Heroes of the resistance and arc 170 question.

By Fuzzywookie, in X-Wing

Will these to items help level the game? I really don't know. It seems scum and the empire are really dominating now. What are your thoughts?

The ARC will have a few niche builds that are cool, but not certain myself how competitive they'll end up being. I think Heroes will bring the T70 back into the fold, no doubt, and we might see some falcons, too. Fact is, we really don't know much about Heroes yet. Too much is still unknown to really make judgments. There are three unique T70 pilots and 2 uniques and a generic Falcon, all that we haven't seen.

I'll let you know when we actually can play with them.

HotR certainly looks promising, and we haven't even seen that much of it jet. The ARC, not so much. It brings nothing to the table that rebels don't already have in spades.

neeeeeeeeeeeeerp :P

more specifically, they do jack **** v torp scouts (so far, we don't really have any idea what Heroes is bringing apart from a useless ps 9 poe reprint and a less efficient han)

the ARC's a nice ship with some nice potential builds, but you're just not going to whether all those red dice on one agility

empire shouldn't be an issue, though (personally never felt palp aces were, but you know me and my anti-green dice tech)

between r3-a2 Braylin and tailgunners aplenty, high agi is a minimal issue

Edited by ficklegreendice

The ARC does virtually nothing, Heroes of the Resistance looks like it could do plenty. And let's not forget that Sensor Cluster is usable by T70s which will be pretty solid for many of them, giving them two guaranteed evades if out of arc and having a focus token.

E: Scouts are yesterday's news by the by. Dengaroo is where it's at now, and it's worse :(

Edited by thespaceinvader

not really

dengaroo is food for torp scouts and ARCs can dodge/endure a single jm5k rather than 3

even r3-a2 Braylen has a target in manaroo

Edited by ficklegreendice

Like the ARC can catch manaroo. e: and it probably take 7 or 8 damage in round 1 then dies before shooting in round 2 to dengar so...

Edited by thespaceinvader

Like the ARC can catch manaroo. e: and it probably take 7 or 8 damage in round 1 then dies before shooting in round 2 to dengar so...

at range 1-3? it's not that difficult (Especially since there's an effective build variant involving r3-a2 and Norra, which easily out PSs manny and can b-roll with vector thrusters for easy arcs)

plink on top of PTL is a double stress and it's all downhill from there

otherwise, if you build for damage, you can just roll through dengar unless he's stupidly lucky. Bring biggs (why wouldn't you? you're flying slow 1 agi ships that'll get torn apart on the approach) to split damage; use tailgunners.

Edited by ficklegreendice

I don't think the ARC will turn the tide for the Rebels. It has some interesting tricks and I'm pretty sure someone will find a killer combo that will work well with others, but it won't radically redefine anything.

HotR is potentially another story. There is a lot of potential for the currently unknown unique pilots of both the YT-13 and the T-70. If Rey is any indication, the new versions of Han and Chewie could radically change how to fly the Falcon. But will it be a worth while change? Won't know till we know more. But I do maintain some hopeful optimism for HotR.

On a podcast this morning I heard the inventor of Manaroo say that torp scouts can beat it, and that he invented Manaroo to beat Palp Aces.

Beat Manaroo or beat Dengaroo? Because beat Manaroo, yeah, probably, on her own. Dengaroo I'm a bit more dubious, though in the end, Dengar gets the same number of strong shots but half the HP, so probably.

Beat Palp/Aces? lol, Palp/Aces is the least affected by Dengaroo, being the only list that can reliably generate 2-3 evades from all blank dice, and can have a reasonable hope of arc dodging Dengar to boot. if he invented her to do that I'm not sure how it's working yet.

Maybe when Fenn comes out and Fennaroo's 7-die APT is a thing.

yeah that's a weird way to beat palp (only feedback on manny makes sense there, zuckuss on dengar works far more effectively v minimal mods)

after encountering it personally, I wasn't really that impressed to tell you the truth

without dengar's ability, you're really only taking a 3-dice primary or a shittier version of a torpscout torp for an entire 100 points of list

and stressed Dengar is pretty **** predictable, especially given his ability is arc-locked. if you can block the white sloop (and I love flying jm5ks so I know where that maneuver lands :P) you block his ability

I thought maybe the guy flying it wasn't utilizing manaroo effectively because she just ran away all game instead of using EU to roll in and block (setting up no mods for Zuckuss) and feedback etc., but apparently that's what you're supposed to do

after seeing it, I gotta pen its success to the people running it because I sure as hell wasn't impressed. I mean, juggler's math supports that Dengar is bull efficient, but he's also an 100 point ship given how manaroo just doesn't do a **** thing apart from fart focus

but you also know how I am with zuckuss susceptible (re: green dice loving) ships

in the case of the Arcs, I'm honestly not worried because you get access to Biggs and his ability to split Dengar's fire in half. Tailgunner also sharply cuts down on his defensive capability, which is entirely dependent on his agility. You throw in the two higher damage guys (Thane, especially because he gets his TL after countermeasures re when dengar first fires, and Norra) and you should be able to roll through him, just gotta waether one annoying turn of countermeasures before Norra gets her ability up and running

Edited by ficklegreendice

I think the worst casualty of Dengaroo is probably swarms. It's really, really painful getting even a minor spike in bad green dice, because Dengar can pop a tie fairly reliably in one shot if it get sub-average greens with Zuckuss.

HotR certainly looks promising, and we haven't even seen that much of it jet. The ARC, not so much. It brings nothing to the table that rebels don't already have in spades.

Seismic Torpedos? ;-)

neeeeeeeeeeeeerp :P

so far, we don't really have any idea what Heroes is bringing apart from a useless ps 9 poe reprint and a less efficient han

Edited by WWHSD

neeeeeeeeeeeeerp :P

so far, we don't really have any idea what Heroes is bringing apart from a useless ps 9 poe reprint and a less efficient han

What's this about a less efficient Han? I thought the only thing that we knew about the new Han is that he'd have a different pilot ability than the current pilot does.

apparently, rey's ability is just strictly less efficient than Han's (ol ps 9)

we don't know anything about new han

Beat Manaroo or beat Dengaroo? Because beat Manaroo, yeah, probably, on her own. Dengaroo I'm a bit more dubious, though in the end, Dengar gets the same number of strong shots but half the HP, so probably.

Beat Palp/Aces? lol, Palp/Aces is the least affected by Dengaroo, being the only list that can reliably generate 2-3 evades from all blank dice, and can have a reasonable hope of arc dodging Dengar to boot. if he invented her to do that I'm not sure how it's working yet.

Maybe when Fenn comes out and Fennaroo's 7-die APT is a thing.

Then you obviously don't know how to run the dengeraoo build.

I've beaten my buddies list jax, fel and yorr three times with it. And he made top 8 at regionals, and won a store championship with it, so it's a strong list. In fact I think I'm the only one that's ever beaten it. His only lost at regionals was against me, and didn't lose once at the store championship with it either.

Point is I don't see how you can not see that dengaroo is very scary for imperial aces.

Emperor can't do anything against feedback array, or the pain bot. Plasma torp eats shuttles shields in one hit, and having a large base that can possibly fire twice and make you reroll your green dice means fel or whoever will eat up his defense token's