ARC-170 too strong?

By killerbeardhawk, in X-Wing

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.

The E-Wing can take FCS (it's also the expansion that comes with R7) which would allow you to get a target lock in the combat phase.

Tracers give a TL in the combat phase.

Airen Cracken and Dutch could also be used to grant 2 TLs a round, one of which is in the combat phase.

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

I could see 5 x Attack Shuttle + Autoblaster Turret being a thing.

Cracken wouldnt. He doesnt give targetlocks he gives actions, so if you already did a targetlock "action" you cant do it again.

Different if you acquired it via "may acquire a target lock" though.

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

There are 5 generic Astromechs. You left out the announced, but as yet unspoiled, R3.

You also missed mentioning the Bombardier and the Tactician.

The Bombardier is of course not useful, but the Tactician certainly is.

And there is the announced, but unspoiled, Tail Gunner.

The R3 has a once per round ability, if it has to do with maneuvering it could work well with either Navigator or IA, especially with the Barrel Roll adding modification which is apparently so useful it is announced as a pair.

The Tail Gunner is interesting enough to limit it so you can't spam a couple on a Falcon, Decimator or Epic ship.

Spaced out that Limited is =/= Unique. As he is Limited per faq so i left him out.

I wouldnt doubt seeing him on these things, since that's an easy stress out the ass.

I have been wanting a good solid non-unique, non situational astromech for some time.l as it would help a lot of ships that really need it.

Hopefully R3 might be that, and I think is the biggest wildcard for knowing where the ship stands.

As for current combos, R3A2 + Tactician is tbe only real standout imo.

I also hope the 2 lower PS ships have decent abilities, because the 2 pilot abilities shown are pretty bad.

The ship is +1 point over a PS equiv Bwing and gains +1 hp and the aux arc (as well as BR and the slots being different) so the potential is there. I dont think it will be anywhere close to being "too strong" however.

Not sure I see the point in requiring a generic astromech and crew, given none of the pilots ARE generic, so you can't really 'spam' any combination, anyway.

FWIW, I think R3-A2 + gunner (or even Luke) could be good, but you'll want to pair it with an EPT that boosts your attack without any action (since you'll quickly be hauling PtL-Tycho-levels of stress tokens), and ideally a pilot ability that also does not require an action (which, so far, we don't have - both Shara and Norra kind of want to keep their actions).

Not sure I see the point in requiring a generic astromech and crew, given none of the pilots ARE generic, so you can't really 'spam' any combination, anyway.

We were looking for a combination that would have led to no generic pilots.

I think R2-D2 crew and R5-D8 would be funny. That would let you regenerate shields and hull points.

Not sure I see the point in requiring a generic astromech and crew, given none of the pilots ARE generic, so you can't really 'spam' any combination, anyway.

We were looking for a combination that would have led to no generic pilots.

Ah, sorry, that wasn't super clear from the OP.

Yeah, I think we'd really need to wait for the R3 to be spoiled before that call could be made. Since it's likely it would be another partial "X-Wing fix"...or even "generic E-Wing fix" (this thing being basically the last ship the Rebels flew that had an astromech slot), I think we can assume it'd be at least marginally better than the existing astromech options.

Otherwise, none of the existing generics come off too overpowered. I mean, heck, the only ones with really any synergy at all would be weapons engineer with either the R7 Astromech (which is meh - so you can force one enemy to reroll and attack and keep your TL on another? Okay, but not great) or Targeting Astromech (do a red maneuver, get two target locks?)

Not sure I see the point in requiring a generic astromech and crew, given none of the pilots ARE generic, so you can't really 'spam' any combination, anyway.

FWIW, I think R3-A2 + gunner (or even Luke) could be good, but you'll want to pair it with an EPT that boosts your attack without any action (since you'll quickly be hauling PtL-Tycho-levels of stress tokens), and ideally a pilot ability that also does not require an action (which, so far, we don't have - both Shara and Norra kind of want to keep their actions).

So, Norra with Luke, R3A2, and Predator could Target Lock for an action, roll her initial attack, use Predator to try and intentionally miss, add a stress to something, make a new attack, spend your Target Lock to add an eyeball, use Luke to turn it to a hit, and get Predator re-rolls on your normal dice. Probably not worth it, but pretty funny when it works.

alternatively, just use gunner r3-a2 and hang the mods

if you miss, you get double stress on the enemy

if you hit, you hit. that's just good damage

There are lots of good droid / crew interactions, but things don't get crazy till you get double droid, there are also decent ept choices.

Targetting astromech + Stay on target + Hera crew... Always gain a TL, go wherever!
R3-A2 + Ezra bridger
R7-t1 + han crew - on a ship w a rear arc... oh yeah.
BB8 + PTL + Kyle will be viable with 6 greens..... That can make for a very good advanced torp carrier.

Outmaneuver / tactician will be nice.


Edited by Ravncat

Predator, R3-A2, Tactician (or Gunner) will be frightful at any rate. :o .

R7-t1 + han crew - on a ship w a rear arc... oh yeah.

don't get it

r7-t1 says you have to be in the targeted ship's arc; not vice-versa

or we just hoping the rear arc makes arc-dodging with a boost less awkward?

Edited by ficklegreendice

alternatively, just use gunner r3-a2 and hang the mods

if you miss, you get double stress on the enemy

if you hit, you hit. that's just good damage

a place for wired. (Wired will work on the attack too....)

Edited by Ravncat

R7-t1 + han crew - on a ship w a rear arc... oh yeah.

don't get it

r7-t1 says you have to be in the targeted ship's arc; not vice-versa

or we just hoping the rear arc makes arc-dodging with a boost less awkward?

Boost is really strong on the firespray - because of the rear arc - so you can bank in either direction to gain arc on the opponent from either arc - not necessarily arc dodging , Han will let you use your TL as a focus if that option is the better of the two. You could also opt for weapons engineer- to gain a lock on a different target while you boost away from something you're not shooting at.

Edited by Ravncat

alternatively, just use gunner r3-a2 and hang the mods

if you miss, you get double stress on the enemy

if you hit, you hit. that's just good damage

a place for wired.

on 1 agi? honestly rather have crackshot or even arush.

Arush would be hilarious if you land stress on an arced target and then (presumably; dial pending etc) k-turn behind them, it's eventually just gg as they struggle to face you

R7-t1 + han crew - on a ship w a rear arc... oh yeah.

don't get it

r7-t1 says you have to be in the targeted ship's arc; not vice-versa

or we just hoping the rear arc makes arc-dodging with a boost less awkward?

Boost is really strong on the firespray - because of the rear arc - so you can bank in either direction to gain arc on the opponent from either arc - not necessarily arc dodging , Han will let you use your TL as a focus if that option is the better of the two. You could also opt for weapons engineer- to gain a lock on a different target while you boost away from something you're not shooting at.

fair nuff

not a fan of r7-t1's incredibly specific triggers, but it could work

Edited by ficklegreendice

There are lots of good droid / crew interactions, but things don't get crazy till you get double droid

R2 + R2D2 + PTL.

You could do R2D2 crew and R5-P9 for the double regen.

Edited by Panzeh

There are lots of good droid / crew interactions, but things don't get crazy till you get double droid

R2 + R2D2 + PTL.

try Daredevil - it counts as a green maneuver - so you get double regen + maneuverability :D

You can finally do Nien Nunb crew and R2D2 astromech to do a green and regenerate a shield when you are ioned. Take that Tie Defenders with Tie/D title!

Edited by willow560

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

If r7 wasn't once per round Tarn's ability of free target locks when declared as defender would be way too strong. Once per round keeps him in check. With weapons engineer and r7 you would target lock who your attacking and whose attacking you. While both upgrades are generic, having 2 of these wouldn't be as good as unique combinations.

There are lots of good droid / crew interactions, but things don't get crazy till you get double droid

R2 + R2D2 + PTL.

try Daredevil - it counts as a green maneuver - so you get double regen + maneuverability :D

And it helps keeping people in one of your arcs.

My main concern with the pilot choices, is not that there isn't a generic, but that they top at PS 7. What exactly are we supposed to do with these? It's a B-wing that has a punchy rear arc.

If Nora were PS 8, Stay on Target, Targeting Astromech, Hera combo would be cool. At PS 7, there's little abuse this can pull.