ARC-170: What do we think it'll do?

By Razgriz25thinf, in X-Wing

I've been talking with some friends lately about what kinds of things do we expect from Wave 9, most specifically, what we think the ARC-170 will bring to X-Wing, as that is the expansion we happen to be most excited about. It always comes back to the same thing; The ARC-170 is the exact expansion that Rebels really need. It provides an answer to U-Boats and dodgy Palp-Aces at the same time. It's good against Palp Aces because of it's high capacity for damage + it's accuracy, excellent low-speed maneuverability, crew-astro combo, and of course, it's aux arc that makes it very difficult for arc dodgers to get around the ship completely. It's good against U-Boats because of it's high HP and Shara Bey's ability to run with a potent ordnance squad, like 4 bandits w/ Homing Missiles, as well as Norra Wexley's much higher than average individual damage output. It's not completely perfect against both, and i'd say it's better against U-Boats than Palp Aces, but it'll fill the anti-U-Boat slot, allowing Anti-Palp ships to fielded as well.

The TIE/SF CAN take up to 2 attacks a turn, but we dont know what Tail Gunner does yet, and i suspect it will allow for either a higher accuracy shot from it's aux arc, or give it a primary and aux shot in the same turn as well. That's pure speculation though, so who knows.

But as awesome as the ship looks to be, it's some of the upgrades that excite me/us the most. First off, R3 Astro looks to be a 1-2 point generic astromech that, one way or another, nets that ship an evade token. Better yet, it comes with 2 of those cards, which means that it's clearly a defensive buff for astromech carriers, most notably the X-Wing and the T-70. T-70s can run Comm Relay to keep that evade token, while for X-Wings alone it's still very useful to have an evade token for just one round. Better yet, the first words are "Once per round", which indicates that it is not tied to a maneuver like Targeting Astro is, and seems to be a thing you can just do.

Then, there's Vector Thrusters, which is small ship only and adds the barrel roll to your action bar. Quite probably, i expect this to be a 1-2 point upgrade, as Expert Handling itself is only 2 points, yet also takes an enemy target lock off of you. Best case it's 1 point, but i'm not holding out hope. Ultimately it doesnt matter, though. This is a major potential buff for A LOT of Rebel ships, most importantly the X-Wing and T-70. The X-Wing of course because it finally will receive a cheap reposition option that it needs desperately. But the T-70 may just be the biggest winner. Add this to the T-70, as well as a R2 Astro, and it now has green 2 hards, and both boost and barrel roll. It becomes an Interceptor. For possibly the same cost as Autothrusters, the T-70 will have both common reposition options, which honestly imo is way more valuable to the T-70 because AT is less useful on a 2 agility ship to begin with.

The ARC-170 has a LOT of things in it that could make things much better for the Rebels. This isn't even counting Heroes of the Resistance, which has many unspoiled upgrade cards that could also have something very exciting.

So, guys? What about the ARC-170 pack makes you the most excited? Keep in mind this is NOT the place to complain about "something something prequels ship blah blah it sucks" because nobody cares. If you aren't excited for the ARC-170 because you don't think the ship or the upgrade cards will do anything, tell us why.

Edited by Razgriz25thinf

I think out of all of Wave 9, the ARC-170 is the one I'm most excited about.

I definitely think the ARC-170 is the winner of Wave 9, tbh. The Protectorate Starfighter looks solid, but it's not special in any way, and comes with only 2 upgrade cards, only one of which is usable by any other ship.

The Shadow Caster might have some good crew, but most of the upgrade cards it comes with are locked to the Shadow Caster, upgrades we already have, or are otherwise unexciting(that and the shadow caster just looks disgusting. I really, REALLY dislike the aesthetic of the ships from Rebels, they do not feel Star Wars-y at all. The paint looks flat, and the schemes have such awful colors. I'm not a fan of the shape itself either, but i can get over the shape of the ship, i really can, but the coloration just ruins it for me. I have the same problem with the Ghost. That and it's the usual "Bounty Hunter? Rebel? Why not use a Brand New Custom Freighter Do Not Steal" syndrome.). The best part of the Shadow Caster will probably be the crew, maybe the new illicit.

The TIE/SF looks like... a T-70 with an aux arc, that trades the astromech for a system slot and the boost for a barrel roll(meaning it loses out on Vector Thrusters, which will likely be cheaper than Engine Upgrade. Basically, ships that came naturally with barrel roll instead of boost are gonna wish they had gotten boost). The best part will be the new system card and the new tech card.

None of the expansions carry such an enormous amount of awesome, globally useful goodies as the ARC-170. The ARC-170 also just looks to be the most useful ship. The possibilities from HotR and the ARC-170 to fix some problems with the Rebel Alliance really, really make me excited.

Edited by Razgriz25thinf

I definitely think the ARC-170 is the winner of Wave 9, tbh. The Protectorate Starfighter looks solid, but it's not special in any way, and comes with only 2 upgrade cards, only one of which is usable by any other ship.

The Shadow Caster might have some good crew, but most of the upgrade cards it comes with are locked to the Shadow Caster, upgrades we already have, or are otherwise unexciting(that and the shadow caster just looks disgusting. I really, REALLY dislike the aesthetic of the ships from Rebels, they do not feel Star Wars-y at all. The paint looks flat, and the schemes have such awful colors. I'm not a fan of the shape itself either, but i can get over the shape of the ship, i really can, but the coloration just ruins it for me. I have the same problem with the Ghost. That and it's the usual "Bounty Hunter? Rebel? Why not use a Brand New Custom Freighter Do Not Steal" syndrome.). The best part of the Shadow Caster will probably be the crew, maybe the new illicit.

The TIE/SF looks like... a T-70 with an aux arc, that trades the astromech for a system slot and the boost for a barrel roll(meaning it loses out on Vector Thrusters, which will likely be cheaper than Engine Upgrade. Basically, ships that came naturally with barrel roll instead of boost are gonna wish they had gotten boost). The best part will be the new system card and the new tech card.

None of the expansions carry such an enormous amount of awesome, globally useful goodies as the ARC-170. The ARC-170 also just looks to be the most useful ship. The possibilities from HotR and the ARC-170 to fix some problems with the Rebel Alliance really, really make me excited.

You just hush about the protectorate starfighter - assuming the dial is an interceptor with funky reds, is going to be awesome... because it frees a whole new archetype up for Scum. This is huge.

As for the arc... I'm curious about that astromech and that barrel roll, absolutely.

I'm really curious whether that barrel roll shows up without a catch... kavil will be giggling all the way to the ABT if it does. ;)

The ARC is definitely the prettiest ship in Wave 9.

I'm really curious whether that barrel roll shows up without a catch... kavil will be giggling all the way to the ABT if it does. ;)

I doubt it. If you can get boost via modifcation without penalty, they'll hardly make having BR via modification have one.

To be really honest? Die in 3 attacks.

The ARC is meh for me personally, at least in desire to play and aesthetics. I'm an Imperial and Scum player for the most part, so I'll probably be just getting the ARC because it has upgrades that will be useful for Scum. So far the ARC looks like a B-wing with an aux arc, nothing really special.

It'll blow up same as y-wing's and b-wing's before it, especially as it enters the game after tractor beams got introduced.

I'm amused that you speculate about the Tail Gunner where you can at least make an informed guess with what you can see of the card (and it decidedly does not copy the /sf) yet speak with such certainty about the R3 netting an evade token when all you can see is the start of 'once per round'.

I think the combination of Crew, Astro, and EPT upgrades will make this ship a ton of fun to play around with. I don't see 1 AGI ships making an impact on the meta unless they are dishing out tons of stress or damage. R3A2 with tactician and wired would be a cool combo though.

As far as the upgrades, I agree that the R3 units will grant access to the evade token, but I'm not sure how.

With a new tech upgrade in the TIE sf and another in HotR, I think the T70 is looking better and better.

Can't wait for the next preview!

uh yeah, there's nothing currently spoiled in the arc that suggests it's anything against uboats

9health and 1 agility is dead to two torpedoes + some PWT fire (assuming you don't just get crit to death by the torps). Without some specific astro counter, it's basically DoA in that regard

you're fine against aces with all the r3-a2 tricks you can pull, not to mention sabine bb-8,but the other leg of the meta eats the arc for breakfeast. It is the coolest looking (by far), but least promising ship of the wave from the cards revealed. Most fun, best looking; least viable thus far

the protectorate fighter is probably the most meta-worth simply because it can take thrusters. The shadowcaster seems promisingly powerful and chock full of shenanigans, while Quickdraw at least has an absurd ability. It's heavily restricted and limited use, but the double-tap alone makes him hideously efficient.

honestly getting the arc for the model before anything, because I'm a sucker for absurd wing lengths

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Edited by ficklegreendice

It'll see casual play but the environment in competitive games isn't well suited to low agility ships unless they've got the hit points of the ghost.

It's probably going to be my sole purchase from Wave 9. The model itself looks fantastic - beat-up and old, and the R3 Astromech, Vector Thrusters and Tail Gunner could all potentially be good all-round upgrades.

To be really honest? Die in 3 attacks.

Exactly that. Yet another Rebel 1 Agi ship with no innate post-movement capabilities. Which wouldn't matter anyway in Acewing, because the pilots have sub-par base PS.

With upgrades, you're looking at some mid 30 points for a T-65-meets-Y-wing mix with aux arc.

I'm really looking forward to see the unspoiled upgrade cards, though. Same with new cards from TIE./sf and HotR.

Edited by Mef82

The TIE/SF CAN take up to 2 attacks a turn, but we dont know what Tail Gunner does yet, and i suspect it will allow for either a higher accuracy shot from it's aux arc, or give it a primary and aux shot in the same turn as well. That's pure speculation though, so who knows.

The TIE/sf surprisingly doesn't have a crew seat, but I too am quite anticipating Tail Gunner. Really hoping it helps aux arc ships. The Firespray can certainly use a buff, and I would love more goodies to fill those crew seats on the Hounds Tooth.

The TIE/sf surprisingly doesn't have a crew seat, but I too am quite anticipating Tail Gunner. Really hoping it helps aux arc ships. The Firespray can certainly use a buff, and I would love more goodies to fill those crew seats on the Hounds Tooth.

Except that the TIE/SF not having any crew is the same idea that the Y-wing that has a turret slot doesnt have any crew, sicne the gunner is doing his job of just manning the non-front arc guns.

Also before you say "but the Arc-170 has a crew and an aux arc" (if you were to use such an argument- that others have on other threads- not saying you will, but just incase) well the ARC-170 has 3 people total- the aft gunner, a pilot and the bombardier/navigator (so does the Kwing, though it has even another gunner for its 2nd turret).

The arc has potential with all the astro/crew combos. It can regen, stress, action shenigans, etc. Norra can hit really hard with the right cards. 5/6 dmg per round. Shara will be great for ordnance strikes. I think it will be a great ship for rebels. R5 astro+Determination+Chewie crew makes essentailly an 11hp ship that is immune to crits. not too shabby. Or toss C3PO on there instead of Chewie.

Some great combos will come about and stressbot is gonna be coming back as well with this ship out there. Now, you dont have to worry about doing those 2 hard turns with the ywing, with the arc you can shoot out of ur ass! and with Hera crew you can even kturn all you want!

hera r3-a2 is a great recipe for low damage and minimal stress utility

gunner r3-a2 is probably going to be the default. Slap on adrenaline rush for the one k-turn you need to get behind your opponent and you're good to go

I like the idea of Stay on Target, Hera Crew, Targeting Astromech, but it doesn't particularly gel will either of the pilots we've seen. Norra could make decent use of it because she'll outfly ordnance and Crack Swarm, but it like I said, it doesn't work too well with her ability. If you want to make that trigger, you'll need support from another ship.