Is there such a thing as a successful Corvette build?

By DraconPyrothayan, in X-Wing

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 as well. 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.

I said Can outdamage the X-Wings. Specifically against low agility targets where the more focused attacks do the most damage. It won't usually, but it can. And that makes it powerful all things considered.

Beyond that, do you fully load a Falcon with upgrades? How about a Firespray?

I certainly don't. Those are options for small precise combos. Not FILL ALL THE THINGS! slots.

The rules with upgrades will always be "as few as possible" for a reason.

I said Can outdamage the X-Wings. Specifically against low agility targets where the more focused attacks do the most damage. It won't usually, but it can. And that makes it powerful all things considered.

Beyond that, do you fully load a Falcon with upgrades? How about a Firespray?

I certainly don't. Those are options for small precise combos. Not FILL ALL THE THINGS! slots.

The rules with upgrades will always be "as few as possible" for a reason.

"Can" is a broad term to use when the X-wings already matches the Corvette's firepower and have more accuracy to boot. That's like saying an Interceptor "can" dodge more shots to the face and calling it more survivable than a B-wing.

And when your only upgrade option is "take three quad lasers" (because that's all you can fit in 110 points if you want to match X-wings) all the other upgrade options become irrelevant, which strikes me as rather iffy design. Certainly not customizable.

Compare that with the Lambda. A lot of Lambda builds tend to use about 4 upgrades, which fills about 2/3 of the Lambda's total upgrade potential. Certainly not "fill all the things" but definitely a lot more variation than the bare-bones 110 point gun Corvette.

Edited by keroko

I think people try to make it do too many things. If you want a support ship, take the transport. I would run 2 quad lasers, engineering and gunnery teams, solo and the wed droid and call it good. I think am extra turbolazer is a waste right now. Might be worth it later, dunno. I'd take the tibanna gas too. If you try to do a lot of command and control upgrades too, it is too many points and too much energy.

I think the transport is an overall better bang for the buck. It's an awesome support craft, and it forces your opponent to make tough choices.

I had my first game with mine just yesterday and LOVED it!

(ps. I also LOVED the new tablewar spacemat ;) )

We only played with 200 points though, I had it outfitted like this:

FORE: -Dodona's Pride

-Weapon's Engineer

-Quad Lasercannons

-Single Turbolasers

-Sensor team

AFT: -Engineering team

-Tibana gass supplies

-Han solo

-Quad Lasercannons

That brought it up to 131 points, I had it supported with Dutch and indeed the action passing was pretty fun :D

It pretty much dictated the match, we had a 4" by 4" playign area and started within RB2 of the side, but the Imperial player went up the board extremely cautious for some reason, I placed the 'vette parallel with my board side to the left corner with Dutch near the middle of the ship further up the board...

I think this is a good way to buy some time (even should the Imp's go zooming all 5's forward) and juggle for positioning some more.

though I definately should keep Dutch behind the CR-90 so he doesnt present himself as the easy first kill of my squad, bu he did finish of the Royal Guard Interceptor...

All in all it was a very fun and entertaining game with even a Rebel win!

Iam tinkering with my list for the next time, it will be called:

"Han shoots the big guns...FIRST!"

I said Can outdamage the X-Wings. Specifically against low agility targets where the more focused attacks do the most damage. It won't usually, but it can. And that makes it powerful all things considered.

Beyond that, do you fully load a Falcon with upgrades? How about a Firespray?

I certainly don't. Those are options for small precise combos. Not FILL ALL THE THINGS! slots.

The rules with upgrades will always be "as few as possible" for a reason.

"Can" is a broad term to use when the X-wings already matches the Corvette's firepower and have more accuracy to boot. That's like saying an Interceptor "can" dodge more shots to the face and calling it more survivable than a B-wing.

And when your only upgrade option is "take three quad lasers" (because that's all you can fit in 110 points if you want to match X-wings) all the other upgrade options become irrelevant, which strikes me as rather iffy design. Certainly not customizable.

Compare that with the Lambda. A lot of Lambda builds tend to use about 4 upgrades, which fills about 2/3 of the Lambda's total upgrade potential. Certainly not "fill all the things" but definitely a lot more variation than the bare-bones 110 point gun Corvette.

I'm not saying the Transport is good. It's quite decidedly average. But it isn't awful and it doesn't cripple any list its put on.

Also of note. Targeting it with Roark is just mean. :P

Edited by Aminar

I'm not saying the Transport is good. It's quite decidedly average. But it isn't awful and it doesn't cripple any list its put on.

Also of note. Targeting it with Roark is just mean. :P

Hush don't spoil my Han shotos the big guns...FIRST! list!!! :P

The ability to run things over is expensive. And makes it do a lot of damage. Don't underestimate the power of running into things. Contrary to popular belief it happens, and can be unavoidable after a certain point.

I'm not saying the Transport is good. It's quite decidedly average. But it isn't awful and it doesn't cripple any list its put on.

Also of note. Targeting it with Roark is just mean. :P

Oh, no arguments there. It's a decent ship, it just... needs a bit of tweaking to be very good. That's all, a bit of tweaking.

Edited by keroko

The ability to run things over is expensive. And makes it do a lot of damage. Don't underestimate the power of running into things. Contrary to popular belief it happens, and can be unavoidable after a certain point.I'm not saying the Transport is good. It's quite decidedly average. But it isn't awful and it doesn't cripple any list its put on.Also of note. Targeting it with Roark is just mean. :P

Oh, no arguments there. It's a decent ship, it just... needs a bit of tweaking to be very good. That's all, a bit of tweaking.

The hardpoints we have now are good but limited. That strikes me as cautious game design. Testing the waters before finalizing any more hardpoints. It will also allow them to release a few more teams that really help the Tantive out.

That said, I've started to think that Cargo upgrades will be a rebel only thing while Imperials will get sme other kind of upgrade that makes their huge ships more combat oriented... And then finally we'll get the "The rebels are always shafted" topics we've always wanted. :P

Can't wait for those. :P

I had my first game with mine just yesterday and LOVED it!

(ps. I also LOVED the new tablewar spacemat ;) )

We only played with 200 points though, I had it outfitted like this:

FORE: -Dodona's Pride

-Weapon's Engineer

-Quad Lasercannons

-Single Turbolasers

-Sensor team

AFT: -Engineering team

-Tibana gass supplies

-Han solo

-Quad Lasercannons

That brought it up to 131 points, I had it supported with Dutch and indeed the action passing was pretty fun :D

It pretty much dictated the match, we had a 4" by 4" playign area and started within RB2 of the side, but the Imperial player went up the board extremely cautious for some reason, I placed the 'vette parallel with my board side to the left corner with Dutch near the middle of the ship further up the board...

I think this is a good way to buy some time (even should the Imp's go zooming all 5's forward) and juggle for positioning some more.

though I definately should keep Dutch behind the CR-90 so he doesnt present himself as the easy first kill of my squad, bu he did finish of the Royal Guard Interceptor...

All in all it was a very fun and entertaining game with even a Rebel win!

Iam tinkering with my list for the next time, it will be called:

"Han shoots the big guns...FIRST!"

The Huge Ships can't get free actions, though the wording on Dutch's card seems to get around that. FAQ perhaps?

The Huge Ships can't get free actions, though the wording on Dutch's card seems to get around that. FAQ perhaps?

Nothing to FAQ. Dutch very specifically is not giving a ship any kind of action, just letting them acquire a TL.

This topic really helped me! Thanks to everyone. My CR-90 corvette is still coming. I already have the GR-75 but didnt try an epic play format yet with my fiancee. I hope you can continue replaying about CR-90 and i will be able to construct a solid build for her Rebels (She always make me flight Empire)

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!

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.

A few things:

It does not have the firepower of an equally costed squad. They have more actions, sometimes more dice, and they don't have useless turbolasers. The maximum damage it can deal is therefore litterally impossible to attain. Also the range restrictions on the secondaries are hindering it.

The defense is horrible. Yes you have an auto-evade which is useful on the way to the enemy. After that you can put it on one section while the other is defenseless, or you can reload a few shields leaving you energyless=damageless for a turn. Your comparison with the X-Wings is also a losing game because you don't have evade dice. 24 HP is really 2 turns of focused fire from a 110-130 point squad. 4 imperial shuttles have 40 hitpoints, each with an evade chance, at least the same firepower and depending on your pilot choice you have better support.

The CR-90.

You can play it 2 ways. You go into the fray, try get some rams and close range shots, in that case reinforce is good on the way in, after that useless.

If you play it on the backline, you won't do much damage, and possibly survive a little longer. But if they come for you, you can't do much. Still not worth the points.

Also again, even if turbolasers are better vs. Imperial huge ships possibly that's fine, but who will play imperial huge ships if they are equally weak?

Also again, even if turbolasers are better vs. Imperial huge ships possibly that's fine, but who will play imperial huge ships if they are equally weak?

*raises hand*

I play the ships I play because I like them. I love big ships. Something about big metal behemoths slugging it out against one another appeals to me, and I'll play them even if they're only mediocre.

Of course, that does not stop me from criticizing the flaws they have. And I do hope the Imperial big ships come with some upgrade cards that help make the Corvette go from "decent in a few builds" to "good with a lot of variety."

Of course ideally FFG will start selling card packs to avoid having to gouge players wallets for a few cards, but one impossible dream at a time.

Edited by keroko

I played one 200 point game against a Corvette, wedge and some b-wings and got smashed up badly. It may be that I am pretty crappy admiral, but I'd have to say the Corvette's aren't too shabby. The I had trouble maneuvering around it.

Here's the build that I have run.

http://geordanr.github.io/xwing/?f=Rebel%20Alliance&d=v3!e!80:29,65,64,-1,91,50:-1:-1:;81:86,65,92,-1:-1:-1:

It's a pseudo gun-ship build. The fore takes a target lock (at range 5) and gets two locks (weapons engineer). He then uses those locks to fire the main gun and the turbo laser at 3-5 (with Han). It can also fire the quad lasers at short range but probably not at the same time as the turbolaser. The comms booster is mostly there because I love using it on the transport.

Energy conversation is critical with this build. Moving straight and slowly lets you fire both guns at long range, but not much more than that. Once you start taking hits and need to start repairing your shields, it gets a lot harder. At that point, you're probably firing both quads at short range with target locks (but without the rerolls).

Like it's been said before, Han is critical for this build. And in my opinion, Sensor Team and Weapon's Engineer too, if you plan on using the main gun and a turbo laser together.

To echo (and whipser) what's been said before, the CR-90 is not the massive killer gunship we all wanted it to be. To be honest, I had way more fun with the transport.

— CR90 Corvette (Fore) 50

Weapons Engineer 3

Quad Laser Cannons 6

Single Turbolasers 8

Sensor Team 4

Comms Booster 4

— CR90 Corvette (Aft) 40

Han Solo 2

Quad Laser Cannons 6

Engineering Team 4

Edited by Randito

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!

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.

A few things:

It does not have the firepower of an equally costed squad. They have more actions, sometimes more dice, and they don't have useless turbolasers. The maximum damage it can deal is therefore litterally impossible to attain. Also the range restrictions on the secondaries are hindering it.

The defense is horrible. Yes you have an auto-evade which is useful on the way to the enemy. After that you can put it on one section while the other is defenseless, or you can reload a few shields leaving you energyless=damageless for a turn. Your comparison with the X-Wings is also a losing game because you don't have evade dice. 24 HP is really 2 turns of focused fire from a 110-130 point squad. 4 imperial shuttles have 40 hitpoints, each with an evade chance, at least the same firepower and depending on your pilot choice you have better support.

The CR-90.

You can play it 2 ways. You go into the fray, try get some rams and close range shots, in that case reinforce is good on the way in, after that useless.

If you play it on the backline, you won't do much damage, and possibly survive a little longer. But if they come for you, you can't do much. Still not worth the points.

Also again, even if turbolasers are better vs. Imperial huge ships possibly that's fine, but who will play imperial huge ships if they are equally weak?

I get that you don't like the ship. But that doesn't make it bad. It's damage potential is just fine. It's support potential is amazing. Price it compared to a squad with support ships and it is mmore than fair.

Also, and again, The Corvette gives battlefield control. Controlling the Battlefield is an enormous advantage. The kind that cannot be quantified in points and has a lot to do with player skill.

I've won every game I've run the Tantive in a landslide despite it not contributing much to the battle offensively. There is something about the ship that breaks how opponents play.

That isn't to say I think the Corvetter compares favorably to the Transport. It doesn't. The Transport is an amazing ship for the cost. But the Corvette does a whole lot that the Transport can't.

Edited by Aminar

My friends and I got a great deal of mileage out of the corvette. I feel the greatest thing that it brings to the table in comparison to equivalent amount of X-Wings is how much damage must be dealt before you start losing firepower. 13 hull/shields per section before losing a shot. Throw in reinforce actions and regenerating shields are all helpful. Finally, top it off with a repair droid and/or Jaina's light (absolutely worth 2 points I might add) and it can take a staggering amount of firepower to actually stop it.

Do I think it is perfect, not by a long shot. I personally like my transport, leaving my fighters to do the work (or ion people so I can run them over. Greatest feeling ever!) That being said the corvette when used properly it is a force to be wary of and tough to put down and personally I would take it over an equivalent amount of X-Wings

This is the current set up that we have been using with the Corvette:

============================
Epic Rebel Team List Primary
============================
199 points
Pilots
------
Roark Garnet (24)
HWK-290 (19), Ion Cannon Turret (5)
CR90 Corvette (Fore) (66)
CR90 Corvette (50), Jaina's Light (2), WED-15 Repair Droid (2), Quad Laser Cannons (6), Quad Laser Cannons (6)
CR90 Corvette (Aft) (50)
CR90 Corvette (40), Quad Laser Cannons (6), Tibanna Gas Supplies (4)
Ibtisam (35)
B-Wing (28), Push the Limit (3), Engine Upgrade (4)
Bandit Squadron Pilot (12)
Bandit Squadron Pilot (12)
The Corvette does most of the heavy lifting, and has taken a few extra toys to live longer. Title and droid keep it going for a LONG time. Keep the pace slow to keep the energy up, focus fire with weapons and punish anyone that gets caught in the broadsides. And comes to 116 points which is not bad at all.

Roark makes that bad mamma jamma (got to use a Shaft reference anytime you can) fire all of it's weapons at PS 12 which is just brutal! Takes an ion to ensure shots and keep any poor unsuspecting targets in front or in the sides of the Corvette. Totally worth every point.

Ibistam is there to deal with any ships that loop around to get in the blind spot, a highly maneuverable (via barrel roll and boost) and very reliable ship (love me some double actions and rerolls).

Finally two Bandit squadron pilots to run escort and pick off any stragglers. Have been strongly considering fudging points somewhere to make it two prototype pilots with refits once they come out.
All that said, in my games the Corvette has pulled its weight and brings a whole new play style to the table.

only played one epic game so far. My impression was that to get the most out of your ships, you have to use their size as a weapon unto itself. You can use it to limit your opponents move options, witch can be a big problem. Make them fly off in the other direction to avoid collision, and they loose shots. I think the learning curve will be a real thing, as we are just not used to using them yet, and they are much different than a tie fighter.

Also again, even if turbolasers are better vs. Imperial huge ships possibly that's fine, but who will play imperial huge ships if they are equally weak?

Depends on the imperial ship. Assume, for example, that the rebels have a huge ship which excells at killing other huge ships (due to a 5-d attack and turbolasers) whilst the Empire has a huge ship which excells at killing starfighters (Lancer/Tartan). The Lancer is tempting because it can kick the crud out of an equivalent points value of X-wings, whilst the CR90 becomes tempting as a way to engage a lancer from a position of advantage.