Corellian Corvette Outfitters Discussion

By Corellian Corvette, in X-Wing

Crew Members only affect attacks from that section of the Corvette?

135 Points:

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I feel like this would be a brutal close combat ship, annihilating organic Tie bricks and other formations, but also be energy intensive, and could probably only unleash its full payload once or twice a game.

The tactician stresses ships, and you can use slicer tools and any extra power you have to deal damage points to weakened craft, possibly destroying them. Ionization Reactor I would save until I can do an all ahead full maneuver and get the maximum amount of Ties in the AoE. (the ones I haven't run over, of course). Not to sure on gunnery team, but included it anyways. And for the primary double turbolaser, I would use it in the early game without spending energy to take out shuttles and other slow craft. Maybe potshot it, but at range 3 they gain 1 extra evade dice, range 4 they gain 2, and at range 5 they have 3 bonus evade dice, so don't quite know how effective it would be at that.

Any flaws you guys see that I missed? Anything that would make it better? (there is one crew spot to spare, but didn't think it needed filling)

Edited by Corellian Corvette

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.

LMAO! I see what you did there.

I've wondered on this. Finding the right balance will be crucial of course. Especially when going up against epic lists designed to beat a geared up corvette.

Remember Tactician only works in your front arc, so it may indeed help in stressing targets for you to run over but doesn't work on all your shots.

Remember Tactician only works in your front arc, so it may indeed help in stressing targets for you to run over but doesn't work on all your shots.

Not really. It works on all the CR-90's side arcs.

I feel like that list requires too much energy to function well. Even with the Engineering team, you wont be able to make full use of the three lasers two turns in a row, and charging up all the upgrades will take almost 3 full turns of energy, not even factoring in the ships own reserves, and you'll be crawling along while doing it.

I feel like Slicer Tools, Toryn and the Ion Reactor function much better on the transports, or a corvette taking it easy on hardpoints. Energy management will be the name of the game for the Corvette, and Toryn and Slicer Tools take a fairly sizable pool and chunk of the regen.

Remember Tactician only works in your front arc, so it may indeed help in stressing targets for you to run over but doesn't work on all your shots.

Huh, darn, I guess your right. Might want to change the back gun to a turbolaser then... Thanks for the heads up!

Remember Tactician only works in your front arc, so it may indeed help in stressing targets for you to run over but doesn't work on all your shots.

Not really. It works on all the CR-90's side arcs.

So would it work on the first 2 side guns but not the third?

I feel like that list requires too much energy to function well. Even with the Engineering team, you wont be able to make full use of the three lasers two turns in a row, and charging up all the upgrades will take almost 3 full turns of energy, not even factoring in the ships own reserves, and you'll be crawling along while doing it.

I feel like Slicer Tools, Toryn and the Ion Reactor function much better on the transports, or a corvette taking it easy on hardpoints. Energy management will be the name of the game for the Corvette, and Toryn and Slicer Tools take a fairly sizable pool and chunk of the regen.

Huh, maybe have a transport tagging along with the corvette then? Yeah, it is energy heavy, which I think it is a good thing as it limits how overpowered you could make this one corvette. However, if you JAM targets using the transport to stress them out, then use the stress damage combos... I might need to think about this a little more, but i'm now contemplating on having a transport assisting the corvette. Now I just need to make sure that they don't collide with one another! :o

I second having a transport helping with the Corvette. My vision of the Corvette is a tanky gunship. Focusing on upgrades to generate energy for the guns, and ones to maximize their effect. That and enhance its lifespan.

I would use the transport as the tricky ship. Toryn to disrupt enemy actions, Ion Reactor to really disrupt movement, Slicer tools for some damage in a pinch.

I really think they did a great job with the energy mechanic. There is a lot of variance in how you use it/generate it. It also gives the transport a far better niche, as without guns it can support Toryn/Slicer tools far better, giving it a reason to use beyond just its lower point cost. I like this because I feel true support pieces are rare in mini games.

Anyone have an idea of why the Tantive IV comes with two Comms Boosters? I can't see you using more than one on a big ship and the Transport comes with its own?

More Huge Ships coming then?

On a somewhat related note, has anyone had any ideas of how to transport this thing? I mean, this thing is as big as my forearm, is weighted towards the back and the plastic it comes in is kind of flimsy. The turret on the bottom also makes packing it more difficult.

So...any ideas?

3 Quad lasers, Engineering team, Back up shields. Minimum.

Pure stand alone combat build. I'll use it for "training wheels" and then maybe adapt it.

138 points

60 points
CR90 Corvette (Aft)
Han Solo, Quad Laser Cannons, Sensor Team, Tibanna Gas Supplies, Shield Upgrade
78 points
CR90 Corvette (Fore)
Weapons Engineer , Single Turbolasers, Quad Laser Cannons, Engineering Team, Backup Shield Generator, Shield Upgrade

This leaves 152 points for fighter escorts :-)

Edited by Englishpete

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.

Or other huge ships if its a mirror match, you cannot double zero agility! I was also joking about shooting at a tie fighter, hence terming it a warning shot hehe. Gurrrrr why can't Friday get here already!

Anyone have an idea of why the Tantive IV comes with two Comms Boosters? I can't see you using more than one on a big ship and the Transport comes with its own?

More Huge Ships coming then?

A lot of people have been talking about using more than one. The card only let's you effect one ship, so 2 of them would be needed if you wanted to clear stress and focus 2 friendly ships.

Anyone have an idea of why the Tantive IV comes with two Comms Boosters? I can't see you using more than one on a big ship and the Transport comes with its own?

More Huge Ships coming then?

A lot of people have been talking about using more than one. The card only let's you effect one ship, so 2 of them would be needed if you wanted to clear stress and focus 2 friendly ships.

2 of them on a transport is an option. On the corvette? Probably not.

So I've been thinking about basic guidelines for building the ship. First off, always fill the hardpoints seems obvious. That costs between 108 and 114. 110 seems the appropriate cost range to me for that. From there probably no more than 15 points in upgrades will keep you running in a smooth efficient setup. Does that sound right?

Right now my plan is to have it at 135 points. That maybe too much cardboard, but it still leaves me 165 points for escorts.

Plus my logic is that with something that big and expensive, you want to do everything you can to keep it around and earn back those points.

Could you run the vette naked and just use it as a battering ram/shoot at anything stupid enough to be at range +3? Or would that be a complete waste of 90 points?

Could you run the vette naked and just use it as a battering ram/shoot at anything stupid enough to be at range +3? Or would that be a complete waste of 90 points?

You can do that. But it is probably not competitive. At the very least, add another way to spend energy.

Or would that be a complete waste of 90 points?

I don't think the Huge ships will be very effective as a battering ram once people get used to them. They have pretty limited maneuverability and on a 3x6 table you have a lot of room to try and flank it.

Not to mention that with only the primary you have no way to shoot at anything range 2 or closer, or behind you.

http://geordanr.github.io/xwing/?f=Rebel%20Alliance&d=v3!e!80:29,64,65,90,91,50:9:-1:U.86,U.-1;81:88,65,92,66:-1:-1:

Fully offensive CR90. The Coordinator allowing the Aft section to create Target Locks, so you retain the ability to generate them even if the Fore is crippled. Weapons Engineer gives you two tokens, so you still have one after giving the other away. He stays if the Fore dies, to give a TL to your remaining primary or aft quads while still supporting the surrounding ships. You also retain the ability to take a TL action with the fore section if desired, granting double tokens at range five for your turbolaser attacks at range 5.

Edited by PhantomFO

Tantive IV title gives you an extra crew and team slot, do you lose those after the fore section has been crippled?

do you lose those after the fore section has been crippled?

No because the title never goes away, so it still provides those extra slots.

In fact you could take the title but not the extra crew it allows, then when the fore becomes crippled keep 1 extra crew and team due to the title.