I picked up two ARC-170s on sale recently to use them as Rebel ships and later use in Republic lists. What would be good ships to add to make a competitive list?
I picked up two ARC-170s on sale recently to use them as Rebel ships and later use in Republic lists. What would be good ships to add to make a competitive list?
A Jedi Aethersprite.
...for example I've been considering this list. Take the Jedi of your choice, but if you wanted Anakin you'd have to drop the R2 from the 104th. VTG stacks well with Wolffes ability and the 104th's R2 capitalises on the Disarm token from 7th Fleet Gunner.
Delta-7
Aethersprite
- •Obi-Wan Kenobi - 75
•Obi-Wan Kenobi -
Guardian of the Republic
(53)
•R4-P17 (5)
Delta-7B (17)
ARC-170 Starfighter - •“Wolffe” - 69
•“Wolffe” -
CC-3636
(51)
•Chancellor Palpatine (14)
Veteran Tail Gunner (4)
ARC-170 Starfighter - 104th Battalion Pilot - 55
104th Battalion Pilot - (42)
R2 Astromech (4)
Seventh Fleet Gunner (9)
Total: 199/200
View in the X-Wing Squad Builder
I've given this considerable thought and some practice. The following is just what I feel is working for us, so far.
Agree that they want a Jedi!
Being lumbering beasts, they have a weakness to aces. Solution, bring a better ace. So Anakin it is, he is just so good.
The Jedi is your king piece and therefore a massive target. Force them to go through the ARCs to get him. He can kill everyone if the ARCs trouble them enough.
Given that, the ARCs will die very quick and easy, they need to hit things really, really hard and also not take a ton of points with them when they go. I'm unconvinced on loading one up in favour of the other because that'll just decide, for your opponent, which one lasts no more than 2 turns. Ideally, you'll present them as alternatively appealing targets, so they both get halved and carry on.
With all that, there's several ways to go. Anakin is our Jedi, it's unequivocal. He needs to be not too cheap and basically hold his points. Say 80-90 range, roughly. So 7B, R2 or some combo with CLT. Many ways to load him and none are really wrong, just different. He is that good.
I would also use Obi or Plo, both differently. I wouldn't drop to I4 or below, it seems to get countered much more easily. Possibly 2 of them, but we have a lot more exploring to do there. Not even sure what fits, it's a completely different list. Sense Knights are annoying....
ARCs. The named pilots are good and can have a range of nice synergies which can get them close to double mods. But you kinda have to run them on the cheap side to get a good enough Jedi and not just lose points on them.
Generics have more freedom in their upgrades. Basically anything to make them hurt things as much as possible. 7FG has a lot of requirements and one of them is particular methods of engagement. But two can work really well when you get it right. ProTorps has it's own difficulties on lower Init but is obviously a thing.
Sync Console on everyone, with a high Init Jedi to kick it off, has been interesting. Not sure on it yet. R4-P on the ARCs is really good. R2 works nicely with 7FG. Quite like R3 for double locks. VTG never does anything.
Honestly like Battle Meditation on the Jedi a lot, but it seems quite debatable.
Still figuring all this out but this is the list we're tweaking. It will likely change, I don't like having no bid at all. Not one bit. Thing to go would probably be R4-P, but I like all the droids here so much that I want to try just abandoning the bid and making the most of it.
(60) Anakin Skywalker [Delta-7 Aethersprite] (10) Calibrated Laser Targeting (15) Battle Meditation (5) R4-P17 Points: 90
(42) 104th Battalion Pilot [ARC-170 Starfighter] (9) Seventh Fleet Gunner (4) R4-P Astromech Points: 55
(42) 104th Battalion Pilot [ARC-170 Starfighter] (4) R4-P Astromech (9) Seventh Fleet Gunner Points: 55 Total points: 200
If the ARCs somehow manage to not die straight away, they're awesomely powerful. Anakin is a coward with surgical strikes. Till the end game, when he will literally kill everything if we've set him up well. Gotten him nice and angry about something.
Edited by Cuz0510 hours ago, Cuz05 said:I've given this considerable thought and some practice. The following is just what I feel is working for us, so far.
Agree that they want a Jedi!
Being lumbering beasts, they have a weakness to aces. Solution, bring a better ace. So Anakin it is, he is just so good.
The Jedi is your king piece and therefore a massive target. Force them to go through the ARCs to get him. He can kill everyone if the ARCs trouble them enough.
Given that, the ARCs will die very quick and easy, they need to hit things really, really hard and also not take a ton of points with them when they go. I'm unconvinced on loading one up in favour of the other because that'll just decide, for your opponent, which one lasts no more than 2 turns. Ideally, you'll present them as alternatively appealing targets, so they both get halved and carry on.
With all that, there's several ways to go. Anakin is our Jedi, it's unequivocal. He needs to be not too cheap and basically hold his points. Say 80-90 range, roughly. So 7B, R2 or some combo with CLT. Many ways to load him and none are really wrong, just different. He is that good.
I would also use Obi or Plo, both differently. I wouldn't drop to I4 or below, it seems to get countered much more easily. Possibly 2 of them, but we have a lot more exploring to do there. Not even sure what fits, it's a completely different list. Sense Knights are annoying....
ARCs. The named pilots are good and can have a range of nice synergies which can get them close to double mods. But you kinda have to run them on the cheap side to get a good enough Jedi and not just lose points on them.
Generics have more freedom in their upgrades. Basically anything to make them hurt things as much as possible. 7FG has a lot of requirements and one of them is particular methods of engagement. But two can work really well when you get it right. ProTorps has it's own difficulties on lower Init but is obviously a thing.
Sync Console on everyone, with a high Init Jedi to kick it off, has been interesting. Not sure on it yet. R4-P on the ARCs is really good. R2 works nicely with 7FG. Quite like R3 for double locks. VTG never does anything.
Honestly like Battle Meditation on the Jedi a lot, but it seems quite debatable.
Still figuring all this out but this is the list we're tweaking. It will likely change, I don't like having no bid at all. Not one bit. Thing to go would probably be R4-P, but I like all the droids here so much that I want to try just abandoning the bid and making the most of it.
(60) Anakin Skywalker [Delta-7 Aethersprite] (10) Calibrated Laser Targeting (15) Battle Meditation (5) R4-P17 Points: 90
(42) 104th Battalion Pilot [ARC-170 Starfighter] (9) Seventh Fleet Gunner (4) R4-P Astromech Points: 55
(42) 104th Battalion Pilot [ARC-170 Starfighter] (4) R4-P Astromech (9) Seventh Fleet Gunner Points: 55 Total points: 200
If the ARCs somehow manage to not die straight away, they're awesomely powerful. Anakin is a coward with surgical strikes. Till the end game, when he will literally kill everything if we've set him up well. Gotten him nice and angry about something.
Is Anakin really going to have many opponents in his bullseye arc to be worth the 10 points Calibrated Laser Targeting costs?
4 hours ago, Cav Scout said:Is Anakin really going to have many opponents in his bullseye arc to be worth the 10 points Calibrated Laser Targeting costs?
Without a doubt. Generally find it's more often than not.
Giving Anakin the extra dice from 7FG can pump up his R1 attack more than the 7B title is capable of as well.
7B is easier, rather than better, imo. Which is sometimes worth paying for.
I think one of the more effective ways to run an Arc with VTG is to engage at an angle to the opponents ships, take a front shot, then turn and take a rear shot at another ship then if you get your shields taken down get out of there and recharge a shield, then rush back into the action. Make sure you have target lock at all times and if you can get into range 1 with both a front and rear attack you can do some work. But you can probably do this a few times before you die. the single green dice doesn’t do you any favors....