Advice on outfitting the CR-90

By Ringo67, in X-Wing

Even the quads imo aren't that great imo.

3 dice with a built in gunner isn't that great?

Even the single is pretty good, I don't think I'd equip more then 1 if i had the option (you don't when playing the campaign). Sure the defender doubles the defense dice, but 4 w/mini-focus vs 6 dice isn't that bad, not at range 3-5. Remember the Singles don't allow for extra defense dice due to range.

We played though the whole campaign this weekend, and the firepower of the CR-90 was rather good IMO.

Was even thinking Gunner...

Can't use gunner per the Tournament rules. If you don't play by those and use Gunner, be careful when you use it, because you can lose other attacks if you use it too soon.

3 dice attack range 1-2 that uses 25-33% of your energy income. Limited dice modifications. The "built-in" gunner costs an energy, which is expensive. If you have 2 quad and a single you can't even fire all of them unless you have the upgrade card and perform the same moves EVERY round.

I played a 250 pt epic match, my opponent had 12 ships. The best the CR90 did was run over a Tie and a Shuttle. The guns did maybe 5-6pts of damage. (Could the weapons engineer boost this, maybe??? Would try).

I was running into energy issues and the weapons weren't that effective. At that point I was getting hit by 3-4 ships each with 2-3 attack dice and 0 agility. It was ugly.

The way I look at it is for 120 points what else could I field?

4-5 X-wings with 12-15 attack dice (vs the CR90 10), hull/shield of 20-25 (vs CR of 24), 4-5 actions (vs CR 2), lets also not forget 2 def dice etc etc

I am still going to try and rationalize the CR, try different combo's but right now it doesn't look too efficient for epic battles. For the points it might just be better to field 2 Transports.

I am going to assume the epic ships are more balanced against other epic ships.

First off, if you take your time off the start you can have you weapons fully charge by the time your in combat.

Now unless your upgrading it engine boost, Comms boost, the only thing I needed energy for was the weapons.

2 energy to shoot at range 4-5 where is the disadvantage in that? Shoot at low agility ships. Don't shoot at tie fighters.

This makes your opponent take a different approach. In my first game I took 4 shields off my opponents shuttle

Your also make it sound like the quad laser canons take 2 energy each time you use them. Which is not totally correct.

It only requires 1 to use. If you miss you get a reshot. If you hit on your first try then it only took one energy.

I'm not sure what else you are trying to save your energy for. The way I see it, this thing is the closest thing to a battleship.

I found in my games I have not had issues yet gaining energy. My weapons were pretty well always fully charged. Plus I take the gas reserve incase I need it.

I put my energy where I need it most. Single lasers if most of my opponents ships are range 4-5.

Plus having the enginering team is a must. Right off the get go, your gaining 4 energy. That's enough for 2 weapons right there. Next round, do another 2 straight and now all your weapons are charged and you have 2 extra. I used the extra for gunnery team, or for the fores ability.

Unlike the transport, you also said you played a250 point game? the corvette alone takes 100-120 some. With 250 points you probably wouldn't have much of a fighter escort with it either. I'm thinking 300 points maybe a must with the corvette, but I never tried. I know with 300 points I was highly out gunned by the Empire, but still managed to win. At one point it wasn't looking good for me, but the quad laser canons just tore them apart

If your having problems, every consider it maybe the way you use it, and not the ship itself

Edited by Krynn007

in order to actually fire all 4 potential guns it needs 6 energy a turn and it only generates 3 (or less).

You can generate 4 points per round with the Engineer team. It only takes 3 energy per turn to fire 3 Quad Lasers, just because it can hold 2 doesn't mean you need 2, the 2nd one is for if you miss.

So if you go with 3 quads, you can generate 8 energy in 2 turns and spend 6 to fire. Also IME so far you seldom get to fire all guns in a turn, at least that was true playing though the Point of No Return missions.

After having played though all 4 missions I'm fairly impressed with how well the CR-90 does to be honestly.

I have yet played any mission.

Want to give some a try

I like the corevette. One of my favorite ships ever. But I don't feel it is competitive in the current meta. Primary weapon not great against fighters, and useless once they close range. I would not bother with turbos until the imps have a huge ship. Quads should be decent, but the CR-90 is to expensive and energy hungry to be a support ship, and point for point seems over matched by other ships. I have a cr-90, but I am thinking for an epic fight I'll bring a transport, 2 falcons, and then fill in the rainbow.

To each his own but in a 300 point game you know your going to run into low agility ships.

A bwing, ywing, shuttle. The single lasers can tear them apart before they are even in range of your force.

I think a Falcon would get chewed up pretty fast. Range 5 with single lasers I get 4 dice to your 2. With primary, I can have 5 dice to your 4

Everyone had their own thoughts, but so far I think it's an excellent ship, and with the proper escort, flown right with the right upgrades, equals hell on the battlefield

Edited by Krynn007

The Corvette is not a giant snub fighter. It's a support vessel where, along with the Transport, the crew and cargo options are what can turn the battle. Trying to rely on the Corvette gun batteries to win the fight alone really borders on foolish. Once the Empire gets their huge ship, the real strength of the guns on the 'vette will become more evident.

Think of WW2 naval battles. To grossly oversimplify, the combat ships were great at taking out each other but it was the air support that won the day against the opposing fighters. Then the bombers can do their work after. The batteries on the ship were, essentially, for the last line of defense once everything else fell apart.

I like the corevette. One of my favorite ships ever. But I don't feel it is competitive in the current meta. Primary weapon not great against fighters, and useless once they close range. I would not bother with turbos until the imps have a huge ship. Quads should be decent, but the CR-90 is to expensive and energy hungry to be a support ship, and point for point seems over matched by other ships. I have a cr-90, but I am thinking for an epic fight I'll bring a transport, 2 falcons, and then fill in the rainbow.

One Huge ship and 2-3 wings of attackers seems to be the way to go.

But we won't have a real META, until the Imperials get their Epic additions.

My first game I used both huge ships. The transport was my support ship. I mostly used it to break my opponent formation, run over stuff, and a wall for my escort So far worked well.

As of right now there is no imp huge ships and it will be awhile for them to be out.

However next week I'll be playing against another corvette, we'll see how that goes, should be fun

Edited by Krynn007

One Huge ship and 2-3 wings of attackers seems to be the way to go.

Right now I have 4 epic lists I'll tweak as I go along, but I'm going the same way Aminar is.

I have 2 lists with a Vette, one with a bunch of X's and one with a mix of B's and Y's. 1 list with a Transport with X's and A's. Then the 4th list has both a Vette and Transport, Jan and some X's.

So far I like the Vette, it does what I think it should. It offers ok long range snipping power and close in support. It can also be very, very hard to kill if you stockpile energy.

Towards that end I think the Tibanna Gas Supplies and Engineering Team are must haves. You can power up a lot of stuff in the first turn with those 2.

Go 2 forward, and gain 4 energy, allocate those 4, then use TGS to gain 3 more, then in the 2nd turn you only need to gain 2 more energy to be at 5.

I'll have to test out TGS. I'll have a hard time not yelling "I AM A JEDI" while using it, but I've always felt like it's overpriced. But I can see where its use could be in regaining shields.

I think I am going to load it up with quads, engine booster, and gas, as well as han, weapons team and eng. team. The plan would be to set up snack in the middle on my side. Charge up for a round, then blitz right at them. If I can drop right in the middle of them I can tear them up with the quads. Let my fighters sweep in just behind on either side, force a choice between turning in to attack the cr-90 or facing my fighters. Might even get a ship or 2 by ramming and disrupt their formation / synergy.

Use dutch to pass a target lock on the corvette for that extra synergy.

If you have carl on there everything gets to shoot first for that round.

A lot of points, but pull it off and you can really lay in some hurt

Ops

Edited by Krynn007

Use dutch to pass a target lock on the corvette for that extra synergy.

The Vette and Transport can't use focus tokens, even if they get them from someone else. Page 7 of the CR-90 rules.

Use dutch to pass a target lock on the corvette for that extra synergy.

The Vette and Transport can't use focus tokens, even if they get them from someone else. Page 7 of the CR-90 rules.

What does that have to do with Dutch's Target Locks?

I'll have to test out TGS.

4 points out of 300 isn't much. I look at it as a energy boost when you are either hit with Ion's or need to make a longer move and won't get as much. But since you can only get 1 you gotta pick the right time to use it.

Use dutch to pass a target lock on the corvette for that extra synergy.

If you have carl on there everything gets to shoot first for that round.

A lot of points, but pull it off and you can really lay in some hurt

Ops

What does that have to do with Dutch's Target Locks?

Nevermind... when I read that post for some reason I read Focus where he said Target Lock...

Use dutch to pass a target lock on the corvette for that extra synergy.

If you have carl on there everything gets to shoot first for that round.

A lot of points, but pull it off and you can really lay in some hurt

Ops

Carl lets them all move last doesn't he? Well, last other than the Transports anyway?

I was thinking it would last until the end of the round. Nevermind, scratch that idea

Don't forget that you can support the Vette with small ships as well. Roark will let it shoot first, jan will give it 1 extra red die, Etahn boost a hit to crit. Putting a Targeting Coordinator on a neighboring transport will let you have the corvette coordinate. Decoy and Swarm Tactics, do they affect huge ships?

Don't forget that you can support the Vette with small ships as well. Roark will let it shoot first, jan will give it 1 extra red die, Etahn boost a hit to crit. Putting a Targeting Coordinator on a neighboring transport will let you have the corvette coordinate. Decoy and Swarm Tactics, do they affect huge ships?

As of right now only a few cards seem to be out-right excluded and they are technically only ruled for official tourney epic matches aka no in the normal rules at all..

Page 3 of Epic Tourney rules PDF

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

If you look over Page 4 of the Huge ship rules... They mention Focus, Evade and Stress as being non-effective and to immediately remove form play when given or aquired by a Huge ship.

Only modification cards labled "Huge" can be used on huge ships

And finally Ion tokens do not hinder actions or movement but rather negate energy production (once, then is removed).

Yeah, I was just wondering if maybe I'd missed something. The corvette has a ps of 4 which is easily mutated to something much more frightening. Say you have Roark on his tail, and a flight of post Rebel Aces Green Squadron A-Wings with VI and Opportunist led by Jake with Decoy and Opportunist. Roark kicks the corvette in overdrive, having it strip a bunch of tokens, ready for the escorts to sweep through.

Taking out Roark will be covered by Jake's decoy ability.

Does Roark(/Swarm Tactics/Decoy) change the entire ships Pilot Skill or just the front or back half?

I'm doubting there is a good answer to this pre FAQ, but I might be missing something. There are a lot of questions. Can a Forward Chewbacca heal the rear? Can he put the shield on one half and the damage card from the other? ETC!

Does Roark(/Swarm Tactics/Decoy) change the entire ships Pilot Skill or just the front or back half?

It's best IMO to think of it as a Ship, not 2 separate sections. So anytime anything effects a ship, it effects the CR-90 as a whole.

Roark ect... change the PS for the Ship. Chewbacca effects the ship. If you have a TL you can use it for any weapon that fires from the ship, and so on.

I hope you're right, but it's a question that needs answers we don't actually have yet. Especially the Chewbacca one. It's just.... Strange.

I'm assuming treating it as a single PS ship, with the different pilot cards just because a section might be crippled.