to still have shots. As such, it's really not a subtle ship as much as a jackhammer you always want going, and having an aux arc allows it to fufill its role while opening up its dial to a crazy degree (think about it, instead of just k-turning it can turn/bank or even straight and still get shots at ships that move past it! Not being dependent on ks is HUGE!)

For this reason, it's a god-awful support ship that really can't utilize Sidious or 7th fleet to their fullest (though it can still abuse 7th fleet with full mods). But attack-dependent upgrades like Cody, or no upgrades at all, make it a very potent force.

Basically, republic Y ain't got **** on the Arc. It's not even a good Y-wing relative to the support that Rebels and Drea can bring to their respective factions. Even as a torp-boat, can it really compare with the intriguing N-1a?  It seems like it will provide a different capacity entirely (which, I guess, is probably support utilizing 7th fleet/hotshot, but support with an ion cannon so it isn't worthless on the offense).

Basically, republic roster is shaping up like this:

Aethersprite --> expensive; maneuverable aces + admirable but ultimately inefficient attempt at support (plo/obi/battle meditation)

Torrent --> filler fodder; ALMOST fufills its fluff role as jedi escort but the Blue Protector is laughably overcosted and therefore makes Dedicated not worth it

ARC! --> the workhorse and, in the case of "Sinker", the anchor. Not terribly maneuverable, but red roll and aux arc make it far moreso than a Y or b-wing etc, making it a good compliment to faster aces.

n-1 --> torp boat; mini-ace

Y-wing --> 7th fleet/hotshot support and device carrier

 

I don't know, yeah it's certainly a god awful support ship, good attack ship, but poor Veteran Tail Gunner is so **** useless that the aux arc is almost just as. Almost.

I maintain that the Y-Wing is probably better for cost and general efficiency.

I think you're mostly right about the Delta-7.

The V-19 needs price adjustments badly but honest to god has been a real force multiplier for the sheer amount of hits it can take for what it is.

Gotta' say Sinker is my favorite pilot in The Republic. His ability alone makes the whole chassis worthwhile. He's very very good.

IDK with the N1. Think it'll be a really good midline badass.

The Y-Wing though, really putting my bets on this thing to end up a serious force to be reckoned with. It does not give two damns if you rolled a crit. And it has Anakin.

Edited by Captain Lackwit

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Posted (edited)

Meh, vtg is completely ancillary to how good the aux arc is

It's not like vtg...**** they the same abbreviation. It's not like TURRET GUNNER, where you need it to make the Y do any damage at all.

More upgrades like Cody would be very much appreciated, but they're not necessary to make the aux arc good

Remember, even though the aux arc is the same 2-dice as a Y, it is both far more flexible positioning-wise (so eventually it'll hurt something) AND the Arc has a built in 3-die in the front 

Edited by ficklegreendice

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1 minute ago, ficklegreendice said:

Meh, vtg is completely ancillary to how good the aux arc is

It's not like vtg...**** they the same abbreviation. It's not like TURRET GUNNER, where you need it to make the Y do any damage at all.

More upgrades like Cody would be very much appreciated, but they're not necessary to make the aux arc good

Remember, even though the aux arc is the same 2-dice as a Y, it is both far more flexible positioning-wiss AND the Arc has a built in 3-die in the front 

Sure, but what's stopping me from throwing a Dorsal onto a Y-Wing, setting it backwards and still going cheaper than an ARC's base cost? Honest to god, what's stopping me from doing that? (Also, hit enter too early up above.)

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10 hours ago, ficklegreendice said:

Idea
R5 has problems compared to r2. Requiring an ACTION means you can't stack it with like focus or evade (+/- force) on the same turn, or use a manuever action to gfto

...buuuuuuuuut the ARC doesn't exactly have any of that outside a red roll, and it's also got an ***-arc that makes weapon disabled really annoyingly debilitating. Sure, it'll be an unmodded shot but that's better than nothing (unless you're me, in which case it's about the same)

 

also, 1 agility; 6 hull

I take your point that R5 seems better than R2 on an ARC.

However, I'd MUCH rather take a Hull or Shield Upgrade over either.  In order for regen to be better, you'll have to give up two actions, or take two turns of weapons disabled.  I feel like the immediacy of raw hit points is better.  Regen droids mostly only seem worth-it on 2 or 3 agility ships, where the cost scaling of Hull/Shield comes into play.

9 hours ago, Captain Lackwit said:

What does the ARC actually have over the Y-Wing?

Rebels fly B-Wings and X-Wings over Y-Wings sometimes.  Why wouldn't it be different with ARCs and Republic?

  • Clear ARC benefits:
    • Better primary weapon: 3 red dice front and 2 rear is almost surely better than 2 + turret 2.  VTG helps, but Y-Wings get absolutely wrecked by good range control, but 3 red just always works.  So does the 2 dice rear arc.  No having to waste an action to rotate--it just goes.
      • Also relevant is that it's a primary weapon, for effects like Sinker (per @ficklegreendice ) and Seventh Fleet Gunner
    • Actual Blue Banks: BTL-B Y-Wing dial can't bank and clear stress.  R4 Astromech can cover that gap, but it also starts adding on even more points.  We don't know how the cost will break down, but the 104th ARC is really cheap, and a Y-Wing with all the upgrades might not be cheap anymore.
  • Mixed:
    • Extra HP vs Plated Hull: probably matters.  Y-Wings are nearly crit-immune (able to turn one crit per attack to a hit if they don't have face-up cards means it'll be hard to take the first face up card), but odds are the extra HP on the ARC keeps them alive longer.
    • Medium Base vs Small Base: one thing which works well with multiple ARCs is the way they can control a lot of space.  Front/rear guns plus a medium base cuts off more of the board.  It does get harder to put ARCs through tight spaces, but it's just harder for enemy ships to get around ARCs, and into safer spaces.  Small-Base Y-Wing does matter for some upgrades, though.
  • Clear Y-Wing benefits:
    • Lower base cost:  I wouldn't be surprised to see BTL-B Y-Wings being a bit more expensive than BTL-A4s, but they'll clearly start lower.  Upgrades can be left of for a weaker-but-cheaper ship.  That's relevant to list building.
    • Bomb: kaboom.
    • Reload: eh.  It's an on-paper benefit, but I don't know whether it'll ever matter.
    • Turret options: Side-arcs are nice.  Having to spend actions on rotates isn't.

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Posted (edited)

yeah, I'll have to try comparing shield/hull on ARCs over multiple games

I get the feeling that shield/hull's immediacy is going to work best on Sinker, since the enemy will be gunning for him ASAP

but r5 on Wolffe, who may well be around in the later game, should have time to work its magic

either way, needs testing and I need NO excuse to play!

18 minutes ago, Captain Lackwit said:

Sure, but what's stopping me from throwing a Dorsal onto a Y-Wing, setting it backwards and still going cheaper than an ARC's base cost? Honest to god, what's stopping me from doing that? (Also, hit enter too early up above.)

2-die forward primary...ew. Might as well fly a torrent

Sure, you get the flexibility of the aux arc, but then people will just bum-rush your face because the 2-die forward primary is bleh. So, it fails to truly recreate the flexibility of the arc (though it's good for ferrying 7th fleet!)

59350659_10161662951240142_2086091196492

(Arc primary arc welcomes ships with open arms :) ...imagine if they were Ys with rear facing turrets :()

EDIT: oh right! dorsal is only range 1-2 😛

Edited by ficklegreendice

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13 minutes ago, theBitterFig said:

I take your point that R5 seems better than R2 on an ARC.

However, I'd MUCH rather take a Hull or Shield Upgrade over either.  In order for regen to be better, you'll have to give up two actions, or take two turns of weapons disabled.  I feel like the immediacy of raw hit points is better.  Regen droids mostly only seem worth-it on 2 or 3 agility ships, where the cost scaling of Hull/Shield comes into play.

Rebels fly B-Wings and X-Wings over Y-Wings sometimes.  Why wouldn't it be different with ARCs and Republic?

  • Clear ARC benefits:
    • Better primary weapon: 3 red dice front and 2 rear is almost surely better than 2 + turret 2.  VTG helps, but Y-Wings get absolutely wrecked by good range control, but 3 red just always works.  So does the 2 dice rear arc.  No having to waste an action to rotate--it just goes.
      • Also relevant is that it's a primary weapon, for effects like Sinker (per @ficklegreendice ) and Seventh Fleet Gunner
    • Actual Blue Banks: BTL-B Y-Wing dial can't bank and clear stress.  R4 Astromech can cover that gap, but it also starts adding on even more points.  We don't know how the cost will break down, but the 104th ARC is really cheap, and a Y-Wing with all the upgrades might not be cheap anymore.
  • Mixed:
    • Extra HP vs Plated Hull: probably matters.  Y-Wings are nearly crit-immune (able to turn one crit per attack to a hit if they don't have face-up cards means it'll be hard to take the first face up card), but odds are the extra HP on the ARC keeps them alive longer.
    • Medium Base vs Small Base: one thing which works well with multiple ARCs is the way they can control a lot of space.  Front/rear guns plus a medium base cuts off more of the board.  It does get harder to put ARCs through tight spaces, but it's just harder for enemy ships to get around ARCs, and into safer spaces.  Small-Base Y-Wing does matter for some upgrades, though.
  • Clear Y-Wing benefits:
    • Lower base cost:  I wouldn't be surprised to see BTL-B Y-Wings being a bit more expensive than BTL-A4s, but they'll clearly start lower.  Upgrades can be left of for a weaker-but-cheaper ship.  That's relevant to list building.
    • Bomb: kaboom.
    • Reload: eh.  It's an on-paper benefit, but I don't know whether it'll ever matter.
    • Turret options: Side-arcs are nice.  Having to spend actions on rotates isn't.

Calling it now, it'll end up with two torpedo slots. Not only does The Republic lack anything like that, but it's very well known/established that Republic Y-Wings carried bigger, heavier payloads than their Rebel counterparts.

 

 

11 minutes ago, ficklegreendice said:

yeah, I'll have to try comparing shield/hull on ARCs over multiple games

I get the feeling that shield/hull's immediacy is going to work best on Sinker, since the enemy will be gunning for him ASAP

but r5 on Wolffe, who may well be around in the later game, should have time to work its magic

either way, needs testing and I need NO excuse to play!

2-die forward primary...ew. Might as well fly a torrent

Sure, you get the flexibility of the aux arc, but then people will just bum-rush your face because the 2-die forward primary is bleh. So, it fails to truly recreate the flexibility of the arc (though it's good for ferrying 7th fleet!)

59350659_10161662951240142_2086091196492

(Arc primary arc welcomes ships with open arms :)...imagine if they were Ys with rear facing turrets :()

You can't hug your children with rear facing turrets.

In all seriousness the firepower DOES matter and it... Kind of befuddles me that the firepower of Y-Wings isn't higher, given the actual genuine fact their guns are SO MUCH BIGGER than the Rebel Y-Wing's. You ask me, it's kind of a design oversight, but it does keep the ARC relevant. Which is a good thing when push comes to shove.

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Posted (edited)

I guess the republic Y is softer because rebels would be annoyed that their newer Y wasn't as good as the classic 😛

rebel bias!

 

From card alone, though, it's already "better" because of the ship ability. It'll probably end up less used because it doesn't have the same access to support as Rebel Beef, but it''' have advantages over its progeny

I'm looking forward to buying one, if only because the I 2 with ICT + 7th fleet will only be 45 points (going by rebel point costs) and therefore easier to integrate as a flanker for my block of arcs!

Edited by ficklegreendice

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1 hour ago, Captain Lackwit said:

Calling it now, it'll end up with two torpedo slots. Not only does The Republic lack anything like that, but it's very well known/established that Republic Y-Wings carried bigger, heavier payloads than their Rebel counterparts.

In all seriousness the firepower DOES matter and it... Kind of befuddles me that the firepower of Y-Wings isn't higher, given the actual genuine fact their guns are SO MUCH BIGGER than the Rebel Y-Wing's. You ask me, it's kind of a design oversight, but it does keep the ARC relevant. Which is a good thing when push comes to shove.

I could see two Torps, for all the good that'll do.  I personally can't really imagine using them both, but double-Torp Vynder did just win a System Open, so it might work out.

As to firepower, I have a friend who's always disappointed that an A-Wing doesn't have more firepower than a TIE fighter, and he's mused a few times that he wishes they just doubled a lot of the base values, so that there could be a bit more granularity.  I could imagine a few ships being a half-die more or less in either red or green dice.

But in game design terms with the current game, I'm glad BTL-B are going to remain at 2-red dice.

Hrm.  Unless... what if they went full-Lambda on the BTL-B dial?  No, that'd be pointless.  R4 exists.  Such a poorly designed card.  It might be OK if it were unique and faction-limited, but it shuts down so many interesting design decisions.  R4-P is a much better thought-out card.

2 hours ago, ficklegreendice said:

yeah, I'll have to try comparing shield/hull on ARCs over multiple games

I get the feeling that shield/hull's immediacy is going to work best on Sinker, since the enemy will be gunning for him ASAP

but r5 on Wolffe, who may well be around in the later game, should have time to work its magic

either way, needs testing and I need NO excuse to play!

Fair.

And R5 can come in handy at eliminating a few particularly nasty crits which can't otherwise be repaired.

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Posted (edited)
On 5/4/2019 at 10:45 PM, ficklegreendice said:

Idea

R5_Astromech.png

 

R5 has problems compared to r2. Requiring an ACTION means you can't stack it with like focus or evade (+/- force) on the same turn, or use a manuever action to gfto

...buuuuuuuuut the ARC doesn't exactly have any of that outside a red roll, and it's also got an ***-arc that makes weapon disabled really annoyingly debilitating. Sure, it'll be an unmodded shot but that's better than nothing (unless you're me, in which case it's about the same)

 

also, 1 agility; 6 hull

I play against someone who also loves the ARC 170. He uses this astromech. It extends the life of the ship way past what the lifespan of an ARC under fire every round should be. Especially when you couple it with a hull upgrade. We played 6 - 8 games Saturday, me with my list and him with a list VERY similar to the one you described above, just minus the Torrent. Every game was tough because of the ability to repair damage cards. 

I left Wolffe for the end game only a couple of times, and by far that was one of the worst decisions I made over the course of the games. He was target number one for the remainder of our day. R5 kept him in the game. 


I was flying Ved Foslo (FCS, Outmaneuver), Vynder(FCS, PT, APT, Trickshot, Config, ASlam), Saber Ace(Predator, HU), and Seyn(Marksmanship, HU). I was dishing damage cards often (particularly Seyn), and needed to with all the repairs occurring on the ARCs.  Having Snips to pass out actions was tough as well. 

I recommend it. 

Edited by Scopes
clarification

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1 hour ago, SpiderMana said:

Oof, bringing her just for R5 doesn't even sound bad.

Yep. I didn't realize how useful she was to the list for the first few games. 

And in the games where she was the last ship, it was hard to catch her and hit her. The Force Points mechanic makes for a small challenge but can be overcome. He was flying her with Brillian Evasion and R2 Astro plus. 

Fun games as well. 

 

@ficklegreendice, I also forgot to mention the synced console upgrade looks to be situational but helped him more often than not. 

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