2 x 104. Sinker, and Obiwan with CLT fit.
Arcsarcsarcsarcsarcs.... ARCS!
33 minutes ago, Arc170Chris said:I'm still wondering if a something like Obi Wan decked out and two arcs will be good. seems like it. but not sure if 3 ships will be able to keep up with 4 ship lists.
I might mess around with something like this:
Obi-Wan Kenobi (53)
Supernatural Reflexes (24)
Calibrated Laser Targeting (8)
"Jag" (49)
Veteran Tail Gunner (4)
"Wolffe" (51)
Veteran Tail Gunner (4)
Total: 193
Lots of vulture droids and buzzsaws, etc means lots of attack opportunities. Not to mention Awings buzzing around.
25 minutes ago, Octarine-08 said:2 x 104. Sinker, and Obiwan with CLT fit.
Right.. but the 104s are just there not doing much to help. I think there are better ways to go.
25 minutes ago, wurms said:Lots of vulture droids and buzzsaws, etc means lots of attack opportu ni tie s.
I hadn’t thought about how nice it might be for Wolffe to have remotes slip behind him. Let him doubletap just to recharge his front ability again.
1 hour ago, Arc170Chris said:I was hoping to fly a jedi a 3 arcs... but doesn't look possible. 4 arcs is amazing. I'm still wondering if a something like Obi Wan decked out and two arcs will be good. seems like it. but not sure if 3 ships will be able to keep up with 4 ship lists. I feel 4 ships will be most efficient but we'll see. My currrent list is an Arc, Jedi w/7b, and two Torrents with missiles.
Jedi and 3 ARCS is solid. You don't get a lot of upgrades, but you can get double mods on the ARCs in the opening engagement with 3x3dice, which is pretty solid.
I'm considering this for ARCs and Jedi.
Delta-7
Aethersprite
- •Luminara Unduli - 55
•Luminara Unduli -
Wise Protector
(44)
•R4-P44 (5)
Calibrated Laser Targeting (6)
Delta-7
Aethersprite
- •Barriss Offee - 49
•Barriss Offee -
Conflicted Padawan
(43)
Calibrated Laser Targeting (6)
ARC-170 Starfighter - 104th Battalion Pilot - 47
104th Battalion Pilot - (42)
R3 Astromech (3)
Synchronized Console (2)
ARC-170 Starfighter - 104th Battalion Pilot - 47
104th Battalion Pilot - (42)
R3 Astromech (3)
Synchronized Console (2)
Total: 198/200
View in the X-Wing Squad Builder
5 hours ago, Arc170Chris said:I was hoping to fly a jedi a 3 arcs... but doesn't look possible. 4 arcs is amazing. I'm still wondering if a something like Obi Wan decked out and two arcs will be good. seems like it. but not sure if 3 ships will be able to keep up with 4 ship lists. I feel 4 ships will be most efficient but we'll see. My currrent list is an Arc, Jedi w/7b, and two Torrents with missiles.
3x Arc 170s plus 1 jedi
(51) "Wolffe" [ARC-170 Starfighter]
(4) Veteran Tail Gunner
Points: 55
(44) Luminara Unduli [Delta-7 Aethersprite]
Points: 44
(49) "Jag" [ARC-170 Starfighter]
(4) Veteran Tail Gunner
Points: 53
(42) 104th Battalion Pilot [ARC-170 Starfighter]
(4) Veteran Tail Gunner
Points: 46
Total points: 198
Considering this for a list. Luminara as a defensive support ship will help keep the bulky arc170s alive longer. The other arc170 are relatively self sufficient, (except jag of course) but jag ability is pretty easy to pull off. If the enemy shoots another friendly, he gets free lock. Otherwise, he acts like a Biggs-like ship.
I'm not super sold on the 3x veteran turret gunners, those points can be changed out for a different upgrade. 7th fleet gunner? Upgrade for luminara? I need to run the list through the different upgrades to test.
Thoughts?
24 minutes ago, Isophane said:3x Arc 170s plus 1 jedi
(51) "Wolffe" [ARC-170 Starfighter]
(4) Veteran Tail Gunner
Points: 55(44) Luminara Unduli [Delta-7 Aethersprite]
Points: 44(49) "Jag" [ARC-170 Starfighter]
(4) Veteran Tail Gunner
Points: 53(42) 104th Battalion Pilot [ARC-170 Starfighter]
(4) Veteran Tail Gunner
Points: 46Total points: 198
Considering this for a list. Luminara as a defensive support ship will help keep the bulky arc170s alive longer. The other arc170 are relatively self sufficient, (except jag of course) but jag ability is pretty easy to pull off. If the enemy shoots another friendly, he gets free lock. Otherwise, he acts like a Biggs-like ship.
I'm not super sold on the 3x veteran turret gunners, those points can be changed out for a different upgrade. 7th fleet gunner? Upgrade for luminara? I need to run the list through the different upgrades to test.
Thoughts?
Just keep in mind those Arcs are medium based, opponent will have a easier time getting bullseye than a small base.
Maybe change Jag to a naked Sinker?
Veteran Tail Gunner on Wolfe isn't bad if you can trigger his ability twice, or could swap that and the 104ths Tail Gunnet for a Seveth Gunner.
Cody and Trick Shot is also an option for Wolfe as well.
Edited by KiraYamatoSFOn 3/20/2019 at 11:50 PM, william1134 said:I am a little worried as this doesn't seem quite balanced. 😕
My heart cries for left-over imperial ships like the tie interceptor. Saber Squadron Ace
(40)
Oh, the creep is real. Compare also
5 Kihraxz < 5 Strikers/5 Tie Int <<<<< 5 Rz2 A wings.
Kihraxz and Tie Int are in a bad spot, as they have the slot tax of double resp. triple mod slot, but nothing worth to put there. Tie Int at least has some hope with rerelease into Hyperspace, whereas the Kihraxz is just a sad panda.
On 3/21/2019 at 11:53 PM, ficklegreendice said:Well, this'll get me back into xwing so that's good news
Just hope not EVERYONE will be running quad arcs because mirror matches are the ******* worst
Here's hoping rebels get arc Gunners worth a ****** soon
Yeah, the last sentence, so much this.
As the guy who ran double Arc170s already in 1st edition, and iterations of double Arc + Uwing (the wingspan! squad)(before Leia) in 2nd, and also being the local medium base guy (currently running Sol Sixxa, Jostero and double M12L Kimogilas) I am absolutely going to test 4 Arcs. Behold the glorious wingspan of a 4 Dragonfly wing!
I am not sure how many are actually going run this. While looking like the more point efficient ships among the otherwise rather expensive Republic stuff, and more resilient to being ionised and tractor-move, it is medium bases, thus not that easy to fly in formation. Also more susceptible to enemy bullseyes and stuff like Ahaav.
22 hours ago, Arc170Chris said:I was hoping to fly a jedi a 3 arcs... but doesn't look possible. 4 arcs is amazing. I'm still wondering if a something like Obi Wan decked out and two arcs will be good. seems like it. but not sure if 3 ships will be able to keep up with 4 ship lists. I feel 4 ships will be most efficient but we'll see. My currrent list is an Arc, Jedi w/7b, and two Torrents with missiles.
3 104ths will fit with Anakin or Obi-Wan with R2 and Calibrated Laser Targeting.
*edit*
Bah, didn't see this post was on the previous page, and I was ninja'd by multiple hours.
Anyhow, 104ths are incredibly cost-efficient ships (that is, incredibly under-priced ships). Flying them as much as possible seems good, depending on how the Init-wars go. I can imagine a lot of folks aiming to tie/beat Init 3, since there are a lot of 2s out there (Rebel generics), and tie potential threes (Green RZ-2s, lowbie Jedi, higher-init Energy Shell Vultures).
Edited by theBitterFigHere is a few listed I'm working on... not sure which i like better so far.
Ahsoka Squad 7
Ahsoka - R4P17 - Battle Meditation - Delta 7B - 76
Squad 7 Vet - R3 - Proton Torps - 62
Squad 7 Vet - R3 - Proton Torps - 62
Total - 200
Ahsoka Threes
Ahsoka - R4P17 - Battle Meditation - Calibrated Laser - 65
Sinker - R3 - syn con - 59
Blue Squad Protector - Trick Shot - Syn Con- Cluster Missle - 38
Blue Squad Protector - Trick Shot - Syn Con- Cluster Missle - 38
Total - 200
maybe switch out one of the trick shots for Tac Scrambler and Keep Ahsoka behind Sinker.
And then I can switch out Ahsoka with Obiwan in each of these lists, and drop all the other ships down an initiative notch. I loose sinker's ability, but get the higher ini. And the proton torps would have to be Advanced proton torps... hmm... so many options.
Definitly looking forward to more republic ships coming out!
3 hours ago, Arc170Chris said:Here is a few listed I'm working on... not sure which i like better so far.
Ahsoka Squad 7
Ahsoka - R4P17 - Battle Meditation - Delta 7B - 76
Squad 7 Vet - R3 - Proton Torps - 62
Squad 7 Vet - R3 - Proton Torps - 62
Total - 200
Ahsoka Threes
Ahsoka - R4P17 - Battle Meditation - Calibrated Laser - 65
Sinker - R3 - syn con - 59
Blue Squad Protector - Trick Shot - Syn Con- Cluster Missle - 38
Blue Squad Protector - Trick Shot - Syn Con- Cluster Missle - 38
Total - 200
maybe switch out one of the trick shots for Tac Scrambler and Keep Ahsoka behind Sinker.
And then I can switch out Ahsoka with Obiwan in each of these lists, and drop all the other ships down an initiative notch. I loose sinker's ability, but get the higher ini. And the proton torps would have to be Advanced proton torps... hmm... so many options.
Definitly looking forward to more republic ships coming out!
May I offer another idea for List 1?
Plo Koon - Delta 7B, Battle Meditation 81 Points
104th Battalion Pilot - Proton Torpedoes, R3 Astromech 57 points x2
195/200 Points
Have 5 points to spare to change up the list as you see fit. Keep it like this for a bid for Plo, change Plo to Obi, Synchronized Consoles on Clones, give Plo a astro.
But this lets you make sure your Arcs move before a lot of other ships and gets double target locks at IN 5. Plus Plo can give a focus or evade to one of the Clones if he doesn't need it.
I think keeping higher initiative squad 7s guarantees they move before more ships than the 104th battalions though.
Two triple arcs jedi lists in top 8 at our hyperspace. Three ps2 arcs with calibrated targeting Anakin made top 8.
And currently playing in the finals is Jag,Wolfe,ps2 arc with Luminara.
I think it's this:
"Wolffe" (51)
Veteran Tail Gunner (4)
"Jag" (49)
Veteran Tail Gunner (4)
104th Battalion Pilot (42)
Luminara Unduli (44)
Calibrated Laser Targeting (6)
Total: 200
And ANOTHER thing: my Republic ARC does have a small base peg. 😍
On 3/24/2019 at 6:34 PM, Arc170Chris said:I think keeping higher initiative squad 7s guarantees they move before more ships than the 104th battalions though.
It's a tricky choice. I have the impression that Init 3 is kind of important right now. Feels like there's enough generic spam that being able to at least tie initiative might be worth it. On the other hand, the 104th Pilot is incredibly cost efficient, and it's hard to pass that up.
//
I've got two lists currently packed for the FLGS tomorrow which are decently ARC-heavy.
One is 2x 104th, 2x Gold Torrent, and Obi Wan with Calibrated Laser Targeting and a R2 Astromech. Flew it twice yesterday. The ARCs are decent hitters. Obi-Wan seems like a reasonable ace and flanker. The Torrents kinda surprise me. They don't fly well. They don't hit well. So far, however, they seem to absorb more incoming fire than they ought to do. Get a few lucky defense rolls (not too hard on 2-green, and maybe Obi-Wan lets them keep their focus) and they can really spike up their survival. But if left alone, even 2-dice attacks can be relevant in 2e.
The other ARC list is Sinker, Jag, a Squad Seven Veteran with Clone Commander Cody, and another Squad Seven Veteran (I want the easy matching Init 3s). Tight little 200 points with only 1 upgrade. Dawdle around focusing with Sinker's rerolls and CCC to weaken up the first target. Seems like fun, and it'll be cool to see how easily or not it is to get Sinker to trigger.
Everything’s been so busy and nobody showed up to play at the FLGS to play tonight like most Mondays, so I still haven’t gotten to fly more than 2 Vultures together, which has priority for me since they’re just so different...
So I still haven’t managed to fly 4x ARCs 😔
2 hours ago, SpiderMana said:Everything’s been so busy and nobody showed up to play at the FLGS to play tonight like most Mondays, so I still haven’t gotten to fly more than 2 Vultures together, which has priority for me since they’re just so different...
So I still haven’t managed to fly 4x ARCs 😔
I know the feeling man.
Thursday is my stores usual game night but everyone is busy or working now to be able to go to Adepticon that only a few of us showed up to play. And only I could stay really late.
I wanna fly my Jedi and Clones so bad...
On 3/24/2019 at 8:04 PM, wurms said:Two triple arcs jedi lists in top 8 at our hyperspace. Three ps2 arcs with calibrated targeting Anakin made top 8.
And currently playing in the finals is Jag,Wolfe,ps2 arc with Luminara.
I think it's this:
"Wolffe" (51)
Veteran Tail Gunner (4)"Jag" (49)
Veteran Tail Gunner (4)104th Battalion Pilot (42)
Luminara Unduli (44)
Calibrated Laser Targeting (6)
Total: 200
Close. Luminara was naked and the 104th had a veteran tail gunner. List ran with a 2-point bid.
I'm gonna take one of those lists to my FLGS on Thursday night. Probably gonna be the Luminara list because I don't have the cards or baseplates for 3 104's, and the product is still new enough that a secondary market hasn't developed on eBay yet (and I refuse to pay $60 just to get two more 104 cards).
Why is this thread not getting love anymore?
Been tampering with Quad Arcs and I think I've found it:
“Jag” (49)
Synchronized Console (2)
104th Battalion Pilot (42)
Synchronized Console (2)
“Sinker” (54)
“Wolffe” (51)
Total: 200
Had 104th instead of Wolffe and used points for synch consoles on all 4 and cody on Sinker, but upgraded to Wolffe is fantastic. Sinker really only needs to worry about one, maybe two ships in his side arcs since Jag gets locks. Jag can use SInkers reroll, then use synbched console to pass the lock to sinker, so even sinker gets reroll mods. Wolffe gets his own reroll, and Sinker makes his butt shot double modded as well.
My few games have gone well. Might try it at a kit tourney. I dont think Quad Arcs are world beaters like quad phantoms or anything. They are too weak defensively and games are never like 200-0. More like 130-109 where a damage or two more on an arc could lose you the game. But, I think the list just competes with everything because of the time on target and multiple shots every round.
Flying Quad Arcs with Sinker and Jag ive found side by side spread out a lot easier, and then the outside arcs can bank in and still keep side arcs on the pack. Range 2 is pretty long area to play with. Tried a tight formation first time and hated it cause their abilities dont trigger at range 0. So any bump or block shuts them off instantly. Was not good. Being more spread out was a lot better. Wolffe is nice to pair in the quad arcs, cause then you only have to worry about keeping the other two arcs in sinkers side for opening engagement as Wolffe has his reroll ability and can be further out or behind Sinker.
Quad Arc Movement: https://imgur.com/a/Syb7wKl
43 minutes ago, wurms said:Why is this thread not getting love anymore?
Been tampering with Quad Arcs and I think I've found it:
“Jag” (49) Synchronized Console (2) 104th Battalion Pilot (42) Synchronized Console (2) “Sinker” (54) “Wolffe” (51) Total: 200
Had 104th instead of Wolffe and used points for synch consoles on all 4 and cody on Sinker, but upgraded to Wolffe is fantastic. Sinker really only needs to worry about one, maybe two ships in his side arcs since Jag gets locks. Jag can use SInkers reroll, then use synbched console to pass the lock to sinker, so even sinker gets reroll mods. Wolffe gets his own reroll, and Sinker makes his butt shot double modded as well.
My few games have gone well. Might try it at a kit tourney. I dont think Quad Arcs are world beaters like quad phantoms or anything. They are too weak defensively and games are never like 200-0. More like 130-109 where a damage or two more on an arc could lose you the game. But, I think the list just competes with everything because of the time on target and multiple shots every round.
Flying Quad Arcs with Sinker and Jag ive found side by side spread out a lot easier, and then the outside arcs can bank in and still keep side arcs on the pack. Range 2 is pretty long area to play with. Tried a tight formation first time and hated it cause their abilities dont trigger at range 0. So any bump or block shuts them off instantly. Was not good. Being more spread out was a lot better. Wolffe is nice to pair in the quad arcs, cause then you only have to worry about keeping the other two arcs in sinkers side for opening engagement as Wolffe has his reroll ability and can be further out or behind Sinker.
Quad Arc Movement: https://imgur.com/a/Syb7wKl
Cool movement demonstration.
I finally got to fly the 4-ARC list I'd had packed for a while: Sinker, Jag, 2x Squad Sevens (one with Clone Commander Cody). I like the way the list can activate in any order, to help avoid (or enable!) self blocks. Same Initiative probably wouldn't matter much if I was better at flying them, though, and it seems almost a crime not to exploit the wicked low price of the 104th Pilot.
The concept of Wolffe not having to worry about the range to Sinker is pretty clever, too. When I flew my version, I think I only triggered Jag once, due to folks being out of range (either friendly ARCs, or the enemies who shoot at them). I figured it'd be most important for Sinker to have the best position for his ability. Small sample size, but I can imagine that keeping everyone in range of every ability isn't always going to be easy.
I also love the SynCon. I've been putting in a few games with Anakin (R2, 7B, SynCon) with Sinker (SynCon) and Jag (SynCon), plus a fairly fat 9-point bid. Anakin has often been able to use the Sinker reroll to have an unspent lock to pass over to Sinker. Jag too, in theory, if folks attack Sinker first, but people seem to just want to get Jag out of the way. I can't say that I mind when folks attack Jag first. I like the way the ARCs can control space against something like aces, while Anakin can pick his moments to cut things apart. I feel like Jedi + 2x ARC might make more sense than 2x Jedi + ARC. ARCs seem stronger when working together to hold more space (both as body, and with their double firing arcs), but swapping one ARC for an Ahsoka or Mace is still going to leave you fairly low Init on the 2nd Jedi, so maybe not great for using the arc dodging potential of the Aethersprite.
But anyhow, SynCon feels good, a sleeper of an upgrade. Seems like folks first thought about doing Ordnance Shenanigans with it, ruled complex tricks out due to price and awkwardness, but forgot about the plain use. In the right list, 4-6-8 points to shuffle around Locks for action economy seems pretty reasonable. It's like coordinate, but you get to decide whether you want to spend a lock or coordinate a friendly ship after you roll the dice.
2 hours ago, wurms said:Why is this thread not getting love anymore?
Here you have some love :)
Got only around to fly them once so far, but club also been closed this week :/
Sinker w Cody
104th 2x
Wolffe w R4P, VTG
Sinker is really good, albeit not that easy with 4 medium bases. VTG is not worth it. Cody is cool.
R4P suddenly makes your whites blue, thus getting rid of stress a lot easier.
2 hours ago, wurms said:Why is this thread not getting love anymore?
Been tampering with Quad Arcs and I think I've found it:
“Jag” (49)
Synchronized Console (2)104th Battalion Pilot (42)
Synchronized Console (2)“Sinker” (54)
“Wolffe” (51)
Total: 200
Had 104th instead of Wolffe and used points for synch consoles on all 4 and cody on Sinker, but upgraded to Wolffe is fantastic. Sinker really only needs to worry about one, maybe two ships in his side arcs since Jag gets locks. Jag can use SInkers reroll, then use synbched console to pass the lock to sinker, so even sinker gets reroll mods. Wolffe gets his own reroll, and Sinker makes his butt shot double modded as well.
My few games have gone well. Might try it at a kit tourney. I dont think Quad Arcs are world beaters like quad phantoms or anything. They are too weak defensively and games are never like 200-0. More like 130-109 where a damage or two more on an arc could lose you the game. But, I think the list just competes with everything because of the time on target and multiple shots every round.
Flying Quad Arcs with Sinker and Jag ive found side by side spread out a lot easier, and then the outside arcs can bank in and still keep side arcs on the pack. Range 2 is pretty long area to play with. Tried a tight formation first time and hated it cause their abilities dont trigger at range 0. So any bump or block shuts them off instantly. Was not good. Being more spread out was a lot better. Wolffe is nice to pair in the quad arcs, cause then you only have to worry about keeping the other two arcs in sinkers side for opening engagement as Wolffe has his reroll ability and can be further out or behind Sinker.
Quad Arc Movement: https://imgur.com/a/Syb7wKl
Definitely have to try this.
Gonna have to try synchs later
Mostly huge fan of Wolfee (action independent mods AND occasionally 3-die aux arc? **** yeah!) and Sinker
Hadn't had much success with Jag; probably too focused on flying Sinker. Mainly used him to reduce dependency on Sinker for mods.
Used Cody instead of synchs (because **** green dice) but synchs may be interesting especially if there's no room for an Arc to move its fat *** around obstacles and still set up a shot. And, unlike 7th Gunner's disarm, you don't have to commit to support
Arcsarcsarcs
10 minutes ago, ficklegreendice said:Gonna have to try synchs later
Mostly huge fan of Wolfee (action independent mods AND occasionally 3-die aux arc? **** yeah!) and Sinker
Hadn't had much success with Jag; probably too focused on flying Sinker. Mainly used him to reduce dependency on Sinker for mods.
Used Cody instead of synchs (because **** green dice) but synchs may be interesting especially if there's no room for an Arc to move its fat *** around obstacles and still set up a shot. And, unlike 7th Gunner's disarm, you don't have to commit to support
Arcsarcsarcs
Would you opt for Cody on Wolffe over VTG? I know VTG is a great match for the pilot ability, but Cody can trigger way consistently.
47 minutes ago, kempokid said:Would you opt for Cody on Wolffe over VTG? I know VTG is a great match for the pilot ability, but Cody can trigger way consistently.
Vtg is situational trash that triggers once per game against an obliging opponent
its basically the minor benefit of first Ed special ops title but you gotta PAY for it!
Cody is cheaper and has one of those neat abilities wherein not triggering is not a bad thing! He's also useful in one-on-one engagements, whereas VTG is literally worthless
so...no; never. I'd sooner go for a four point bid!
Edited by ficklegreendice