Is there such a thing as a successful Corvette build?

By DraconPyrothayan, in X-Wing

Seriously. The base ship and the hardpoint weapons are so expensive, I have a difficult time seeing it as being worth the same number of points of X-Wings.

So, convince me. How do we work this beastie?

The corvette is all about dice saturation. The inability to modify most of them is a huge downside, but seven potential attacks a turn is nothing to sneeze at. It also takes a severe beating, so while it might not be on par with the damage output of several X-Wings, you're still rolling the same number of dice after you would have lost several smaller ships.

That having been said, I think it's hardly a justification for such an expensive ship that's overly prone to bad dice.

The corvette is all about dice saturation. The inability to modify most of them is a huge downside, but seven potential attacks a turn is nothing to sneeze at.

That's where Han comes in. He lets you use target locks as focus tokens. Granted, not as good as having a target lock and focus, and only usable on one or two targets tops, but it's always good to have options.

Also, get a WED. It lets you spend energy to discard damage cards, further boosting your Corvette's survivability.

The corvette is all about dice saturation. The inability to modify most of them is a huge downside, but seven potential attacks a turn is nothing to sneeze at.

That's where Han comes in. He lets you use target locks as focus tokens. Granted, not as good as having a target lock and focus, and only usable on one or two targets tops, but it's always good to have options.Also, get a WED. It lets you spend energy to discard damage cards, further boosting your Corvette's survivability.

I don't think I'd play a Corvette without Han and Weapons Engineer, but the damage output is still lackluster. I once had a single Interceptor survive six - six! - attacks from a Corvette in one turn.

I don't think I'd play a Corvette without Han and Weapons Engineer, but the damage output is still lackluster. I once had a single Interceptor survive six - six! - attacks from a Corvette in one turn.

Inteceptors are coin-flip fighters. When they get lucky, they get lucky.

I was thinking of borrowing a friends Corvette and trying a slicer build. Frequency jammer, maybe some tacticians and slicer tools. Pile on the stress and start slicing.

Edited by keroko

Slicer can be pretty nasty, but at a certain point I think you're just throwing good points after bad.

What I can say in favor of the huge ships is this: they're fun, and epic is a purely casual format anyways. I don't have an overly high opinion of the Corvette or transport, but I'll still play them.

Huge ships will be more fun I think when Imperials get theirs, A corvette vs Fighters is a losing proposition, hence why the Empire had to specifically develop a counter-fighter frigate, however if you have 2 large ships just throwing broadsides at each other it would be more fun rather than trying to hit a fly with a sledgehammer

Still looking for a Star Destroyer Model to test my base (using 2 CR-90 Bases) in a game.

Oh On topic I would run something similar to this

Han Solo, Weapons Engineer

1 of each Team (Sensor, gunnery, Engineering)

Tibanna Gas, Backup Shield Generator

2 Quad Laser Cannons (for close in Fighter defense) 1 Turbolaser (long range potshots to prevent bombers/B-wings/Y-wings from making it to R1-2)

I am not 100% familiar with the Large Ships, but this build would be fairly energy dependent I so you will need to "bank" engery with the guns I believe, but it leaves 166 pts which should be plenty to play with for escorts.

Huge ships will be more fun I think when Imperials get theirs, A corvette vs Fighters is a losing proposition, hence why the Empire had to specifically develop a counter-fighter frigate, however if you have 2 large ships just throwing broadsides at each other it would be more fun rather than trying to hit a fly with a sledgehammer

Yup...

:D

IMO the biggest problem is energy. Just firing your guns every turn eats up all your energy, even if you take the extra energy crew and always make 2-straight maneuvers. And forget about firing turbolasers every turn. So that leaves you no energy for repairing or any special abilities, and no maneuvering options unless you want to turn your 100+ point ship into a useless paperweight for a turn. Either you shoot for a turn or two and then lose your ship, or you go into full turtle mode, shut down the guns, and hope that your opponent wastes shots on it instead of killing the rest of your ships. I'm not at all convinced that this is a useful way to spend 100-150 points.

The Corvette is in a very strange spot. I think once the second wave of Huge ships comes along, for Empire, it will address a lot of the problems.

Even with Weapons Engineer, the Corvette can only have one Target Lock per ship, which hurts it greatly. And if you plan on firing 3 Quad Lasers per turn, plus primary, you'll get very inaccurate results.

Now, two Medium Transports, one Duty Free with Frequency Jammer, and the other with Slicer Tools, now that's 80 points of pure win. It'll probably put out far more damage over a game than a fully kitted out Corvette, and costs half the points. Nowhere nearly as cool, though.

One thing I'd address is the whole "turbolasers double the defense dice of the target." Sure, it sounds cinematic, but in practice it makes firing at range 4+ something you'd only do of nothing else is in range and you have energy to burn.

Perhaps also make the quad lasers not require energy for their first salvo. This leaves more energy for the second salvo, somewhat compensating for low accuracy with weight of fire, and leave energy any other shenanigans you can do with it. Like repairing.

For now, the best way to kill something seems to be to hold out until it's in range 1, hope it gets overconfident and then for an as sharp as possible turn to ram as many fighters as possible. Made that mistake with a flight of bombers once as I attempted to drop some proton bombs right next to a Corvette's sides. Whoosh. A lot less bombers.

Edited by keroko

But remember - The Single Turbolasers are Secondary Weapons - so the target gets no additional dice bonus for being at range.

the first couple of games the corvette got used went average to poor, because I tried to use it as a long range gun platform. However,I find that the empire player always changes his behavior around a huge ship. They don't want to get steam rolled so they tend to want to get into the blind spot at the rear, which is predictable, so now I use the corvette as a great big swinging hammer, and position a couple of x-wings behind it to cover its rear.

This said I'm only using Quad Lasers as I its my aim to get in close, (single Turbo lasers are next to useless.)

So best way to use it is to be very, very aggressive with it, full thrust charges, full right and left swings, do the unexpected, it actually turns sharper than it seems. Don't worry too much about asteroids it can take a lot of damage, and save the energy for a barrage of close range kills.

But remember - The Single Turbolasers are Secondary Weapons - so the target gets no additional dice bonus for being at range.

That would be the case, except that the Defender doubles their Agility against Single Turbos (at any relevant range). So a 2 Agility ship like an X-Wing, gets 4 dice instead, Squints and Eyes get 6 etc.

For what it's worth, I have seen a Single Turbolaser one-shot Soontir Fel (at range 5), so luck happens both ways.

But remember - The Single Turbolasers are Secondary Weapons - so the target gets no additional dice bonus for being at range.

That would be the case, except that the Defender doubles their Agility against Single Turbos (at any relevant range). So a 2 Agility ship like an X-Wing, gets 4 dice instead, Squints and Eyes get 6 etc.

For what it's worth, I have seen a Single Turbolaser one-shot Soontir Fel (at range 5), so luck happens both ways.

I don't think a corvette build is about winning at all. I've seen / played 3 total games including CR-90s and the rebels lost every time. badly. I think it's a real challenge is if you CAN win, and I'm eager to try again, but I think it is way more about the FUN factor, than the winning aspect.

Another thing is that with so many NEW cards that go on the huge ships - it can take some getting used to. for example I forgot to use a couple of my upgrades for a whole game. It might be a good idea to stick with a single theme... like all guns - or no guns and just all upgrades, hoping to crash into your opponents.

I don't think a corvette build is about winning at all. I've seen / played 3 total games including CR-90s and the rebels lost every time. badly. I think it's a real challenge is if you CAN win, and I'm eager to try again, but I think it is way more about the FUN factor, than the winning aspect.

Another thing is that with so many NEW cards that go on the huge ships - it can take some getting used to. for example I forgot to use a couple of my upgrades for a whole game. It might be a good idea to stick with a single theme... like all guns - or no guns and just all upgrades, hoping to crash into your opponents.

That said. Support ia everything for now. I think we'll need some new hardpoint options before the Tantive becomes worthwhile.

Its action economy is amazing. Being able to receive target locks From Dutch and use Coordinate is huge. Being able to do so while reinforcing is even better. In the end it's never going to deal its points in damage against a decent squad that knows its coming. But it can certainly offer that many points in support and hits tanked.

But the Transport is far more fun.

In the two engagements with the Corvette I participated in, it didn't even lose shields and was responsible for quite a lot of hurt.

I ran this setup in the first game: http://xwing-builder.co.uk/view/79273/corvette-test and the Corvette was responsible for most of the damage, including three roadkills.

If you're looking to ram some pilots, Ionization Reactor is fantastic for anything that gets too close. All in all, I'm surprised that people have had a hard time using it effectively, but then I haven't flown against lists that have been specifically designed to kill it, like a multi-HLC Imp list.

I don't think I'd play a Corvette without Han and Weapons Engineer, but the damage output is still lackluster. I once had a single Interceptor survive six - six! - attacks from a Corvette in one turn.

Not surprising, really - the Corvette isn't designed to shoot at Interceptors. Anything with two or more agility has little to fear from the Corvette's turbolasers. The Quad Laser Cannon upgrade mitigates this somewhat, but it doesn't change the fact the Tantive is much more effective at taking down large targets.

Shuttles and Decimators will die to the Tantive's firepower, and die quickly. An Imperial Corvette would wipe the floor with most Rebel lists.

I used mine yesterday for the first time, and it rocked. It was a 200-point build (CR90 w/Han, Sensor Team, Turbo, 2x Quads; 2 Rookies, 1 Red, 1 Green) against a mini-swarm, Fel, three bombers, and a Firespray.

The only trouble I had was with the Firespray and its HLC -- ouch when that hits. Most everything else had difficulty putting damage on it. The turbolaser and main gun cost the Imperials over half of their ships, often in a sudden and demoralizing manner. I felt almost like my X-Wings and A-Wings were more there as distractions while the big guns took their toll.

All told, I lost two X-Wings and the Imperials had all of two TIEs remaining by the time they gave up.

Edited by bayruun

The Corvette is in a very strange spot. I think once the second wave of Huge ships comes along, for Empire, it will address a lot of the problems.

Even with Weapons Engineer, the Corvette can only have one Target Lock per ship, which hurts it greatly. And if you plan on firing 3 Quad Lasers per turn, plus primary, you'll get very inaccurate results.

Now, two Medium Transports, one Duty Free with Frequency Jammer, and the other with Slicer Tools, now that's 80 points of pure win. It'll probably put out far more damage over a game than a fully kitted out Corvette, and costs half the points. Nowhere nearly as cool, though.

That's exactly the point. The medium transportsvcan very well support your squad for not a whole lot of points, while the CR-90 looks cool, and thats about it!

You all wrote very nice replies here, but somebody has got to say it:

I have no idea what they were thinking when balancing this ship. It's playable in the cinematic scenarios because it gets tons of free upgrades, but that's about it.

In epic format for the 110+ points you have to pay minimum for it, you can put pretty much anything on the table that will consistently be more useful and powerful than the CR-90, be it rebel or imperial. (Yes even 3 souped up Advanced Ties, although... barely)

Was there even any playtesting made with this ruleset and point cost? I really doubt it. Okay you can say it supports its friendly ships, but then its firepower suffers, and the support role is filled a million times better by the transport, for not even half the cost.

So dear OP there are better and worse options for the corvette, but there are none thatmake it remotely viable in epic. Sadly! It's just too **** expensive in points. It can't kill a lot itself, especially not agility 3 targets, and it's huge cost makes it so the otherwise excellent Rebel escort fighters are so outnumbered they stand no chance!

And not enough with that. Now imagine they want to bring an imperial huge ship. Will they make it equally useless? Then Epic will just be 300 point squadrons without huge ships seing play. And should they in fact not make it overpriced or bad like the CR-90, balancing will go overboard because it will be more powerful than the rebel ship. So i think they made a huge mistake while balancing thus ship and this will come back at them and us pretty soon!

The Corvette is in a very strange spot. I think once the second wave of Huge ships comes along, for Empire, it will address a lot of the problems.

Even with Weapons Engineer, the Corvette can only have one Target Lock per ship, which hurts it greatly. And if you plan on firing 3 Quad Lasers per turn, plus primary, you'll get very inaccurate results.

Now, two Medium Transports, one Duty Free with Frequency Jammer, and the other with Slicer Tools, now that's 80 points of pure win. It'll probably put out far more damage over a game than a fully kitted out Corvette, and costs half the points. Nowhere nearly as cool, though.

That's exactly the point. The medium transportsvcan very well support your squad for not a whole lot of points, while the CR-90 looks cool, and thats about it!

You all wrote very nice replies here, but somebody has got to say it:

I have no idea what they were thinking when balancing this ship. It's playable in the cinematic scenarios because it gets tons of free upgrades, but that's about it.

In epic format for the 110+ points you have to pay minimum for it, you can put pretty much anything on the table that will consistently be more useful and powerful than the CR-90, be it rebel or imperial. (Yes even 3 souped up Advanced Ties, although... barely)

Was there even any playtesting made with this ruleset and point cost? I really doubt it. Okay you can say it supports its friendly ships, but then its firepower suffers, and the support role is filled a million times better by the transport, for not even half the cost.

So dear OP there are better and worse options for the corvette, but there are none thatmake it remotely viable in epic. Sadly! It's just too **** expensive in points. It can't kill a lot itself, especially not agility 3 targets, and it's huge cost makes it so the otherwise excellent Rebel escort fighters are so outnumbered they stand no chance!

And not enough with that. Now imagine they want to bring an imperial huge ship. Will they make it equally useless? Then Epic will just be 300 point squadrons without huge ships seing play. And should they in fact not make it overpriced or bad like the CR-90, balancing will go overboard because it will be more powerful than the rebel ship. So i think they made a huge mistake while balancing thus ship and this will come back at them and us pretty soon!

Consider that for 110 points it has 24 HP. That's 1 less than 5 X-wings and it can get an auto-evade, shoot before the X-Wings, deal more damage than the X-wings, and regenerate shields. It's a potent ship, but proper use reuires it to be under 130 points, and with a squad built to use it. You can't load it up with upgrades. You can't expect it to be dealing all the damage, but you can certainly use it to control the field, and controlling the field wins battles. It requires thought to play and build with that far outstrips anything X-Wing has needed before. That doesn't make it bad.

That is way overstating your point. The Corvette is still playable. It just doesn' have nearly as much adaptation for setup as the number of upgrades would suggest. The biggest advantage it has is just how much it changes how your opponent plays.

Consider that for 110 points it has 24 HP. That's 1 less than 5 X-wings and it can get an auto-evade, shoot before the X-Wings, deal more damage than the X-wings, and regenerate shields. It's a potent ship, but proper use reuires it to be under 130 points, and with a squad built to use it. You can't load it up with upgrades. You can't expect it to be dealing all the damage, but you can certainly use it to control the field, and controlling the field wins battles. It requires thought to play and build with that far outstrips anything X-Wing has needed before. That doesn't make it bad.

Not really true in the damage department. A Corvette can shoot 4 times a turn (remember that the quad's second attack can only be done if the first misses) for 15 potential damage a turn (if you beef your main weapon with all spare energy, which would leave nothing for defense). A flight of Rookie X-wings tosses 15 dice minimum. With the advantage of being able to focus or target lock all their shots.

Also, "you can't load it up with upgrades" sounds a bit counterintuitive for a ship riddled with upgrade slots.

Edited by keroko