HM.
Black Market Slicer Tools, the luck based Feedback Array on PTL ships.... That's a tough one. For 1 point I might consider.
For Dash Lone Wolf Players, this is going to be standard issue.
HM.
Black Market Slicer Tools, the luck based Feedback Array on PTL ships.... That's a tough one. For 1 point I might consider.
For Dash Lone Wolf Players, this is going to be standard issue.
I really could use a better pic for that ARC-170 dial
It's ****. And FFG added a note in small text:
"We hate Rebels and we're doing our best to make them non-competive. Go check out the Shadow Caster's dial, though!"
on one token im kinda peeved that yet again a scum large ship has one of the best dials in the game. Almost complete full range of motion, plenty of greens, virtually no reds.
However....
This is a large ship with a "speedy ship" dial. It cant clear stress unless it rockets away (2str at the slowest). As we all know, large ships REALLY move when they go 3-4speed and this guy is going to be basically spamming 3speeds.
That might make keeping range1-2 kinda difficult for the abilities, let alone range1 for Onyo's ability.
Regardless, its kinda bs that it has FULL 3 GREENS when its a large ship.
Also i really wish the arc had red 1hards. Really, really hate it when a ship is missing 1hards even if theyre red.
Edited by Vineheart01
I really could use a better pic for that ARC-170 dial
It's ****. And FFG added a note in small text:
"We hate Rebels and we're doing our best to make them non-competive. Go check out the Shadow Caster's dial, though!"
I still need it.
on one token im kinda peeved that yet again a scum large ship has one of the best dials in the game. Almost complete full range of motion, plenty of greens, virtually no reds.
However....
This is a large ship with a "speedy ship" dial. It cant clear stress unless it rockets away (2str at the slowest). As we all know, large ships REALLY move when they go 3-4speed and this guy is going to be basically spamming 3speeds.
That might make keeping range1-2 kinda difficult for the abilities, let alone range1 for Onyo's ability.
Also i really wish the arc had red 1hards. Really, really hate it when a ship is missing 1hards even if theyre red.
The ARC has officially entered DOA territory. I see little reason to play this ship..ever. The only thing it has going for it might be some combination of crew+astromech but none seem powerful enough right now to bring this ship into contention.
Ohh FFS, what is it with ffg and having such a thing for giving large ships the best dials in the game. The large base is not as huge a disadvantage as they make it out to be. That dial is ridiculous. Yet another ship that is a billion times faster, more maneuverable, and agile, than an x-wing. Nuts. i'm disappointed.
the x can't be the standard of comparison, though
because it is a REALLY LOW standard
Agreed, but I think it's the inclusion of a green hard turn that gets me, those should be reserved for inly the most agile ships and they seem to be handed out like candy these days. It presents little to no dial restriction for ptl abuse if a hard green is present.
no there's a pretty big dial restriction
i.e the combination of large base and HUGE turn, since it's the 3-turn specifically
you need a wide open area of table to be able to abuse that given large ship fondness for overlapping other ships and obstacles
I play the YV-666 most often and I can attest to that thing's hard 3s being the reason I hit more asteroids in my first times playing than anything. A 3 turn on a large base is WIDE, you need amazing space for that to not hit anything. The Shadowcaster has a functioning dial but I bet you with it's ARC games and fondness of huge movements, people will fold playing it on the tables. It's just not that easy.
Yeah, those 3 speed greens will be rough to pull off with all those space rocks on the board. If only there was a way to remove obstacles...
- Gyroscopic mod seems like auto-include.
- Slicer tools reminds me a lot of saboteur, and not in a good way
- arc 170 and fang fighter dials almost identical to what was predicted
- I don't think anyone saw green hard turns coming on the shadow caster.
That Gyro mod seems odd to me. I get to move my arc at the end of the combat phase? After everyone has shot? Is there an interaction with one of the pilots I'm missing?
on one token im kinda peeved that yet again a scum large ship has one of the best dials in the game. Almost complete full range of motion, plenty of greens, virtually no reds.
However....
This is a large ship with a "speedy ship" dial. It cant clear stress unless it rockets away (2str at the slowest). As we all know, large ships REALLY move when they go 3-4speed and this guy is going to be basically spamming 3speeds.
That might make keeping range1-2 kinda difficult for the abilities, let alone range1 for Onyo's ability.
Also i really wish the arc had red 1hards. Really, really hate it when a ship is missing 1hards even if theyre red.
The ARC has officially entered DOA territory. I see little reason to play this ship..ever. The only thing it has going for it might be some combination of crew+astromech but none seem powerful enough right now to bring this ship into contention.
man yall spoiled by ships that ARC isn't even trying to be
the ARC dial is great for the ship it is. It's supposed to be a clunker, but it can dance circles around Bs, Ys, Ks etc.
With 6 green maneuvers and an aux arc, it's the best bb-8 ship in the fleet , no questions asked.
what did you want? a white 5 forward and green turns? It's an ARC, it's from the Clone Wars . It's not going to be dancing like a state of the art interceptor
That Gyro mod seems odd to me. I get to move my arc at the end of the combat phase? After everyone has shot? Is there an interaction with one of the pilots I'm missing?
it's all about letting you plan ahead using the information gathered at the end of combat (ie where everyone is going to be situated at the beginning of next round)
mobile arcs, unlike PWTs, are going to require some thought to utilize effectively
Yeah, those 3 speed greens will be rough to pull off with all those space rocks on the board. If only there was a way to remove obstacles...
Folks are so caught up on dials that nobody noticed the rules for Cargo tokens: when dropped on an enemy ship, they resolve immediately .
THAT is going to hurt ace-wing more than almost anything.
Was the token dropped in such a way that your template will overlap it when you activate? Take one stress now, and take another one when you leave.
Are you not an ace, but you had a red maneuver queued up and Hera isn't your co-pilot? Take a stress, and hope you have enough room to avoid flying off the edge next turn.
Are you an unlucky ace who took the Damaged Engine crit from the cargo token on a turn when you had a hard turn queued up? I have some bad news for you. You're flying off the map now.
Yeah, those 3 speed greens will be rough to pull off with all those space rocks on the board. If only there was a way to remove obstacles...
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oh ****, the caster has torp slots!!!
oh wait
That Gyro mod seems odd to me. I get to move my arc at the end of the combat phase? After everyone has shot? Is there an interaction with one of the pilots I'm missing?
Its basically giving you a free mobile action without being an "action" persay.
They could have easily just said "after you perform a 3 or greater speed maneuver, you may rotate your mobile arc" akin to the TIE/x7. But, doing it this way makes it not as sure-fire because you gotta predict which way you want it before anybody moves and you can still move it if you predicted wrong.
I actually like it. Anything that adds more forethought is OK in my books.
edit: and im not upset about the arc dial because i want it to do things its not suppose to do. It is a clunker, we knew that from the start, the red moves on it really dont phase me at all because i never intend to do them anyway. But i REALLY wish it had a 1hard even if it was red because there are tons of situations where not having a 1hard has shafted me. I dont get why the sluggish ships dont get a 1hard but the fast ships do...inertia would rock your brains at high speeds
Edited by Vineheart01
what did you want? a white 5 forward and green turns? It's an ARC, it's from the Clone Wars . It's not going to be dancing like a state of the art interceptor
The Shadow Caster's also from the Clone Wars and dances like an interceptor - but at higher speeds and wider turns.
Imperials whining about the SF dial again. Not EVERY Imperial ships needs to have a killer dial. It is a heavy fighter. You can really argue if the ARC or the SF has the better dial, both are slow and ponderous rear arc fighters.
And for once coemthing different in the IMP fleet.
The Lancer dial is totally sick. Much too much green, and AGAIN a fat ass moving faster then any small fighter while being GREEN.
The Lancer dial is totally sick. Much too much green, and AGAIN a fat ass moving faster then any small fighter while being GREEN.
Its engines are admittedly very large - and, being at either end of the ship rather than close to the center - it makes sense for it to be very good at turning.
what did you want? a white 5 forward and green turns? It's an ARC, it's from the Clone Wars . It's not going to be dancing like a state of the art interceptor
The Shadow Caster's also from the Clone Wars and dances like an interceptor - but at higher speeds and wider turns.
and on a larger base, making it far more difficult to fly than an interceptor which has only 1/4 th of the base size and smaller turns to make
people, you can't just go linking the dial and thinking it'll translate into some consequence free cruising around the table. Large bases + high speeds are going to slingshot you around the game space, and given how table-edges affect ships flying off them and your lack of a 1-turn...
yeah, expect to actually have to work for your success
AND, you don't have the luxury of a PWT to go with your big moves.
You can green 3-hard all day if you want, but you still only have 2 facings to shoot from. People can still dance around you.
Edited by InterceptorMadThat Gyro mod seems odd to me. I get to move my arc at the end of the combat phase? After everyone has shot? Is there an interaction with one of the pilots I'm missing?
It's in hopes that you can realign it for the next round so you don't have to use an action to move it. I think.
all it means is more practice to get good at it. I'll admit im not good at predicting the placement of 3speed moves on large ships but thats because they almost never do it.
Same thing as flying the Phantom. You are going to crash a LOT until you get used to the unique movement, then you wont hit a **** thing.
Also for the record im an imperial player thats not complaining about the tie/sf dial. i actually like it (if i had to change anything the inclusion of a 4k or 5k would be nice). I preordered 3 and im not regretting that choice at all
Edited by Vineheart01
Yeah, those 3 speed greens will be rough to pull off with all those space rocks on the board. If only there was a way to remove obstacles...
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oh ****, the caster has torp slots!!!
oh wait
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You always have one or two little meanies flying with a ship like this. EVERYTHING about this wave says: CASUAL EPIC PLAY.
ARC-170, I need confirmation that this is the dial (the image gives me slight doubts)
1: green banks, green straight
2: white turns, green banks, green straight
3: red turns, white banks, white straight
4 red straight, red k-turn
But as people have said, just because those 3s are green, doesn't make them auto-good. It's still a big ship, those 3-turns and banks still carry you a long way and swing wide.
Keeping your abilities in range will be tough, and not hitting rocks (standard or added to the board by yourself) will be tough too.
BOOM and ZOOM round the middle, while trying to point the aux arc. Yes, it will be not too easy too fly. At the same time, you will have difficulties too follow it. It will zoom round the field.
ARC-170, I need confirmation that this is the dial (the image gives me slight doubts)
1: green banks, green straight
2: white turns, green banks, green straight
3: red turns, white banks, white straight
4 red straight, red k-turn
Looks like it! Exactly as predicted... so I don't get why people are whining.