ARC-170 preview article is up

By Danthrax, in X-Wing

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?)

Tie/SF doesn't have a crew slot.

Biophysical: Do you see enough worth in that astromech for it to be 2 points? I'm really baffled as to why they picked that price.

26 + 26 = 52; 48 left

Damnit Eu ptl sensor corran is expensive!

Alternative: norra with ptl c3po r2d2 vectors (41)

Throw 7 points on proto Biggs (including seismic Torps because ACTION header!)

Tail gunner and r7 at a glance

Edited by ficklegreendice

Bummer it competes with IA on an x wing though.

I keep hearing this sentiment a lot... but I mean Integrated Astromech is essentially 1 additional Hull that costs you your astromech ability. But if you barrel roll out of even one range 1 shot, you could be potentially saving yourself a vast amount of damage. Especially since no one takes things like Generic X-Wings that move at low Pilot Skill... isn't the barrel roll far better in terms of defensive options than IA?

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?)

Tie/SF doesn't have a crew slot.

Biophysical: Do you see enough worth in that astromech for it to be 2 points? I'm really baffled as to why they picked that price.

I don't know. It seems high, given the costs of activation.

IA is AT LEAST a shield since it just punks crits

Second, if you're taking VTs just assuming a single roll will magically avoid firing arcs there's unfortunately more to the story than that

VTs won't turn you into soontir, and even soontir crutches on tokens after he's done dancing

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?)

Tie/SF doesn't have a crew slot.

Biophysical: Do you see enough worth in that astromech for it to be 2 points? I'm really baffled as to why they picked that price.

It doesn't? Hmm, I thought it did on account of the movie being extremely clear that it's full functionality comes from being a two-seater...

It doesn't? Hmm, I thought it did on account of the movie being extremely clear that it's full functionality comes from being a two-seater...

It has a 2nd seat for the aft/turret gunner, much like how the y-wng doesn't have a crew slot and has a 2 seat variant- that lets you fire the turret as a turret.

I still find Shara Bey to be an odd choice for an ARC-170 pilot when she should obviously be arc-dodging in an A-wing.

I still find Shara Bey to be an odd choice for an ARC-170 pilot when she should obviously be arc-dodging in an A-wing.

Well, we have two prints of Poe and Maarek in two ships, so who knows? Maybe some day (but they gotta give their new ship some love first...)

Edited by That One Guy

Can't use push the limit to drop a bomb.

Oh well, they can still fix it by including experimental interface instead ;)

it's an FFG tradition to not know how their bomb mechanics work, and then include some cool illustration of how the game does not work, in an effort to sell ships that don't work as advertised.

F-35? Oh wait, this is star wars... um, E-wing?

I still find Shara Bey to be an odd choice for an ARC-170 pilot when she should obviously be arc-dodging in an A-wing.

They gotta get her in the game some how, and then they can add her with some rebels A-wing pilots in Rebel aces 2 or something.

Would've been nice to have a PS2 generic "Rebel Salvager" and a PS5 "Clone Wars Veteran Pilot" with an EPT.

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?)

Tie/SF doesn't have a crew slot.

Biophysical: Do you see enough worth in that astromech for it to be 2 points? I'm really baffled as to why they picked that price.

It doesn't? Hmm, I thought it did on account of the movie being extremely clear that it's full functionality comes from being a two-seater...

It doesn't? Hmm, I thought it did on account of the movie being extremely clear that it's full functionality comes from being a two-seater...

It has a 2nd seat for the aft/turret gunner, much like how the y-wng doesn't have a crew slot and has a 2 seat variant- that lets you fire the turret as a turret.

As noted, gunnery seats for dedicated turrets don't seem to earn a crew slot; they come as part of the turret slot.

Or in the /SF's case, the title slot. Which feels a little odder, I admit.

R3 should have been zero points. That's the only way I'd run it.

Huge missed opportunities here in this new design space with crew and astromech and aux arc.

Man I've really never been so let down by an expansion. I love the ship and model so much, but it's just so boring. I know there's stuff that will work (r2d2 and c3po), but those are just so obvious and played out on other ships. There's a million things they could have done to make this thing shine, but they really didn't do anything special at all.

And for extra saltiness, let's not forget that the title can be Boba Fetted away.

Who knows, maybe they'll shock us and the dial will have green hard 1 turns and we'll all crap ourselves with glee.

While this is still a very good expansion (vector thrusters alone make it a must buy, at least for rebel and scum), I can't help but feel it was originally going to be amazing and then they decided they had to dial it back a little. Can you imagine:

-If Norra added a hit instead of just a focus

-If Thane could use his ability even when he was the target

-If R3 was only 1 point, OR if it let you simply cancel 1 dice instead of just a focus

-If the ARC-170 actually had 2 agility (and maybe less HP) instead of being ANOTHER 1 agility rebel ship that will be torn to shreds the first time you get caught by an ace

I'm really happy we are getting this ship, but I can't help but feel somewhat dissapointed at the same time. Maybe the dream of double sided ship cards (with pilots in their original ships) will come true and turn this back to amazing...

Edited by Michael Sweat

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.

Holy Subjective Statement Batman!

My FLGS regularly sees both named Rebel and Scum Y-Wings on the table. Just because you don't see them flown, doesn't it mean it doesn't happen elsewhere.

So with the new FAQ in mind, does Norra's ability trigger when she fires a torpedo? At the time you pay the torpedo cost there is not yet a defender, but you are definitely "attacking" so I say yes. That would make her extra baller if she ever ends up on a 2 torp Y-Wing... Firing Advanced proton torpedoes twice, using Shara's TL or Esegee's Focus (or both?).

So with the new FAQ in mind, does Norra's ability trigger when she fires a torpedo? At the time you pay the torpedo cost there is not yet a defender, but you are definitely "attacking" so I say yes. That would make her extra baller if she ever ends up on a 2 torp Y-Wing... Firing Advanced proton torpedoes twice, using Shara's TL or Esegee's Focus (or both?).

Nora's ability is used in the Modify Dice step. So no.

I feel like a lot of people are overlooking how great Shara's ability is alongside ordinance carriers, allowing them to use a TL AFTER launching their payload. If she also ends up as a significantly cheaper A-wing, even better!

Also I agree that R3 should either be better or cheaper, but it's not awful, it's basically like "did you roll crap on your attack? Still gonna be shot at this round? Have an evade as a consolation prize".

I also find it ironic that Thane's best wingman will be Biggs, even though Thane didn't join the Rebellion until after the battle of Yavin. In another life, man... another life...

Um, sure, using PTL to drop a bomb...

Sure, why not?

That's what I want to know.

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?)

Tie/SF doesn't have a crew slot.

Biophysical: Do you see enough worth in that astromech for it to be 2 points? I'm really baffled as to why they picked that price.

It doesn't? Hmm, I thought it did on account of the movie being extremely clear that it's full functionality comes from being a two-seater...

The difference being that the TIE/sf's gunner is basically already included with the primary weapon. The ARC on the other hand is a three seater.

So with the new FAQ in mind, does Norra's ability trigger when she fires a torpedo? At the time you pay the torpedo cost there is not yet a defender, but you are definitely "attacking" so I say yes. That would make her extra baller if she ever ends up on a 2 torp Y-Wing... Firing Advanced proton torpedoes twice, using Shara's TL or Esegee's Focus (or both?).

Nora's ability is used in the Modify Dice step. So no.

If it is the case, what about when you spend your TL to re-roll as normal, does that trigger Norra or does she have to spend a separate TL specifically for her ability? It makes a big difference in how awesome her ability is.

Edited by Michael Sweat

I feel like a lot of people are overlooking how great Shara's ability is alongside ordinance carriers, allowing them to use a TL AFTER launching their payload. If she also ends up as a significantly cheaper A-wing, even better!

Also I agree that R3 should either be better or cheaper, but it's not awful, it's basically like "did you roll crap on your attack? Still gonna be shot at this round? Have an evade as a consolation prize".

I also find it ironic that Thane's best wingman will be Biggs, even though Thane didn't join the Rebellion until after the battle of Yavin. In another life, man... another life...

I expect to see Shara with Weapons Engineer supporting Torpedo Y-Wings.

For example, Horton can focus, using Shara's TL to fire his torps, his natural ability to reroll blanks and have the focus for modification as needed. Add Guidance Chips to the mix and you're likely to end up with a 4-hit torp strike at PS 8. That's going to hurt most things to an extent. Give Shara VI to make her PS 8 and able to fire before Horton to hopefully strip a token off the defender for even more effect. You should also be able to fit in a second Grey Squad pilot for a follow up strike at PS 4.

Um, sure, using PTL to drop a bomb...

Sure, why not?

That's what I want to know.

Go read Push the Limit's card again: It lets you do an action on your action bar. Bombs aren't there, they're on a card.

I posted this elsewhere but I want to call dibs on naming it:

"Ladies buy the shots (at least for one round)" -99 points

-Jan Ors + Dorsal Turret (28)

-Norra Wexley + BB-8 + Advanced Proton Torpedoes + Push the Limit + Kyle Katarn + Alliance Overhaul + Guidance Chips (43)

-Shara Bey + Alliance Overhaul (28)

Norra reveals a green, barrel rolls, PTL to TL, executes maneuver to range 1, clears stress, gains focus, and then takes a focus for her action. Shara also has a target lock on the same ship. Norra spends her target lock to fire APT, Jan takes a stress to add one dice and hopes you dont get more than 4 blanks (good odds on 6 dice). Spend Shara's TL to add an eyeball, APT flips three blanks to eyeballs, and Guidance chips does one more, then spend a focus to flip them all so you are practically guaranteed 7 hits (with any crits you rolled naturally) and have a focus left over. Bit of a one trick pony but that will nearly erase any ship in one round, especially if Jan already stripped some tokens with her turret.

Edited by Michael Sweat