Maybe this belongs in the List Building subforum, but I feel like this is a pretty general topic, and more people than me may want to see it. So:
I’m having trouble with the Republic. I’ve managed to build and play pretty strong lists with literally ALL of the other factions, and I’ve been the victim of at least one good Republic list that basically featured several CLT Jedi (can’t remember which ones, but they were all unique, high-initiative, and seemingly impossible to hit. I do remember I was playing a list that felt like an absolutely putrid matchup, and also rolled badly).
So I definitely understand the value and power of the Delta-7. But what I’m not particularly interested in is just jamming Delta-7’s all day. The faction has a pretty diverse collection of ships, and I’ve tried a bunch of them, but aside from Ric Olie and the i5 & i6 Deltas, I find myself a bit mystified by the Republic pieces. Let me list my difficulties, and maybe you guys can give me some pointers:
1. V-19 Torrent
This thing is terrible, right? The dial is one of the worst in the game. It picks up stress like crazy, and has a **** of a time shedding it. No shields means critical hits are devastating; Panicked Pilot essentially kills it. But at least it has good agili... no, that’s bad, too. Guns? Weak. The cheapest generic costs three more points than the far more effective and survivable Academy TIE. The uniques are... okaaaay, I guess, some of them, but for as horrid as the base chassis is, I find myself hard-pressed to put even a single point more than is absolutely necessary into one of these... though I did try Odd Ball recently, alongside Ric, Plo, and a 212 with 7FG, and Oddy was kind of a rock star; his ability went off a couple of times and he pumped out good damage for a couple turns, until he did a K-turn, got hit with Panicked Pilot, and was basically dead in space.
What the **** do you do with this?
2. BTL-B Y-Wing
I get Y-Wings. This thing is probably OK, and I picture it as a torpedo boat, but it suffers a bit from not having Dutch around to hand off locks. So yeah, there’s Synchronized Console, but part of the reason I find that hard to use is because of one of the basic difficulties I have with this faction in general: Without Passive Sensors, Locks are easiest to get with high-initiative pilots, and Odd Ball, in his various incarnations, is the only i5 pilot for MOST of the ships (If they make another Odd Ball for the V-Wing, I’m gonna freak out). So no problem, right? Just use Odd Ball... but he’s kind of overpriced, and just fits awkwardly into the list Tetris. And that’s not even considering that I may be using him on an ARC-170 or Torrent already.
And I’ve tried Y-Wing Anakin, and holy ****, he got absolutely mauled by StarVipers, which were just one of the many ships that are waaaay too maneuverable to fight with Y-Wings, no matter what your initiative is. He wasn’t even a little bit worth it. Granted, he did recently get a massive points drop, but he still feels like a trap to me.
3. N-1 Fighter
This one, I have very little experience with. Ric Olie is the only one I’ve flown, and I flew him with R2-A6, and he was awesome. No complaints at all. He even more or less felt like he was worth the points I put into him, with free Evades and extra dice... he was good. But the other N-1’s look to be sort of mediocre. Ellberger seems okay, but i3? Yeesh. That gets you killed by most of the game’s mediocre wanna-be aces. Not a good spot to be. I’m kind of intrigued by the Handmaiden’s Decoy mechanic, but they seem to fragile to make it worth it.
4. Delta-7
I guess this thing is the big draw of the faction, but I don’t really want to just fly i4-i6 Jedi with Calibrated Laser Targeting all day.
5. ARC-170
I actually kind of like this ship, but I feel like a Gunner is kind of necessary, and most of them are kind of expensive, and that leaves this thing floating in a real awkward spot, points wise. All the uniques become waaay more than 50 points, and that, again, is a big problem I have with the faction: Everything that seems decent seems to also cost 55+ points, which leaves large, awkward holes in my lists, and since I try not to do the, “oh well, this fits, so I play it” thing with upgrades, I end up with very weird little holes that I end up jamming V-19/Y-Wing generics into, and they don’t work that well.
6. LAAT/i
I like this thing’s basic ship ability, and I like that it’s kind of tanky, but the pieces it’s left to support just... suck. Fire Convergence doesn’t work with turrets, so turret-reliant Y-Wing builds are out, which means Torpedoes if you wanna use Y’s, and see above. Ric and Delta-7’s leave this thing in the dust pretty easily. And then there are Torrents, and again, see above. Beyond all of that, there are things you fight in X-Wing that you just cannot hit with 2 dice with any kind of reliability, unless you bring A LOT of 2-die guns, and again, just the way Republic lists Tetris together, I have a lot of trouble fitting more than about three ships into a list without relying on V-19’s, and oh man are they awful.
That leaves ARC-170’s as the only Republic ship which reliably attacks with 3 dice, but again, they’re just expensive enough to fit very awkwardly into most of the lists I build.
So I guess the big problem I have with the Republic is that there are no options I have any confidence in at the 20-35 point range, and that sort of limits me to 3 or fewer ships, since all the good stuff is 50+ points. Or I jam terrible generics.
Help! What am I failing to understand about the Republic? Is this faction even usable outside of the Delta-7?
Thanks in advance!