Tantive range bonuses

By player2000410, in X-Wing Rules Questions

Hey, so I read a while back somewhere somebody complaining that he played the first scenario with his tantive vs the tie swarm with howl runner, and that he got destroyed because at range 5 they got 6 evasion dice. He was frustrated that anywhere within the tantive's primary firing range, the opponent got extra dice and so he couldn't hit anything, and that he never got any bonus dice.

Is it just me, or is that totally wrong? I would expect that because it's firing range is from 3-5 (still a 3-range arc, just like every other ship) it would get its extra attack die at range 3, and the enemy would get an extra evade die at range 5. I couldn't find anything in the tantive rulebook about it, though i may have just missed it.

Primary weapon defender gets Range 3 +1, range 4 +2 range 5 +3

Although the fore section has an ability that if you spend one energy you get an extra attack dice so you get 4+1

Primary gets no range bonus

If using single laser canons which is a secondary and targets at range 3-5 the defender doubles his agility

Basically if your shooting at range 3-5 you want to shoot at low agility ships. Not tie fighters. That's what quad laser canons are for

My guess is buddy who was flying it had it poorly upgraded, or didn't fly very well, or all of the above.

Quad laser canons eats tie fighters

Edited by Krynn007

okay, so quad laser cannons are range 1-2. single laser cannon is range 3-5 and doubles agility, like you said. and so you say, they get bonus evade dice at 3-5. so how do you kill them if they aren't at range 1-2?

Edit: also, when does the tantive get primary weapon bonus for range? its weapon can't fire at range 1.

Edited by Taouen

Yeah, the Tantive basically never gets any range bonuses for attack, because its primary weapon is range 3 to 5 and only the secondaries can attack at range 1 or 2, and they don't get range bonuses.

If you want to kill them at range 3 to 5, use the primary turret. Sure, they get extra dice to defend, but you're attacking them two additional range increments out before they can even get close enough to shoot you. Burn that 1 energy to add a die and you're rolling 5 dice to attack. That's not bad versus 5 or even 6 agility dice.

With 5 dice on the attack, who needs a Range 1 bonus?

The primaries on the CR90 balance interestingly with the Single Turbolaser. Both hit at the same range, the primary will give the defender 1-3 extra dice depending on range and rolls one more die (or should), while the Single doubles the agility. Makes for some interesting tradeoffs depending on the target and range.

Makes for some interesting tradeoffs depending on the target and range.

Don't forget the different arcs.

Makes for some interesting tradeoffs depending on the target and range.

Don't forget the different arcs.

Also Single Turbo costs 2 energy to fire.

So with all this talk of single turbo lasers, I still just cannot see the point of firing them. Why the hell would I want to double my opponent's agility, especially when it costs me energy and only gains me one die?

So with all this talk of single turbo lasers, I still just cannot see the point of firing them. Why the hell would I want to double my opponent's agility, especially when it costs me energy and only gains me one die?

Because huge ships can shoot all secondary weapons in addition to the primary weapon?

So with all this talk of single turbo lasers, I still just cannot see the point of firing them. Why the hell would I want to double my opponent's agility, especially when it costs me energy and only gains me one die?

Lots of low agility ships, like shuttle, ywing, bwing,bombers.

You also get to shoot at them before they are in range of you. Gives your a chance to soften them up before your escorts engage

Edited by Krynn007

Try flying Jan Ors Next to the Tantive

Or dutch with weapons engineer in the Tantive

Edited by Krynn007