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.

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.

If only plasma torps and 4-5 attack dice were a possibility.

We stand no chance against our new arc overlords.

In 2019, when the boat gets in.

...er...

:mellow:

Yeah I don't think that's going to be the case at all sadly, I have waited for the ARC to be added to the line-up for X-Wing for a very long time but honestly I'm actually little disappointed with the 2 pilots that have previewed so far.

Bey is almost pound for pound a mirror image of Esege in the K-wing, and that guys not tearing up the scene, and as for the top pilot by the time you load up 3P0, R2 and PTL your past a decked out Poe in terms of squad points for a PS7 with no repositioning abilities and a dial that from the description on the preview article is going to be a Y-wing dial with green banks.

The Arc is probably my favourite ship of all Star Wars ships and I desperately want it to be good but unless Tail gunner does something super astounding I really don't see this ship being really good at all (And certainly not at all too strong)

I want it to be good but based on the info we have right now that's not the case.

Edited by Mace Windu

This would be interesting...

Norra Wexley (37) - ARC-170

Veteran Instincts (1) PS9

Intelligence Agent (1) To help with the boost direction

R7-T1 (3) Action economy

Alliance Overhaul (0) Well its free

Experimental Interface (3) To get a focus

I think this will be a very productive addition to the Rebels.

Indeed, a lot does depend on Tail Gunner, it could be an auto include.

I'm not sure the dial sounds at all bad. Green one forward is a great move, presumably green two forwards and green one and two banks as well. It's going to be supremely easy to shed stress from your PTL, and to trigger R2-D2. It might have some white turns in there to, but even without them it's not going to be too hard to get people in one of your two arcs (and remember that even though your rear arc is only two dice it has a built blank->focus conversion, so it's not that weak (and only takes one action to pull off, unlike the front arc where you really want to).

Typing that made me think Experimental Interface, BB8 and Veteran Instincts might be fun.

How about something like this?

OLD TIMERS

100 points

Norra Wexley (37)

ARC-170 (29), BB-8 (2), Veteran Instincts (1), Tactician (2), Alliance Overhaul (0), Experimental Interface (3)

“Dutch” Vander (27)

Y-Wing (23), Extra Munitions (2), Flechette Torpedoes (2), Guidance Chips (0)

Bandit Squadron Pilot (12)

Bandit Squadron Pilot (12)

Bandit Squadron Pilot (12)

Could even swap out Dutch for a couple more Bandits. I only put him in there to give Norra the TL, but I only picked her for the high pilot skill - attacking from her rear arc and arc dodging means the TL isn't so important.

They should have a named pilot. Noah.

1 more hit point than a Y-wing which means it might survive the meta on arrival.

At least it won't have TLTs.

Amen to no TLTs.