The economical 4 ARC list

By wurms, in X-Wing Squad Lists

Economical in the fact that if you had two 1st edition Arcs, you only need to buy two 2nd Edition ARCs.

"Jag" (49)
Synchronized Console (2)

104th Battalion Pilot (42)
Veteran Tail Gunner (4)

104th Battalion Pilot (42)
Veteran Tail Gunner (4)

"Sinker" (54)
Clone Commander Cody (3)
Total: 200

Sinker and Jag are both PS3. So if Jag has a lock, he can fire first, use sinkers reroll, and then pass the lock to sinker via Synced Console. Sinker and Cody make a good aggro ship allowing Jag to Proc. After Sinker goes down, Jag can still pass his locks off to the ship with the best shot if need be.

I really like the look of this list. I would prefer Wolfe over Sinker, but I see the synergy by them both being I3. I think I might have to try this list tomorrow.

On the other hand, if you have 3 1st ed ARCs you can field these 4 and only need to buy one new ARC:

Wolffe or Oddball, Jag or Sinker, a Squad 7, and a 104th with a handful of points left over.

I intend to borrow a base token and fly Wolffe, Jag, Sinker, and a 104th. 4pts left, probably for a Shield Upgrade on Sinker, but possibly for a Tail Gunner on Wolffe.

Had a similar idea recently:

“Jag” (49)
Synchronized Console (2)

“Sinker” (54)
Clone Commander Cody (3)
Synchronized Console (2)

104th Battalion Pilot (42)
Tactical Scrambler (2)

104th Battalion Pilot (42)
Tactical Scrambler (2)
Total: 198

View in Yet Another Squad Builder 2.0

I have yet to test it, but the general idea is this:

- Everyone can easily get fully modified attacks through Sinker and passing Jag's target lock.

- Also, target priority can be tricky if flown correctly: Wanna shoot the generics at the front? Fine, but I'm only losing my least important ships and Jag thanks you for the TL. Wanna shoot Sinker or Jag? Fine, but they get an extra defense die? Wanna shoot Sinker? Jag says thanks for the TL (again). Wanna shoot Jag? Fine, I'm keeping my most important offense booster (Sinker) much longer.

Might be tricky with all the side arc stuff, but I feel it could be really potent.

Edited by Marev

ugh, you guys are going to cost me another $30

2 hours ago, Marev said:

Had a similar idea recently:

“Jag” (49)
Synchronized Console (2)

“Sinker” (54)
Clone Commander Cody (3)
Synchronized Console (2)

104th Battalion Pilot (42)
Tactical Scrambler (2)

104th Battalion Pilot (42)
Tactical Scrambler (2)
Total: 198

View in Yet Another Squad Builder 2.0

I have yet to test it, but the general idea is this:

- Everyone can easily get fully modified attacks through Sinker and passing Jag's target lock.

- Also, target priority can be tricky if flown correctly: Wanna shoot the generics at the front? Fine, but I'm only losing my least important ships and Jag thanks you for the TL. Wanna shoot Sinker or Jag? Fine, but they get an extra defense die? Wanna shoot Sinker? Jag says thanks for the TL (again). Wanna shoot Jag? Fine, I'm keeping my most important offense booster (Sinker) much longer.

Might be tricky with all the side arc stuff, but I feel it could be really potent.

Not sure if you care, but Tactical Scrambler isn't Hyperspace legal, sadly.

I came up with a version of this too, before I noticed that a V-19 fits in with 4 104th and promptly discarded my efforts at 4ARC:

"Sinker" (54)
Squad Seven Veteran with Clone Commander Cody (50)
"Jag" (49)
Squad Seven Veteran (47)
200/200

Basic premise was to use the named abilities to buff the squad. They share the same Initiative, so they can PS-delete a lesser ship (like an Init 2 ARC or a couple of droids) and bump in whichever order is required against aces and jedi/sith. CCC would shoot first, to weaken the list for the others if he missed (though I wouldn't use rerolls to make that happen.)

8 hours ago, Marev said:

Had a similar idea recently:

“Jag” (49)
Synchronized Console (2)

“Sinker” (54)
Clone Commander Cody (3)
Synchronized Console (2)

104th Battalion Pilot (42)
Tactical Scrambler (2)

104th Battalion Pilot (42)
Tactical Scrambler (2)
Total: 198

View in Yet Another Squad Builder 2.0

I have yet to test it.

Ive played two games so far with quad ARCs. First was the list in my OP vs Kylo with torps, Quickdraw, Null.

Synched Console is best card in this faction, bar none. Quickdraw fires at sinker, jag gets lock. Jag shoots quickdraw, gets two hits blank, but ps2 arc has a focus range 2 on quickdraw, so jag doesnt use his lock, and gives ps2 arc the lock. Ps2 arc rolls eye, blank blank, spends lock and focus for three hits, quickdraw down to 1 hull left.

All game, jag gets lock, goves to ship with best shot. Kylo on 1 hull was range 1 pf ps2 arc. Jag fires, passes lock to ps2 arc. Kills kylo.

Won 200-103. Tail gunners did not trigger once. They are there more for droid swarms etc.

Second game was similar to yours. I had synched console on the ps2 arcs and jag with synched and r3 astro, sinker still with cody.

Vs maul and dooku wirh torps and palp and all the goodies.

Again, jag and synch console was the highlight. Free locks "oh, you are range 1 with a focus? Here is a lock."

What I discovered in this game though is you do not want to bump or get blocked because sinker, jag, and synched console do not proc at range 0!!!! That one hurt as sinker bumped into jag, then sinker ate a range 1 maul shot, jag couldnt trigger, and jag couldnt take advantage of sinkers ability.

Game came down to the wire. I loss jag on last shot from dooku and I needed 1 more hull on dooku for half pts and the victory. Was 102-121 loss. The bumping hurt. It was a block from decloaking dooku. I was prepared for it, but never noticed the range restriction on jag or synched console not procing at range 0. Had I known, my moves would have been different.

So...my next iteration to try is has a total of two upgrade cards:

“Jag” (49)
Synchronized Console (2)

104th Battalion Pilot (42)
Synchronized Console (2)

“Sinker” (54)

“Wolffe” (51)
Total: 200

I want wolffe for a bit more fire power. He will fire first, but the ps2 arc fires last, then can give wolfe the lock next round, where he can use his rear arc for full mods. Sinker is the biggs/howlrunner in the list, and easy for jag proc.

Quad Arcs has serious potential. I feel the power of it. That range 1-2 restriction requires cracker jack flying though, and keeping side arcs needs practice as its a new weird thing to do in xwing. Definately not a pickup and win list.

Edited by wurms