ARC-170 preview article is up

By Danthrax, in X-Wing

Would have been glorious if it was simply "when attacking with your primary weapon, you may roll 1 fewer dice and assign an evade token to your ship"

It's a **** shame they limited the R3 to primary weapon only, really. It's like they REALLY don't want anyone to run astromechs on those clearly overpowered rebel Y-wings (except R3-A2).

the entire design of that card is a **** shame

I'm actually kind of flabbergasted that FFG is still designing cards that only work off of certain dice rolls , even if r3 isn't as obviously hideous as r5-d8

seriously, would it have been broken if it just chucked a red die for an evade token? :wacko:

Ya it really is perplexing. Not only are you canceling a die, you are canceling a die with a specific die result, and that specific result is often beneficial.

Would have been glorious if it was simply "when attacking with your primary weapon, you may roll 1 fewer dice and assign an evade token to your ship"

not "glorious" as much as "maybe actually worth considering"

unless it wasn't once per round, in which case TLT Ys would rule the game

It's a **** shame they limited the R3 to primary weapon only, really. It's like they REALLY don't want anyone to run astromechs on those clearly overpowered rebel Y-wings (except R3-A2).

the entire design of that card is a **** shame

I'm actually kind of flabbergasted that FFG is still designing cards that only work off of certain dice rolls , even if r3 isn't as obviously hideous as r5-d8

seriously, would it have been broken if it just chucked a red die for an evade token? :wacko:

I really can't get over how uninspired this card (and Shara Bae's card, and hell, the ps3 and 4 pilots without EPTs) is. I mean, this ship has some super cool combos that could potentially have been played off of with a new astromech or some decent pilot abilities, but we get Esege version 0.9 and R2-F2 version 1.1.

Seriously, R3 doesn't seem much better than R2-F2 (sacrifices an action for defense and praying to RNGesus.

Edited by quasistellar

It's a **** shame they limited the R3 to primary weapon only, really. It's like they REALLY don't want anyone to run astromechs on those clearly overpowered rebel Y-wings (except R3-A2).

the entire design of that card is a **** shame

I'm actually kind of flabbergasted that FFG is still designing cards that only work off of certain dice rolls , even if r3 isn't as obviously hideous as r5-d8

seriously, would it have been broken if it just chucked a red die for an evade token? :wacko:

I really can't get over how uninspired this card (and Shara Bae's card, and hell, the ps3 and 4 pilots without EPTs) is. I mean, this ship has some super cool combos that could potentially have been played off of with a new astromech or some decent pilot abilities, but we get Esege version 0.9 and R2-F2 version 1.1.

Seriously, R3 doesn't seem much better than R2-F2 (sacrifices an action for defense and praying to RNGesus.

yeah I don't get it either

it's the coolest god **** model

and I guess they just had to balance it out with some of the worst game design :blink:

well, not all is necessarily lost (except perhaps at the level of top tier competitive play). Unlike Esege and r3 astro, I can see Braylen, Thane and Norra all being included in builds without screwing yourself over.

Norra even has some interesting variety, wherein she can be built for extreme durability (PTL + c3po + r2d2; 39 points right there with Poe and Miranda) or extreme offense (KK + r3-a2 + predator; PTL + bb-8 + tail gunner)

just really sad about r3 and Shara :( .

if r3 weren't a horrible random rng piece of crap, I think we'd actually find some good uses for it. The BTL-a4 Y-wing would've certainly loved it

Ya the saving grace of the ship really seems to be that, crummy abilities and new astromech aside, the astromech+crew combo is enough to make this ship a nasty surprise.

Ugh. So bad.

They have to stop making large ships amazing and small ships crappy.

So much negativity. :(

Ya the saving grace of the ship really seems to be that, crummy abilities and new astromech aside, the astromech+crew combo is enough to make this ship a nasty surprise.

eh............................................ not really

not yet anyway

none of the crap astromechs combo with anything that make them worth taking at all

meanwhile, the good astro combos are basically r3-a2 + gunner/tactician (or kyle katarn) and r2-d2 + cp3o

there are some decent combos that don't actually feed into each other that well, such as bb-8 + tail gunner on PTL Norra, but are just good because the individual pieces are good

the only "wild card" astromech out there is R7 astro, something which isn't used that has the potential to be really cool. Combo it with what, though? wep engineer? :unsure:

there are A LOT of bad astromechs, and almost as many horrible crew

Edited by ficklegreendice

Ya the saving grace of the ship really seems to be that, crummy abilities and new astromech aside, the astromech+crew combo is enough to make this ship a nasty surprise.

eh............................................ not really

not yet anyway

none of the crap astromechs combo with anything that make them worth taking at all

meanwhile, the good astro combos are basically r3-a2 + gunner/tactician and r2-d2 + cp3o

there are A LOT of bad astromechs, and almost as many horrible crew

But r3-a2 + gunner/tactician and r2-d2 + cp3o are both really, really good. You aren't going to be flying more than 2 of these in a list anyways I'd guess, so 2 amazing combos is all they really need anyways.

So much negativity. :(

Hel-Nah Brah... cause we (and some of our boys) are here too!

:lol: :D :)

Ya the saving grace of the ship really seems to be that, crummy abilities and new astromech aside, the astromech+crew combo is enough to make this ship a nasty surprise.

eh............................................ not really

not yet anyway

none of the crap astromechs combo with anything that make them worth taking at all

meanwhile, the good astro combos are basically r3-a2 + gunner/tactician and r2-d2 + cp3o

there are A LOT of bad astromechs, and almost as many horrible crew

But r3-a2 + gunner/tactician and r2-d2 + cp3o are both really, really good. You aren't going to be flying more than 2 of these in a list anyways I'd guess, so 2 amazing combos is all they really need anyways.

they're saving graces, for sure

kinda boned against torp scouts, though. gotta hope Biggs bails them there

Ugh. So bad.

They have to stop making large ships amazing and small ships crappy.

i'd have to agree with this.

A lot of the large ships outside the initial 3 (lambda, falcon, firespray) are superior in every fashion to small ships. Which in terms of durability/firepower/shenanigans they SHOULD be, but not in cost. One for one, large ship should typically always win except in some situations, but point for point they should be relatively even. They arent.

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.

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

Edited by ficklegreendice

i'll probably play around with norra for the Tl stacking but i wouldnt expect much from it.

Probably the lamest pilot ability of the ARCs.

The arc certainly isn't making me sweat.

REBEL%2BHEART.PNG


Ship itself- meh. Upgrade cards- great for Scum. Vectored thrusters for Kihraxz, Tailgunner for Firesprays. Helps out the Scum faction more than the Rebs I think.

The arc certainly isn't making me sweat.

I agree, it's a ship I'd love to like; but it's seeming like room temperature tea, neither hot nor cold.

(Scratch that, I'm too tired...)

Edited by haslo

I'm assuming that if a friendly ship spends Shara's TL while she has R5-K6 equipped (can roll a defense die to reacquire a target lock), it wouldn't trigger the astromech since she wasn't the one who spent it?

I'm assuming that if a friendly ship spends Shara's TL while she has R5-K6 equipped (can roll a defense die to reacquire a target lock), it wouldn't trigger the astromech since she wasn't the one who spent it?

Not that you'd get that TL back regardless, not 5/8ths of the time anyway

Do it reverse, though, and spend share TL with Dutch packing r5 ...

Edited by ficklegreendice

So much negativity. :(

...and from the same old people, again.