Help me figure out the Republic.

By Cpt ObVus, in X-Wing

1 hour ago, NilsTillander said:

I've got bad news...

Why do they keep doing this? Was Odd Ball a character who showed up everywhere in TCW or something?

Someone referred to this as a joke earlier. I’m not sure I find it amusing. Maybe if the ships in which he appears had OTHER i5’s, I would. But balance the game first, THEN make jokes.

1 hour ago, 5050Saint said:

I've ran Jag with SynCon and a LAAT with Wolfpack, and between them you'll Convergence Fire to supports the locks, and the locks can be tossed around willy-nilly.

Dropping to a single point is really what made it viable. 2 points was too much.

Yep. At 2 points, even though I think it was kinda fun, it wasn't worth it. 6-8 points to kit out a squad for lock-sharing is just too much. 3-4? Sure.

And Wolfpack has made the missile variants [possibly?] viable, too. SynCon + Wolfpack seems legit--everyone in the squad instantly becomes Jag-like.

look-at-me-i-am-the-jag-now.jpg

1 hour ago, Cpt ObVus said:

Why do they keep doing this? Was Odd Ball a character who showed up everywhere in TCW or something?

Someone referred to this as a joke earlier. I’m not sure I find it amusing. Maybe if the ships in which he appears had OTHER i5’s, I would. But balance the game first, THEN make jokes.

I believe he piloted a Torrent, Y, and an ARC. I don't remember if he piloted a V-wing or not, but at this point it would be obnoxious to not have him in it. Contrail in the V will also be a 5, so there will be two 5s in the V.

I get what you mean about wanting other I5s in the ships, but there's really no game reason to put 2 I5s in a Y, Torrent, or ARC. The one ship he will be in that would benefit from another I5 does get a second one.

1 hour ago, Cpt ObVus said:

Why do they keep doing this? Was Odd Ball a character who showed up everywhere in TCW or something?

He is one of the few called out by name in Revenge of the Sith - he’s the ARC that Kenobi speaks to at the opening battle “we’re on your tail, General Kenobi”

He also pilots all of these ships (except the V) somewhere in the show. Torrents in earlier season, a Y at one point, and the ARC in the aforementioned RotS.

On 10/21/2020 at 9:30 PM, Cpt ObVus said:

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?

The V-19 torrent is cheap and durable. Its job is to soak up damage and take a long time to die, and it is very good at it. Dedicated blues are one option, but the golds are also great. It's not as good as it once was now that TIE/fos and scyks have dropped to an absurdly low price, but it's still a sound ship. Stick it in range 1 and annoy your enemy with it. Don't be afraid to hang onto a stress token occasionally if it gets you a shot or a block.

On 10/21/2020 at 9:30 PM, Cpt ObVus said:

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.

The Y has 2 main roles: torps and ion. You've already discussed torps, and I agree oddball is pretty lackluster. If you want to try the lower init ones with torps, perhaps something with synched console and wolfpack (and a LAAT for rerolls?) might work, but I've not tried that and it suffers badly to arc dodging. AnakYn is indeed very expensive and tough to fly (r4-p and dorsal help) but he can do good work as a trader, deleting a high value piece before he dies.

Ion from the Y is a really useful tool for all kinds of republic lists. It helps clones lock down arc dodgers that they struggle with and jedi to line up bullseyes. It doesn't synergise with Ric so be wary of that. Broadside is the ion king.

I don't have much to say about bombs, but I know other players have found them useful as a control element particularly in clone-heavy lists. R2-D2 in the Y is also worth a mention as a cheap crew/gunner ship.

On 10/21/2020 at 9:30 PM, Cpt ObVus said:

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.

N-1 fighters are very fast and have a hard time turning around, meaning that they often spend half the fight zooming away into the corner doing nothing. As you found, though, Ric is still effective (especially if you can convince the enemy to chase him) and daredevil helps keep him in the fight. Anakin with passive sensors is a great cheap torpedo carrier - he doesn't have to move fast to be scary and can easily fire a double modded torpedo at anything that lands in arc. N1 Anakin is the main reason we don't see more anakYn. The generic might be alright at flinging a torpedo, but the rest are overpriced and ineffective.

On 10/21/2020 at 9:30 PM, Cpt ObVus said:

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.

Delta-7B is real expensive right now and with the number of swarms about and the high price of regen, CLT is the way to go on this ship. CLT jedi are powerful in the endgame and cheap enough to fit into almost any list. If you're not a fan, there are other options, but this is one of the strongest ships the republic has to offer and it brings endgame strength that most of the other ships lack.

On 10/21/2020 at 9:30 PM, Cpt ObVus said:

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.

Gunners are completely unnecessary on this ship, and I have almost never seen competitive ARC-170s carrying gunners. The best options here are the cheapest generic (bargain price at 42pts) or wolffe with his rerolls, although I'm not sure if wolffe's rerolls are worth his price. This ship will probably die, but it can take a lot of the opponent's squad with it - just make sure the rest of your squad can clean up the mess afterwards.

On 10/21/2020 at 9:30 PM, Cpt ObVus said:

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.

I was very underwhelmed by the LAAT on release, and I still think it's a bit pricey, but it can do decent work if you build your list around it (and at the price it costs, you have to build your list around it). As you've noted, it needs something good to support. In my book, that means at least one natural 3-die gun somewhere, and then the ARC really wants either cody or 7th fleet gunner to make those rerolled attacks really count. Here's an example list that I enjoy.

On 10/21/2020 at 9:30 PM, Cpt ObVus said:

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.

Unfortunately, ARCs are the only reliable 3-die attacker. That said, they should be kept as cheap as possible. I usually just bring the 42pt generic.

On 10/21/2020 at 9:30 PM, Cpt ObVus said:

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.

25-30pts: torrent territory. Best options are a gold or a dedicated blue, or tucker. Not fancy, but they are cheap bodies that your opponent will have to deal with.

30-35pts: Not much in this space right now, but the V-Wing will fill it soon.

"all the good stuff is 50+ points": A lot of the good stuff is 40-60pts. Often that means bringing two ships just over 50pts and two just under. CLT jedi are popular because they are strong ships in the mid-40s and help a lot with that list tetris. You've also got a generic arc at 42, DD ric at 47 and ion broadside at 41.

Maybe Broadside with an Ion Turret is the ship I’ve been looking for. Or perhaps the generic ARC-170’s. I think the problem I run up against is that my chief kitchen-table (or TTS) opponent really likes extremely arc-dodgey i5+ ships like Guri and Whisper, and often uses Stealth Device to make them reeeaaally frustrating to shoot at (if I can line up a shot at all), so i3 & i4 guys often don’t get their money’s worth. So I end up gravitating to either multiple i5+ pieces, or an i5 or i6 ace supported by a mini-swarm of really cheap disposables (like TIEs). And the V-19 is just SO much worse than TIEs, Vulture Droids, M3-A’s, and the like that it leaves me sad every time I fly it.

And I’m still not sure why the LAAT is so expensive. Comparing the basic generics for both the LAAT and the ARC-170 really leaves me puzzled, as the ARC is a very solid ship that can carry gunners and crew, has very decent arc coverage, and is relatively maneuverable, while the LAAT is less dangerous, less maneuverable, and costs 9 more points. Sure, it can carry MORE Gunners/Crew (but would you really sink that many points into it?) and it has the Fire Convergence ability, but I’m just not sure it’s worth the price. It’s kind of a head-scratcher why they priced it over 50... were they really afraid of LAAT-spam? Fire Convergence doesn’t even help other LAATs, as they have Turret arcs. And if they were afraid of people jamming 4 LAATs, why are they apparently unconcerned about people jamming 4 ARC-170’s? I just feel like the LAAT oughtta cost 5-6 points less than it does, if not more.

Edited by Cpt ObVus
49 minutes ago, Cpt ObVus said:

And I’m still not sure why the LAAT is so expensive. Comparing the basic generics for both the LAAT and the ARC-170 really leaves me puzzled, as the ARC is a very solid ship that can carry gunners and crew, has very decent arc coverage, and is relatively maneuverable, while the LAAT is less dangerous, less maneuverable, and costs 9 more points. Sure, it can carry MORE Gunners/Crew (but would you really sink that many points into it?) and it has the Fire Convergence ability, but I’m just not sure it’s worth the price. It’s kind of a head-scratcher why they priced it over 50... were they really afraid of LAAT-spam? Fire Convergence doesn’t even help other LAATs, as they have Turret arcs. And if they were afraid of people jamming 4 LAATs, why are they apparently unconcerned about people jamming 4 ARC-170’s? I just feel like the LAAT oughtta cost 5-6 points less than it does, if not more.

They're not priced the way they are to avoid spam, because LAAT Spam is rather completely pointless (unless they get so cheap as to be able to afford Barrage Rockets, but I think that's unlikely to ever happen). They are priced the way they are because the LAAT is essentially an action-free, unlimited range double-Coordinate that gives target locks to any friendly, and it's in the faction that also has access to a little ship called the Delta-7B . A ship which is arguably the single best ship in the game, given it combines passive mods and double reposition on a sturdy spaceframe with a powerful attack. A cheap LAAT likely undoes a year and a half of price updates that have only just recently gotten the Jedi under control.

EDIT: Let me put this another way. I can fly this right now:

Obi-Wan Kenobi (49) + Sense (5) + R4-P17 (5) + Delta-7B (21) = 80
Ric Olié (45) + Daredevil (2) + Advanced Sensors (10) + R2 Astromech (7) = 64
"Hound" (52)
Total: 196

Do you really want me to get 6 more points to play with here?

Edited by DR4CO
17 minutes ago, DR4CO said:

Obi-Wan Kenobi (49) + Sense (5) + R4-P17 (5) + Delta-7B (21) = 80
Ric Olié (45) + Daredevil (2) + Advanced Sensors (10) + R2 Astromech (7) = 64
"Hound" (52)
Total: 196

*drools.

Pretty good list there yo

Want to add some cheap crew to Hound? (Or R2 astro to Obiwan also?)

==

Converse point though: I stopped using Daredevil on Ric cuz even 3 or 4 naked red dice is kinda bad. True: fire convergence changes that to basically a TL.. BUT that doesn't happen every time, and then Hound generally is still just a 2dieF attack. Comparing that to the old 3 aces version, with Anakin7B, Ric, and ObiCLT, you'll see that ObiCLT generally hits harder than 2dieF (also commonly can have TL. Let's say that lining up CLT and hitting R1 is about teh same as proc-ing Fire Convergence). Thus, its kind of... about the same. You lose Anakin's I6, but you gain Adv Sensors on Ric.

Edited by Blail Blerg
On 10/22/2020 at 10:20 AM, Spinland said:

oddball.jpg

He'll be there when you need him...

9 hours ago, Cpt ObVus said:

Maybe Broadside with an Ion Turret is the ship I’ve been looking for. Or perhaps the generic ARC-170’s. I think the problem I run up against is that my chief kitchen-table (or TTS) opponent really likes extremely arc-dodgey i5+ ships like Guri and Whisper, and often uses Stealth Device to make them reeeaaally frustrating to shoot at (if I can line up a shot at all), so i3 & i4 guys often don’t get their money’s worth. So I end up gravitating to either multiple i5+ pieces, or an i5 or i6 ace supported by a mini-swarm of really cheap disposables (like TIEs). And the V-19 is just SO much worse than TIEs, Vulture Droids, M3-A’s, and the like that it leaves me sad every time I fly it.

Maybe something like this?

104th Battalion Pilot + Synchronized Console

104th Battalion Pilot + Synchronized Console

Obi-Wan Kenobi + Sense + Calibrated Laser Targeting

"Odd Ball" + Clone Commander Cody + Synchronized Console

Gives you 2 I5 pilots plus sense. Synched Console to pass locks around. And Cody to give you some advantage on missed shots.

12 hours ago, DR4CO said:

They're not priced the way they are to avoid spam, because LAAT Spam is rather completely pointless (unless they get so cheap as to be able to afford Barrage Rockets, but I think that's unlikely to ever happen). They are priced the way they are because the LAAT is essentially an action-free, unlimited range double-Coordinate that gives target locks to any friendly, and it's in the faction that also has access to a little ship called the Delta-7B . A ship which is arguably the single best ship in the game, given it combines passive mods and double reposition on a sturdy spaceframe with a powerful attack. A cheap LAAT likely undoes a year and a half of price updates that have only just recently gotten the Jedi under control.

EDIT: Let me put this another way. I can fly this right now:

Obi-Wan Kenobi (49) + Sense (5) + R4-P17 (5) + Delta-7B (21) = 80
Ric Olié (45) + Daredevil (2) + Advanced Sensors (10) + R2 Astromech (7) = 64
"Hound" (52)
Total: 196

Do you really want me to get 6 more points to play with here?

If 7B really is what’s artificially inflating the cost of the LAAT, then they ought to jack up the cost of 7B, and let the LAAT exist at a cost that actually makes sense for the ship itself.

Besides, the Republic is the faction of Synchronized Console, which is a far cheaper way to get locks on anything. Or you could just *actually* Coordinate, using any one of the Republic’s many Crew upgrades that allow Coordination. I guess what I’m saying is, I’m a bit skeptical that FFG was worried about the interaction of the 7B upgrade and the LAAT specifically.

And again, if they were, the correct approach is to adjust the problematic upgrade card, not over-price an entire ship.

4 hours ago, feltipern1 said:

He'll be there when you need him...

I don’t understand why people keep posting pictures of Donald Sutherland. Not that I mind, I like Donald Sutherland. But please explain?

1 hour ago, Cpt ObVus said:

I don’t understand why people keep posting pictures of Donald Sutherland. Not that I mind, I like Donald Sutherland. But please explain?

In the off chance you're asking semi seriously: it's him playing the character Odd Ball in the movie Kelly's Heroes.

43 minutes ago, Cpt ObVus said:

If 7B really is what’s artificially inflating the cost of the LAAT, then they ought to jack up the cost of 7B, and let the LAAT exist at a cost that actually makes sense for the ship itself.

Personally I think ffg doesnt want to see a lot of 10 health ship below 51 points. The lamba and scum falcon are the only ships at equal or higher health that are below 50 points (that I can think of). Fire convergence is really good too.

On topic I really like broadside with ion it goes in just about every list. Reliable ion can be game changing.

I'm pretty sure the LAAT cost is down to Fire Convergence. And the possibility of 6 Torrents with it maybe. I'm not sure the latter is super duper scary, but it's a big pile of things.

But FC is also big. Verges on unavoidable alpha strike. So the LAAT is priced to hurt if you lose it in a single turn, encouraging at least a tiny bit of circumspection.

If +6 Torrents is acceptable, it could stand to go down a little. Atm, points are a touch too tight in places, but it's workable. The pilots are a bit messed up, paying purely for Init.

It's notable that CLT Obi, Plo + 7FG LAAT leaves 38pt. Only 3pt shy of something really good. Even if no bid. I've heard a desire for 7FG to go down too....

Edit. A CLT Jedi would fit into 39pt, as would a Ghost Company, Dorsal R2-D2..... It's all very close.

Procket Odd Ball in a V19 at 37pt, hmm.

Waits for V Wing....

Edited by Cuz05
3 hours ago, Cpt ObVus said:

If 7B really is what’s artificially inflating the cost of the LAAT, then they ought to jack up the cost of 7B, and let the LAAT exist at a cost that actually makes sense for the ship itself.

It's Convergence Fire that ups the cost of the LAAT. The closest comparison I have is Drea Renthal with a Dorsal Turret is 51 points at the same cost. They both provide 180 degrees of rerolls. The rerolls are different, Drea is limited to 1-die rerolls per shot from generics but can provide them infinitely, while LAATs can provide two 2-die rerolls but can provide them to anyone.

These are fairly comparable. The LAAT has a slightly worse dial than Drea, but it also has 2 more hull.

4 hours ago, reqent said:

Personally I think ffg doesnt want to see a lot of 10 health ship below 51 points. The lamba and scum falcon are the only ships at equal or higher health that are below 50 points (that I can think of). Fire convergence is really good too.

Scurrg is. 3/1/6/4 for 45 points.

And one of the most aggressively costed I5 pilots in Nym. Folks probably should be flying Nym more just as himself, since 3 red behind 10 health for 47 points at Init 5 is pretty reasonable. 50 lets him equip Seismic Charges, and he can just drop one and leave it somewhere between a few obstacles, and have a huge threat range when he decides to eventually let it pop. Tangent over.

Anyhow, I'm mostly with @DR4CO that it seems like LAAT are priced--not to avoid spam, since spam LAAT are really bad--but to limit their use in mixed squads. There are a few ships which have artificial price limits (B-Wings, G1-A), but the LAAT seems like it's priced where it is because FFG thinks Fire Convergence is worth it . It's like a free no-stress Target Lock a turn for someone, mostly, and incredibly flexible, with a bonus charge for occasional double use.

It's possible that, like the E-Wing, FFG has been too conservative with the LAAT. Remains to be seen, since they're so new. But I think it's good that FFG took their time lowing the E-Wing price, and now they're finally OK. Deceptively nice little ships--thisclose to being large tournament viable. Caution with the LAAT (again, free "Locks") is probably good, but if the price drops because they're less effective than anticipated? So be it.

4 hours ago, Spinland said:

In the off chance you're asking semi seriously: it's him playing the character Odd Ball in the movie Kelly's Heroes.

I don’t understand why people keep posting pictures of Donald Sutherland. Not that I mind, I like Donald Sutherland. But please explain? @Cpt ObVus

Edited by feltipern1
On 10/21/2020 at 11:22 AM, Cerebrawl said:

I wonder when people are going to figure out that R2-D2 Y-wing can have double-tapping ion turret... coming in at 42 points.

In order for Artoo to be focused in order to trigger Ghost Company’s bonus attack, that means that it must have performed rotate > red focus. The double-tap is possible, the player would just have to play the y wing sort of like a Nantex with a rotating turret - planning out a turn ahead where you want the turret pointed so you can rotate it toward the enemy on the turn you attack.

I've been fiddling around a bit with the LAAT / 2 ARC / Jedi Ace archetype, especially for hyperspace, and I've found it's got legs:

Obi-Wan Kenobi (49)
Calibrated Laser Targeting (4)

Ship total: 53 Half Points: 27 Threshold: 2

"Warthog" (54)
Ship total: 54 Half Points: 27 Threshold: 5

Squad Seven Veteran (44)
Dedicated (1)

Ship total: 45 Half Points: 23 Threshold: 5

Squad Seven Veteran (44)
Dedicated (1)

Ship total: 45 Half Points: 23 Threshold: 5


Total: 197

View in Yet Another Squad Builder 2.0: https://raithos.github.io/?f=Galactic Republic&d=v8ZhZ200Z278XWW200WY414XWWWWWWY340X210WWWWWY340X210WWWWW&sn=Obi Warthog HS&obs=

There are, of course, other ways to load it out, but this has been effective. The tricky part is trying to handle three medium bases that want to generally be in the same vicinity.

I also think that torpedo Y-wings are a trap. If you want ordnance, use missile Torrents with a Wolfpack LAAT and synchronized console. If you want Y-wings, use turrents and bombs. The Republic does well with mixed media lists; outside of the Deltas and Ric, it's a fairly chonky joust-heavy faction, so that's what you want to lean into.

40 minutes ago, Synel said:

In order for Artoo to be focused in order to trigger Ghost Company’s bonus attack, that means that it must have performed rotate > red focus. The double-tap is possible, the player would just have to play the y wing sort of like a Nantex with a rotating turret - planning out a turn ahead where you want the turret pointed so you can rotate it toward the enemy on the turn you attack.

Is it really worthy to go through all this trouble just to shoot twice (at range up to 2) when the next turn you'll only have straight blues to clear that stress? You can't even take any astromech to help you with your dial...

On 10/21/2020 at 12:08 PM, theBitterFig said:

gjuceDK_d.webp?maxwidth=728&fidelity=gra

I'd really just like some elaboration on this. I've been trying to get him to fly for quite some time. But I get heckled every time I do. Does anyone have some help as to which cards I should take so I don't blank out like this poor bird?

9 hours ago, xanatos135 said:

Is it really worthy to go through all this trouble just to shoot twice (at range up to 2) when the next turn you'll only have straight blues to clear that stress? You can't even take any astromech to help you with your dial...

When you could just have Broadside with an Ion Turret for 41? Probably not.

R2 is an edge case for a cheap Wolfpack caddy maybe.

Ghost Co does seem unworth. You can just do straight moves and rotate about the place, but that's not gonna get you far. You can easily pass some focusses his way, but you can also do that to things that are gonna kick out some solid product with that token.

Like... Oddball!

Jousting Ghost R2 in there and double tapping the Ion might get you somewhere on the 1st engage, but variance, match up and follow on are all going to bite on that.

On 10/21/2020 at 2:30 PM, Cpt ObVus said:

1. V-19 Torrent

What the **** do you do with this?

Block. Jedi are maneuverable as heck but with their real punch dependent on bullseye arc shots, blocking someone is a big deal - especially if wanting to use the lower initiative jedi pilots.

Generics are as cheap as a TIE/ln, but with 5 hull they're tougher - yes, only 2 agility but they don't really care if they lack tokens, as virtually nothing in the game can one-shot them, and as long as they're taking two shots or more to kill, they're 'tough' by swarm standards . In addition, they have an awful dial but do have barrel roll/link/evade, which is great for a ship whose main job is to get in the bloody way all the time.

The fact they depend on hull, not green dice, means strain is less of an issue, so they're also a nice expendable Dedicated carrier to keep something more important (i.e. Jedi) alive.

On 10/21/2020 at 2:30 PM, Cpt ObVus said:

3. N-1 Fighter

It's game-mode specific, but I can heartily recommend Lil' Anakin in Aces High games. Nothing else which fits into the Lightweight (50 points) bracket is anything like as tough - give him Elusive and an astromech or system upgrade to taste, and use Focus/Force/Evade/Reroll to laugh mockingly at anyone trying to actually hurt him, given that most of your opposition has probably got a primary-2 main weapon.

Do watch out for "Midnight", though!

On 10/22/2020 at 9:34 PM, Spinland said:

This. Pass that lock around the circle and let the missiles fly. 😎 🍺

Especially in games where Homing Missiles are an option. The ability to cycle the target lock makes the usual response of 'just take one damage and live with it' much less appealing.