Arcing Mad

By Alzer, in Star Wars: Armada

I was considering the differing flexibilities of arcs on ships in this fine game we all play, and thought of a curious inquiry. The elusive and mighty double-arc exists in many starfields. The question, however, is what is the most effective way to to find this most spectacular specimen? Which starships, and what conditions can this phantasmal phenomenon be spied around?

THE most common occurrence is the feared Engine Teched Demolisher. It is as common as it is deadly.

You could never Arc me. I would dodge it.

it's pretty easy to double arc with MC30s...

Engine Techs are probably the single easiest way to line up double arcs (aside from cheaty Hyperspace Assault), because you get two tries.

The CR90 is also extraordinarily easy to line up because not only is the line between its hull zones at a 45* angle, but every speed on it ends with a double-tick of yaw, which is also 45*. So you pretty much just point it right at the target, double click at the end, and profit.

Demolisher, as has already been mentioned, pretty much does it for you, along with the long list of other things it does better than everything else in the game.

The Nebulon double arcs pretty easily, but doesn't often get much benefit for doing so and, indeed, usually wants to avoid it.

The MC80 is actually not bad for lining up double arcs, with the arc lines right on its corners. And double arcing with Defiance is pretty tasty.

Never underestimate a Paragon double arc, more so with Sato and OE. It's quite hard to pull off though.

48 minutes ago, Undeadguy said:

Never underestimate a Paragon double arc, more so with Sato and OE. It's quite hard to pull off though.

I'm working on trying to do that. So far I'm 1 of 1 for games played with a Paragon double arc shot. That double arc 1 rounded a Raider I :D . I'm excited to setup more, if I can :ph34r:

Edited by RStan
6 minutes ago, RStan said:

I'm working on trying to do that. So far I'm 1 of 1 for games played with a Paragon double arc shot. That double arc 1 rounded a Raider I :D . I'm excited to setup more, if I can :ph34r:

I like to take AG with it, even if it is risky if you play against an ISD or MC80. I also like to take AG from my opponent since sitting in 2 arcs with Paragon is pretty easy with the side.

35 minutes ago, Undeadguy said:

I like to take AG with it, even if it is risky if you play against an ISD or MC80. I also like to take AG from my opponent since sitting in 2 arcs with Paragon is pretty easy with the side.

I thought about that, but my current list I've gone with Most Wanted to potentially stack even more Black dice on the Paragon or Blue Dice on the Endeavor (has SW-7). Also, what do you think are the better options for turbolasers for Paragon? I went with H9 because my Paragon is an AF - A with 2 AA Blues for adding damage to those Scatter Aces and for getting a necessary accuracy, which is easier at medium range from the added blue dice. Any other thoughts?

5 minutes ago, RStan said:

I thought about that, but my current list I've gone with Most Wanted to potentially stack even more Black dice on the Paragon or Blue Dice on the Endeavor (has SW-7). Also, what do you think are the better options for turbolasers for Paragon? I went with H9 because my Paragon is an AF - A with 2 AA Blues for adding damage to those Scatter Aces and for getting a necessary accuracy, which is easier at medium range from the added blue dice. Any other thoughts?

I typically use the cheap version to since the extra die on the front isn't worth the extra points.

I also fly it at speed 3 and take tokens early. CF and Nav tokens really improve the performance and I spam Nav commands and SFO to a CF or Squad, or drop either of those back into a Nav. Typically if you need a repair the ship is going to die anyway. Speed 3 means you can be very aggressive since you can fly past your opponent and line up double arcs from the front and back.

My Sato list is:

AF B - OE, SFO, Paragon
AF B - OE, SFO
CR90A
CR90A
GR-75 - Sato
GR-75
Tycho, Shara, 2 A-Wing, 2 VCX
Targetting Beacons
Fire Lanes
Salvage Run

It should come in at 400 points. The second AF is optional, and dropping it gives a lot of points to work with. I've used Salvation and put H9 on Paragon, which is my standard turbolaser to pick. Paragon is able to throw 6 blacks at long range with this build and reroll them. If you are doing that, XI7 is a better choice since 1 red is not reliable enough for H9.

So the secret is...play Rebels. Awesome! ?

Could there be an argument made that having activation advantage plays a vital roll in this equation as well? Say I am able to move my CR90 in with its nigh limitless maneuverability to double arc a VSD at the end of my turn. But then I would require first activation (or for them to have a much higher-priority target in a dangerous position) to get that shot off. So it appears to be nearly as much about planning and priority as it is maneuverability.

Edited by Alzer

Funny how people forget abot a ship that is even better at double-arcing than the Afmk2.

The Interdictor has pretty evenly distributed arcs, fires with equal strength in any direction and with Jerjerrod anf ET it has better maneuverability than its Rebel counterpart.

Edited by Norell
4 hours ago, Norell said:

Funny how people forget abot a ship that is even better at double-arcing than the Afmk2.

The Interdictor has pretty evenly distributed arcs, fires with equal strength in any direction and with Jerjerrod anf ET it has better maneuverability than its Rebel counterpart.

Yea but it's only really effective at medium. It has some good arcs to work with, but the AF gets a bigger benefit from doing it at long range. And both ships are designed to do completely different things.