Elite units of the Grand Republic Army, ARC Troopers are one of the deadliest operatives the clone army has at its disposal. Of course, in Legion, that's still the case. ARC Troopers fill some much needed niches for the Clones and really help fresh them out. Adding Strike Teams, unique heavy weapon upgrades, and their first Special Forces options, you honestly can't go wrong by adding them into the list.
ARC Troopers really excel at multiple roles. As a general purpose special forces unit in the universe of Star Wars, FFG has done a fantastic job encapsulating that. Generally speaking, though, ARCs are going to want to keep moving (thanks to Tactical 1 giving them Aims for every Move action) and they'll want to keep shooting (decent weapon profiles and Sharpshooter 1 points to this). With that in mind, we can start to picture the role that ARCs will play: run and gun.
Builds and Tactics
|A Strike Team's best friend|
(credit to Tabletop Admiral)
- Target Eliminated: If you really want to be a jerk and hunt enemy characters (preferably not ones who can deflect), slap on Hunter and you'll have absolutely no problem taking them out.
- Long Range Protection: We've already discussed the fun gimmick of having your mortar team using Overwatch and a Standby off of a friendly nearby squad, so why not your snipers too? This does require your Strike Team to quit kiting and remain closer to the rest of your units, but it can be truly devastating to have your Strike Team shoot multiple times a turn.
- Mobile Gun Platform: The biggest selling point of ARCs is their mobility, so give them Offensive Push and the Jetpack to really accent this. This will allow them to ignore most terrain while moving and gain two Aims for moving on turns where it's critical, such as on turns when using the pistols. This loadout could also benefit from having Targeting Scopes and your choice of "heavy weapon" (i.e. Fives, Echo, or DC-15x), but then you're over 125 points.
- A Good Defense: Since Clones currently lack a decent squad to act as a bullet sponge, you -could- turn a squad of ARCs into that role. The key here is to give them Duck and Cover as well as Echo, then use the Surge from Echo for defending (plus he does add an additional two wounds to the squad). While not ideal, it could be an excellent tactic for when Clones receive their medic later on and you want to make sure your Corps units stay at full strength for nabbing objectives. Your opponent will be frustrated enough with how effective the unit is at combat, it'd be hard for them to ignore the squad, but it'll also be hard to remove them, especially on turns when they have Phase II's they can pull Surge tokens from.
|Credit to Tabletop Admiral for the picture|
- A True Hammer: Take your preferred pseudo-sniper and Hunter. Unlike with the Strike Team though, you don't mind getting this unit within the typical range 3 range-band as it only helps with the offensive output of the unit and phew! Does that hurt! Any characters or units with multiple wounds (looking at you B2's, Taun-Tauns, and Wookies) will be in a world of hurt. Worse case scenario, you can always split the squad's shots to have the DC-15x shoot at something different than the rest of the squad.
- Thorn in the Side: While entirely gimmicky, this loadout can be a lot of fun to play around with! Jetpacks are mandatory as you'll need to be getting in close. Take Comms Jammer, your favorite grenade (more than likely Frags) and deal some damage up close and personal! If you play it correctly, you could even wind up dealing three Suppression that turn too (have at least one model attack with the grenade, another with the pistols, and a third with the rifle, and then split fire). I would strongly suggest against taking a Heavy Weapon as this unit will more than likely die within a turn after revealing itself with or without the Heavy Weapon.