ARC-170 preview article is up

By Danthrax, in X-Wing

h* crap. This is awesome.

*slow clap*

R3 on generics might have a home on T70s. They can get Comm Relays, so they shoot, bank an Evade if they can't use it that turn, and keep fighting. It's not regen good, but it's solid for Red Vets because it's not too expensive.

Damnit, Bio, will you stop trying to find uses for cards that the internet has clearly decided won't be any good? Next you're going to try to tell us a couple Defenders with HLCs could be a competitive list!

I'm also at least intrigued by the potential for the R3 on Wes or Wedge. It's 2 points cheaper than R2-D2. From a psychological standpoint, it's also more of a deterrent against being attacked. If they have R2D2, you'll probably want to focus as much damage on them as possible. If they have a focus/evade combo, you may go after an easier target rather than risk dealing nothing.

I haven't flown Wes much, but I've always been bothered by the fact that the defender can spend the tokens against the attack anyway before Wes can strip them. R3 makes Wes' attack pretty terrible, but you still get to strip a token and then add an Evade to Wes. Interesting.

I got it! If you want to sink points int a ship (which you obviously don't), R3 with Gunner! Cancel the focus in your first attack and then fire a second attack with all your dice. Add Juke, maybe? Too many points, but it's a combo at least.

It's a thing, but it's an expensive thing.

Oh baby. I'll have two of these, please.

YOU get a barrel roll. YOU get a barrel roll. EVERYONE GETS A BARREL ROLL!

Someone please make a gif of Oprah shouting this and as she points to the audience members they spin away in random directions.

Etahn + Accuracy Corrector + R3. That could be a tanky thing...

Doesn't really benefit from his own ability that way, but it's interesting. Plus you could add Juke!

Am i the only one who thinks these pilot abilities are pretty meh? Seriously all of them seem so situational.

Thane Kyrell is pretty solid. A free action when an enemy within either of his firing arcs performs an attack is terrific. At a minimum, it's a free focused, target-locked attack against aces. With upgrades, he can perform a free Boost with R7-T1, get a free Barrel Roll with Vectored Thrusters, and then nab some free tokens with Lando or try to tag someone with a Saboteur.

Thane + R7-T1 sounds neat. Especially next to Biggs: they're forced to shoot Biggs, then Thane boosts into range 1 and grabs a TL to compliment the Focus he already took.

Great stuff, guys, keep it coming!

R3 Astromech seems to be hot steaming garbage. It is almost literally useless on generics, because they'll get their evade token after they fire. Aces will always take regen. Is there something I'm not seeing?

Juke, maybe? If you don't have a focus for whatever reason, or want to save it for a later attack or defending or regen.

Would pair interestingly with Juke and Accuracy Corrector. AC has you cancel all your dice results and add two hits. So...roll any focus results, trigger AC and get an evade, using the evade to drop the enemy agility. Maybe on Etahn?

R3 Astromech seems to be hot steaming garbage. It is almost literally useless on generics, because they'll get their evade token after they fire. Aces will always take regen. Is there something I'm not seeing?

Juke, maybe? If you don't have a focus for whatever reason, or want to save it for a later attack or defending or regen.

Would pair interestingly with Juke and Accuracy Corrector. AC has you cancel all your dice results and add two hits. So...roll any focus results, trigger AC and get an evade, using the evade to drop the enemy agility. Maybe on Etahn?

I love the combo, I just wish there were mid PS E-wing generics with EPTs...

There is a massive gap between the original Y-Wing pilots' design and the Scum pilots' design. Not that anyone actually flies a named Y in either faction.

Kavil with TLT and Unhinged is really, really good. He's tossing 4 dice, twice, at your tokened up ace of choice. Add VI and Vectored Thrusters, and you've got a bonafide ace hunter. Unless your red dice are running really poorly, you're going to put some hurt on Soontir.

Alternatively: Horton Salm. Give him TLT, R2 + Vectored Thrusters, and you've got a nice PS8 paint train.

Honestly, if people are not thinking about Vectored Thrusters in terms of avoiding the TLT donut hole, you should start. It's... it's going to be fun.

why avoid the TLT doughnut hole when you can dive right into the ABT one?

For those noting Shara Bey's as being bad, she could be good when flown with lower skilled, heavy gun shop, the b-wing coming to mind here, or that rare occasion that the ARC won't have a shot or has a shot and didn't spend the lock.

this is why, if I ever run her, it'll be with the sabine + bb-8 combo with VI for ease of dropping seismics

the main problem with Shara is that this guy exists

Dutch_Vander.png

and his ability is just so many times superior that it hurts (also only 1 more point than Shara naked when packing TLTs; unlike Shara he can mod said TLT without sacrificing his ability to support or vice versa)

Shara's only advantage is that she can "stack" target-locks with a friendly

for example, if she's derping around with Norra then you can use Shara's TL to enable Norra's ability and Norra's TL to re-roll her dice

can't re-roll dice more than once ofc

now, if you can stomach having to juggle two TLs on a target and giving up modifiers from a 28+ point ship, you could turn a Y-wing into Redline

or you could just run Horton

Ugh well said. At least the ability does give you another dice. That's like the only saving grace.

So now all we need is the Seismic Torpedo card spoiled. And yes it IS a seismic torpedo. The spelling and sizing works, and what we see of the art is consistent with the halo that seismic charges do in Attack of the Clones.

Shara Bey w/ a Z Missile Swarm!

R3 Astromech seems to be hot steaming garbage. It is almost literally useless on generics, because they'll get their evade token after they fire. Aces will always take regen. Is there something I'm not seeing?

Red Squadron Vet with R3, Juke, Comms Relay.

Edited by Hawkstrike

R3 Astromech seems to be hot steaming garbage. It is almost literally useless on generics, because they'll get their evade token after they fire. Aces will always take regen. Is there something I'm not seeing?

Red Squadron Vet with R3, Juke, Comms Relay.

Seriously, OL is a better pilot for seven less points.

Do you enjoy spending 5 points on a combo that is dependent on you rolling a focus result on your first attack? That also has to be your primary weapon? That also makes you a two attack-die ship? There's way too many modifiers on this card to make it worth the evade token.

I will try this combo when it comes out, maybe with one of the new T-70 pilots if they're any good with it, but I do not expect it will be worth the points.

If R3 had been this instead, I would have loved it: "once per round when you spend a focus token you may immediately acquire an evade token." That would have been good. It would have breathed some life into the lesser used pilots. It also would have been in line with what agromech gives you. Instead we get a card that has too many **** qualifiers on it that prevents it from ever being good. I thought we were through this kind of bull design in X-wing.

Finally, a wildly overpriced, conditional generic astromech to compliment all of our overpriced astromech-toting ships.

Rejoice Rebels!

Pilot abilities are so strange. Not bad, just strange. They all require some combos to really work. As usual, the lack of ept slots really hurts the lower PS pilots. Especially for a ship like the ARC where it's all about finding synergies it hurts.

I still think the ship itself is going to be fun to use, and a welcome change from traditional jousters.

Vector thrusters and tail gunner are pretty sweet. I can see them being used a lot across all factions. Vector thrusters is priced just right too. I was thinking they'd make it 3 or even 4 points, but 2 makes it a possible upgrade for just about anything. Bummer it competes with IA on an x wing though. Still, nice, useful cards at the right price. Thumbs up.

What a big let down with r3 though. Rebels really could have used another 1 or 2 point astro that was just generally useful, like the r2 astro is. Something to throw on generic x, y, and e wings. This is not that card. I actually wonder why they would include 2 of the dang things in there. Oh well, just another almost good astro.

Seriously, OL is a better pilot for seven less points.

Do you enjoy spending 5 points on a combo that is dependent on you rolling a focus result on your first attack? That also has to be your primary weapon? That also makes you a two attack-die ship? There's way too many modifiers on this card to make it worth the evade token.

Oh, it's not a must have, but it's viable. After all ...

(1) Omega Leader can't go in a Rebel list

(2) Red Vet has +2 shields and Boost ... so the equivalent of 12 points in upgrades built in (or 10, if you take Vectored Thrusters to even out Barrel Roll)

(3) Omega Leader can't take Autothrusters

(4) Omega Leader only has 2 attack dice, but admittedly 3 evades.

I kind of like R3 on TLT Horton, and come to think of it I might try sticking Vectored Thrusters on him as well.

(1) Omega Leader can't go in a Rebel list

Indeed, he can take much better wingmen.

so the equivalent of 12 points in upgrades built in

No, it is not the equivalent. Modifications are deliberately overcosted so that they are not auto-includes.

(3) Omega Leader can't take Autothrusters

If you want to make your 33 point PS-4 a 35-point ship, go ahead. At that point you're competing with Soontir and Vader, and that ship is not as good as either of them.

(4) Omega Leader only has 2 attack dice, but admittedly 3 evades.

Guess you also doesn't have three attack? Your T-70 if you want any evade tokens. Also unlike OL you can't prevent an opponent from spending a focus to prevent your juke. I'm personally never going to take a two agility ship with TB /D running around. I one-shotted a Firespray the other day with that.

Frankly I'm rather sick of generic astromechs being bad. Rebel small ships should be as good as their Imperial equivalents in terms of points. But they're not, and they never really have been. FFG really dropped the ball on this upgrade.

I kind of like R3 on TLT Horton, and come to think of it I might try sticking Vectored Thrusters on him as well.

R3 is primary weapon only. It doesn't work with TLTs. Hope you roll a focus on your two attack die primary with BTL.

the more apt comparison to the juke r3 relay t-70 is the juke x7 defender

defender already wins by not having his evade be dice dependent

holy crap is it really only a point of difference?

Glaive x7 (-2) + juke (+2) = 34

Red vet (26) juke (2) + r3 (2) + relay (3) = 33

oh god that's sad :(

Edited by ficklegreendice

the more apt comparison to the juke r3 relay t-70 is the juke x7 defender

defender already wins by not having his evade be dice dependent

holy crap is it really only a point of difference?

Glaive x7 (-2) + juke (+2) = 34

Red vet (26) juke (2) + r3 (2) + relay (3) = 33

oh god that's sad :(

Yikes. The best combo we have yet to find is indeed only a point cheaper than a far, far superior version for imperials.

These are the type of things that make me worry. Did no one ever say, "Hey, has anyone realized this is pretty similar to the Defender title, but just a lot worse? Maybe we should try to compare what is capable with that to this."

Edited by Kdubb

the more apt comparison to the juke r3 relay t-70 is the juke x7 defender

defender already wins by not having his evade be dice dependent

holy crap is it really only a point of difference?

Glaive x7 (-2) + juke (+2) = 34

Red vet (26) juke (2) + r3 (2) + relay (3) = 33

oh god that's sad :(

Yikes. The best combo we have yet to find is indeed only a point cheaper than a far, far superior version for imperials.

These are the type of things that make me worry. Did no one ever say, "Hey, has anyone realized this is pretty similar to the Defender title, but just a lot worse? Maybe we should try to compare what is capable with that to this."

well, tbf, the defender title is for defenders only while an astro pals around with four ships

why in god's name it had to work off of dice results is just beyond my ability to comprehend, though. If it were something you could control for a cost (drop a red die for an evade token) I'd completely understand

I wouldn't try to make a juker out of it (has to drop offense to work, after all) but Id be able to see the appeal

as is, r3 just doesn't...really do anything? It doesn't do anything impressive when it works, but when it doesn't work it doesn't do anything literally

so idk

if I had to guess, they're warming up for the E-wing fix. After all, r3 is an assigned evade. That **** stacks!

ah, but we can't spend two evades on the same defense roll anymore

poor E-wing fix, it died before it lived :(

Edited by ficklegreendice

Oh man, Thane is going to be hilarious with Biggs. They have to have known that, and it's why he doesn't have the EPT for Draw their Fire. ;)

Vectored Thrusters: The Expert Handling you always wanted. It'll be OK. Not enough to replace Autothrusters, but certainly better than nothing if you've two points spare on a higher-PS pilot.

Rear Gunner: Would've preferred a double-tap, but I'll take an Outmanoeuvre, sure. Does work well with the ships 2-die rear gun, at least, and Kath will love it. Will Boba? I'd have to play it a few times to see.

Those low-PS pilots don't have abilities that set the world on fire, but do look pretty promising, all told - and it must be remembered that the PS3 guy is meant to be a little bit rubbish, because it's his job to be the 'generic' of the bunch.

R3: My one gripe with the spread. How is that not worth 1 point? I guess it'll be a luxury Biggs pick, but at 2pts it's a bit steep unless you're flying a ship that never runs focus tokens on the offense. Worse yet, it's no help to generics, and doesn't run right with TLT. Sigh. All Integrated Astromech is begging for is a 1pt generic astromech that's actually properly useful to X-wings and it'd be golden. Overclocked Agromech is a fine example of what would synergise very nicely indeed. But no, apparently this heavily situational ability is worth more than that? Augh.

I remain increasingly convinced that whatever title it is they have cooking up for the T-65 is going to make crap astromechs great, because they seem determined to keep them crap. :(

Okay, expanding the Red Vet R3 idea into a list I've messed around with previously:

Red Vet, Juke, Comm Relay, R3, Integrated Astromech = 33 points x2 = 66 points

34 points left for a crew carrier with Jan Ors. Jan loads up Comm Relay on the Reds. R3 helps reload it throughout the game and is fodder for Integrated Astromech.

Go back to your juke x7s, bio, you're drunk :P

As for Thane, don't think you need Biggs to make Thane work

Just fly him in at 26 points, threatening fully modified shots, and he might well become Biggs (or just run over your opponent)

Edited by ficklegreendice

You know, as an Imperial player I just have to say that I'm actually really looking forward to the ARC-170. On its own each individual ship is nowhere near invincible, but the pilots and upgrades are very useful and give Rebels some cool toys they've never had before, or improves on ones they had (but that used to be relegated to specific builds or pilots). It looks like it will be a very fun and thought-provoking ship to fly against, where as the opponent I'll have to really plan my maneuvers well, and critically analyze their squad build and attack strategy in order to get the better of them. Also, thematically, I like the astromech because it feels like the shooter is trading accuracy for a spray of suppressing fire, and I just really like that.

And of course, there's an upgrade in there that will be useful for Imperials (tail gunner on the TIE/sf), so who knows, maybe we'll get an alternate art version? (though now that I think about it, is it more likely the alt art will be Scum-oriented?)

Okay, expanding the Red Vet R3 idea into a list I've messed around with previously:

Red Vet, Juke, Comm Relay, R3, Integrated Astromech = 33 points x2 = 66 points

34 points left for a crew carrier with Jan Ors. Jan loads up Comm Relay on the Reds. R3 helps reload it throughout the game and is fodder for Integrated Astromech.

make the traitors do their own thinking, damnit! ;)

Go back to your juke x7s, bio, you're drunk :P

As for Thane, don't think you need Biggs to make Thane work

Just fly him in at 26 points, threatening fully modified shots, and he might well become Biggs (or just run over your opponent)

Forcing the enemy to shoot through Biggs to shoot at a Biggs is a pretty hilarious prospect. ;)

What to do with the rest of the list, I wonder: Probably something tanky or annoying to kill. Can you fit Corran in?