Sensor Team utility

By Swellguy, in X-Wing

I'm gearing up to play my first Epic game in a couple weeks at my LGS. I've decided I want to bring the CR90 and I'm trying to decide what to equip on it. Currently I have:

CR90 Fore

Dodanna's Pride

Engineering Team

Quad Laser Cannons

Weapons Engineer

CR90 Aft

Sensor Team

Tibanna Gas Supplies

Quad Laser Cannons

Targeting Coordinator

As you can see, I've decided to try to emphasize the squad support capacity of the ship rather than just go balls to the wall aggression. My question is regarding Sensor Team. Does the extra range really justify the 4 points? I haven't played with any Huge ships yet so I don't know how the battles play out, but I can't tell if I'd get much use out of the upgrade outside of the first couple turns. I'm looking at running Comms Booster instead, but if anyone out there has played a game or two with the CR90 and has an opinion about Sensor Team, I'd be happy to hear it.

Edited by Swellguy

edit* delete post

Edited by AdmiralThrawn

If you want to get any use out of your primary weapon, definitely take Sensor Team and Han Solo.

Thanks for the input! I like the Weapons Engineer / Targeting Coordinator combo personally. The plan for the build is to run Dutch also, and enable 6 out of 7 ships to get a TL each round, and five out of six escort ships to have TL / Focus each round. I can see the usefulness in being able to TL out to range 4-5; I guess my question is do ships usually sit out at that range long enough for Sensor Team to matter? I can see it being very useful on the first couple set-up turns when flight lanes are being established, but after the enemy closes will that extra range matter? I'm not running any Turbolasers so it's just the primary weapon I'm shooting with. Thanks again for your thoughts.

That's completely up to ship placement and your opponent. If he chooses to ignore the Corvette, you'll get plenty of opportunities for range 3-5 shots. Also, having Targeting Coordinator wouldn't hurt.

Edited by WonderWAAAGH

Well think of it this way, why would the enemy close into a range where your quads can shoot at them and your shorter range buffs like coordinate are the easiest to use if they don't have to? Anyone facing that set-up if probably going to attempt draw your escort as far from the CR as they can to minimize it's impact. So the target locks will be useful there. Also you took dadonna's pride, which means once the fight gets to range 1-3 you're going to be wanting to coordinate rather than target lock won't you?

Haven't actually done an epic game yet so take that with a grain of salt.

Again, if you want to deal any damage at all at range 3-5, TL is almost a must. 4-5 unmodified red dice against 6-7 greens with a focus? Yeah, you'll be lucky if you get any damage through at all.

Well think of it this way, why would the enemy close into a range where your quads can shoot at them and your shorter range buffs like coordinate are the easiest to use if they don't have to? Anyone facing that set-up if probably going to attempt draw your escort as far from the CR as they can to minimize it's impact. So the target locks will be useful there. Also you took dadonna's pride, which means once the fight gets to range 1-3 you're going to be wanting to coordinate rather than target lock won't you?

Haven't actually done an epic game yet so take that with a grain of salt.

In a perfect world I'll never actually take TL as an action during the action step - I'll get a free lock to keep on the CR90 when I use Targeting Coordinator to give a squadmate a lock.

WonderWAAAGH has a point though. And if the CR90 really is the energy glutton that everyone makes it out to be (and I have no reason to believe it won't be), reducing the number of options that are only useful if I have energy makes sense. Thanks for your help guys.

Well think of it this way, why would the enemy close into a range where your quads can shoot at them and your shorter range buffs like coordinate are the easiest to use if they don't have to? Anyone facing that set-up if probably going to attempt draw your escort as far from the CR as they can to minimize it's impact. So the target locks will be useful there. Also you took dadonna's pride, which means once the fight gets to range 1-3 you're going to be wanting to coordinate rather than target lock won't you?

Haven't actually done an epic game yet so take that with a grain of salt.

In a perfect world I'll never actually take TL as an action during the action step - I'll get a free lock to keep on the CR90 when I use Targeting Coordinator to give a squadmate a lock.

WonderWAAAGH has a point though. And if the CR90 really is the energy glutton that everyone makes it out to be (and I have no reason to believe it won't be), reducing the number of options that are only useful if I have energy makes sense. Thanks for your help guys.

Ohhh, true, I had forgotten about that, Targeting coordinator says acquire a target lock, and that triggers weapons engineer, and then you just place 1 of the 2 on the chosen ship.

Also, I would take comms booster as well, as it isnt an action, and allows you to still give ships action, while clearing stress (like stress generated from PtL and Oppertunist, etc etc) and giving focus at the same time.