| "Dutch" Vander — Y-Wing | 42 |
| Ion Cannon Turret | 6 |
| R4 Astromech | 2 |
| Conner Nets | 6 |
| Veteran Turret Gunner | 8 |
| Ship Total: 64 | |
| Shara Bey — ARC-170 | 53 |
| Expert Handling | 2 |
| Saw Gerrera | 8 |
| Veteran Tail Gunner | 4 |
| R3 Astromech | 3 |
| Ship Total: 72 | |
| Garven Dreis — ARC-170 | 51 |
| Expert Handling | 2 |
| Jyn Erso | 2 |
| Veteran Tail Gunner | 4 |
| R3 Astromech | 3 |
| Ship Total: 64 | |
[2E] [Rebel] No Republic yet, so Rebels will do.
Remember, Expert Handling costs 4 on medium base ships!
The conception seems real cool, I like seeing Shara made work.
I really don't think VetTailGun is worth it - that shot will rarely happen.
Selfless on the Wingmates could really help Shara make it to endgame.
2 minutes ago, Greebwahn said:Remember, Expert Handling costs 4 on medium base ships!
The conception seems real cool, I like seeing Shara made work.
I really don't think VetTailGun is worth it - that shot will rarely happen.
Selfless on the Wingmates could really help Shara make it to endgame.
While the quote from YASB2.0 doesn't take the right costs into account, the numbers behind seem to work - the list adds up to a 200.
As far as I understood the rules so far, this is the only gunner one can put on the ARC, so I guess there's no better option for the slot.
I kept Selfless in mind as an option but in the end I'm not sure the squad would even fly in a formation tight enough - if any it might Garven who could grab one, Horton flying on a different base will not be handy to keep by Shara's side.
You can put any gunner in a gunner slot, but VetTail is the only one that has direct value on a Y. Ezra and Luke would both give them a force token, but thats a bit too pricey for this list. However, leaving the slot empty to get better other upgrades is fine and dandy
Well yeah, sure you can put a gunner that wouldn't even interact with the chassis, I meant of course that VeTaGunner is the only one giving decent benefit. With merely 4 pts a ship, I'm not sure if there's anything really worth the replacement. Any suggestions?
The force points interact with the chassis just fine lol. I've been running Norra with Ezra and Maul.
I don't think VetTail does give decent benefit. The odds of that shot happening are minimal, as we saw with S/F TIEs in 1e. I'd rather spend the points on a mod, like TacScram, an EPT on Dutch, etc etc
Been trying to get my lovely ARCs back in a list...but oh boy they're difficult to justify
Braylen (Bwing) just blows them out of the water in every respect but dial and 1 health
Anyway, heres my attempt with prequel rebels
Garven Dreis (ARC-170) — ARC-170 51
Elusive 3
Perceptive Copilot 10
R4 Astromech 2
Ship Total: 66
Shara Bey — ARC-170 53
Elusive 3
Saw Gerrera 8
R3 Astromech 3
Shield Upgrade 3
Ship Total: 71
Fenn Rau (Sheathipede) — Sheathipede-class Shuttle 52
Elusive 3
Shield Upgrade 3
R4 Astromech 2
Ship Total: 63
(I forget how shield/hull upgrades scale, adjust accordingly)
apart from a few pilots (Braylen and Luke come to mind) it seems we'll have to depend on synergy to secure full mods
also yeah, vet tailgunner is bad. Gunner slot basically doesn't exist on the ARC for now
Edited by ficklegreendice
Based on what's highlighted in this thread, any combo based on Garven suddenly becomes much too unreliable to consider as an optimal squad building decision. Back to the drawing board then, again...
https://community.fantasyflightgames.com/topic/280329-garvin-in-20-zero-is-no-longer-real-20-ten-numb/
yeah, that's some crap ain't it?
If you can stretch canon a bit to fit btl-a4 Ys in a Republic setting, Dutch will probably be the way to go