Ryfterek 1,009 Posted August 3, 2018 (edited) Willing to field this Republic flavoured full I4 squad as my first 2E experience. The frame idea besides the fluff is to provide my favourite 1E pilot (Norra, except now it's Shara, oh well) with a strong setup allowing to take full use of her ability. From the very beginning, she's able to obtain quite crazy action economy. Full squad, she can come into the fight with TL+Focus+Evade. With good setup you can even stock her up with two TL+Focus sets to use in one turn! Once a wingman goes down, she can still use the other one to keep going with the native combo. As a last resort, carrying the old man Saw onboard lets her push her limits (hehe) to hopefully push through some game-winning, devastating crits. "Dutch" Vander — Y-Wing 42 Ion Cannon Turret 6 R4 Astromech 2 Conner Nets 6 Veteran Turret Gunner 8 Ship Total: 64 Shara Bey — ARC-170 53 Expert Handling 2 Saw Gerrera 8 Veteran Tail Gunner 4 R3 Astromech 3 Ship Total: 72 Garven Dreis — ARC-170 51 Expert Handling 2 Jyn Erso 2 Veteran Tail Gunner 4 R3 Astromech 3 Ship Total: 64 Simple BBCode HTML Close Edited August 3, 2018 by ryfterek Quote Share this post Link to post Share on other sites
Greebwahn 925 Posted August 3, 2018 Remember, Expert Handling costs 4 on medium base ships! The conception seems real cool, I like seeing Shara made work. I really don't think VetTailGun is worth it - that shot will rarely happen. Selfless on the Wingmates could really help Shara make it to endgame. Quote Share this post Link to post Share on other sites
Ryfterek 1,009 Posted August 3, 2018 2 minutes ago, Greebwahn said: Remember, Expert Handling costs 4 on medium base ships! The conception seems real cool, I like seeing Shara made work. I really don't think VetTailGun is worth it - that shot will rarely happen. Selfless on the Wingmates could really help Shara make it to endgame. While the quote from YASB2.0 doesn't take the right costs into account, the numbers behind seem to work - the list adds up to a 200. As far as I understood the rules so far, this is the only gunner one can put on the ARC, so I guess there's no better option for the slot. I kept Selfless in mind as an option but in the end I'm not sure the squad would even fly in a formation tight enough - if any it might Garven who could grab one, Horton flying on a different base will not be handy to keep by Shara's side. 1 Greebwahn reacted to this Quote Share this post Link to post Share on other sites
Greebwahn 925 Posted August 3, 2018 You can put any gunner in a gunner slot, but VetTail is the only one that has direct value on a Y. Ezra and Luke would both give them a force token, but thats a bit too pricey for this list. However, leaving the slot empty to get better other upgrades is fine and dandy Quote Share this post Link to post Share on other sites
Ryfterek 1,009 Posted August 3, 2018 Well yeah, sure you can put a gunner that wouldn't even interact with the chassis, I meant of course that VeTaGunner is the only one giving decent benefit. With merely 4 pts a ship, I'm not sure if there's anything really worth the replacement. Any suggestions? Quote Share this post Link to post Share on other sites
Greebwahn 925 Posted August 3, 2018 The force points interact with the chassis just fine lol. I've been running Norra with Ezra and Maul. I don't think VetTail does give decent benefit. The odds of that shot happening are minimal, as we saw with S/F TIEs in 1e. I'd rather spend the points on a mod, like TacScram, an EPT on Dutch, etc etc Quote Share this post Link to post Share on other sites
ficklegreendice 34,362 Posted August 3, 2018 (edited) Been trying to get my lovely ARCs back in a list...but oh boy they're difficult to justify Braylen (Bwing) just blows them out of the water in every respect but dial and 1 health Anyway, heres my attempt with prequel rebels Garven Dreis (ARC-170) — ARC-170 51 Elusive 3 Perceptive Copilot 10 R4 Astromech 2 Ship Total: 66 Shara Bey — ARC-170 53 Elusive 3 Saw Gerrera 8 R3 Astromech 3 Shield Upgrade 3 Ship Total: 71 Fenn Rau (Sheathipede) — Sheathipede-class Shuttle 52 Elusive 3 Shield Upgrade 3 R4 Astromech 2 Ship Total: 63 (I forget how shield/hull upgrades scale, adjust accordingly) apart from a few pilots (Braylen and Luke come to mind) it seems we'll have to depend on synergy to secure full mods also yeah, vet tailgunner is bad. Gunner slot basically doesn't exist on the ARC for now Edited August 3, 2018 by ficklegreendice Quote Share this post Link to post Share on other sites
Ryfterek 1,009 Posted August 4, 2018 Based on what's highlighted in this thread, any combo based on Garven suddenly becomes much too unreliable to consider as an optimal squad building decision. Back to the drawing board then, again...https://community.fantasyflightgames.com/topic/280329-garvin-in-20-zero-is-no-longer-real-20-ten-numb/ Quote Share this post Link to post Share on other sites
ficklegreendice 34,362 Posted August 4, 2018 yeah, that's some crap ain't it? If you can stretch canon a bit to fit btl-a4 Ys in a Republic setting, Dutch will probably be the way to go Quote Share this post Link to post Share on other sites