In an EPIC Bind.

By DraconPyrothayan, in X-Wing

My local league has decided to try out Team Epic. I was all excited for this, until the organizer asked me to play on the Rebel side.

Now, those of y'all who have seen me post on Epic pages before know that I have done so solely form the perspective of the Empire.

This means that I have no clue on how to properly kit out any of the Huge ships, or what to fly near them.

Personally, in team Epic, I'd only fly a Corvette as part of a plan with the other player. The 'vette will take up well over half your points, so you'll need some solid support flying from them to keep it in the game.

As for the Transport, so far I've had success by focusing it either on disruption (using the stress action and slicer tools/ionization reactor, frequency jammer, dutyfree) or support (using the extra action options, and shield projector, comms booster, em emitter).

Option one lends itself well to an Opportunist heavy build, as heavily stressed enemies wont be taking actions often, letting it take effect. Also, honorable mention to Sensor Jammer in this build, it'll get far more mileage for the same reasons Opportunist will.

Option two would support elites well, letting you shield them until they get in to combat, it'd also let them go hog wild with extra actions, free stress clears, etc.

Edited by Damoel

Han on the CR-90 is a must in my opinion. Sensor team and weapon engineer are great as well. Think what you want on the huge ship to do and focus on that. What I do is put out all the stuff I want on the ship, than see how they synergize and discard cards that don't help or are not worth the cost.

I feel this is a good starting point. it should be able to deal with long range and short ranged targets decently.

CR90 Corvette (Fore) (73)
CR90 Corvette (50), Single Turbolasers (8), Quad Laser Cannons (6), Backup Shield Generator (3)

CR90 Corvette (Aft) (56)
CR90 Corvette (40), WED-15 Repair Droid (2), Quad Laser Cannons (6), Engineering Team (4), Ionization Reactor (4).

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Not to sure on the rulings for the Primary weapon's ability but from my understanding of it you can use the Ionization Reactor as an energy battery for your Primary when you need to allocate the majority of your other energy to your secondary guns.

I agree with Han crew being a must add because without him you will never be above 50-50 chance to hit. Single turbo lasers are total crap if you are facing 3 agility ships. I suggest all quad lasers unless you know you are facing 1-2 agi ships. The Tibanna gas is also very nice to build up energy fast. The other thing that works very well with Han is weapons engineer. That gives you two focused shots every time you target lock.

Just throwing this out there. If I understand the rules properly, there is nothing saying you HAVE to take a huge ship. You could just outfit a couple hundred points of regular ships. Might really throw the other side for a loop.

Just throwing this out there. If I understand the rules properly, there is nothing saying you HAVE to take a huge ship. You could just outfit a couple hundred points of regular ships. Might really throw the other side for a loop.

I would do that.

I would not. Epic ships are amazing for their utility. The Transport is the best 30-45 points in the game(oddly). At 200 points you can pretty easily fit 155 points of fleet and the Transport to support it. Aim for a Comms Booster Transport passing out actions and trying to control the board flow. I took 200 points of imps and didn't lose a ship with the transport supporting me. It's a beast.

Agreed. I can see not fielding the CR90 as it is a HUGE points investment. The Transport, however, is hyper efficient. Even if it personally never removes a ship from the board, rest assured, its impact on the game will remove ships. Either in the Denial role or the Support role.

Interestingly, the games I have played with the transport I kept being struck (quite strongly) by how incredibly good it would be for Imperials.

Not to say it wasn't good with the rebels, but basically every time its turn came up I found myself thinking "This would be even better if it was Imperial ships I was supporting".

I really hope some of the same abilities end up on the Imperial huge ships. I delight in the idea of such support options backing up Imperial squads.

Since they've bothered to make the huge ship actions 'generic' actions with defining Icons, I'd expect to see them on Imperial equivalents.

Not necessarily in the same combinations; a warship with Jam, for example, or a dedicated command ship with co-ordinate on front and rear sections.

For that matter, a 1-point epic ship might be interesting.

I would not. Epic ships are amazing for their utility. The Transport is the best 30-45 points in the game(oddly). At 200 points you can pretty easily fit 155 points of fleet and the Transport to support it. Aim for a Comms Booster Transport passing out actions and trying to control the board flow. I took 200 points of imps and didn't lose a ship with the transport supporting me. It's a beast.

They'll kit themselves out to take down a Corvette or a Transport. Imagine their surprise when what they encounter is a fleet of A-wings and X-wings.

Interestingly, the games I have played with the transport I kept being struck (quite strongly) by how incredibly good it would be for Imperials.

Not to say it wasn't good with the rebels, but basically every time its turn came up I found myself thinking "This would be even better if it was Imperial ships I was supporting".

Well us imperials will just have to wait for our huge ships. The best part is though that comms booster doesn't say rebel only on it. soon, soon....

Edited by AdmiralThrawn

I would not. Epic ships are amazing for their utility. The Transport is the best 30-45 points in the game(oddly). At 200 points you can pretty easily fit 155 points of fleet and the Transport to support it. Aim for a Comms Booster Transport passing out actions and trying to control the board flow. I took 200 points of imps and didn't lose a ship with the transport supporting me. It's a beast.

They'll kit themselves out to take down a Corvette or a Transport. Imagine their surprise when what they encounter is a fleet of A-wings and X-wings.

Not to sure on the rulings for the Primary weapon's ability but from my understanding of it you can use the Ionization Reactor as an energy battery for your Primary when you need to allocate the majority of your other energy to your secondary guns.

You can't do that. There is no mechanism to move energy from an upgrade card back to the ship. Once the energy is on the Reactor, it is only for the Reactor.

Not to sure on the rulings for the Primary weapon's ability but from my understanding of it you can use the Ionization Reactor as an energy battery for your Primary when you need to allocate the majority of your other energy to your secondary guns.

You can't do that. There is no mechanism to move energy from an upgrade card back to the ship. Once the energy is on the Reactor, it is only for the Reactor.

Not sure how I missed the 3rd sentence of the first paragraph discussing "spending energy" in regards to the CR90 and the crew cards equipped and anything else with the wording "spend" that does not specify a location.

Ah well, just means more careful energy planning in future games. Or until such an upgrade comes to exist.

My local league has decided to try out Team Epic. I was all excited for this, until the organizer asked me to play on the Rebel side.

Now, those of y'all who have seen me post on Epic pages before know that I have done so solely form the perspective of the Empire.

This means that I have no clue on how to properly kit out any of the Huge ships, or what to fly near them.

First off, try and coordinate with your team member to optimize the lists.

If you take a Transport, put Dodonna on it to boost hits to crits on neighboring ships.

Raymus Antilles is nice as well as it lets you stress out a ship if the maneuver is white, coupled with even a single intelligence agent you should get a nice result.

If you take a Corvette to blast away, throw a Roark next to him to suddenly have the Corvette shoot at 12 instead of 4.

A Corvette will eat up most of your team points, here's a sample list that gives you only one real escort ship, Ibtisam built for survival.

http://geordanr.github.io/xwing/?f=Rebel%20Alliance&d=v3!t!80:86,65,64,90,91,83:6:-1:;81:61,65,92,84:-1:-1:;46:0,63:-1:6:;42:16,44,-1,-1,-1:-1:-1:

A Transport you might kit out in as tanky a manner as the pillbug shape suggests or go full support and hang back with it.

Here is a big mobile asteroid:

GR-75 Medium Transport (30)
WED-15 Repair Droid (2)
C-3PO (3)
Shield Projector (4)
Backup Shield Generator (3)
EM Emitter (3)
Combat Retrofit (10)
Bright Hope (5)
Total: 60
While this one is taking a more active role, handing out locks, tokens, stress:
GR-75 Medium Transport (30)
Raymus Antilles (6)
Targeting Coordinator (4)
Comms Booster (4)
Backup Shield Generator (3)
Frequency Jammer (4)
Dutyfree (2)