Corellian Corvette Outfitters Discussion

By Corellian Corvette, in X-Wing

Many thanks to this website:

http://www.afewmaneuvers.com/topic/573-full-card-list-by-expansion/#coreset

The CR90 "Blockade Runner" Corvette

cr90-corvette-fore.png cr90-corvette-aft.png

First some stats about the ship (or you could read the cards above, but if the images don't work, here they are anyways)

-PS of 4

-Both sections have 8 hull points, for 16 total

-Fore has 5 shields while Aft has 3, for 8 total

-Has Coordinate and Target Lock as actions for the Fore, and Recover and Reinforce actions for the Aft Section.

-Fore section has the Dual Tubolaser Turrets, Strength 4 with a range of 3-5 and "you may spend 1 energy to roll 1 additional attack die"

-Upgrades:

-2 Crew slots

-3 Team slots

-3 Hardpoint slots

-2 Cargo Slots

And of course, 2 modification slots (Huge ship modifications are different than the normal ones)

Now the real question is, how do you outfit one of these CR90$ bad boys?

I myself have only had a week or so to play about a dozen games with the starter set, so I have to admit I am fairly new to the game and the online community here. While I was mulling over the CR90$, I decided to see what the meta the community has developed here for it.

Startled, all I could find was threads discussing about the cards used in other builds like Chewbacca and C-3PO and talks about the Imperial side of the Huge Ships ( Vigil , Tartan , and Imperial Escort Carrier seem to be the best fit)

So that's why I have started this thread: to provide a useful refrence to all things corvette related, primarily to help develop the 'meta' and challenge the 'meta' around this ship.

Hardpoints:

Currently we have these 2 options for the 3 hardpoints:

CAijmVN.png gh9gRFV.png

Keep in mind of the Primary Dual Turbolaser already built into the ship!

Upgrades:

Here is a list of the Components that you can choose from.

Remember:

-Upgrades:

-2 Crew slots

-3 Team slots

-3 Hardpoint slots

-2 Cargo Slots

-1 Title Slot

And of course, 2 modification slots (the modifications must say Huge Ship on them, can't use the normal ones)

Title Cards:

a5FkVER.png 3qhwTqh.png T1DIoUb.png

Team Cards:

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The next posts below will have more cards due to a 10 image limit :(

Now, when fielding the corvette, you have to ask yourself, what do I want to do today?

Turbolaser, Turbolaser, Tubolaser! (not compensating for 'nuffin)

It seems you could have it start facing broadside to the Imperial's table edge, and unload with 4 turbolaser shots each round, while preforming actions to build the most energy you can each round, with cards like:

-Tibanna Gas Supplies

-Engineering Team

-(Edit, removed)

-Sensor Team

With the secondary weapons battery requiring 6 power a turn if your firing them all, with the main gun potentially also eating more, and that's not considering other upgrade cards, and the CR90 only generating 3 a turn max, it might be safe to say that the CR90 isn't up to being a turbolaser boat without a little help from Engineering Team and Tibanna Gas supplies (for the extra salvo at the crucial time). I can see Sensor team helping out a Weapons Engineer/Han Solo Combo, and Gunnery team buffing a single weapon once per round (at the cost of precious energy :( ).

Now these next 5 are all crew that might work in the setup:

-Weapons Engineer

-(Edit, removed)

-(Edit, removed)

-Mercenary Co-Pilot

-Han Solo

Luke Skywalker seems to be a more expensive but better gunner card that would allow you to fire the main gun again (am I reading that right?) after missing with your second or third tubolaser, and the main gun doesn't require any energy unless you wish to activate its ability. Han Solo and Weapons engineer might be a nifty combo, but I lack experience to determine if its worth it. Mercenary Co-pilot could be useful to deal extra damage as they are closing, or if your able to keep the enemy at range via good maneuvering, but there are better utility crew than him, and I don't expect to see him on many builds.

While having a min/max style build like that, why not visit the other side of the pond?

DAKKA DAKKA DAKKA! "Get these fighters off me!"

Using the Quad Laser Cannons is less energy intensive, and as long as your generating 3+ a turn and not spending any extra power on abillitys, you can maintain a balance without worrying about energy depletion. At the start of the game you can take pot shots with the main gun at there large ships/bombers while charging energy and closing the gap, and then the rest of the game running over enemy formations and unleash an ungodly torrent of quad laser fire while in their mist. The real challenge is, once you have them in your 1-2 range band, keeping them their in that bubble.

-Ionization Reactor

Now, if you really wanted to lead your opponents to the dark side, then manage to get their organic tie bricks into range 1 and overload your reactor... all while ramming full speed with guns blazing. However, I can assure you that if you manage to get this combo off once, it will never happen again against the same opponent. If you can get him to play with your big ship again, that is. :P (to be fair, if you do manage to catch about a half dozen tie's with this usually defensive component, then i tip my hat to you sir!)

Combo AoE cards:

-Slicer Tools

-Toryn Farr

This is also another card that might be useful. Truthfully, if you can get enemy ships to preform stress maneuvers to avoid colliding with your cr90, and then use both the Ionization AoE and the Slicer Tools AoE effects for maximum effects, with the 3 quad guns finishing off the stragglers, you have one hell of a alpha strike early game. :blink:

While we are at it, might as well throw in Toryn, for her AoE ability.

EDIT:

-Tactician

He would work well with splicer tools and Quad guns maybe... what do people think of this?

Now, considering those two loadouts, I would have to say that the big problem is energy.

The first turn or two is spent charging your weapon and utility cards, and then you pretty much only have enough for 2-3 salvos of lasers before you have exhausted your supply.of power, and are reduced to using only one or two shots a turn, instead of four. Its probably intentional, to limit the effect of min/maxing a corvette as shown above. (I might just be totally wrong here, feel free to comment).

--

I feel like the common loadout of the corvette is going to be this:

-Turbolaser

-Quad Laser Cannons

-Quad Laser Cannons

Using the Primary Turbolaser and the secondary turbolaser early in the game, with some opportunistic uses of them in the mid/late game at large ships or bombers that are attacking other farther out targets, with the Quad Cannons being the real workhorse in the mid/late game as you close with and shred enemy starfighters.

You could also take repair droids, extra shields, C-3PO and Backup shield generators, with maybe a flight instructor, to make a tanky tank tank of a corellian corvette, insuring that it will survive any barrage apart from Tie Bombers.

I would like to know what people think of loadouts that you could outfit on the CR90$, and also ways to destroy the CR90 as an Imperial player.

I hope people liked this, I made an account on the forum here just for this discussion thread, hopefully it starts some good talk.

Edit: update post to reflect on rules found in the books

Edited by Corellian Corvette

EDIT: Due to an image limit of 10 per post, here is some more card pictures that were not able to fit on the main post.

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Han Solo can re-purpose target locks into focus if you need them when attacking, and Weapons Engineer allows you to have 2 target locks, so you can spend 2 of them on your 4 guns.

Targeting Coordinator can move excess target locks onto ships that you don't need, or to ships that require target locks to fire secondary munitions. This might allow two shots in one turn, someone should look into that.

Mercenary Co-Pilot can help with the minimum range of turbolasers, and using careful maneuvering, you probably could make your tubolasers take a terrible toll as they close in on your ship. However, I think that the pilot slot could be better spent elsewhere, and he might not be the best card for the ship. Food for thought.

With multiple Quad Laser Cannons, Tactician could prove very useful to stress targets that you shoot at, you could theoretically stress three enemy ships in one turn of shooting!

Toryn Farr would be good as a commander to strip ties of evades and focuses right before your quad guns open fire. Probably wouldn't be good with tactician, cause then you are more likely to be killing Ties before you get to stress them.

WED-15 and R2-D2 seem like they would be good to make your Corvette very tanky, but at the cost of having offensive crew members. Would probably only need them when facing a heavy bomber list or another corvette, normal ties are unlikely to break down 8 shields.

Jan doesn't seem worth it on a corvette, maybe on a transport with targeting coordinator too, but not on a corvette.

Edited by Corellian Corvette

Interesting ideas, and a good topic for a thread. I'll be sure to drop a more substantive comment later, but in the meantime I have a nitpick about C3PO; according to his card you need to be rolling at least one evade die to use his ability. So it wouldn't be terribly useful on a huge ship.

Huge ships can't take Luke or Gunner.

Where does it say you can't bring luke or gunner? cant seem to find anything along those lines.

Where does it say you can't bring luke or gunner?

Epic Tournament Rules, has a list of a few cards that aren't allowed on Huge ships. Which of course means if you're not playing a Tournament, or even by the those rules, those cards are as far as I know allowed...

But most people tend to include those kind of tournament rules, even in friendly games. Same would go for the 'no more then 12 small ships or 6 large ships' rule.

Sensor Team and Weapons Engineer seem like virtual auto-includes to me. My first pass is:

Single Turbolaser

Quad Laser Cannon

Weapons Engineer

Han Solo

Sensor Team

Tibanna Gas Supplies

This makes a 117 point corvette, which might be pushing it. Since the ship has limited ways to modify attack dice, I anticipate my fore section almost always pulling target locks, so WE doubles them, which is important since I can get up to three attacks a turn. Han Solo also lets me use them to turn [focus] results to [hit] results, something the CR-90 generally cannot do. Sensor Team pulls locks as soon as the enemy enters Range 5, and TGS is just "emergency power."

Where does it say you can't bring luke or gunner?

Epic Tournament Rules, has a list of a few cards that aren't allowed on Huge ships. Which of course means if you're not playing a Tournament, or even by the those rules, those cards are as far as I know allowed...

But most people tend to include those kind of tournament rules, even in friendly games. Same would go for the 'no more then 12 small ships or 6 large ships' rule.

Ah good to know, thanks for pointing that out!

Should of put this in there before. But just to make things easy here's the part from the tournament rules.

Epic Play Card Restrictions

This section describes official restrictions and changes to card text in Epic X-Wing tournaments:

• Biggs Darklighter’s card text should read “Other friendly small and large ships at Range 1 cannot be targeted by attacks if the attacker could target you instead.”

• Gunner, Luke Skywalker, and Navigator cannot be equipped to huge ships.

So, can Huge Ships take an Engine Upgrade? That would seem very overpowered to allow a 90 point ship to double its turning rate (at no energy cost) for a mere 4 points. I don't even know what half of the ship the action would get assigned to....

Edited by MajorJuggler

So, can Huge Ships take an Engine Upgrade?

No they can't. I just can't remember where it was said.

Edit: Found it, from the Epic Ship rules.

Huge ships can equip only modifications that are labeled “Huge Ship only.”

So they can't equip shield or hull upgrades, stealth devices, ect...

Edited by VanorDM

They do have engine booster though which is their version of engine upgrade.

Huge ships cannot take engine upgrade. pg. 5 of transport. Huge ships can only take modifications that say huge ship only.

So, can Huge Ships take an Engine Upgrade?

No they can't. I just can't remember where it was said.

Edit: Found it, from the Epic Ship rules.

Huge ships can equip only modifications that are labeled “Huge Ship only.”

So they can't equip shield or hull upgrades, stealth devices, ect...

Ah, are there currently any modifications that they can take? Also, thanks for the find and clearing this up, I must of missed that part when pouring over the rulebooks last night.

Combat Retrofit that comes with the Transport.

But that's the only one I can think of now

Edited by VanorDM

Combat Retrofit that comes with the Transport.

But that's the only one I can think of now

But it is GR-75 only I'm pretty sure.

Combat Retrofit that comes with the Transport.

But that's the only one I can think of now

But it is GR-75 only I'm pretty sure.

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Yeah, hopefully there is something more that comes down the pipeline in the coming months.

Also, I have updated the original post to reflect on the rules we have found.

But it is GR-75 only I'm pretty sure.

Yeah it's GR-75 only.

Also I am wondering, since all large ships activate last after all small ships, does the CR-90 always fire first after it takes its actions, or does it go in pilot skill order with all the small ships?

Also I am wondering, since all large ships activate last after all small ships, does the CR-90 always fire first after it takes its actions, or does it go in pilot skill order with all the small ships?

Page 3 Bottom left of page:
Simultaneous Attack Rule
If a section of the huge ship would be crippled by a ship attacking at the same
pilot skill value as the huge ship, and that huge ship has not attacked yet,
do not flip the Ship card. It may attack as normal during the Combat phase,
although any faceup Damage cards just dealt to it may affect its attacks.
After the CR90 has had the opportunity to attack, any section that would be
crippled becomes crippled.
So, even though it is not brought up in the manual, it appears that it attacks with its pilot skill, not before. So, moves last, attacks in normal pilot skill order. Based on the

The Activation phase is different for Huge ships, but the Combat phase isn't. So they shoot in PS order along with all the other ships.

Does Dodonna in a Transport boost the Corvette? Because then I'm interested to see how the pair of them team up together.

But the good thing is you can start shooting before anyone is in range so that's a plus. Just for fun I feel in my first game I must fire off a warning shot with the turbolaser at a really high agility target, or even better a warning shot at something with hardly any agility!

But the good thing is you can start shooting before anyone is in range so that's a plus. Just for fun I feel in my first game I must fire off a warning shot with the turbolaser at a really high agility target, or even better a warning shot at something with hardly any agility!

Try targeting Lambada Shuttles, Tie Bombers, and Firespray-31's. If your facing rebels, YT-1300's, B-wings, and Y-wings all have agility of 1. Actually, everything else except for A-wings and E-wings have agility values of 2, so tubolasers might be more effective targeting the standard rebel ships than targeting ties! :o

Yeah, having your opponent realize that their bombers and large ships might not make it off the board edge is a game changer and an eye opener, for sure.