3 dice with a built in gunner isn't that great?Even the quads imo aren't that great imo.
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.
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.Was even thinking Gunner...
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