Republic - Triple Arc-170’s

By j_man_04, in X-Wing Squad Lists

Apologies if this has been covered already. I haven’t come across this as a topic specifically. But I just picked up a second Arc-170 expansion so I have three on hand including my Rebel one. I’m wondering if something like this has anything to it:

ARC-170 Starfighter - •“Jag” - 63
•“Jag” - CT-55/11-9009 (49)
R3 Astromech (3)
Synchronized Console (2)
Seventh Fleet Gunner (9)

ARC-170 Starfighter - •“Sinker” - 68
•“Sinker” - Wolfpack Veteran (54)
R3 Astromech (3)
Synchronized Console (2)
Seventh Fleet Gunner (9)

ARC-170 Starfighter - •“Odd Ball” - 68
•“Odd Ball” - CC-2237 (55)
Elusive (3)
•R4-P17 (5)
Synchronized Console (2)
•Clone Commander Cody (3)

Total: 199/200

View in the X-Wing Squad Builder

Trying to decide if I want to take Elusive or Expert Handling on Odd Ball. Keeping the BR red benefits his ability but turning it white can help with R4 without taking double stress.

Alternative is going all-out on the support theme:

ARC-170 Starfighter - •“Odd Ball” - 68
•“Odd Ball” - CC-2237 (55)
Elusive (3)
•R4-P17 (5)
Synchronized Console (2)
•Clone Commander Cody (3)

ARC-170 Starfighter - Squad Seven Veteran - 65
Squad Seven Veteran - (47)
Dedicated (3)
R5 Astromech (4)
Synchronized Console (2)
Seventh Fleet Gunner (9)

ARC-170 Starfighter - Squad Seven Veteran - 65
Squad Seven Veteran - (47)
Dedicated (3)
R5 Astromech (4)
Synchronized Console (2)
Seventh Fleet Gunner (9)

Total: 198/200

View in the X-Wing Squad Builder

Any way to give help to that single green defense die? It’s always so depressing rolling a single defense die. And “staying at range 3 of all attacker’s” is kinda hard to do with ARCs

9 minutes ago, pakirby said:

Any way to give help to that single green defense die? It’s always so depressing rolling a single defense die. And “staying at range 3 of all attacker’s” is kinda hard to do with ARCs

Odd Ball at least has elusive to reroll. And Jag at least gives you an offensive boost when you’re shot at. It’s not great but in 1.0 I pretty much only flew B-Wings so I’m kinda used to it.

I don’t have 3 ARCs. but I do have 2. And 2 sprites.

104th Battalion Pilot (42)
Ship total: 42 Half Points: 21 Threshold: 5

104th Battalion Pilot (42)
Ship total: 42 Half Points: 21 Threshold: 5

Ahsoka Tano (47)
Ship total: 47 Half Points: 24 Threshold: 2

Mace Windu (46)
R4-P17 (5)
Delta-7B (16)

Ship total: 67 Half Points: 34 Threshold: 3


Total: 198

View in Yet Another Squad Builder 2.0: https://raithos.github.io/?f=Galactic Republic&d=v6!h=200!341:,,,,:;341:,,,,:;276:,,,:;314:,214,201,:&sn=Unnamed Squadron&obs=

After a few test games, I found I didn't really need the synced consoles, not did I really need R4-P17 as much as I thought. So I'm thinking of dropping all the synced consoles and giving all three r3 astromechs. That lets me add a hull upgrade to all of them.

Also in my test games, I gotta say, the Seventh Fleet Gunner and Commander Cody are really nice upgrades. Cody especially on Odd Ball, who can give a strain token before the other two shoot.

ARC-170 Starfighter - •“Jag” - 64
•“Jag” - CT-55/11-9009 (49)
R3 Astromech (3)
Hull Upgrade (3)
Seventh Fleet Gunner (9)

ARC-170 Starfighter - •“Sinker” - 69
•“Sinker” - Wolfpack Veteran (54)
R3 Astromech (3)
Hull Upgrade (3)
Seventh Fleet Gunner (9)

ARC-170 Starfighter - •“Odd Ball” - 67
•“Odd Ball” - CC-2237 (55)
Elusive (3)
R3 Astromech (3)
Hull Upgrade (3)
•Clone Commander Cody (3)

Total: 200/200

View in the X-Wing Squad Builder

Edited by kempokid

(55) "Odd Ball" [ARC-170 Starfighter]
(12) Squad Leader
(4) R4-P Astromech
Points: 71

(51) "Wolffe" [ARC-170 Starfighter]
(5) R4-P17
Points: 56

(49) "Jag" [ARC-170 Starfighter]
(14) Chancellor Palpatine
(4) R4-P Astromech
Points: 67

Total points: 194

This list has served me pretty well so far, though I only have 3 games on the table.

Dropping the R4-P's for a 7FG on Wolfe is an option, which also leaves some room for extras all around.

Quad arcs is better than 50pts of shenanigans. 1 arc can drop in a round or 2 pretty easy. Jag with synced console is nasty, especially alongside sinker who people want to shoot first.

Edited by wurms
41 minutes ago, wurms said:

Quad arcs is better than 50pts of shenanigans. 1 arc can drop in a round or 2 pretty easy. Jag with synced console is nasty, especially alongside sinker who people want to shoot first.

Sure, I could see that. But I’m probably not investing in another one, and though I could borrow one I tend to build around my own collection because I never know who may have what available.

Flew this in a System Open Hanger Bay pod yesterday. Kinda fun but definitely need more practice flying medium bases in formation.

ARC-170 Starfighter - •“Sinker” - 71
•“Sinker” - Wolfpack Veteran (54)
R2 Astromech (4)
Shield Upgrade (4)
Seventh Fleet Gunner (9)

ARC-170 Starfighter - •“Wolffe” - 62
•“Wolffe” - CC-3636 (51)
R2 Astromech (4)
Shield Upgrade (4)
•Clone Commander Cody (3)

ARC-170 Starfighter - •“Jag” - 66
•“Jag” - CT-55/11-9009 (49)
R2 Astromech (4)
Shield Upgrade (4)
Seventh Fleet Gunner (9)

Total: 199/200

View in the X-Wing Squad Builder

Needs four arcs!

On a serious note, Arcs really don't lend themselves to building fat given the current slew of upgrades. Republic arcs are (generally) efficient, slow, and pretty weak defensively since they're 1 agi, slow, and fat.

But since the whole point of the list is three fat Arcs, some suggestions:

1.) Wulffe seems good

2.) Cody Clone Commander seems stupid good

3.) R4 isn't great as, in my first Ed experience, you'll be using that auxiliary arc a LOT more than you may expect. Plus, they're too slow and fat to peel off to regen like a Jedi would

R5 seems the better buy, here

4.) 7th fleet gunner seems real expensive but honestly what else are you going to buy?

Having to weapon disable to reload is bleh (same reason as r4 is eh) but it DOES something without disabling your ship

In any case, still think you'd have more fun with a forth ship regardless of which (even a Torrent!)

Edited by ficklegreendice
1 hour ago, ficklegreendice said:

Needs four arcs!

On a serious note, Arcs really don't lend themselves to building fat given the current slew of upgrades. Republic arcs are (generally) efficient, slow, and pretty weak defensively since they're 1 agi, slow, and fat.

But since the whole point of the list is three fat Arcs, some suggestions:

1.) Wulffe seems good

 2.) Cody Clone Commander seems stupid good

 3.) R4 isn't great as, in my first Ed experience, you'll be using that auxiliary arc a LOT more than you may expect. Plus, they're too slow and fat to peel off to regen like a Jedi would

R5 seems the better buy, here

4.) 7th fleet gunner seems real expensive but honestly what else are you going to buy?

Having to weapon disable to reload is bleh (same reason as r4 is eh) but it DOES something without disabling your ship

In any case, still think you'd have more fun with a forth ship regardless of which (even a Torrent!)

Cody is super good. Especially on the higher initiative ship. Assigning the strain token before the other ships fire is awesome.

I dropped r4 to put R3's across the board. Because like you said, they're slow and use multiple arcs, it's good to have a handful of target locks hanging around. That was part of the reason why I wanted the sync'd console but found everyone either a) wanted to keep their locks or b) go ahead and spend them. Sync'd console are probably best on the Torrents with a 2-dice primary so they can give the lock to a higher attack ship or get a lock to use for a missile.

7th fleet gunner is a bit expensive, but when you have an opportunity at a modded attack and that extra die can finish off a ship, it's worth it. In my games so far, I've only needed to reload it once. With big ships at i3, it's not easy to put everyone on the same target, so it's usually a 1-2 opportunity per game type of card (which is why I think it could be cheaper). I would only gain a disarm to reload it if I was confident the Arc wouldn't' have a chance to shoot that next round anyway.

I lot of people like Wulffe, but I dunno. Sinker already gives you a reroll and you have TLs from R3. The I5 with Odd Ball puts you above a slew of I4 pilots (Ten/Braylen, Sigmas, U-Wing pilots, other Arcs).

It's possible I could get more mileage out of slimming these down, but I think I need more games to prove I'm overspending on these three.

Wolffe is good if you are in close combat with defenders in your front & rear arc if you also have Veteran Tail Gunner. It allows you to throw 3 dice in your front arc with a re-roll from his ability. then use VTG to throw 3 dice from the rear arc with his ability as well. If both defenders are at range 1 in each arc you throw 4 dice from each arc.

2 hours ago, pakirby said:

Wolffe is good if you are in close combat with defenders in your front & rear arc if you also have Veteran Tail Gunner. It allows you to throw 3 dice in your front arc with a re-roll from his ability. then use VTG to throw 3 dice from the rear arc with his ability as well. If both defenders are at range 1 in each arc you throw 4 dice from each arc.

VTG maybe... maybe triggers twice a game if you're lucky. And yes, maybe it is cheaper than 7th fleet gunner with the same number of opportunities but what you're also doing is trading Cody for VTG. Cody triggers every time you shoot and benefits your wingmate who may also have a shot on the defender.

I think I would take VTG on Wolffe with another list, but handing out a strain at i5 could really shift an engagement against a high agility ship.

I suppose you could have the best of both and replace Jag with Wolffe.

ARC-170 Starfighter - •“Sinker” - 69
•“Sinker” - Wolfpack Veteran (54)
R3 Astromech (3)
Hull Upgrade (3)
Seventh Fleet Gunner (9)

ARC-170 Starfighter - •“Wolffe” - 64
•“Wolffe” - CC-3636 (51)
Elusive (3)
R3 Astromech (3)
Hull Upgrade (3)
Veteran Tail Gunner (4)

ARC-170 Starfighter - •“Odd Ball” - 67
•“Odd Ball” - CC-2237 (55)
Elusive (3)
R3 Astromech (3)
Hull Upgrade (3)
•Clone Commander Cody (3)

Total: 200/200

View in the X-Wing Squad Builder

Also in the running is Triple Arcs with Ashoka support. Could drop either of the droids if I wanted a bid.

ARC-170 Starfighter - •“Wolffe” - 58
•“Wolffe” - CC-3636 (51)
R3 Astromech (3)
Veteran Tail Gunner (4)

ARC-170 Starfighter - 104th Battalion Pilot - 42
104th Battalion Pilot - (42)

ARC-170 Starfighter - 104th Battalion Pilot - 42
104th Battalion Pilot - (42)

Delta-7 Aethersprite - •Ahsoka Tano - 58
•Ahsoka Tano - “Snips" (47)
R4 Astromech (2)
Battle Meditation (9)

Total: 200/200

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Edited by kempokid