Hotac / help me break an ARC

By Cubanboy, in X-Wing

So my group is going to allow me to upgrade to an Arc 170. I can also replace my title to use imperial only upgrades/crew.

Any good build ideas?

well I'll let you know what works once I get mine, I have to fly the mission tomorrow to get it, and hope we survive the mission, interesting they are allowing you imperial only upgrades...

Rebel arc I put together a while back:

(38)

HotAC ARC (38) - ARC-170
Eaden Vrill (Pilot) (3), Push The Limit (3), Tycho Celchu (Pilot) (8), Expose (4), R3-A2 (2), Finn (5), Experimental Interface (3), Engine Upgrade (4), Vectored Thrusters (2), Shield Upgrade (4), Alliance Overhaul (0)

I generally value access to Repositioning Actions highly in HotAC, since you usually have two or three actions per turn (especially if you mix PTL and EI).

I'd keep the title, to be honest - it's going to be hard to justify losing that primary attack die and the critical to the rear. I mean, if you could get Special Forces Training instead... maybe? But that's TIE/sf only, not merely Imperial...

But man, there's lost of cool stuff to weld to it :)

... now I really want to run the game and be able to get my hands on a Scurrg. Holy crap, that would be hilarious. :D

Quote

ARC-170 HEAVY ATTACK/ACTION BUILD:
=================================
BB-8
Advanced Proton Torpedoes / Any other torpedoes
Alliance Overhaul Title
Kyle Katarn/Tail Gunner

2 Engine Upgrade
4 Experimental Interface
6 Stealth Device / Extra Munitions
8 Shield Upgrade

3 Opportunist
5 Expose
7 Keyan Farlander
9 Wedge Antilles

If you do green maneuver every turn (and the ARC even has 6) you are an amazing action hog:

Reveal Green Maneuver ->
BB-8 Barrel Roll ->
Experimental Interface into Expose or Squad Leader if you have it and want to give someone else a needed action ->
execute the green maneuver to clear stress ->
get a free focus token from Kyle if you have him and need it ->
now comes the default action: Target Lock ->
attack ->
opportunist if possible (target does not have focus/evade tokens) for stress + 1 die ->
reroll dice with Target Lock, clear stress and use "focus" with farlanders ability if you managed to get a stress, else take the focus token from kyle ->
still have a focus token left over for defense (if you took farlanders ability)

End of turn: no stress, so do it all again next turn

Distance 1: 6 ATK Dice with TL + focus (keyan), but only 0 AGI on defense (Expose variant) OR
Distance 1: 5 ATK Dice with TL + focus (keyan), but only 1 AGI on defense + free action for squadmate (Squad Leader Variant)

Bonus Points: You can get the combo going early without farlander (level 7) because you can replace farlander ability with kyle katarn free token until you are level 7. But you may need to opportunist only at really good opportunities because you can't clear the stress with keyan yet. Everything else is "freely accessible" and you can do some good 5-6 attack dice punches every now and then (when you think it's adequate).

Also nice to have: Tail Gunner and Wedge reduce target agility by 2, so out of the rear arc you can have:

Distance 1 (rear): 5 ATK Dice with TL+focus (keyan), 0 AGI on defense, vs. target - 2 AGI. That's some serious damage against normal TIEs in distance one, you even stand good chance to insta-wipe normal TIEs with every shot.

Quote

ARC-170 HOBBIE BUILD:
====================
Targeting Astromech (Get TL with Red Maneuver)
Any Torpedo, e.g. APT, Plasma, Ion
Alliance Overhaul Title
Kyle Katarn/Tail Gunner

2 Engine Upgrade / Vectored Thrusters
4 Extra Munitions / Stealth Device
6 Guidance Chips / Shield Upgrade
8 Vectored Thrusters / Engine Upgrade

3 Stay on Target
5 Hobbie Klivian
7 Opportunist
9 Wedge Antilles

Choose Maneuver from 2 or 3 speed, maybe 4 if koiogran ->
Use Stay on Target to intended maneuver ->
maneuver turns red ->
gain stress ->
gain TL from red maneuver (targeting astromech) ->
remove stress because hobbie clears stress when getting target lock ->
get focus from kyle ->
do normal action (barrel roll/boost from engine upgrade/vectored thrusters or focus if you don't have kyle) ->
combat: use opportunist to roll 1 more die ->
gain stress ->
use target lock to reroll ->
clear strses from opportunist because hobbie clears stress when using target lock ->
use focus ->
profit

e.g. Distance 1 primary weapon front: 5 dice with TL+focus or distance 1 APT (TL), 6 dice, 3 blank to focus, focus token
Distance 1 primary weapon back: 4 dice with TL+focus vs. -1 AGI on defender (Tail Gunner)

Different combo but works also pretty well, needs to be level 5 to work because of Hobbie Klivian skill, may lack a bit of punch until level 7 with opportunist.

Well that's why I got for ARC-170 :)

Edited by JayDestroyaC
Typos, additional info

It's hard to beat Predator + Expertise on any ship in HotAC. With the ARC, throw on Vectored Thrusters, Finn, R2-D2, Shield Upgrade, etc.

I think R2-D2 would be good on an ARC with all those green moves. That means you can't do the PTL - BB-8 combo. My thoughts are to go with something like Predator, Engine Upgrade, and Vectored Thrusters. You use your action to reposition and Predator for your modification. What I'm thinking is that with those mods you can do a green and then BR or Boost to get a shot at something. OK....you can even do PTL for both repositioning as you know you will be doing a Green again.

Not sure which Crew would be good. Maybe Jan Ors? Or Jyn Erso is better. That way one ship gets lots of Focus tokens. Probably not needed for the ARC as much, but say that fragile HWK you need to protect or that one guy who's X-wing gets stuck in front of the Tie Formation. Gunner is probably another good one as you will get shots out the front or the back. Finn is also great with Predator. Does aux arc count for Finn? That would definitely be good then. Rear Gunner isn't a bad option, especially if you need to get through their dice.

Outmaneuver probably isn't a bad EPT for the ARC 170. Sure to get rear shots on people.

Wow...just thinking of all the broken things I can do with an ARC-170. Eventually get Extra Munitions and 2 Torpedoes. Probably not GC and go for Proton Torps and Predator.

well i run an ARC in ours and we haven't gotten too far yet but we are allowed to use any out of faction pilot at 1.5x the cost...so my ARC looks like this for PS 6

Alliance Overhaul

Finn

Vectored Thrusters

Jess Pava

Chaser

shield Upgrade X2....

Usually I stick with whatever we have to escort around or close to other crews and just tank all of the hits ;)

Edited by AdrewBlanks
put in the wrong information

You say imperial only crew and upgrades... does that include imperial pilot abilities?

15 minutes ago, Rakaydos said:

You say imperial only crew and upgrades... does that include imperial pilot abilities?

Yes anything imp but it takes your title away.

Winged Gundark (PS5) + Wampa (PS4) + Saboteur

With HoTAC criticals simply being an extra point of damage, Saboteur is basically a more expensive BMST.

2 minutes ago, Rakaydos said:

Winged Gundark (PS5) + Wampa (PS4) + Saboteur

With HoTAC criticals simply being an extra point of damage, Saboteur is basically a more expensive BMST.

I want to break Ruthlessness with something that can splash damage. Still thinking about it.