300 pt but only 6 ships

By X Wing Nut, in X-Wing

this wont work but i wanted a 300 point list with a fully stocked Corvette & Transport (200pt alone) just to see how it could work

CR90 Corvette (Fore) (50)
Han Solo (2)
Quad Laser Cannons (6)
Single Turbolasers (8)
Sensor Team (4)
Gunnery Team (4)
Tibanna Gas Supplies (4)
Weapons Engineer (3)
Tantive IV (4)

CR90 Corvette (Aft) (40)
Chewbacca (4)
Quad Laser Cannons (6)
Engineering Team (4)
Slicer Tools (7)

GR-75 Medium Transport (30)
Toryn Farr (6)
WED-15 Repair Droid (2)
Ionization Reactor (4)
Tibanna Gas Supplies (4)
Frequency Jammer (4)
Quantum Storm (4)

"Hobbie" Klivian (25)
R3-A2 (2)

"Dutch" Vander (23)
Ion Cannon Turret (5)

Tarn Mison (23)

Blue Squadron Pilot (22)

Total: 300

View in Yet Another Squad Builder

might have a hard time shooting down ships but 2 huge bases could ram alot of small ships :P

how badly would i lose do you think?

Looking at the huge ships, you'll be using up a lot more energy than you'll probably generate. Also, they seem to be a bit unfocused to me.

I think you can do better than that. :P.

Here's an example I'm thinking of trying out once I get all the component parts:

CR90 Corvette (Fore) (50)
Han Solo (2)
Quad Laser Cannons (6)
Quad Laser Cannons (6)
Sensor Team (4)
Gunnery Team (4)
Backup Shield Generator (3)
Dodonna's Pride (4)
CR90 Corvette (Aft) (40)
Weapons Engineer (3)
Quad Laser Cannons (6)
Engineering Team (4)
Tibanna Gas Supplies (4)
GR-75 Medium Transport (30)
WED-15 Repair Droid (2)
Jan Dodonna (6)
EM Emitter (3)
Backup Shield Generator (3)
Expanded Cargo Hold (1)
Combat Retrofit (10)
Bright Hope (5)
Dagger Squadron Pilot (24)
Sensor Jammer (4)
Ion Cannon (3)
Dagger Squadron Pilot (24)
Sensor Jammer (4)
Ion Cannon (3)
Etahn A'baht (32)
Elusiveness (2)
Sensor Jammer (4)
R5-P9 (3)
Total: 299
I'm thinking that it's going to be hard to stay out of range 2 of the Corvette, so quad lasers are the way to go. They are also less energy intensive and more likely to hit. Especially considering Han and the Gunnery team in the Corvette (turning focus and blanks into hits) benefitting from Etahn's and Dodonna's boosting hits to crits.
The Transport runs interference, obstructing the line of fire on the Corvette while tanking up. Sure, it will also block return fire but we've hopefully got that covered.
Etahn's main function is to stay alive, the B-Wings will hopefully assist and serve as counters to other Huge Ships.

Chewbacca can't go on huge ships as well.

I wish they included that in the rule book. It's in the tournament rules just a FYI

Chewbacca can't go on huge ships as well.

I wish they included that in the rule book. It's in the tournament rules just a FYI

If it was, it's new as the PDF I has says Gunner, Luke, and Navigator.

Edited by Aminar

Ok my bad. I was thinking he was on that list.

Carry on

OK, I've played 6 games with the "Huge" ships (4 with just the GR-75 Transport and 1 with CR-90 Corvette and 1 with both). The first three games were the Escape from Hoth campaign with the Transport, one was a 100 pt game with the Transport and some snub fighters and the last was an "Epic" game at 300 pts per side. Based on that experience, I'd have to say that using your "huge" ships to ram opponents is certainly possible but not really a viable tactic unless your opponent is too bold (attacks from front at range 1) or is actively complicit in setting his ships up for disaster. Pretty much any idiot will figure out that these beasts need to be attacked in the flanks or rear, not taken head-on at close range.

Yes, I did take out a couple of enemy fighters with "overrun attacks" but that was more accidental on my part. I probably could have increased the number of such "attacks" if I had used higher maneuver number but that would also have meant less energy available for offensive and defensive actions, etc...

That said, I think I can say that the following are viable tactics:

1. Early game- gather as much energy as you can; shoot as many weapons as you can at long range (3-5 range).

2. Mid-Late game- when the enemy is too close to use your Turbo Lasers (primary and secondary), charge forward (either max-chat straight forward or fish-tail at speed 2, turning left and right) to overrun anyone stupid enough to get too close in your front arc. Such "Crazy Ivan" tactics will make them think twice about getting too close in front or on the flanks, hopefully keeping him at range, where your guns can be useful again.

3. If they are still sticking to you like flies but out of your Quad Laser arcs, this is where the Ionization Reactor comes in handy

* Note: be sure that you don't wipe out your own fighters with such tactics.

Just a few observations from the games I have played with the newest ships in my XWM fleet.

Fly Casual!

Chris

Edited by Chris Maes

Here's an example I'm thinking of trying out once I get all the component parts:

CR90 Corvette (Fore) (50)
Han Solo (2)
Quad Laser Cannons (6)
Quad Laser Cannons (6)
Sensor Team (4)
Gunnery Team (4)
Backup Shield Generator (3)
Dodonna's Pride (4)
CR90 Corvette (Aft) (40)
Weapons Engineer (3)
Quad Laser Cannons (6)
Engineering Team (4)
Tibanna Gas Supplies (4)
GR-75 Medium Transport (30)
WED-15 Repair Droid (2)
Jan Dodonna (6)
EM Emitter (3)
Backup Shield Generator (3)
Expanded Cargo Hold (1)
Combat Retrofit (10)
Bright Hope (5)
Dagger Squadron Pilot (24)
Sensor Jammer (4)
Ion Cannon (3)
Dagger Squadron Pilot (24)
Sensor Jammer (4)
Ion Cannon (3)
Etahn A'baht (32)
Elusiveness (2)
Sensor Jammer (4)
R5-P9 (3)
Total: 299
I'm thinking that it's going to be hard to stay out of range 2 of the Corvette, so quad lasers are the way to go. They are also less energy intensive and more likely to hit. Especially considering Han and the Gunnery team in the Corvette (turning focus and blanks into hits) benefitting from Etahn's and Dodonna's boosting hits to crits.
The Transport runs interference, obstructing the line of fire on the Corvette while tanking up. Sure, it will also block return fire but we've hopefully got that covered.
Etahn's main function is to stay alive, the B-Wings will hopefully assist and serve as counters to other Huge Ships.

I like it. it looks alot better then my charging bull approach. with the cost of the corvette i think it will be hard to use them both in a game. you just dont have enough ships to take on tie swam and interceptor swam. i do like the idea of 2 transports have one jam the other use slicer tool and if they both had Ionization Reactor that could be fun put biggs with r2d2 between them help them last a bit longer maybe a bunch of golds with Flechette Torpedoes would help slicer tool ???

GR-75 Medium Transport (30)
WED-15 Repair Droid (2)
Frequency Jammer (4)
Tibanna Gas Supplies (4)
Ionization Reactor (4)
Dutyfree (2)

GR-75 Medium Transport (30)
Chewbacca (4)
Slicer Tools (7)
Tibanna Gas Supplies (4)
Ionization Reactor (4)
Quantum Storm (4)

Gold Squadron Pilot (18)
Flechette Torpedoes (2)
Flechette Torpedoes (2)

Gold Squadron Pilot (18)
Flechette Torpedoes (2)
Flechette Torpedoes (2)

Gold Squadron Pilot (18)
Flechette Torpedoes (2)
Flechette Torpedoes (2)

Gold Squadron Pilot (18)
Flechette Torpedoes (2)
Flechette Torpedoes (2)

Gold Squadron Pilot (18)
Flechette Torpedoes (2)
Flechette Torpedoes (2)

Gold Squadron Pilot (18)
Flechette Torpedoes (2)
Flechette Torpedoes (2)

Gold Squadron Pilot (18)
Flechette Torpedoes (2)
Flechette Torpedoes (2)

Gold Squadron Pilot (18)
Flechette Torpedoes (2)
Flechette Torpedoes (2)

Gold Squadron Pilot (18)
Flechette Torpedoes (2)
Flechette Torpedoes (2)

Total: 297

View in Yet Another Squad Builder

stressed out :D

Awesome, but you own nine y-wings?

Awesome, but you own nine y-wings?

Uh, do you NOT own nine Y-Wings???

:D :P

I want to own 12 Y wings

Who would'nt :D

Does navigator work on the transport? Being able to change your speed to ram or obstruct shots could be interesting with em field. It could save you damage in the long run too by sprinting out of arcs, or slowing down to get max energy. I tried it in a practice game and it makes you difficult to predict, and it's quite fun.

Navigator can't go on huge ships according to tournament rules. Likewise, Biggs only draws attacks away from small and large ships, huge ships may still be targeted.

If you want to get stressy and messy:

GR-75 Medium Transport (30)\

Raymus Antilles (6)

Toryn Farr (6)

Backup Shield Generator (3)

Frequency Jammer (4)

Dutyfree (2)

GR-75 Medium Transport (30)

WED-15 Repair Droid (2)

Intelligence Agent (1)

Backup Shield Generator (3)

Slicer Tools (7)

Tibanna Gas Supplies (4)

Quantum Storm (4)

Outer Rim Smuggler (27)

Tactician (2)

Tactician (2)

Engine Upgrade (4)

Outer Rim Smuggler (27)

Tactician (2)

Tactician (2)

Engine Upgrade (4)

Outer Rim Smuggler (27)

Tactician (2)

Tactician (2)

Engine Upgrade (4)

Bandit Squadron Pilot (12)

Ion Pulse Missiles (3)

Bandit Squadron Pilot (12)

Ion Pulse Missiles (3)

Bandit Squadron Pilot (12)

Ion Pulse Missiles (3)

Rebel Operative (16)

Ion Cannon Turret (5)

Intelligence Agent (1)

Rebel Operative (16)

Ion Cannon Turret (5)

Intelligence Agent (1)

Total: 296

View in Yet Another Squad Builder

If you want to get stressy and messy:

View in Yet Another Squad Builder

messy indeed why no APL on ORS?

not a big fan of ORS myself even with gunner I've never liked it

Bandit With IPM would be fun

Sooo..

GR-75 Medium Transport (30)

Raymus Antilles (6)

Frequency Jammer (4)

Tibanna Gas Supplies (4)

Slicer Tools (7)

Dutyfree (2)

GR-75 Medium Transport (30)

Toryn Farr (6)

Backup Shield Generator (3)

Tibanna Gas Supplies (4)

Slicer Tools (7)

Quantum Storm (4)

Bandit Squadron Pilot (12)

Ion Pulse Missiles (3)

Munitions Failsafe (1)

Bandit Squadron Pilot (12)

Ion Pulse Missiles (3)

Munitions Failsafe (1)

Bandit Squadron Pilot (12)

Ion Pulse Missiles (3)

Munitions Failsafe (1)

Bandit Squadron Pilot (12)

Ion Pulse Missiles (3)

Bandit Squadron Pilot (12)

Ion Pulse Missiles (3)

Gold Squadron Pilot (18)

Flechette Torpedoes (2)

Flechette Torpedoes (2)

Munitions Failsafe (1)

Gold Squadron Pilot (18)

Flechette Torpedoes (2)

Flechette Torpedoes (2)

Munitions Failsafe (1)

Gold Squadron Pilot (18)

Flechette Torpedoes (2)

Flechette Torpedoes (2)

Munitions Failsafe (1)

Gold Squadron Pilot (18)

Flechette Torpedoes (2)

Flechette Torpedoes (2)

Munitions Failsafe (1)

Gold Squadron Pilot (18)

Flechette Torpedoes (2)

Flechette Torpedoes (2)

Munitions Failsafe (1)

Total: 300

View in Yet Another Squad Builder

got to thinking if you put Slicer Tool on both transports the frist one can move in on 2nd round after Y wings let off there torps slice at the stress then jam and the second transport could slice agian

Lists like these are just mean :lol:

No APL on ORS because you're looking to keep them at range two of the YT's. Then, even if you don't do damage, you still double stress your target courtesy of Tacticians. The torps are nice but you are telegraphing your intent thanks to the TL, something you don't do by just attacking.

Good points, all. I'm going to buy more y-wings.

I want to own 12 Y wings

Who would'nt :D

Chewbacca can't go on huge ships as well.

I wish they included that in the rule book. It's in the tournament rules just a FYI

I can't find Chewbacca in the tournament rules? Why isn't it valid?

Saw someone at one of the local stores playing with just 5 ships. A corvette around 150 pts, a 50 ish point (each) transport and chewie falcon, and the remaining 50 ish on a pair of Ywings. Just kinda facepalmed when i saw it.

6 - Academy Pilot (12pts)

I go first ;-)

I would truth be told run this list.

Rexler Brath (37pts) Engine Upgrade (4pts), Heavy Laser Cannon (7pts), Ion Pulse Missiles (3pts), Predator (3pts)

Colonel Vessery (35pts) Engine Upgrade (4pts), Heavy Laser Cannon (7pts), Ion Pulse Missiles (3pts), Outmaneuver (3pts)

PS 3 (32) Engine Upgrade (4pts), Heavy Laser Cannon (7pts), Ion Pulse Missiles (3pts)

PS 3 (32) Engine Upgrade (4pts), Heavy Laser Cannon (7pts), Ion Pulse Missiles (3pts)

PS 3 (32) Engine Upgrade (4pts), Heavy Laser Cannon (7pts), Ion Pulse Missiles (3pts)

PS 3 (32) Engine Upgrade (4pts), Heavy Laser Cannon (7pts), Ion Pulse Missiles (3pts)

Total 290 ;-)

Saw someone at one of the local stores playing with just 5 ships. A corvette around 150 pts, a 50 ish point (each) transport and chewie falcon, and the remaining 50 ish on a pair of Ywings. Just kinda facepalmed when i saw it.

Seems goofy but with Jammer of the transport and slicer on the vette, could be a viable setup. But I doubt it is really efficient since you basically would be paying 60 pts more for the vette for an extra action and a 3-5 range gun vs another transport.

I want to see 2 ships at 300 pts... or 1... !

Or Corvette Swarms!