Edited by WWHSDCracken 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.
ARC-170 too strong?
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.
you don't need ps 8/9 to be viable (better pilot abilities would help though)
though if you want to, there's always VI sabine extra seismics for Shara and VI Vector thrusters r3-a2 kyle katarn for norra
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
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DD would still stress you after performing the maneuver, so you're gonna end up double stressed with ptl
not to mention it'd cause damage AFTER r2d2 regen, nullifying all the hard work
DD and PtL are mutually exclusive.
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.
you don't need ps 8/9 to be viable (better pilot abilities would help though)
though if you want to, there's always VI sabine extra seismics for Shara and VI Vector thrusters r3-a2 kyle katarn for norra
You do need PS 8+ for Stay on Target to work effectively, or else have an Intel Agent nearby. Otherwise, selecting one maneuver and changing it to a red one, just to get a TL, and then hoping you're pointed the right direction is a waste of points. Especially because there are a lot better options for 34 points. Wedge, Jake, and Tycho all come to mind.
Granted we don't know everything yet, but so far it looks like the ARC-170 has unimpressive stats, they've hinted at an unimpressive dial, for an unimpressive point cost. Hey but at least it has a never before seen crew/droid combo!
you don't need ps 8 + for SOT to work effectively. Even at ps 6, you've teched against everything aggressors/glaives & vess and below including scouts (which you can ram yourself into to avoid being shot)
for everything else, you've secured action-independent modifiers for the duration of the game especially when you're imitating defenders with hera (assuming it has a k, which it better)
the arc-170 is easily the least impressive stat-wise and ability-wise of wave 9, but it's also by far the coolest. I'm sure we'll find something
Edited by ficklegreendiceThrow a systems slot on the ARC as well.
Only then will you know the true meaning of overpowered.
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
What is Arush???
And you do understand Wired is for both defensive AND offensive AND does not get discarded, right?!
Wired over Crackshot any day. (working with stress anyway)
you don't need ps 8 + for SOT to work effectively. Even at ps 6, you've teched against everything aggressors/glaives & vess and below including scouts (which you can ram yourself into to avoid being shot)
for everything else, you've secured action-independent modifiers for the duration of the game especially when you're imitating defenders with hera (assuming it has a k, which it better)
Eh okay, I guess we'll have to agree to disagree.
I just don't see the harm in having this ship reach higher PS levels. It has the action suite of an X-wing and the resilience of a B-wing. Would this unholy combination be broken at PS 8?
No. This ship is gonna be another non-factor. It doesn't threaten anything that's good.
Double focus on a 1agi ship isnt really that amazing. Yeah it improves your evade odds but not by much lol
Unless you're adding a focus symbol to your results.
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
What is Arush???
And you do understand Wired is for both defensive AND offensive AND does not get discarded, right?!
Wired over Crackshot any day. (working with stress anyway)
Arush is the ept that comes in the tie bomber and, appropriately, arc-170 packs.
and no, wired is not nearly as good as you imply. You're re-rolling (not converting) 25% of your dice on both dice types, and the arc only has one agility. Crackshot trumps it every day.
there's a reason it's one point and not discarded, it barely does anything. Crackshot is discarded, but it's hideously efficient and will win you games you would've otherwise lost
Edited by ficklegreendiceArush, would have been nicer if you did not used the abbreviation and simply explained me that its a shorthand for
Adrenaline Rush (understood this only when I went on Wikia to check the TIE bomber pack, which you referenced.), not everybody is familiar with all the darn abbreviations that get thrown left right and centre..
I dislike one use items, so won't look at them. I prefer Wired over Adrenaline Rush any day,
In the quest for the missing droid text...
if anyone is under any delusions that the ARC will be survivable or have "good defense", I'd recommend proxying before buying
9 health 1 agi melts to just about anything. The only thing keeping it alive will be how well you pilot it.
if anyone is under any delusions that the ARC will be survivable or have "good defense", I'd recommend proxying before buying
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9 health 1 agi melts to just about anything. The only thing keeping it alive will be how well you pilot it.
Or proxy it with the two children's favorite droids, R2D2 and C3PO. I do, and it is a fairly survivable ship; 3 or 4 turns of effective and dedicated fire by palp acces or brobots, few ship in the 30-40 points could survive as long. (not so great against Uboats).
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)
theres r3 astro in the pack, so there will be 5 now at least i guess
Is this an interesting place to put Lando? It doesn't seem like it to me, but I'm sure I'm not thinking of all possible interactions.
Is this an interesting place to put Lando? It doesn't seem like it to me, but I'm sure I'm not thinking of all possible interactions.
indeed
you're not thinking of the interaction between green dice and expecting anything good to happen
Have one ship with R2D2+c3po with your choice of ept (or r2d2 crew and hull regen droid); and another with Flight Instructor, R2F2, and lone wolf.
Is this an interesting place to put Lando? It doesn't seem like it to me, but I'm sure I'm not thinking of all possible interactions.
indeed
you're not thinking of the interaction between green dice and expecting anything good to happen
As if red dice are any better. Had a shot today, Kath's rear arc, range one, five dice: one hit, four blanks. Predator a blank: one more blank. Thanks Recon Specialist, you go ahead and use those focus tokens on making waffles or something, we don't have any use for them.
I don't see them as being OP at all, at least based on what's been revealed. They're not going to have a great dial, middling pilot skill, and 1 agility me evade means damage will get through even from 2 attack ships almost every time. I have no doubt some cool builds can be made with them, but they're going to expensive. They do seem like they'll be fun to use though, which is what I'm looking forward to.
You guys are simply awesome! You're analyzing builds and situations with the ARC with detail that I cannot even begin to do with ships I actually own and fly; "Impressive, most impressive..." Heck, I might even purchase one in 2019 when they are released for retail sale, haha!
I'm following all the details and banter OK, but my big question is, what's the movement dial look like? With a 1 agility ship, that's the main squeeze for me...
Edited by clanofwolvesspeed 1: forward and banks (all green)
speed 2: forward and banks (all green) and turns (white)
speed 3: forward (white) and banks (white) and turns (red)
speed 4: forward (red)
k-turn at speed 3/4 (red, obv)
"It flies well at slower speeds, but struggles at higher speeds, featuring six green maneuvers at speeds "1" and "2," even while four of its seven higher-speed maneuvers are red."
course, with hera you're free to give less than half a ****
and of double course, the article could be full of ****. Wouldn't be the first time (stupid SLAM seismics
)
speed 1: forward and banks (all green)
speed 2: forward and banks (all green) and turns (white)
speed 3: forward (white) and banks (white) and turns (red)
speed 4: forward (red)
k-turn at speed 3/4 (red, obv)
"It flies well at slower speeds, but struggles at higher speeds, featuring six green maneuvers at speeds "1" and "2," even while four of its seven higher-speed maneuvers are red."
course, with hera you're free to give less than half a ****
and of double course, the article could be full of ****. Wouldn't be the first time (stupid SLAM seismics
)
It *might* have turns at speed 1, be they white or even red. That seems like a lot of manoeuvrers though.
going by your typical rebel standard, speed 1 turns are very unlikely