Hi All.
Just wanted to check to ensure I haven't missed it anywhere, but does the Tantive's primary weapon not suffer the usual doubling of the targets Agility as a normal Turbolaser does?
Thanks in advance!
Hi All.
Just wanted to check to ensure I haven't missed it anywhere, but does the Tantive's primary weapon not suffer the usual doubling of the targets Agility as a normal Turbolaser does?
Thanks in advance!
It does not double the agility. But when it shoots at range 3 +1 enemy agility, range 4 +2 agility and range 5 +3 agility
Both the primary weapon and secondary turbo lasers are really only useful against Agi one ships. The primary is OK at R3, but after that starts to suffer against fighters. The quads are nice close in at R2.
The big guns are going to be truly useful vs other huge ships which will have zero agility.
I played against a Tantive with a front quad, a back quad and a front turbolaser. It took about 2 turns of fire to wipe out a shuttle, but 8-10 to take out a recon spec Bounty Hunter. It has some definite weaknesses, but engaging it can be tough. That said, it wiped out my up close ties in no time flat. It'll take some time to work out how to properly engage...
Cool, thanks for the info!
Both the primary weapon and secondary turbo lasers are really only useful against Agi one ships. The primary is OK at R3, but after that starts to suffer against fighters. The quads are nice close in at R2.
The big guns are going to be truly useful vs other huge ships which will have zero agility.
I'd say even with the increased defenses 4 dice at a range that most ships can't even target you is pretty nice. in general Single turbo lasers are for sniping or hitting low agility ships, the primary should be used for most in close work.
Quads are a nice back-up but something about three range 3-5 attacks a round to soften things up for my escorts appeals to me.
I think the main thing is that while the Tantitive does have big guns it is still at least half meant as a support craft, coordinate and useful crew and such.
I can't wait to fly against one, my y-wings with protons and ion turrets and b-wings with ions and apt's are chomping at the bit!
The other issue with the primary and Turbo Laser is that you set up on the long sides of the 6x3 area and it doesn't take long to get in under R3 with a fighter.
Still an AWESOME ship to play with though :-)
I played against a Tantive with a front quad, a back quad and a front turbolaser. It took about 2 turns of fire to wipe out a shuttle, but 8-10 to take out a recon spec Bounty Hunter. It has some definite weaknesses, but engaging it can be tough. That said, it wiped out my up close ties in no time flat. It'll take some time to work out how to properly engage...
It has a giant dead spot in the back since the turret cannot shoot behind past the blue line on the ship base and the secondaries can only shoot from the sides. Another tactic to use if your flying as the corvette is to only equip sec weapons on one side and position your blank side to one edge of the board but stay about 3 ship lengths away from that edge. This allows the side with your secondaries to face inward and hit pretty much everything on that side. While the other side is vulnerable it's highly unlikely that any ship will risk flying through you since once on the other side there is very little room or maneuver without going off the edge. Then as the corvette you just circle the board slowly always keeping the same naked side toward the edge of the board.
I played against a Tantive with a front quad, a back quad and a front turbolaser. It took about 2 turns of fire to wipe out a shuttle, but 8-10 to take out a recon spec Bounty Hunter. It has some definite weaknesses, but engaging it can be tough. That said, it wiped out my up close ties in no time flat. It'll take some time to work out how to properly engage...
It has a giant dead spot in the back since the turret cannot shoot behind past the blue line on the ship base and the secondaries can only shoot from the sides. Another tactic to use if your flying as the corvette is to only equip sec weapons on one side and position your blank side to one edge of the board but stay about 3 ship lengths away from that edge. This allows the side with your secondaries to face inward and hit pretty much everything on that side. While the other side is vulnerable it's highly unlikely that any ship will risk flying through you since once on the other side there is very little room or maneuver without going off the edge. Then as the corvette you just circle the board slowly always keeping the same naked side toward the edge of the board.
Edited by Jaden CkastYou don't equip weapons to one side or the other. Only front and back. They can fire out of either side. And I'm aware of the deadspot to the back. It's a hard place to get to, and impossible to stay in for long. Especially with a large base ship.It has a giant dead spot in the back since the turret cannot shoot behind past the blue line on the ship base and the secondaries can only shoot from the sides. Another tactic to use if your flying as the corvette is to only equip sec weapons on one side and position your blank side to one edge of the board but stay about 3 ship lengths away from that edge. This allows the side with your secondaries to face inward and hit pretty much everything on that side. While the other side is vulnerable it's highly unlikely that any ship will risk flying through you since once on the other side there is very little room or maneuver without going off the edge. Then as the corvette you just circle the board slowly always keeping the same naked side toward the edge of the board.I played against a Tantive with a front quad, a back quad and a front turbolaser. It took about 2 turns of fire to wipe out a shuttle, but 8-10 to take out a recon spec Bounty Hunter. It has some definite weaknesses, but engaging it can be tough. That said, it wiped out my up close ties in no time flat. It'll take some time to work out how to properly engage...
I Should also point out I had 100 points to my opponents 150... Long story short, I wanted to see where it went, and the kid isn't all that experienced.
Played a 300 point game last night.
I had 2 xwing, bwing, Y wing, a wing, Corvetteand a transport
I have to say the Corvette was devastating to the Ties and squints. Good Game.
To any who have already played AGAINST one: does it still suffer from being attacked from directly behind? And also, when firing the primary weapon behind itself, does its own rear section count as an obstruction? Because that would make sense.
edit: looks like my question has been answered already.
Edited by That One GuyIt does not double the agility. But when it shoots at range 3 +1 enemy agility, range 4 +2 agility and range 5 +3 agility
Pardon my ignorance, but could you please show me where it's indicated that range 4 and 5 give +2 and +3 agility, respectively? Thanks!
Huge Ship Rules, page 1, in the "Huge Range Ruler" section, or in the CR90 rules, page 2, "Huge Range Ruler" section.
Thanks. My play partner is blind.
I'm rather eager to try to take a few TIE Bombers right down the straight line of approach to the Corvette and see if I can't get a one or two Proton Bombs dropped right in front of it.
I'm rather eager to try to take a few TIE Bombers right down the straight line of approach to the Corvette and see if I can't get a one or two Proton Bombs dropped right in front of it.
I think I'd rather drop them along the sides where they can hit the aft and potentially get the structural collapse crit.
I played against a fully decked Vette in a 200 point list. It can be pretty deadly. It took out my OGP shuttle in 3 turns, it only got one shot off. Probably best to bring a shuttle with a higher PS so it shoots before the vette or leave it at home. The 1 agility dice means you get smoked by turbolasers. However, once we killed the escorts, it was kind of a sitting duck. It was putting a dent into the ties with the Quads, but it got to the point were it couldn't allocate enough energy to the weapons and buff its shields. Facing a bunch of ties are its achilles heel. It simple can't shoot enough to handle them all.