Board Thread:General Discussion/@comment-33234844-20171006145919/@comment-454133-20171006172832

Looks like a good start. I have suggestions to help too.

Empire:

Outmaneuver is a pretty good choice for Ryad, though she also does well with Juke since she'll have an evade token often.

IMO this looks like a pretty solid fleet.



Rebel:

You can save points by taking Captured TIE off of Rex and Zeb. Their PS is so low that they'll rarely benefit from the ability. Rex in particular should be attacking each turn anyway (so he'll have to immediately discard it).

At Pilot Skill 3, Zeb makes a good blocker. A z-95 can play the same role, but Zeb has 3 agility and can evade or focus every turn to be harder to kill. So I think he plays a useful role in the fleet, no worries there. It's actually reasonable to put the EMP on Zeb instead of Rex, since his role will be blocking as much as attacking, and you can EMP even while touching or while they're out of arc.

 Tail Gunner is great on an ARC. R5-K6 works best with Weapons Engineer IMO, but it's still not a bad choice. However, I'm not sure it works with Shara's ability (e.g. if the Auzituck spends it). I think the implication of its wording is that Shara has to spend the lock to activate R5-K6. That actually works well with Weapons Engineer though: Shara could spend one of the locks on her attack, and possibly get it back (locking an additional target if needed).

But if you're interested, you could equip BB-8 instead of the R5 and get frequent barrel rolls even without Vectored Thrusters in the modification slot. This is especially useful with PTL, because you'll be doing greens to clear stress anyway. But also useful because when you get the free barrel roll before your maneuver, you can PTL off of that to do another action, then clear your stress with the green, and perform your normal action at the end of your maneuver. It's a devious and fun trick that makes the ARC extra fun to fly. So either BB-8 + Tail Gunner, or R5-K6 with Weapons Engineer -- both are great setups.

IMO don't necessarily put Hull Upgrade on an Auzituck; it's healthy enough and defensible enough that it doesn't really need that. Instead, choose Vectored Thrusters so you have the ability to do emergency repositioning (e.g. to block or to make sure a target is in your arc). The ARC doesn't need Hull Upgrade either, actually, but if you have no other use for the points then the ARC or one of the TIEs may be the best option?



I think you have good fleets, and a few tweaks to the Rebel fleet should put it on par with the Empire one. Happy flying!