Many thanks to this website:
http://www.afewmaneuvers.com/topic/573-full-card-list-by-expansion/#coreset
The CR90 "Blockade Runner" Corvette
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:
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:
Team Cards:
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.
(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.
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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