21 hours ago, evo454 said:Ultimately, it feels like FFG tried to cover one too many areas with the ARCs and so they're a bit thin in that regard. I may be wrong, I haven't gotten to play them, but that's my two cents. I'm excited to see what Fives and Echo can do, but the only real "power move" I can think of for the Arcs would be to use them in tandem with Rex's Scouting Party to get some tougher units into the fight faster so Corps units have an extra turn or two to get set and grab objectives.
If nothing else, they can harry opposing units on the fringes and grab objectives with jetpacks, so they could work well that way.
That's kinda what I think. I would have preferred the scout/sniper role given to ARFs, or even dedicated jetpack troopers, while ARCs were a straight DT/Mando/Inferno Squad analog of heavy hitters. Oh well.
But yeah, using them in conjunction with Scouting Party to push units up has proven useful, as long as the table allows for it. It's really good with Hostage Exchange, as you can push enough units up to dominate the center for Round 2, and jetpacks on the ARCs tend to mean they can bounce around the flanks. Not really how ARCs should act, if you ask me, but it's what we've got.