Arcsarcsarcsarcsarcs.... ARCS!

By ficklegreendice, in X-Wing

gotta get a lotta test games in to try out these combos

hooray for ARCs that are more than just two pilots, two builds!

I originally was running a jedi with 2 or 3 arcs, but now I switched it, running Wolfe with Ahsoka and Luminara in the Delta7 config and it's been working well.

8 hours ago, ficklegreendice said:

gotta get a lotta test games in to try out these combos

hooray for ARCs that are more than just two pilots, two builds!

I tried out a Sinker build with R3, Cody, and Freelance Slicer. Slicer was actually pretty good, while Cody never seemed useful. The Slicer discouraged certain ships to go for him, specifically Vader and Soontir. Turns out that Vader really doesn't like losing his lock before he rolls dice.

2 jedi and 1 arc still seem to be good so far.

Cody has thus far been indispensable against 3 agility ( note: hyperspace), especially against those aces that HAVE TO DIE and can easily win the game with one lucky swing of stupid, fickle dice

59893274_10161708386095142_4877023952603

Vader would not have died here without Cody on Wolfe

59927832_10161708386495142_5166645507317

Ditto Soontir here. Having Cody "essentially" do a damage (by removing a green dice) even when your attack flubs or your opponent gets lucky is huge

Also, I am a horrible heathenous soul who can no longer enjoy playing 4 arcs :( Multiple medium bases just really suck the fun out of the ship I enjoyed in first ed, that being hilariously large small bases that could weave around obstacles and each other to bring their aux arcs to bear.

Been having WAY too much fun with an Aethersprite and a torrent rounding out the list and giving my beautiful ships some breathing space

60090597_10161708378240142_7205138437421

I like flying Wolfe loaded out with 2 delta 7 jedi. Either Ahsoka and Luminara, or Obi wan with either of them.

20 minutes ago, Arc170Chris said:

I like flying Wolfe loaded out with 2 delta 7 jedi. Either Ahsoka and Luminara, or Obi wan with either of them.

39 minutes ago, Arc170Chris said:

2 jedi and 1 arc still seem to be good so far.

Wolfe plus two jedi seems a good choice to me for a nice brawler list. I experimented with the following:

Saesee Tiin (44)
Sense (6)
R4 Astromech (2)
Delta-7B (16)


Mace Windu (46)
Supernatural Reflexes (16)
R4 Astromech (2)
Calibrated Laser Targeting (6)


"Wolffe" (51)
Clone Commander Cody (3)

Total: 192

I do not take 7B on Mace to keep the 3 evade dices and his ability allows to keep your force level up.

Sense-Saesee allows to give info to the rest of the list and to negate a bit the init 4 of the whole list

I haven't fallen so low as to take less than two Arcs yet 😛

I am curious to try either Ahsoka, Lum, or Obi Wan with with D7b and battle mediation, and and 2 squad 7 or 104th bat, torpedo loaded arcs with Tac Scrambler. :) I think I'll try that next. 3 ship lists seem to be the sweet spot with Republic so far, where as Rebels seem to be 4 ship sweet spot. (another reason i think we need a points reduction or just more ships and more options, probably the later)

Edited by Arc170Chris

R5 repair is much more cost effective if you continue to stay in the battle. Action much better than losing shot altogether.

R2 I feel isn't as good, cuz you have to disengage, and the ship doesn't really help to have a focus to avoid damage. And it can't evade.

Cody is probably better in a mixed list as opposed to 4 arcs... hmm

Cody is good when you have at least one more serious gun at the same I, or lower, than the Cody carrier. Sinker tends to be my carrier of choice.

You know. I started with Sinker.. and honestly I don't think he's worth the extra points. It absolutely depends on what he's flown with, but in my lists, Wolfe or Jag have been better. Especially wolfe and the higher init, and 3 out the back.

I'd swap sinker for Jag if there were any Torrents worth a ******...

But ner, stuck with Goldie

The squad does REALLY appreciate rerolls, though. Even Wolfe needs two rerolls, or to reroll his *** attack, or he might want to save charge for later...

Really depends on the list. Am I flying 4+ ships? Sinker> Wolffe. Am I flying with two 7B’s? Wolffe 100%.

Which is good, each has their place. Neither is inherently ‘better’ or ‘right’. It all depends on the list, and play style objectives. Wolffe is much more internally constrained and a solo threat. I don’t mind so much if he’s my end game. Sinker works best with friends.

Jag is fine, best use I’ve found is with sync console to pass a lock to Sinker.

5 hours ago, ficklegreendice said:

Cody has thus far been indispensable against 3 agility ( note: hyperspace), especially against those aces that HAVE TO DIE and can easily win the game with one lucky swing of stupid, fickle dice

Vader would not have died here without Cody on Wolfe

Ditto Soontir here. Having Cody "essentially" do a damage (by removing a green dice) even when your attack flubs or your opponent gets lucky is huge

I had the same impression, Cody is essential if you trying to kill an Ace, esp, if (s)he is behind your Arc.

2 hours ago, millertime059 said:

Cody is good when you have at least one more serious gun at the same I, or lower, than the Cody carrier. Sinker tends to be my carrier of choice.

But Sinker is already a high priority target, makes him even juicier for the enemy, does'nt it? On the other hand, I wished already so many times that Sinker would work on himself, I always roll like 1hit with him, even with TL. So Cody would have helped on him, (I had Cody on Jag, to enable several others shooting after him, not on Wolffe, because he has innate reroll and up to 4 backwards, and actually likes VTG).

45 minutes ago, Arc170Chris said:

You know. I started with Sinker.. and honestly I don't think he's worth the extra points. It absolutely depends on what he's flown with, but in my lists, Wolfe or Jag have been better. Especially wolfe and the higher init, and 3 out the back.

Sinker was the anchor of my Arcs, that reroll range medium base on 2 sides is so much range, and do many rerolls. Absolutely worth it, but maybe I just roll terrible ;)

6 hours ago, ficklegreendice said:

Also, I am a horrible heathenous soul who can no longer enjoy playing 4 arcs :( Multiple medium bases just really suck the fun out of the ship I enjoyed in first ed, that being hilariously large small bases that could weave around obstacles and each other to bring their aux arcs to bear.

I am - with a bleeding heart - about to give up my 4 Arcs as well (luckily proxy list with 3 Rebel and onky 1 Reb model). One point is that you basically just focus and plow onwards with a bunch of tanks trying to see each other with side arcs - not so many decisions, and pretty helpless against alpha strikes. The 1st ed with the tailgunner was more fun.

As for medium bases, having flown a medium base list of double Generic-M12L+Sixxa (Skilled Bombardier Proxies, Seismics)+Jostero I think I have gotten some experience how mediums behave. But those in the list above are not as dependent on keeping together, actually they want to be far off Sixxa and his bombs. Weaving through obstacles is possible with mediums. But 2+ Republic Arcs dependent on each other a lot more problematically:

1) starting position: due to deployment rules and them wanting side-arcs you are very predictable once you deployed, and you have to deploy rather awkward

2) as they are relatively close to each other the enemy often has absolutely no problem to block you out and subsequently trash you. Can't do much there, with so many fat a55es. Sinker actually is really useful(!) in this situation. But still, sooner or later the bump dying probably happens if your opponent knows what he does (flying and obstacle deployment).

1 minute ago, Managarmr said:

But  Sinker is already a high priority target, makes him even juicier for the enemy, does'nt it? On the other hand, I wished already so many times that Sinker would work on himself, I a  lways roll like 1hit with him, even with TL. So Cody would have helped on him, (I had Cody on Jag, to enable several others shootin  g after him, not on Wolffe, because he has innate reroll and up to 4 backwards, and actually likes VTG).  

And if they are shooting Sinker and not Obi Wan or Mace, that’s a win for me too.

I tend to fly one Arc in my Republic lists, and basically start the game assuming it will die. But I sell those points dearly, and make sure to use it to enable my end game ships to get there in good position. Sinker and Wolffe make great distractions for Jedi precisely because you can’t ignore them.

3 hours ago, Managarmr said:

Sinker was the anchor of my Arcs,

finally understood the guy's callsign...

I've liked Sinker, Anakin with CLT and Ahsoka with 7B. Season with astromechs. Wolffe might honestly work better though.

So this build has been surprisingly good for me so far.

Luminara - R4, D7b, Hieghtened Perception

Ahsoka - R4, D7b, Heightened perception

Wolffe - Expert Handling, R3, Vet Tail gunner, Shield upgrade

Total - 198

Fly in loose formation and focus fire. Fly wolffe fast, and use his barrel role and I've lined up the double tap more than expected. If Ahsoka lags him a little she can always give him an extra target lock after the roll or focus. Don't be affraid to 5k and such with the jedi and break formation to box in an enemy ship.

I've also run with Obi wan replacing either of those, and you have to loose the shield upgrade on Wolffe, but that's fine.

The next list i'd like to try would be this one

Ahsoka - R4, D7b, Battle mediatation

Squad 7 - Expert Handling, R3, tac scrambler, advanced proton torps

Squad 7 - Expert Handling, R3, tac scrambler, advanced proton torps

total - 200 pts

again, Obi or Lum can be switched out there, but i think Ahsoka is the best fit, maybe Lum though. Also switch the torps out to ion torps might be fun to set up a few rounds where you know your opponent may have to just 1 forward the next round. (i know, nothing to count on, but fun) lol.

Another list that might also be fun is an all generic list:

Gold Squad trooper

Gold Squad trooper

104th battalion

104th battalion

Jedi knight - R4, D7b, battle meditation

So... you can use the Gold squad as blockers and still give them frequent double mods, or actions if they bump init 1 ships, or same with the arcs, etc... and 5 ships! that's 34 health to get through. Battel mediation is the only thing i'm not sure of though, could replace with missiles on GSTs, might be better.

Still.. i don't think any of these lists can touch the Rebel list with Shara, Airen, Jake, and Garven in the Xwing. That list has everyone helping everyone, and makes opponents highly question target priority, and honestly it doesn't even matter as everyone is helping everyone else to either be doubled modded or repositioned, etc. And Airen and jake have clusters for many 3 die attacks. But I like flying republic better, lol... (I like the blue fire arc bases! lol)

Edited by Arc170Chris

I have been flying a 1 Jedi 3 ARC list for a few weeks now and it's been a lot of fun and surprisingly strong.

Ashoka Tano w Delta 7B

"Sinker"

2x 142nd Battalion Pilots.

200pts

Went 4-0 at a 9 man tourney that was a lead up to Adelaide's Hyperspace Trial.

Then went 2-2 at the Hyperspace Trial the week after due to my bad decision making in games 2/3.

The list is really good at the initial joust, as long as you get all guns on target. Ashoka can make an Arc have Double Mods, or be a pesky flanker with her own mods.

It has handled Imperial Aces, TIE Salad, Vermeil and 3 Strikers, Tavson, QD and Kylo and various Rebel Beef.

Your ARC's are your hammer, they do burn up quick so get as many shots off as you can before they start dying.

Ashoka can clean up nearly anything, but with 4 ships, 3 being Mediums you can corner Aces quite well.

1 hour ago, Brad84 said:

I have been flying a 1 Jedi 3 ARC list for a few weeks now and it's been a lot of fun and surprisingly strong.

Ashoka Tano w Delta 7B

"Sinker"

2x 142nd Battalion Pilots.

200pts

Went 4-0 at a 9 man tourney that was a lead up to Adelaide's Hyperspace Trial.

Then went 2-2 at the Hyperspace Trial the week after due to my bad decision making in games 2/3.

The list is really good at the initial joust, as long as you get all guns on target. Ashoka can make an Arc have Double Mods, or be a pesky flanker with her own mods.

It has handled Imperial Aces, TIE Salad, Vermeil and 3 Strikers, Tavson, QD and Kylo and various Rebel Beef.

Your ARC's are your hammer, they do burn up quick so get as many shots off as you can before they start dying.

Ashoka can clean up nearly anything, but with 4 ships, 3 being Mediums you can corner Aces quite well.

This looks like a great idea.

Was Sinker worth it? Or go with Wolffe? Or even 3 generics + R2 on Ahsoka and Cody?

Sinker is great, BUT, it relys on formation flying and can be hard to do for more than 4 turns.

Wolffe or 3 generics could be good, I haven't tried that out myself.

Wolffe and Cody with Ani and Mace both with Delta 7B is a fun list I ran when I first got my Republic ships.

Plo Koon

104th Battalion Pilot w/ Commander Cody

2x 104th Battalion Pilots w/ 7th Fleet Gunner

I've been having a lot of fun with this list. Fly Plo as a support ship, his only job is to take the weapons disabled from the recharging 7th Fleet Gunner. Shoot the target with the Commander Cody ARC first, then throw 4 dice primaries from the next two at a strained ship. Works really well!

How strong do you guys feel adding a white barrel roll to republic arcs is? I feel it's pretty strong myself, and tend to take it and use it often.

5 minutes ago, Arc170Chris said:

How strong do you guys feel adding a white barrel roll to republic arcs is? I feel it's pretty strong myself, and tend to take it and use it often.

It's strong, but the Elite ships vary between a little overpriced and extremely overpriced, so it's also very costly.