Splurging on new stuff

By EVIL INC, in X-Wing

I'm considering buying 2 of the new republic starter 3 packs and a single aethersprite along with an arc and 3 sets of dials. this would give me...

4 v wings

2 aehersprites in v wing colors

1 gold sprite

2 arcs (one of the old ones I already have and a new one along with enough dials to give one to each.

How competitive would this be to work from and how fun?

For now, you could play most lists considered competitiv.

Beeing only short on Aethersprite Ace and 3 Arc generics, but its just one out of many ARCtypes.

I did two Guardians packs, two ARC packs, one Delta. Plans for two more Guardians and two more ARCs. That will give me a play set... And a good start to epic!

MUWAHAHA! FOR THE REPUBLIC! 🥰

Competitive? Probably not unfortunately. I bought into Republic and I'm not sure if they're quite there yet. They kind of feel as if they are capped at 85 - 90% power level, due to them seeming to be overcosted.

Fun? Yeah they're super fun. Arcs are okay, V-19s are trash, but the Aethersprite? The Aethersprite might be the most fun I've had flying a chassis in a long time. It's such a fun ace platform with its dial, fine tuned controls, and 7B.

I consider myself and average player and I've been losing almost 100% of the time with republic. However the Aethersprite is so much fun to fly that being able to put it on the table is a fun experience in itself. As such, Id say only get one guardians pack (because the V 19s are trash) and instead go with an extra standalone Aethersprite. Learn to fly 3 aces and just dab on people.

One ARC, Anakin, and either Asoka or Luminara (upgrades and configs to taste) seems to be a decent list which has won dice in a couple of Hyperspace Trials in the UK this weekend.

How much of that is due to the player and dice rolling, I don't know.

Has anyone figured out what Republic's main strengths and weaknesses are, yet?

4 minutes ago, Nohwear said:

Has anyone figured out what Republic's main strengths and weaknesses are, yet?

Strengths: generic arcs.


Weaknesses: most of everything else.

1 hour ago, Nohwear said:

Has anyone figured out what Republic's main strengths and weaknesses are, yet?

Strengths: Fairly costed IV 2 ARC 170s, Aethersprites are surprisingly quite fun and the higher IV pilots make for good Arc Dodgers, lot's of interesting releases down the line (V-Wings, N-1, The Twilight, Y-Wing, ETA-2 Starfighter)

Weaknesses: V-19s feel bad, most of the faction feels quite overcosted. Even with the cheapness of ARC-170s, the faction can get overwhelmed by swarms and mini swarms.

Having just unpacked my Republic stuff ( 1x 3-pack, 2x Aetehrsprites, 2x ARCs) ... I'm annoyed that the ARC doesn't have two pilot cards for the IN 2 generic, since it has two cardboard bases for them. I have two rebel ARCs and dials ... and now enough cardboard but not enough pilot cards to run 3-4 generic ARCs. And why is there a 5-point premium for one IN value?

Ah, first world problems ...

Edited by Hawkstrike

Strengths are the Arcs. The generics are priced very friendly, and the named all have good abilities that useful.

We had two republic lists make top 8 in hyperspace trials. One made the finals.

Anakin+CTL with three ps2 Arcs

Luminara, Wolffe with tail gunner, Jag with tail gunner, ps2 arc tail gunner made finals.

Play anakin like an expensive soontir. Hit and run approach and he is deadly. Never stressed and hard 1s, let him engage at any moment on his terms.

Im going to be trying quad arcs this week. Love the pricing on them.