Republic Y-Wing over an ARC?

By BlastyMcBlasterFace, in X-Wing

I'm trying to decide if I want to go with a Republic Y-Wing or an ARC. Both would have C3PO on board, I'm leaning towards R2D2 for the pilot if I do the Y-Wing.

The rest of the list is basically DareDevil Ric, Sense Mace and Tucker. Tucker and the ARC/Y-Wing will parade towards the enemy, and the other two guys will flank.

Thanks for the help.

1 minute ago, BlastyMcBlasterFace said:

I'm trying to decide if I want to go with a Republic Y-Wing or an ARC. Both would have C3PO on board, I'm leaning towards R2D2 for the pilot if I do the Y-Wing.

The rest of the list is basically DareDevil Ric, Sense Mace and Tucker. Tucker and the ARC/Y-Wing will parade towards the enemy, and the other two guys will flank.

Thanks for the help.

I have been goofing around with variations on those same themes! I’d encourage you to post your full list ideas for clarity. Honestly though, I keep thinking that the ARC might be a better choice for this kind of list. With the Y, you only have a pop-gun unless you go for turrets; whereas the ARC just has the stock 3-red forward and the back arc.

R2D2 is the only Y-Wing with the slot.

1 minute ago, Hiemfire said:

R2D2 is the only Y-Wing with the slot.

I keep forgetting that. Yes, that is the only one I'm considering then.

Y-Wing is the premier ordnance carrier, and bomber. It has reload, a torp slot, a turret option, and a bomb slot. You take it for those reasons, combined with being the only Republic ship that has a Reload action.

The ARC is a full on gunship, Republic or Rebellion. It can carry a torp, but the primary reason you take it is because it’s a medium base fire monster with both an astro and a crew slot, as well as a built-in rear arc and gunner option. Kept cheap, it’s 9 hit points of grade-A Republic Beef. Loaded for bear, it’s a cornucopia of combos.

So clearly the answer to which one you should go for is “Yes.”

R2D2:

Mixed Bag

(42) Ric Olié [Naboo Royal N-1 Starfighter]
(5) R2-C4
(3) Daredevil
Points: 50

(45) Mace Windu [Delta-7 Aethersprite]
(5) R4-P17
(18) Delta-7B
(5) Sense
Points: 73

(29) "Tucker" [V-19 Torrent Starfighter]
Points: 29

(35) R2-D2 [BTL-B Y-wing]
(8) C-3PO
(5) Ion Cannon Turret
Points: 48

Total points: 200

ARC-170:

Mixed Bag

(42) Ric Olié [Naboo Royal N-1 Starfighter]
(5) R2-C4
(3) Daredevil
Points: 50

(45) Mace Windu [Delta-7 Aethersprite]
(2) R4 Astromech
(18) Delta-7B
(5) Sense
Points: 70

(29) "Tucker" [V-19 Torrent Starfighter]
Points: 29

(42) 104th Battalion Pilot [ARC-170 Starfighter]
(8) C-3PO
Points: 50

Total points: 199

1 minute ago, It’s One Of Ours said:

Y-Wing is the premier ordnance carrier, and bomber. It has reload, a torp slot, a turret option, and a bomb slot. You take it for those reasons, combined with being the only Republic ship that has a Reload action.

The ARC is a full on gunship, Republic or Rebellion. It can carry a torp, but the primary reason you take it is because it’s a medium base fire monster with both an astro and a crew slot, as well as a built-in rear arc and gunner option. Kept cheap, it’s 9 hit points of grade-A Republic Beef. Loaded for bear, it’s a cornucopia of combos.

So clearly the answer to which one you should go for is “Yes.”

Which is more durable? An R2D2 Y will get more actions because it's base size I think.

8 minutes ago, BlastyMcBlasterFace said:

Which is more durable? An R2D2 Y will get more actions because it's base size I think.

I would say they’re roughly about the same. And both can be given a cheap shield/hull upgrade modification for that extra bit more. The Republic Y has the ablative Plated Hull, which reduces crit potential. While the ARC has raw 9 hit points base.

The ARC has a slightly bigger miniature base, but that’s not much of an issue as it’s meant to throw it’s weight around. You could give it Intimidation and mess with everything it runs into. Dial-wise they are identical, aside from the ARC having blue bank maneuvers. So that gives it a slight edge in shedding stress.

So clearly you just need to field both!

Edited by It’s One Of Ours
Both is good.

I'm leaning more towards R2D2 because it give me more points to make Mace particularly deadly.

26 minutes ago, It’s One Of Ours said:

Y-Wing is the premier ordnance carrier, and bomber. It has reload, a torp slot, a turret option, and a bomb slot.

...

The ARC is a full on gunship

I think this gets at the heart of the difference. The Y is probably going to feel like it needs more add-ons for the job you want it to do, but part of what makes R2 in particular kind of awkward is that he can’t take an astro slot. Whereas you can just throw a naked ARC out there and slap people around, or throw more goodies onto it if you have points.

20 minutes ago, It’s One Of Ours said:

Dial-wise they are identical, aside from the ARC having blue bank maneuvers. So that gives it a slight edge in shedding stress.

I think this is a pretty big advantage to the ARC, and it highlights the pain of R2 being astro-less. Frankly the Republic Y’s blues are crap, bordering on nonexistent. At least the ARC has a little bit more going for it there.

1 minute ago, CoffeeMinion said:

I think this is a pretty big advantage to the ARC, and it highlights the pain of R2 being astro-less. Frankly the Republic Y’s blues are crap, bordering on nonexistent. At least the ARC has a little bit more going for it there.

But the mid size base make maneuvering hard in of itself. You really want that calculate action because of the reroll.

In your list, Arc is better than Y.

better dial, more damage output.

if you have a list that fits bombs or a VTG, the y may become a better option.

I don’t know that he’s a better choice for this list, but I do wonder how well R2-D2 can just kite an opponent, in general. Just fly away from them with the Ion Turret facing the rear, get your free Calc at the start of activation, and either have 3 calculates + a reroll on every defense, or 1 Calc + reroll with another action of choice. That’s a pretty solid defense for a Y-Wing.

16 minutes ago, SpiderMana said:

I don’t know that he’s a better choice for this list, but I do wonder how well R2-D2 can just kite an opponent, in general. Just fly away from them with the Ion Turret facing the rear, get your free Calc at the start of activation, and either have 3 calculates + a reroll on every defense, or 1 Calc + reroll with another action of choice. That’s a pretty solid defense for a Y-Wing.

That’s a pretty solid setup. Assuming no other upgrades other than C3-P0, an Ion Turret, and a Shield Upgrade (4pts, **** yeah!), you’re looking at 52pts of investment. Not too shabby for a little Y.

For the sake of comparison, a 104th Battalion ARC with a Seventh Fleet Gunner and R4-P would be 55pts. You can’t really get a setup that Ion-kites like R2 could, but at the same time I’d be lying if I said Seventh Fleet Gunner isn’t one of the best damned faction-specific cards the Republic has to offer. And yeah... you could totally throw Seventh Fleet Gunner in with that R2 setup for 61pts.

Edited by It’s One Of Ours
3 minutes ago, It’s One Of Ours said:

That’s a pretty solid setup.

I should have clarified, too: my friend flew R2 w/ Threepio and an Ion Turret against me, and managed to ionize Wullff into obsoletion. His take included VTG, however, and so he started with the Turret in front and got a few double-taps in before moving the Turret to the rear when he eventually ran from the rest of my list.

So my question wasn’t whether the shop was good value, so much as whether that approach is worth investing in or if it can be outflown too easily.

Definitely not a bad points investment, regardless.

C3po is an Arc's best friend. They're (relatively) cheap and self-sufficient, so throwing c3po stop just makes them that much more solid.

Ys? Pure support outside of Anakin and maybe Oddball (or the r2d2 vtg build listed)

Y (heh)? Low I Ordnance is bad and republic doesn't get Probe Droids. Bombs are...okay, but the Y has no special launch/drop tricks to facilitate them.

So what's left? Being quite a bit cheaper than Arcs even after getting an ICT, and having a FAR easier time getting arc coverage for Cody, 7th fleet; Ahsoka etc.

First Y I'm gonna try is broadsides with ict + Cody. It's only a few points over a generic arc, is i3, has an INCREDIBLE ability, and packs Cody to ensure he'll always have SOME impact, even when shooting his piddly primary!

Now matchstick would make a great VTG pilot with persistent rerolls, but then he's considerably more expensive than Wolfe, so...

Vtg, ict, 3po R2D2 costs the same but has c-freaking-3-p-o

Edited by ficklegreendice

Low Initiative ordnance carrier for Republic isn’t as big of an issue when you’ve got something that can Coordinate and still use a Force token (or two) to keep it’s bacon out of the fryer.

so we're trying to make battle meditation a thing? best of luck

Anyway, :

"Broadside" (36)
Ion Cannon Turret (5)
Clone Commander Cody (3)

Total: 44

Look at this guy! TWO points more than a 104th!

We may be sitting on a goldmine here

Plus there's synergy with Ahsoka (doesn't need the mod so can give, or can use forcus after performing a non-focus action) though that's getting pricey

Edited by ficklegreendice
3 hours ago, BlastyMcBlasterFace said:

I'm trying to decide if I want to go with a Republic Y-Wing or an ARC. Both would have C3PO on board, I'm leaning towards R2D2 for the pilot if I do the Y-Wing.

The rest of the list is basically DareDevil Ric, Sense Mace and Tucker. Tucker and the ARC/Y-Wing will parade towards the enemy, and the other two guys will flank.

Thanks for the help.

If I were going from a Lore angle, I feel 3PO would do less damage and be be more effective on a Arc 170 as a communication and radar officer (The middle seat is that role, where the "Crew" seat is in game. In a Y-Wing it is a Rear gunner role, and thematically doesnt make sense for a 3PO to be gunning.

Edited by Zeoinx
22 minutes ago, ficklegreendice said:

so we're trying to make battle meditation a thing? best of luck

Anyway, :

"Broadside" (36)
Ion Cannon Turret (5)
Clone Commander Cody (3)

Total: 44

Look at this guy! TWO points more than a 104th!

We may be sitting on a goldmine here

Plus there's synergy with Ahsoka (doesn't need the mod so can give, or can use forcus after performing a non-focus action) though that's getting pricey

I got excited about Broadside with an ICT too. I ran the numbers yesterday and they sure are juicy:

Range 2 Focused ICT shots:

Against 2 Agility with a Focus 53% chance for 2 hits

Against 3 Agility with a Focus 27% chance for 2 hits

But Broadside is I3, so there is a fair chance you can have something else shoot the target first to try and get them to spend their Focus

Range 2 Focused ICT shots:

Against 2 Agility no Focus 78% chance for 2 hits

Against 3 Agility no Focus 61% chance for 2 hits

These numbers go up some more at range 1 but I didn't jot them down. So my conclusion is that Broadside is super good at ionizing small base ships. The trick is fitting him into the right list.

20 minutes ago, Zeoinx said:

If I were going from a Lore angle, I feel 3PO would do less damage and be be more effective on a Arc 170 as a communication and radar officer (The middle seat is that role, where the "Crew" seat is in game. In a Y-Wing it is a Rear gunner role, and thematically doesnt make sense for a 3PO to be gunning.

Not in this case. With R2-D2 flying the ship from the Astro slot, the position for the crew would be the pilot seat. He could still be providing a support/communications role while R2 handles the flying, and still have someone in the gunner slot. The how that happened is a little odd, but not that far fetched based on the material.

The Y's advantage over the ARC is its Turret and Device slots. Me? I'm trying Red Sq w/Ion + 7FG to seriously buff other folks in the list.

13 minutes ago, Burius1981 said:

So my conclusion is that Broadside is super good at ionizing small base ships.

Another potential advantage of Broadside is that you’re maybe not paying for Veteran Turret Gunner—maybe you’re just using the Ion shot out the side. And in that case, you’ve got a big ol’ 180 degree arc that you could use to throw Seventh Fleet Gunner dice at friends...

1 hour ago, ficklegreendice said:

so we're trying to make battle meditation a thing? best of luck

Who’s this “We”? It’s clearly “I”, followed by an “am insane.”

Besides... Oddball in a Torrent with Squad Leader for 47pts is a better deal if you’re not trying to run him in anything else.

2 hours ago, CoffeeMinion said:

Another potential advantage of Broadside is that you’re maybe not paying for Veteran Turret Gunner—maybe you’re just using the Ion shot out the side. And in that case, you’ve got a big ol’ 180 degree arc that you could use to throw Seventh Fleet Gunner dice at friends...

That's the plan

Cody is just by far the cheapest "support"

Combined with the MASSIVE area you cover with the front and side arcs, you should be able to Cody basically any dodgey ace

Yes into 7th fleet because...when WONT you have a shot? Imo, Ashoka makes more sense for a little bit more

Edited by ficklegreendice