CR90+GR75 list

By Corellian Corvette, in X-Wing

Alright, so tomorrow my friends and I are having our first 500 point epic game, and I will be in charge of the rebels Huge ships, while I have an ally or two fly fighter escort.

Here it goes:

CR90 Corvette (fore):

  • Tantive IV title (4pts) fore gains crew+team
  • Weapons Engineer crew (3pts) doubles the fun with target locks
  • Han Solo crew (2pts) essential, lets you use target locks as focus
  • Quad Laser Cannons Hardpoint (6pts) Str 3 range 1-2 attack that has a built in gunner effect
  • Quad Laser Cannons Hardpoint (6pts) Str 3 range 1-2 attack that has a built in gunner effect
  • Sensor Team team (4pts) Allows me to target lock before I am within close range
  • Gunnery Team team (4pts) Can change a blank into a hit
  • Backup Shield Generator module (3pts) restore 1 shield a turn without needing to spend an action for it

CR90 Corvette (aft):

  • WED-15 Repair Droid crew (2pts) spend energy to recover hull and remove crits
  • Quad Laser Cannons Hardpoint (6pts) Str 3 range 1-2 attack that has a built in gunner effect
  • Engineering Team team (4pts) +1 energy when moving straight
  • Ionization Reactor module (4pts) 5 energy to send a emp pulse around your ship at range 1. yay big base, covers a lot at range one.

GR-75 Medium Transport:

  • Dutyfree title (2pts) extends jam range to 3
  • Combat Retrofit module (10pts) +2 hull, +1 shield
  • Jan Dodonna crew (6pts) change a close friendly attacks hit to a crit, pair it with 3 quad guns :)
  • Raymus Antilles crew (6pts) a weaker, cheaper, jam. basically.
  • Backup Shield Generator module (3pts) restore 1 shield a turn without needing to spend an action for it
  • Frequency Jammer module (4pts) gives jam an aoe of 1 (but only one other ship)
  • Slicer Tools module (7pts) unfortunately it takes an action, but it causes stress damage at range 1-3!

Total: 206 points

Any ideas on how to improve this setup?

Also, I repainted the red to a citadel dark green on the CR90, and it looks amazing! thinking about doing it all to my x-wings now

Edited by Corellian Corvette

I'm liking the load out for the corvette, but the transport seems like it will gave way too many demands on its energy. The targeting coordinator, comms booster and (especially) the shield projector all require energy, 5 a round if you want to use all of them, and that is before you start taking damage and wanting to recharge some shields.

Am anxious to hear how using the corvette to block the transport works though. The bloody things are SOOO slow.

Am anxious to hear how using the corvette to block the transport works though. The bloody things are SOOO slow.

Not to mention huge ship collsions hurt. I believe a huge-on-huge collision deals a crit to each ship, IIRC

Nevermind. By "block" I assumed you meant crash into.

Basically, he wants enemy ships to shoot the transport through the corvette. That way it gets extra defense dice.

Edited by UnfairBanana

Am anxious to hear how using the corvette to block the transport works though. The bloody things are SOOO slow.

Not to mention huge ship collsions hurt. I believe a huge-on-huge collision deals a crit to each ship, IIRC

Nevermind. By "block" I assumed you meant crash into.

Basically, he wants enemy ships to shoot the transport through the corvette. That way it gets extra defense dice.

Yes, with emc, anything behind the corvette gets +3 defense dice, and if you put biggs, or the shield generator behind the corvette... well i just want to see how it goes!

Am anxious to hear how using the corvette to block the transport works though. The bloody things are SOOO slow.

Not to mention huge ship collsions hurt. I believe a huge-on-huge collision deals a crit to each ship, IIRC

Nevermind. By "block" I assumed you meant crash into.

Basically, he wants enemy ships to shoot the transport through the corvette. That way it gets extra defense dice.

Yes, with emc, anything behind the corvette gets +3 defense dice, and if you put biggs, or the shield generator behind the corvette... well i just want to see how it goes!

Not to mention you can reinforce for more tankiness...

Ah, yes. I can see how you would think that. My mistake.

The thing is, if you use the corvette to bl... obstruct the transport, and Biggs and basically everything else, won't everyone just shoot everything at the corvette? If your using it to shield other ships it means the enemy fleet should be able to target either section and the aft section isn't really all that sturdy. 300 points of ships focus firing on the aft should cripple it in shirt order, then what do you do?

Edited by Forgottenlore

You'd be better of tanking out the Transport to shield the Corvette. Sure, everything beyond the Transport gets extra evades if the corvette shoots at them, but a properly decked out Transport can take one hell of a beating.

Alright, thanks for the feedback, I made some changes.

Should I swap ionization reactor and slicer tools? I might not be able to trigger slicer tools each turn due to a crowded transport action bar :(

Anything I should change before the battle? (Its in a few hours)

put the slicer tools ON the corvette it works great i assure you

put the slicer tools ON the corvette it works great i assure you

Well alright, I'll give it a go.

Also, I need to know a few things

  • Should I swap out Jan or Raymus for Toryn on the Transport?
  • Should I swap out Backup Shield Gen, Ion Reactor, or Frequency Jammer for Comms Booster, EM Emitter, or Shield Projector on the Transport?
  • Should I swap out WED-15 repair droid for Targeting Coordinator on the Corvette?
  • Should I swap out Slicer Tools for Comms Booster or Engine Booster on the Corvette?

The reason I say this is cause I am starting to doubt my loadouts and have second thoughts about them.

Oh, and for reference, I will have 100-200 points worth of x-wing escorts for these two ships

Personally I think you might be overloading a little... But since you mentioned having 100-200 pts worth of escorts we are outside of single epic play rules of 300 pts, it all depends and even harder to judge without knowing the squad pt limit of your match.

I would focus on one thing or another with the vette. If you want it to be guns blazen gear it up with all the guns, upgrades like solo, sensor team, etc sort of like you have it. If you want huge to be more support/indirect, I would reduce the weapons a bit (not all) and focus on those cards like jammer, slicer etc.

If you want to go more support/indirect you probably want to coordinate more with GR, have them jam and vette slice. If you want the vette to be more offensive I would setup GR more for escort support (farr, comm booster etc)

I don't think you need the ion reactor... It's expensive to use and while some mention using it to store energy, I don't think having "too much" energy will be a problem when you have 3 guns, shield/hull repair, movement boosts all requiring energy to spend and only getting 4 per round at most.

Having both shield generator and WED seems redundant. Again with all the other options you have to spend energy on you are going to be wasting points somewhere. I think the shields is the one to stick with mainly because you can prevent further criticals for 1 energy (and one extra point cost).

Jan Dodonna crew: Against Imperials definitely a decent card, but I think Farr is much better and probably other cards depending what your goal is.

Raymus: I think he really depends if you are going the jam/slice route go all out and use him.

Targeting Coordinator: This is a support card, if going support on the vette this is an option. Not really if you plan on an offensive vette.

Slicer tools: This is a indirect support weapon, personally if you want to use slicer go all out with the stress mechanics, as suggested put on vette and have the GR jam away and reduce your quads to 2.

Tibanna Gas Supplies... with all the energy soaking cards you are going to need it.

in my experience, the huge ships works better:

1 if the transport has synergy between your planed actions and what its outfitted in it, and the corvette (example you plan to use slicers? put it on the corvette, and use the card on the transport that lets you stress an aditional ship when you use the jam action)

2 if the action you are planning to do and the energy:whatever you are going to use synergizes (example: if you are going to jam a lot, putting toryn far, that is an action type card= wrong)

3: try not to use too many cards that needs too many energy

Alright, This is what happened:

It was 2 175 point lists vs my 350 point list, cause everyone else there seemed more interested in playing new mario-cart or magic the gathering, so I didn't get a partner.

My list included the transport, corvette, y-wing who gave away free target locks to corvette, and 3 x-wings (luke, gavin, wedge)

We did a 6x3 with 12 asteroids, they were all deployed in one half the map, with them griping about them and saying I should deploy in the half with no asteroids for maximum fun. I didn't.

I deployed in a corner, facing perpendicular to my table edge, with the Y-wing flying escort and the 3 x-wings keeping a safe distance (about range 3 away) because I had no feel for how it moved and didn't want to run them over at all. Dead ahead was a thick asteroid field that I planed on skirting around with the huge ships, and planned to fly through it with the x-wings.

Now, my opponents: One had Vader and Tie swarms, the other had interceptors, and a shuttle escorting bombers. We had agreed that the ties had one free re-spawn as academy pilots, for we didn't know if 2 huge ships would be unbalanced or not.

The shuttle and bombers deployed facing me dead on. This turned out to be a huge mistake, as after closing, they had no where to go, as to there left was a banking corvette, to there right was board edge, and in front was a hungry hungry hippo transport. They had been jammed and all had stress, only got one salvo of missiles off, and then proceeded to either get run over; do frantic red maneuvers, and have me choose their dial for them; and/or fly off the board edge. A few tried to fly through the 'vette, but they failed, and were rolled over by the transport. It was really bad deployment on his part, he should of came in at an angle and faced the asteroids, not let me trap him. Also he should of taken bombs. I don't know why he didn't take proton bombs, but they would of been terrifying if they flew and dropped them off in front of me.

The interceptors... one was munched by a great dual turbolaser shot at the beginning of the game, one was ionized by the y-wing twice in a row and continuously smashed into asteroids, and then the y-wing ionized another one and that got it smashed by the corvette, cause he flew across the bow and didn't quite make it. Never fly in-front of the corvette and not clear the bow. The rest of them bothered wedge, but that wasn't until the end, they had difficulty navigating asteroids.

The tie fighters and vader really screwed up luke and gavin. Vader was boosting and barrel rolling all the time, and were generally out of range of the quad guns (unlike the interceptors). Wedge managed to lock howelrunner, then next round focus, and unleash a point blank advanced proton torpedo with opportunist, and got all 6 hits. One shotting howelrunner was great! They did take out Luke and Gavin even thought they had shield upgrades and shield regenerating astromechs on them.

Dutch kept giving target locks to people, primarly the 'vette, and the turreted escorting of the y-wing was amaing with the 'vette. I will always take a y-wing with the corvette and transport combo now, it was that useful.

After 2 turns of giving 6 ships stress (woo) I activated splicer tools, and drained all the energy ever from the corvette. Bad Idea. The corvette only got to fire the quad guns twice during the entire game. (due to positioning, but mainly energy issues) It had 3 guns, but only shot with two of them, once. The turreted gun did work, and It did cause bombers, interceptors, and a shuttle to stop existing, so it was more of its size that helped. Anyways, after I activated splicer tools, the missile salvos came it, and all energy was diverted to getting shields back up (drained all energy) then never generating enough to actually fire effectively. Never was able to use gunnery team. Maybe should of taken gas reserves :/

After getting shields back up, needed to keep replenishing them due to impacting tie bombers and interceptors and they miss-judged distances on how far banking would go. I kept telling them, stop dog-fighting in-front of the corvette :/

Overall, I think that the one imperial player just didn't know what to do, and wasted almost all of his force by having them be removed by the Huge ships. He didn't react well to the Jam action, and didn't like the y-wing at all. The other player did very well on decimating my x-wings, but to be fair it is hard managing two "dogfights" at a time.

What I learned: Need to have basically no energy intensive actions on the corvette, and more energy using stuff on the transport, while needing ways to use its crowded action bar better. Y-wings are awesome escorting ships, and loading them full of flechette torpedoes is great for causing stress while not actually causing damage. Having your corvette being ionized is terrible, and people ionizing corvettes should feel terrible ( not even kidding, being energy stricken is the worst feeling ever as a huge ship player ). Using your massive base to box ships in for the transport to lung after is great and works well. Pinning ships between the edge of the field, the side of your corvette, and with the space they are in to soon be inhabited by a GR-75 is a trick that will probably only work once :) .

The transport sometimes feels like it cant take enough actions, and too much energy, while the corvette feels the opposite way.

The one player said this experience really soured him to epic play, while I offered many good pointers to help, he just didn't want them at the time, and forfeited, leaving the tie swarm guy to forfeit soon after moping up x-wings, saying he enjoyed the match (he have like 150 points vs 90 points of x-wings, so of course he was going to win that). The interceptors had split the x-wings away from the corvette, that's why they died.

Overall I learned a lot, and I also think that if I were ever to face Huge ships, I wouldn't be afraid, they are good at active tanking, but the critical are brutal to them. Concentrated fire is the easiest way to kill them.