hey guys,
gotta say, very disappointed with the ARC-170 preview revealing no epts on the PS 3 and 4 and on r3 astro in particular
r3 astro is easily the worst thing I've seen in a while, being both not very good AND rng dependent makes me wonder if FFG truly learned anything from Wave 1 and r5-d8. I understand there are was around its horrible offensive neutering, namely BTL-A4 and Gunner, but it's still a crapshoot unless you're Norra.
anyway, this thread is my attempt to keep things positive. After all, I'm already wedded to the gloriously goofy ship, so might as well make the most of it
!
I. A Note About the ARC
the ARC-170 obviously isn't your typical ship, not when it has a 0 point title carded necessary to explain how the dang thing works

basically, Alliance Overhaul means 3 things
Auxiliary Arc
3 dice primary from front
always modded from behind; full mods effectively with a re-roll
this already skyrockets the value of cards that operate from the firing arc (ala r3-a2) and anything that allows the re-rolling of attack dice (especially lone wolf and predator)
but how good is a 2-die primary, even modified? well, probably not very. Don't get me wrong, it's lovely when it works but I doubt you're going to win any games with it unless you're at range 1, have Norra, or don't care about how many dice your throwing (ala r3-a2, see a pattern?)
II. Braylen Stramm (aka. "Have I mentioned R3-a2?")

a quick word on RNG dependent abilities: "**** them"
seriously, **** added RNG on top of the already all too fickle red v green dice system. Do yourself a favor and pretend this guy has flavor text, because given the reliability of dice that's exactly what he might as well have
BUT
that doesn't make the God **** Stramm a bad pilot. No no! In fact, he's the single best r3-a2 ARC (exception of Norra with KK pending). Why?
- He's the cheapest
- His ability isn't action dependent (Thane? free actions. Shara? needs TL. Norra? needs TL AND focus!?!?!)
his ability could never trigger (and indeed some day you may be just THAT unlucky) and he'd still be the ideal r3-a2 platform
but what are we getting into exactly?
Braylen (25)
*r3-a2 (2)
*Gunner (5)
[Total: 32]
6 points over your trusty StressY makes him a hard sell, but he has some very good qualities
Most important of all: the aux arc. By all, we should all know how much of a pain in the ass it is to keep an arc-locked Y on the enemy when the most it can do is a 90 degree turn. Well, Braylen doesn't care! r3-a2 will be just dandy firing from either arc
Second most important of all: Braylen might actually still get modifiers. His ability (sometimes) + a green maneuver means he might actually be able to do actions
What Sorcery is this!?!?! Disregarding his ability, you still have Alliance Overhaul and Gunner chipping in to help push damage through onto something
Braylen is an expensive stresshog (stress boar? imagine the massive laser cannons are tusks...) but he at least does bring some clear cut benefits over the humble Y
if you're stingy with points, though, there's always tactician! [29 points]
III. Thane Kyrell (aka. Inverse Tarn Mison)

this guy will inevitably draw comparisons to Valen Rudor. He shouldn't. The ARC has two native actions and this guy is not worth stuffing points into, not at PS 4 with no ept.
What Thane is is a walking gun trained directly onto your enemy, specifically this gun:

you shoot his friend, you give Thane a fully modified retaliation shot back. It's that simple.
Thane is the inverse Tarn, rather than rolling up Dirty Harry style and daring the opponent to shoot him, Thane encourages people to shoot him by promising violent retaliation in return for shooting his friend
Because of his action efficient ability, Thane might be the only ARC-170 I'd run without upgrades (the title might as well be stapled on, so don't get too cute!). He's just a 26 point bruiser, nothing more and nothing less.
Any upgrades you give him should be centered around increasing his damage potential, but since some wise-guy at FFG decided to not let him have Crackshot we're just going to have to throw our arms up here.
And so, a word on tail-gunner. It's not bad, but it's not very good either. It'll turn you into a sh*tty Wedge, essentially, and the value of that is something that'll require a lot of testing. Of all the ARCs, though, I believe Thane's relatively self-sufficient nature and his intimidating "big stick" nature makes him the ideal tail gunner if such a thing exists
To further the Tarn parallel, though, you could give Thane R7 astromech. The reasoning is simple, a problem ship can either shoot Thane and eat defensive re-rolls OR shoot a friend and eat a fully modified shot.
another, though probably far worse, combo is R7-T1. Note Thane does not specify which kind of actions he can take, so ACTION: headers should be good to go. What does R7-t1 accomplish here? Just a boost into a potential range 1 on top of the target-lock you can normally take (or a way to align your firing arc before combat). Idk, might be something.
Thane's ability also isn't round limited, so it can trigger as many times as you have actions to perform. This probably won't come up often given the action bar, but remember it in case Thane ever flies through an asteroid or bumps.
Finally, and I believe this should be said ASAP, you don't need to run Biggs to make Thane work
yes, the combo is "no ****" obvious, but I don't want anyone discounting the possibility of Thane becoming his own Biggs as well. The threat of his ability may well be enough to sway your opponent's target priority.
IV. Shara Bey (aka "I mothered Poe and all I got was this lousy ability")

the Esege of the wave, Shara is another victim of FFG's ill conceived attempts to turn expensive combat craft into janky support vessels
even worse, Shara's ability isn't something like Howlrunner's, who just hands out free re-rolls to friendlies, or Dutch, who multiples his target-locks. No no no, you have to give up your modifier so a friendly can use it. Yes, a 28 point ship with an effective 3 dice primary is hindering itself for some reason
sigh
so, what's a mom to do?
way I see it, you have two options.
First is you try to work around the crappy ability
For example, use Alliance Overhaul's innate focus mod + predator to not give a crap about your own target-lock. Of course, you're now stuck at two dice and your front-arc only benefits from the predator re-roll...but synergy guys!
Second is you try to make a ship that doesn't care so much about attacking. Granted, this is pretty freaking difficult when it's a 28 base cost + effective 3-dice primary, FFG but there is a way
no, it's not saboteur
it's Sabine
the ARC-170 boasts the unique combination of Astromech + Crew slot upgrades, making it the only ship (so far) that can run the combo. BB-8 triggers when revealing a green maneuver; seismics drop when revealing your maneuver dial. Unless it's FAQed to hell, you should be able to barrel-roll before dropping a seismic
Shara - 28
*Sabine (2)
*Seismics (2)
*Extras (2)
*bb-8
[36]
slap on Veteran Instincts to better abuse seismics (bid v the Inquisitor; out PS Vessery and Igs) for 37 points, and you might have a semi-solid pilot. By focusing on bombs, which may throw you out of arc and deny your own shots, you can have a friendly whisk away your target-lock with minimal concern.
expensive as all hell, though
V. Norra Wexley (aka "How Many Hoops Can We Make Rebel Players Jump Through?")

my lord, what the hell is this ability? spend a modifier to gain a result that you then have to modify...it's the best worst ability I've ever seen
Norra seems tailor made by FFG to promote rebel jank synergy builds
unlike Shara, though, her ability isn't just there to shoot herself in the foot. For example, if you combine it with Alliance Overhaul it's basically just a free guaranteed crit result ![]()
Also, if you manage to get a focus + TL and roll 1 under the max amount of possible hits/focus, Norra's ability will essentially provide that last result 100% of the time instead of gambling on dice.
the main problem is now getting Norra's ability to work for her without constructing a frail rube goldberg machine of a list, and for that you have two main solutions
1.) Push the Limit (for obvious reasons)
the quick and easy fix
can use it with r2-d2 (36 points) since you're spamming greens anyway, possibly even with c3po in the crew slot (39 points)
promotes easy synergy with bb-8.
hell, it's not the worst with Tail Gunner. Norra's ability is easy synergy with Alliance Overhaul and that only way for the ARC-170 to effectively reach 3-dice primary levels of damage from the auxiliary arc.
2.) Stolen directly from the Lord of Defenders, Biophyiscal (emperor knows what he's doing oogling these relics when he has those lovelies to fly
):
r3-a2 + kyle katarn
you won't be able to double-tap r3-a2, but you will gain the means to generate focus independently of PTL. This'll free up the EPT slot, allowing you to throw in either more dice modification with Predator or VI up to an impressive PS 9 and use VTs to threaten aces wherever they go
At 37 points, neither combo will offer a cheap nor durable pilot (especially relative to r5-p9 thruster VI Poe) but it does provide a unique offensive threat that combines (potentially) high damage output with enough control to influence opponent maneuvers, potentially to the point of denying shots (re: deny red maneuvers), and punish popular upgrades such as PTL or Overclocked aggromech
In Closing.
The ARC-170 is a fascinating and fascinatingly goofy little ship that I'll be playing by merit of the sexy model alone
I have to sadly say, however, that it also seems to be a ship that FFG dropped the ball on.
It's very fragile and pretty dang expensive, especially after chalking up all the neat toys it gets to use. Apart from Thane, they seem overall very inefficient and they lack the immediate impact of ships such as the torpedo scout or the x7 Defender.
The main advantage ARC-170 seems to be its ability to deal decently with opposing aces, owing mostly to its ability to take R3-A2. Against the opposite leg of the meta (i.e, torpedo scouts), it brings nothing apart from a cheap but punchy Thane to the table.
Most of all, imo, the ARC-170 seems to offer
- Another rebel regenerator (PS 7 Norra, PTL + c3po + r2-d2 for 39 points)
- A high damage glass cannon (Norra again, with either Kyle Katarn + r3-a2 + predator for 37 or Push the Limit + bb-8 + tail gunner for 36)
- An expensive, high performance Stress Hog (Stramm, R3-a2 + Gunner/Tactician for 32/29 points)
- A potentially efficient beatstick (Thane with nada)
It is my hope that the ARC-170 will find some use on the table. This use might be only from behind the protective wall that is Biggs to ensure they don't just evaporate. But hey, I'm sure the X will look really cool alongside its predecessors
Edited by ficklegreendice




