Siege of Coruscant Republic Overview Pt. 2

11/02/2022

SWZ95 Siege of Coruscant


Today’s transmission is all about the new clone Standard Loadouts coming for Galactic Republic players in the upcoming Siege of Coruscant Scenario Pack. Clones make up the majority of the Galactic Republic’s fighting forces. Bred as perfect soldiers and trained to exacting standards, the Republic’s clones are a force to be reckoned with.

The clones do a good job helping their Jedi generals survive incoming fire.  They all have “Born for This”, which lets nearby friendly ships spend the clone’s tokens as their own.  Opponent’s shooting a powerful endgame piece supported by evading clones will soon find there’s a good chance no damage will get through.  So, your opponent will concentrate on clearing the clones first, who support each other and allow your Jedi to last to the end of the game.

All of the ARC-170 Starfighters are equipped with a Veteran Tail Gunner to keep their offense high and encourage them to get into the thick of battle.  “Odd Ball” returns with an ability requiring red maneuvers or actions.  But this time, instead of getting locks for himself, he gives them to a friendly ship.  This is great for Jedi who have trouble finding the time to take lock actions.  “Odd Ball” also has access to Selfless, which is normally locked to the Rebel faction.  He’s a support ship that can still bring a good offensive capability.

The other two ARC-170s are more aggressively oriented.  “Wolffe” keeps his pilot ability and gains the ability to borrow locks from other clones or Plo Koon.  He wants to get into combat, use his pilot ability to reroll a die on his front arc attack, then use his pilot ability again and a friendly lock to do a strong rear arc attack.  “Jag” gains a lock when a friendly ship in his side arc attacks, and then if he doesn’t use it, he can pass it along.

For the Nimbus-class V-wings, “Contrail” is the more aggressive of the two.  He can use his Precise Astromech to get a focus and target lock, fully modifying his attack.  This is most useful at close range when you are rolling the most dice, especially if you matched your opponent’s bearing.  He also has a wide variety of tools, with Ion Bombs and Ion Limiter Override, to control opposing movement and give him movement options.  “Klick” fills a support role, as his ability and R3 Astromech combine well to assist others.  Lock your friends on the first round so that when you enter combat, their opponents can’t apply the long-range bonus die.

“Kickback” and “Axe” are the only clones in this pack that can perform evade actions, making their “Born for This” ability very valuable.  Often, you’ll use them as sturdy cheap ships that can give away their evade token.  If you don’t need to use those evade actions, then they have powerful attacks with their missiles.  “Axe” also supports his clone friends with free target locks, but his low initiative generally means they can’t use them until the following turn.

The Siege of Coruscant pack brings a lot of new options for Republic players. Anakin and Obi-Wan still fly together, but now there are more options for which abilities you want each of them to bring to the table. Some pilots, like Shaak Ti, “Wolffe”, and “Axe”, work best in lists with other pilots from this pack, while others are more independent and can fit seamlessly into your existing squads.  Working together, these brave pilots are sure to rescue the Senator and save the Republic!