Taking a brief break from working through mistakes of previous games, until a game can be played via vassal, for a turn by turn picture of what happens once we learn from our mistakes.
The subject of firing arcs came up during a chat, and whether it was difficult, easy, or something else.
As we know, there are many types of firing arc to consider, and different triggers, but with symbols that can mean somewhat different things, meaning we have to interpret the meaning, if there isn’t a clear answer.
First up, the basic Primary Forward firing arc. Almost every ship has this shaded in in the front V of their ship tile, as the A-Wing above shows.
This is usually the arc used for Primary Weapons, Missiles, Torpedoes, and Cannon upgrades, as well as Fearless, Outmanoeuvre and a few other Talents, and some great pilot abilities.
Next, the Turret Primary. Some ships have a Mobile Primary fire arc as shown by the Jumpmaster 5,000 above. This means they need to rotate their arc, usually as an action in order to assure a shot.
It’s important to note that the Mobile Primary fire arc cannot trigger abilities that specify specific arcs, as far as I am aware because the Mobile Arc doesn’t count as any other arc.
I could be wrong in cases of Bull’s Eye arc, but, we’ll get to that one shortly.
The 180 Degree fire arc is available to certain ships such as the pictured YV-666 Light Freighter and the Auzituck Gunship. This gives you coverage across the full front of the base to half-way down the sides.
Like with the Mobile Primary arc, the 180 Degree fire arc cannot trigger Forward Primary arc abilities or talents. It is able to trigger Bull’s Eye arc abilities though.
The Double Turret Primary arc gives you a firing position which covers a forward/backwards or left/right situation, potentially allowing two rounds of shooting with the correct upgrades and enemy positions.
Again, only certain effects can be activated with this type of arc.
This is slightly rarer, a ship with a Forward Primary arc and a Turret arc. Useful for abilities that require something to be in an arc, and to potentially allow a bonus attack, depending on upgrades chosen.
While the Forward Primary can activate the specific abilities, in general, the turret won’t be able to.
The Forward/Rear arcs. Available to a select number of ships, which usually have their own rules regarding usage and abilities. However, very useful when you joust an opponent or something strays behind you at the right time.
Bull’s Eye Arc:
I do believe every ship has a Bull’s Eye arc printed on it’s tile, if I’m wrong, please say so. This usually extends no more than the width of the movement templates across the front of the base up to Range 3, and is required for many abilities, talents, and even some weapons.
I am pretty sure that, even with a mobile arc, if a ship is in that particular area, it is still considered to be in the Bull’s Eye arc. Which does allow for some interesting upgrades.
Upgrade Arcs:
All weapons will show an arc that can be used in order to attack with said weapon. Some of these will be available on the ship tile, while others won’t be.
The best example of this, is the Jumpmaster 5,000, with its Mobile Primary arc, equipping a set of Proton Torpedoes. Now, the way I am abotu to say this might be slightly wrong, if so, forgive me. When the Jumpmaster 5,000 declares the use of Proton Torpedoes, it gains a Forward Arc, even if its Mobile Primary arc is pointed elsewhere. That Arc is only ever present for the resolution of the attack.
The same would apply for a Missile-toting YT-1300 or a Cannon toting YV-666. Whatever arc is stated is the arc that is used, regardless of the base tile.
This is where things get interesting.
Unless an ability clearly states that it can only be affected by Primary Weapons, like Fearless or Crack Shot, it will work with the special attacks, for example, a YV-666 with an Ion Cannon using Outmanoeuvre, in an attempt to push through a greater chance of causing Ion tokens to be dealt. Whereas if it used its primary weapons with the 180 Degree arc, it wouldn’t trigger.
Lining Up:
I’ve seen or heard people avoiding certain upgrades because they feel the Bull’s Eye arc is too difficult to line up often enough to be effective.
I’ll be honest here, and say that I disagree.
By having a plan in mind, including alternates for different situations, you should be able to trigger any Bull’s Eye effects more often than not. Conversely, if you know your opponent is relying on them, you should be working to avoid being there at all times.
Larger based ships, in general, are the easiest to catch in the Bull’s eye, simply because there is so much base to find. Similarly, Medium based ships will be slightly more difficult, but, nowhere near impossible. The difficulty is the Small based ships. However, with some sneaky tactics, maybe involving some luring, or even a balls-to-the-wall speed joust, it should be eminently doable. You just have to plan how to do it.
Summary:
One thing to remember, when looking at Mobile arcs, especially, is whether you can afford to lose an action, or be caught with your arc facing the wrong way. Support ships with Co-Ordinate or the Agile Gunner can help to mitigate this though.
When building your lists, have a think about what arcs you are choosing, and whether they are right for the job you want. Is the ship highly priced? Is it capable of doing what you want it to? How many extra points do you have to put in to it to make is do what you want?
As an example, the Rebel Alliance YT-1300 is nearly 100 points, on it’s own with Han Solo flying it. Adding upgrades is quickly going to leave you with roughly 50 to spend on a wingman. Sure, it draws the fire, and can dish out some fire too, but, against three or four ships, it’s going to be bracketed fairly quickly. However, if you are looking at flying straight up the middle of the enemy formation, you’d be hard-pressed to find a ship that can joust with a left/right fire arc, fire out both sides with a Veteran Turret Gunner, turn around, and do it again.
So, to wrap things up for now, don’t get caught out when building a list, because not all upgrades will work with every ship. If you are ever in doubt, feel free to double check either the Rules Reference Guide, or in your favourite Facebook group or the FFG forums. The only stupid question is one unasked. If I’ve missed anything, or gotten something not quite right, please, get in touch.
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