We ran our first Epic game on Monday using the full 3'x6' playing space, 300 points per side, and of course, the CR90 to make things as epic as possible. And while it was a blast to have that many ships on the board initially and evoked an "epic" feel to the game, I'd like to share a few thoughts before you take the plunge yourself.
My experience will most certainly be different from yours, but I was playing as imperials against two friends of mine - one ran the CR90, the other ran the rebel small ships. I play just about every week, lurk on the forums often, and have gone to numerous tournaments. They play because I invite them over and provide the minis ![]()
Both are big star wars fans and enjoy the game, but they fall under the "casual" part of fly casual. Which is awesome - I love playing with fans because they play for the love of the universe. However, it also leads to a slightly different experience for regular games which becomes more visible when you transition to epic games.
General Thoughts:
1 - Follow the guidelines in the manual and do not set up on the long ends. No matter how much you or your opponent thinks it allows for "better strategy" or more freedom, just don't do it. You'll spend 4-5 rounds just getting your ships into position which after a few rounds of movement, gets stale fast. Flying is fun, shooting is fun, but flying + shooting is what makes this game awesome.
2 - Though it's tempting to load the CR90 up to the gills with upgrades, don't do it. Like any other ship in X-wing, you need to think long and hard before filling up any single target with expensive add-ons. And for the huge ships in particular, everything you do is limited by energy and most of the fun stuff costs energy. There are a few cards that let you get more energy, but like all good things, it will never be enough. Choose upgrades wisely.
3 - What's nice about the huge ships is that like the magnificent albino space whale, you can kit them out a few different ways. It's not a jack of all trades - rather, it's a versatile specialist that comes with the tools to make it whatever you need. Want a long range sniper? Turbolasers are your best friend. Need a small ship killer? Load up on quads and let her rip. Got a large fleet and want some support? Target Coordinator, Comms Boosters, and the coordinate action open up your fleet's action economy in unprecedented ways. Pick a flavor and stick to it and you won't be disappointed.
4 - Huge ships will almost always have a giant target painted on them. Do not rely on a huge ship to do all the heavy lifting - it needs a solid support fleet to get the most out of your investment and zero evade dice means it simply won't last under sustained fire.
5 - Pilot skill is suddenly much more valuable....unless your enemy outnumbers you 2-to-1. As you'll see in our fleet breakdown below, the lowest pilot skill the rebels had was the CR90 at 4. Everyone else was 7+, which meant even my RGPs had to weather the bulk of their fire. But when I had 2 shots for each 1 of theirs, they just couldn't last. As with regular games, you need to balance the number of ships with their pilot skill. I have a feeling that a few high ps pilots each with a ps1-4 escort will really put the hurt on attacking ships.
6 - 3 times the points is 3 times the work to keep track of your ship abilities, movement, etc. Be aware that your first few games may take 3 times as long to finish. Everyone who's had the pleasure of running 5+ ships knows that it takes a bit of brain power to keep track of what all you can do and what your opponent can do each round. 300 point games take that to a whole new level and for my friends, it meant a lot of "wait, what does this do?" and "okay you go there....wait, no we want to go here instead. What if we did this?" I've had plenty of practice keeping track of where everyone is and how they can move and it was still a bit of a strain. I'm definitely more a thinker and the more I have to think about the longer things take. I'm not saying that everyone's the same way, I'm just saying that you're basically running 3 100 point lists at the same time which, while fun, is definitely a different kind of game. We thought we might get in two sessions in 7 hours but we only managed one and after I took out the CR90, they just called it.
If anyone else has had a similar or different experience, let me know! I'd love to hear how your first epic games went and share notes ![]()
Fleets for each side are below:
Rebel - 300
CR90 - 141
Single Turbolaser x 2 - 16 points
Quad Laser - 6 points
Slicer Tools - 7 points
Toryn Farr - 6 points
Engineering Team - 4 points
Gunnery Team - 4 points
Sensor Team - 4 points
Dodonna's Pride - 4 points
Wedge - 33
PTL - 3
R2 - 1
Wes Janson - 35
PTL - 3
R5-P9 - 3
Jek Porkins - 34
Marksmanship - 3
R2-D2 - 4
Jan Ors - 32
Ion Turret - 5
Squad Leader - 2
Horton Salm - 26
R2 - 1
Empire - 305
Turr Phennir - 26
Veteran Instincts - 1
Royal Guard Pilot x 3 - 84
Hull Upgrade - 3
PTL - 3
Bounty Hunter x 2 - 40
HLC - 7
Colonel Jendon - 32
ST 321 - 3
Ion Cannon - 3
Captain Jonus - 29
Flechette Torpedos x 2 - 4
PTL - 3
Scimitar Squadron x 2 - 48
Cluster Missiles - 4
Concussion Missiles - 4
*Edited to reflect point miscalculation on both the Royal Guard Pilots and Colonel Jendon. So it looks like I ran an overpowered fleet, which my friends will be happy to use to invalidate the game ![]()