ARC-170 too strong?

By killerbeardhawk, in X-Wing

Without generic pilots, your options for this ship are narrowed down. C3P0 and R2D2 astromech look like a solid combination. Weapons engineer and R7 on target lock support pilot, Recon spec on add focus pilot as well. What combinations of rebel crew/droid are so strong that a generic squad would be over powered?

Stay on target/targeting astromech/Hera crew would be crazy to fly at high PS as well.

Don't care about fluff just combinations that look strong.

for a generic? r3-a2 gunner on the cheap, I'd guess?

a vast majority of stellar crew and astromechs are unique, though, so you can't really spam that many overpowered ARCs given what's available so far. Now the astromech they're coming with IS generic, so...

what's coming in the (far distant) future, though, is anyone's guess

r7 just by itself is quite solid, though. It just never had an efficient platform to really shine with, outside Tarn Mison. Obviously, E-wings with FCS would've rocked it, if FFG didn't rock them with stupid point costs first

Edited by ficklegreendice

Gotta use them or go up against them before I make that decision.

no, he's wondering if ffg made the ARC-170 pilots all unique so that we (The playerbase) couldn't abuse some combination of droid/crew by spamming it across generic pilots

nothing comes to mind for me, apart from the astromech and crew upgrades including in the ARC-170 expac proper. Finger's crossed, at least

i cant really think of any droid/crew combo that doesnt involve a unique. Very few crew ARENT unique, and the ones that arent usually are pretty mild (intel agent, bombardier, merc pilot, etc)

no, he's wondering if ffg made the ARC-170 pilots all unique so that we (The playerbase) couldn't abuse some combination of droid/crew by spamming it across generic pilots

nothing comes to mind for me, apart from the astromech and crew upgrades including in the ARC-170 expac proper. Finger's crossed, at least

I think they made it all unique pilots to show that it's a few specially overhauled old ships as opposed to a mass use ship with a ton of pilots. Similar to the attack shuttle being something we only see one of and only has a few pilots. I don't think it was because it would be too overpowered with a generic pilot.

no, he's wondering if ffg made the ARC-170 pilots all unique so that we (The playerbase) couldn't abuse some combination of droid/crew by spamming it across generic pilots

nothing comes to mind for me, apart from the astromech and crew upgrades including in the ARC-170 expac proper. Finger's crossed, at least

I think they made it all unique pilots to show that it's a few specially overhauled old ships as opposed to a mass use ship with a ton of pilots. Similar to the attack shuttle being something we only see one of and only has a few pilots. I don't think it was because it would be too overpowered with a generic pilot.

that's the fluff reason

but gameplay >>>>>>>>>>>>>>> fluff, always, especially when we're talking about game designers here

makes sense they'd make all uniques for a gameplay reason, especially the reason being the unique combination of crew and astromech

Edited by ficklegreendice

There are literally 4 mechs that arent unique.

Targeting Astromech: red move, get a TL

R7 Astromech: Defensive targetlock (possible spam?)

R5 Astromech: Flip 1 faceup Damage cards with Ship trait down per turn

R2 Astromech: All 1-2 moves are green (utterly laughable since the ARC170 is suppose to have good 1-2 speeds anyway)

Crew that arent unique:

Intel Agent

Merc Copilot: change one hit to crit at range 3

Saboteur: action to flip random card faceup

Navigator

Weapons Engineer: maintain 2 targetlocks (OHO I SEE SOMETHING)

Flight Instructor: 1agi ship wouldnt care...

Gunner

So...of those nonuniques i see 1 potential goodie that could be spammed.

R7 Astromech + Weapons Engineer: You may maintain 2 targetlocks and aquire 2 targetlocks at once on 2 targets, 1 each. R7 makes them potentially defensive, forcing the opponent to reroll his hits/crits.

Doesnt seem overly powerful but that would be very, very annoying rofl two ships per ARC to eat through that TL defense...ew

R3a2 and tactician for rear arc shots. Not stronger than tlt y wing, that I assume would be cheaper.

R3a2 and tactician for rear arc shots. Not stronger than tlt y wing, that I assume would be cheaper.

This seems like a good stressbot. Be hard to escape.

no, he's wondering if ffg made the ARC-170 pilots all unique so that we (The playerbase) couldn't abuse some combination of droid/crew by spamming it across generic pilots

nothing comes to mind for me, apart from the astromech and crew upgrades including in the ARC-170 expac proper. Finger's crossed, at least

I think they made it all unique pilots to show that it's a few specially overhauled old ships as opposed to a mass use ship with a ton of pilots. Similar to the attack shuttle being something we only see one of and only has a few pilots. I don't think it was because it would be too overpowered with a generic pilot.

that's the fluff reason

but gameplay >>>>>>>>>>>>>>> fluff, always, especially when we're talking about game designers here

makes sense they'd make all uniques for a gameplay reason, especially the reason being the unique combination of crew and astromech

Gameplay can be a reason to change something that would be overpowered due to fluff reasons. That doesn't mean that you can't do something for fluff reasons that isn't required for gameplay reasons (as long as it's not too over or under powered). Saying you want all uniques for fluff reasons is reason enough to do it. There's no gameplay reason that requires you to have generic pilots.

Edited by VanderLegion

What about Intelligence Agent on a bunch of PS1 fighters that can barrel roll?

EDIT: on second thought, that'll probably cost just as much as bunch of B-wings with Intelligence Agent.

Edited by Budgernaut

there is a very good gameplay reason to have required generic pilots: options and gameplay variety

generics have a key feature in that they can be cloned and taken at the same PS for cheaper than named pilots across one ship type. There are a few ships that have a vast enough repertoire of named pilots (mainly the tie fighters) that allow you to copy PS across multiple uniques, but then the unique might not have abilities you want (See Zeta Leader versuses Omega Ace)

I generally disagree with the gameplay > fluff idea. This is a game based on units that have a points cost. You can make the fluff a part of the game, and then just charge appropriately for them. If anything, fluff should come first in the design process.

R3a2 and tactician for rear arc shots. Not stronger than tlt y wing, that I assume would be cheaper.

Hera and R3a2 is a less brutal but still decent alternative.

Edited by WingedSpider

I generally disagree with the gameplay > fluff idea. This is a game based on units that have a points cost. You can make the fluff a part of the game, and then just charge appropriately for them. If anything, fluff should come first in the design process.

no

you're designing a game , gameplay must come first or you get some crap like age of sigmar

fluff inspires and drives gamedesign, but the needs of the game are the absolute highest priority always unless you're partial to the idea of a game that isn't particularly fun to play

in which case, you can choose from oodles and oodles of SW licensed games of which X-wing miniatures is just one property

Edited by ficklegreendice

R7 Astromech + Weapons Engineer: You may maintain 2 targetlocks and aquire 2 targetlocks at once on 2 targets, 1 each. R7 makes them potentially defensive, forcing the opponent to reroll his hits/crits.

Doesnt seem overly powerful but that would be very, very annoying rofl two ships per ARC to eat through that TL defense...ew

It's gonna annoy at best one ship, the R7 being "once per round". So, not that interesting, just a little less situational.

Edited by Giledhil

R7 Astromech + Weapons Engineer: You may maintain 2 targetlocks and aquire 2 targetlocks at once on 2 targets, 1 each. R7 makes them potentially defensive, forcing the opponent to reroll his hits/crits.

Doesnt seem overly powerful but that would be very, very annoying rofl two ships per ARC to eat through that TL defense...ew

It's gonna annoy at best one ship, the R7 being "once per round". So, not that interesting, just a little less situational.

Hmm, didnt notice the once per round thing. Wonder why thats on an astromech since there isnt any way to regain that TL in the same phase right now...afaik anyway.

Back to the drawing board of wtf would be op without uniques

R7 Astromech + Weapons Engineer: You may maintain 2 targetlocks and aquire 2 targetlocks at once on 2 targets, 1 each. R7 makes them potentially defensive, forcing the opponent to reroll his hits/crits.

Doesnt seem overly powerful but that would be very, very annoying rofl two ships per ARC to eat through that TL defense...ew

It's gonna annoy at best one ship, the R7 being "once per round". So, not that interesting, just a little less situational.

Hmm, didnt notice the once per round thing. Wonder why thats on an astromech since there isnt any way to regain that TL in the same phase right now...afaik anyway.

Back to the drawing board of wtf would be op without uniques

Tarn Mison can acquire a target lock every time he's declared the target of an attack. And it could still be a useful combo on an arc. If you have 2 TL you can shoot at one ship and get the defense bonus against the other.

Edit: Also, future-proofing is a good enough reason to have the limit on there, even if nothing could do it at the time. Any time you make something open ended you have to keep it in mind for all future stuff you make. By limiting it to once per round, there's no need to worry about what happens if some upgrade in the future lets you get target locks on everyone that might shoot you.

Edited by VanderLegion

You can use BB-8 and Kyle Katarn with PtL for some action shenanigans. BB-8 barrel roll, PTL for an action, clear stress for free focus, then action.

Edited by Panzeh

if there were ever an astromech I wished were generic, it'd be bb-8

You can use BB-8 and Kyle Katarn with PtL for some action shenanigans. BB-8 barrel roll, PTL for an action, clear stress for free focus, then action.

But the best you're going to get is barrel roll, PtL into foucs, clear stress to get another focus, then take a target lock. I suppose it's alright, but you don't really have a lot of actions to choose from on an ARC-170.

Double focus on a 1agi ship isnt really that amazing. Yeah it improves your evade odds but not by much lol

no, he's wondering if ffg made the ARC-170 pilots all unique so that we (The playerbase) couldn't abuse some combination of droid/crew by spamming it across generic pilots

nothing comes to mind for me, apart from the astromech and crew upgrades including in the ARC-170 expac proper. Finger's crossed, at least

I think they made it all unique pilots to show that it's a few specially overhauled old ships as opposed to a mass use ship with a ton of pilots. Similar to the attack shuttle being something we only see one of and only has a few pilots. I don't think it was because it would be too overpowered with a generic pilot.

that's the fluff reason

but gameplay >>>>>>>>>>>>>>> fluff, always, especially when we're talking about game designers here

makes sense they'd make all uniques for a gameplay reason, especially the reason being the unique combination of crew and astromech

And yet the designers go to great lengths to let the gameplay fit the fluff . They'll never make a ship deliberately over/underpowered in the name of fluff, preferring instead to make a badass fighter badass then cost it as appropriately as possible - but they do try to make the ship's rules on the table fit the design and intent in the universe.

There might be no reason a generic is problematic for the ARC 170 - beyond the fact they didn't want to see Epic being swarmed with them. Would the Attack Shuttle have been overpowered with a generic? No. Indeed, notice that Zeb was given an almost-non-ability; he's as close to a generic as you can hope for, and yet he's unique because the Phantom isn't meant to be spammed.

I don't see a reason why it would have been broken. But I see every reason why they wouldn't want to see it en masse, when even their own justification for their presence in the timeline is "A couple of lunatics fly their beat-up old models; there are no squadrons of these things". Well, maybe not the lunatic bit... ;)

Edited by Reiver

we don't know about the ATK shuttle

at 18 points with a similar standing to the alpha (similar to z-95 v the tie fighter) at a marked PS increase, shuttle spam could very well have been a thing

you could run five "zebs" to throw the same dice as 5 special-Ks. Sure they have one less health across the lot of them, but higher ps and 10 points leftover for upgrades across two fairly useful slots