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