Corran Horn: in search of perfect build

By Redblock, in X-Wing

because like it was said before, just doing ptl + advance sensors or w/e doesn't really focus much on his ability and could be a cheaper E-wing

I don't think this is really true, you just have to accept that his ability is something you'll use in the right situation instead of defaulting to making two attacks. Let's say you have a nice range-1 shot on a wounded target, but there's a good chance that they'll get away next turn. Corran has a good chance of finishing them off before they can try to get out of arc, especially if you have FCS or didn't have to spend your focus earlier.

Also, don't ignore the value of PS 8 on a ship that lives or dies by its ability to dodge arcs. Getting to boost/barrel roll after everyone else has moved is an incredibly useful ability to have, even if you don't use his special rule very often.

Can't recall anyone mentioning this on this thread or any of the previous E-Wing/Horn threads but wouldn't R3-A2 work well with his ability? Double tap for double stress on a target or possibly stress 2 different targets. Just R3-A2 might be a good stand alone upgrade for utilizing his ability.

because like it was said before, just doing ptl + advance sensors or w/e doesn't really focus much on his ability and could be a cheaper E-wing

I don't think this is really true, you just have to accept that his ability is something you'll use in the right situation instead of defaulting to making two attacks. Let's say you have a nice range-1 shot on a wounded target, but there's a good chance that they'll get away next turn. Corran has a good chance of finishing them off before they can try to get out of arc, especially if you have FCS or didn't have to spend your focus earlier.

Also, don't ignore the value of PS 8 on a ship that lives or dies by its ability to dodge arcs. Getting to boost/barrel roll after everyone else has moved is an incredibly useful ability to have, even if you don't use his special rule very often.

Pilot skill does help on ships that dance around, but he would still be 5 more pts than a Blackmoon with r2-d6.

The reason I said what I said is not just because etahn is cheaper, but etahn has a VERY strong ability as well, somewhat akin to (though not quite) howlrunner, but on a fancy dogfighting ship. Corran's ability is always situational in the sense that you should probably not use it on a round from range 3 for example. I think there will be alot of 4 ship builds or z-95/awing mini swarms with etahn. Hell I kinda like etahn w/ adv sensors + tala squadron pilot x5. So yeah, if you're really REALLY wanting to play corran, try to maximize his ability with the loadout.

Can't recall anyone mentioning this on this thread or any of the previous E-Wing/Horn threads but wouldn't R3-A2 work well with his ability? Double tap for double stress on a target or possibly stress 2 different targets. Just R3-A2 might be a good stand alone upgrade for utilizing his ability.

Thought about this, but I imagine it would be pretty terrible. Would take 2 turns to clear the stress, which could likely not give you a shot on that second consecutive green manuever turn, and on the first turn after this when you couldn't shoot anyway, he would have no actions. We all know what happens to TIE Interceptors etc with no actions. There are also a slew of other good astromechs for him. I think r3-a2 still works best on a y-wing. Or maybe hobbie.

I just don't think Corran's ability is worth the 3 points if its not a focus. I mean, sure, even if it is a focus, you wont want to use it every turn, but I really feel like you should be trying to get as much mileage out of it as possible. If you are not, I think Etahn is a better choice, either with PTL for shenanigans or VI to make him the same skill as Corran. Etahns ability requires little to activate, and needs nothing more then other ships shooting to be of use. His pilot skill is also not terrible.

Can't recall anyone mentioning this on this thread or any of the previous E-Wing/Horn threads but wouldn't R3-A2 work well with his ability? Double tap for double stress on a target or possibly stress 2 different targets. Just R3-A2 might be a good stand alone upgrade for utilizing his ability.

Yeah, but then he is also double stressed and a sitting duck.

Played him once at Imdaar event and would recommend the following with my experience in said single game:*

-Corran (35)

-R2D2 (regenning shields while running away? -> priceless!)

-FCS (2nd shot with rerolls? yes please)

-Engine upgrade. (boosting REALLY helps your mobility/angles to get that perfect shot *twice*)

-Predator. I prefer Predator over marksmanship since it is no action. Which is good. PTL a strong contender though

*= elaborate way of stating; I have little clue really.

I like Predator on Corran a lot, too, but drop FCS. You can't reroll dice twice, so it's redundant. PtL is getting a lot of love here, naturally, but stress is becoming a bigger factor. Having to do green moves to shed stress does make R2-D2 that much more important, though.

When I get mine this week this is the first build I am trying.

Corran + Expose (YES!) + FCS

Garven

Katarn + Moldy Crow + ICT + Recon Spec

A double serving of 5 dice in rb1 in one turn is brutal. Was on the receiving end of Corran last thursday and he single handedly brought Kath from pristine to half health and riddled with crits. (mind you I wasnt rolling very well, but he did 7 damage, 3 of them crits.)

What else did you run with him?

It was kind of a crazy list.

Tycho with PTL, stealth device, and he was proxying test pilot and refit with expert handling.

Airen Cracken with wingman.

All three PS8, Tycho and Corran were zipping around doing their dodgy thing while Airen tried to hang back and give support, taking the stress off Corran when he couldn't do a green maneuver and giving off free actions and throwing down some supportive fire.

I played two games against two different tie swarms. The first game I didn't take a single damage (which is the total idea since this list only has 9 HP). The second game my opponent saw what happened to the first guy and flew out of formation which made it much harder to get out of arcs but I still managed the victory with just Airen down, and that was two **** lucky shots from my opponent.

It's not a list for everybody. You have to really like A-wings and their style of play. Corran's ability wasn't the end all be all though it did come into play from time to time. What was important was his pilot skill 8 which let him really control the field. Having all my ships at 8 made a big difference and was a nightmare for my opponents.

Played him once at Imdaar event and would recommend the following with my experience in said single game:*

-Corran (35)

-R2D2 (regenning shields while running away? -> priceless!)

-FCS (2nd shot with rerolls? yes please)

-Engine upgrade. (boosting REALLY helps your mobility/angles to get that perfect shot *twice*)

-Predator. I prefer Predator over marksmanship since it is no action. Which is good. PTL a strong contender though

*= elaborate way of stating; I have little clue really.

I like Predator on Corran a lot, too, but drop FCS. You can't reroll dice twice, so it's redundant. PtL is getting a lot of love here, naturally, but stress is becoming a bigger factor. Having to do green moves to shed stress does make R2-D2 that much more important, though.

Negatory on that one good Sir, what Elkerlyc means is that you attack with Corran, and get a TL. Then at the end of the round (at the start of the end phase - technically), when his pilot ability triggers - you have a TL for the second shot that round. Making FCS very economical on Corran, action-wise.

Expose is STILL terrible on Corran Horn, for this reason:

Corran Horn is designed to give you an extra attack in a small list. Every other round, you get four attacks with three ships, or five with four ships, etc. Taking Expose means your first attack is always unmodified, making it effectively a waste the vast majority of times you perform this attack. Many are saying give him Expose with Fire Control System. Still not worth it. With FCS, you are getting one modified attack. After an Exposed attack that will likely miss, then giving him a target lock for his second attack, you have done what any other ship can do: One modified attack from a medium durability ship. Then, he can't attack the next turn, giving the target locked enemy two rounds instead of one to open the distance, making that target locked first attack impossible or not worth it. Honestly, I don't ever get much use from FCS other than on ships with multiple attacks for that reason. A skilled opponent will make your free target lock pointless in the next round. One modified attack and his total HP don't justify his points. It's better to focus the first attack and get a target lock for the second.

[...]

Can't recall anyone mentioning this on this thread or any of the previous E-Wing/Horn threads but wouldn't R3-A2 work well with his ability? Double tap for double stress on a target or possibly stress 2 different targets. Just R3-A2 might be a good stand alone upgrade for utilizing his ability.

Thought about this, but I imagine it would be pretty terrible. Would take 2 turns to clear the stress, which could likely not give you a shot on that second consecutive green manuever turn, and on the first turn after this when you couldn't shoot anyway, he would have no actions. We all know what happens to TIE Interceptors etc with no actions. There are also a slew of other good astromechs for him. I think r3-a2 still works best on a y-wing. Or maybe hobbie.

If He's got a Wingman with the Wingman upgrade he can clear 2 stress before he is able to double tap or shoot again.

If it's Cracken as his Wingman, you only need to perform a single Green and as long as you stay in formation, and remember to shoot first with Cracken he will have an action for his follow up turn.

Can't recall anyone mentioning this on this thread or any of the previous E-Wing/Horn threads but wouldn't R3-A2 work well with his ability? Double tap for double stress on a target or possibly stress 2 different targets. Just R3-A2 might be a good stand alone upgrade for utilizing his ability.

Yeah, but then he is also double stressed and a sitting duck.

Double Stressed? Yes.

Sitting Duck? What?

The E-Wing Dial only has 2 Red Maneuvers, both Koiograns. Outside of K-Turns, the stress added does not dictate his Dial usage a great deal.

Yes, you are trading his actions the following round or 2 rounds, depending on IF he has a Wingman or is making Green Maneuvers. But the opposing ship or ships are also Double-Stress and also denied actions and K-Turns (unless it's Tycho or a TIE Defender).

Ships with EPT's that add stress to activate will need to be extra cautious activating them while they're within Corran's Firing Arc on turns he's able to shoot or double tap.

Also R3-A2 is a "may" ability which means IF you don't need him to be assisting with "CC" (crowd control) it does not need to activate when he shoots. His ability is very obvious has high DPS potential as all the other suggestions recommend. I was just pointing out that he also has a "Control" aspect to his ability for just 2pts.

Played him once at Imdaar event and would recommend the following with my experience in said single game:*

-Corran (35)

-R2D2 (regenning shields while running away? -> priceless!)

-FCS (2nd shot with rerolls? yes please)

-Engine upgrade. (boosting REALLY helps your mobility/angles to get that perfect shot *twice*)

-Predator. I prefer Predator over marksmanship since it is no action. Which is good. PTL a strong contender though

*= elaborate way of stating; I have little clue really.

I like Predator on Corran a lot, too, but drop FCS. You can't reroll dice twice, so it's redundant. PtL is getting a lot of love here, naturally, but stress is becoming a bigger factor. Having to do green moves to shed stress does make R2-D2 that much more important, though.

Negatory on that one good Sir, what Elkerlyc means is that you attack with Corran, and get a TL. Then at the end of the round (at the start of the end phase - technically), when his pilot ability triggers - you have a TL for the second shot that round. Making FCS very economical on Corran, action-wise.

Spot on. You actually get a TL after the attack in the end phase as well, for what it's worth! For two points, FCS is very action-economic on Corran.

No love for Outmanuever? Doesn't cost an action, potentially makes Corran's attacks more effective and the E-Wing's agility could get you in to position to use it (especially if combined with an Engine Upgrade...)

No love for Outmanuever? Doesn't cost an action, potentially makes Corran's attacks more effective and the E-Wing's agility could get you in to position to use it (especially if combined with an Engine Upgrade...)

It isn't PTL therefore it isn't an option.

I currently see 2 major roles for Corran:

1) Flying with a squad that will protect him so that he lives to be a late-game dog fighter where he'll dominate.

  • Mainly include Biggs, maybe something with Draw Their Fire, maybe Stealth Device on Corran
  • Corran should be decked out for dog fighting effectively in the end, which is where you'll mostly be using his ability
  • FCS, R7, PTL, R2D2 are some good ones

2) Flying him as a hit and run flanker, a super-Soontir, where he aims to get out of as many arcs as possible, double-shot, and then circle back in 2 rounds.

  • Cheap A-wing support - blockers to setup Corran and prevent the enemy from targeting him. They are also speedy enough to fly with Corran in his hit and runs if conditions are right.
  • Corran should be decked out for speed, maneuverability, and versatility so that he isn't targeted or blocked.
  • Adv Sensors, Engine Upgrade, PTL, Outmaneuver, R2D2 are all good ones
Edited by Gather

Played him once at Imdaar event and would recommend the following with my experience in said single game:*

-Corran (35)

-R2D2 (regenning shields while running away? -> priceless!)

-FCS (2nd shot with rerolls? yes please)

-Engine upgrade. (boosting REALLY helps your mobility/angles to get that perfect shot *twice*)

-Predator. I prefer Predator over marksmanship since it is no action. Which is good. PTL a strong contender though

*= elaborate way of stating; I have little clue really.

I like Predator on Corran a lot, too, but drop FCS. You can't reroll dice twice, so it's redundant. PtL is getting a lot of love here, naturally, but stress is becoming a bigger factor. Having to do green moves to shed stress does make R2-D2 that much more important, though.

Negatory on that one good Sir, what Elkerlyc means is that you attack with Corran, and get a TL. Then at the end of the round (at the start of the end phase - technically), when his pilot ability triggers - you have a TL for the second shot that round. Making FCS very economical on Corran, action-wise.

Spot on. You actually get a TL after the attack in the end phase as well, for what it's worth! For two points, FCS is very action-economic on Corran.

Marksmanship then, I'd better as you'll get a super focus on first shoot and then TL+superfocus on the second.

Predator also may not work as well at range 1, when you end up with more than one dice you want to roll. It's advantage is that you could barrel roll and still get a mini-TL on the first attack, so it's a more maneuverable option, but not a harder hitting one.

So take either FCS or Predator. Both is redundant.

Edited by LunaticPathos

So take either FCS or Predator. Both is redundant.

Heh. You have never seen the passion with which dice hate me eh?

Here is my squad I will use tomorrow for a game:

Corran + R2D2 +Adv S + PTL

Airen + wingman

Wedge + R3A2 + Predator

100pts

Airen and wingman removes the PTL stress from Wedge and after attack gives him a free action

Wedge is the flanker and assume i will be up against a kitted phantom and defender tie so the R3A2 deal stress to phantom should be a bonus :)

I did some calculations on an earlier thread and FCS and Marksman narrowly edged out ptl and FCS for offensive capability. Both beat expose with FCS. I think R2-D2 is a very good call on a ship with 3 shields and 5 green manoeuvres. With the marksmanship build you probably don't want to be using actions on the boost droid.

Didn't read any comments past page 1.

The main problem is that 3 ship builds simply don't do well competitively. E-wings are a little better, but still very costly for what they do. If you want to do a 4-ship build, then you basically have one choice:

Corran + FCS (37)

3x Rookie (63)

Upgrading Corran further basically requires going with a 3 ship build, or Z-95 / Refit A-wings. Here's a Z-95 option:

Corran + FCS + Marksmanship (40)

5x Bandit Squadron (60)

That actually has potential to get on even footing with a 7 TIE swarm. Hopefully kill Howlrunner in the first turn or 2 with dual attacks and whatever else from your Z's, and then clean up the mess.

FCS and Marksmanship is definitely better offensively, but I dislike the idea of having all those actions and only being able to take one per turn. I think flying him in formation with that setup, with say, Cracken to grant him extra actions and maybe Biggs to take the heat off, he could be good. But I'll probably end up using him as a mini-Soontir, and I love the flexibility AS+PTL provides.

Didn't read any comments past page 1.

The main problem is that 3 ship builds simply don't do well competitively. E-wings are a little better, but still very costly for what they do. If you want to do a 4-ship build, then you basically have one choice:

Corran + FCS (37)

3x Rookie (63)

Upgrading Corran further basically requires going with a 3 ship build, or Z-95 / Refit A-wings. Here's a Z-95 option:

Corran + FCS + Marksmanship (40)

5x Bandit Squadron (60)

That actually has potential to get on even footing with a 7 TIE swarm. Hopefully kill Howlrunner in the first turn or 2 with dual attacks and whatever else from your Z's, and then clean up the mess.

At that point, I think Etahn would be the better bet. It would allow for 3 more points of upgrades, and the amount of damage those Zs could inflict would outweigh Coran's occasional double shot.

I think Coran really is a 3-ship-build choice. Any 4 ship list should probably have Etahn instead. But I digress...

I haven't yet played with Coran but the two builds I like most are:

46: Coran w/ PtL, Advanced Sensors, R2 Astromech, Engine Upgrade

This makes him a hyper-interceptor. If you like what interceptors do, you'll like this build. Anything (and I do mean anything...well except for having a 1 turn...) they can do, he can do better. He's tougher than Soontir, shoots harder, has more greens, and can end his turn taking 2 actions and still have no stress.

or:

46: Coran w/ VI, FCS, R2-D2, Shield Upgrade

If you don't think you've got the chops to fly the above version, this is your no-nonsense beatstick version. VI to give him PS 10, so he shoots first and last, R2-D2 and SU so he can take a few licks and keep dishing it out, and FCS so he can uppercut for the KO.

For back-up I'm gonna try two Daggers with AS

Thinking only about corran, a good but expensive set up could be:

- corran (35)

- push the limit (3)

- R7 astromech (2)

- fire-control system (2)

- flechette torps (2)

- engine upgrade (4)

I think I van do without engine upgrade, so it is 44 to 48 points total...

Fire-control system and R7 is a good defensive combo...

I was thinking about opportunist, but when you are not going to shoot, i'll prefer 2 actions thanks to push the limit...

Played him once at Imdaar event and would recommend the following with my experience in said single game:*

-Corran (35)

-R2D2 (regenning shields while running away? -> priceless!)

-FCS (2nd shot with rerolls? yes please)

-Engine upgrade. (boosting REALLY helps your mobility/angles to get that perfect shot *twice*)

-Predator. I prefer Predator over marksmanship since it is no action. Which is good. PTL a strong contender though

*= elaborate way of stating; I have little clue really.

I like Predator on Corran a lot, too, but drop FCS. You can't reroll dice twice, so it's redundant. PtL is getting a lot of love here, naturally, but stress is becoming a bigger factor. Having to do green moves to shed stress does make R2-D2 that much more important, though.

Negatory on that one good Sir, what Elkerlyc means is that you attack with Corran, and get a TL. Then at the end of the round (at the start of the end phase - technically), when his pilot ability triggers - you have a TL for the second shot that round. Making FCS very economical on Corran, action-wise.

Spot on. You actually get a TL after the attack in the end phase as well, for what it's worth! For two points, FCS is very action-economic on Corran.

I'm aware of that. That doesn't have anything to do with the fact that you can't reroll a die more than once. If you're rerolling a die with Predator, you can't reroll it with a TL and vice versa. So you're paying 5 points for what you could do with 2 or 3.

3 ship builds are only uncompetitive in a low PS spam meta, but since Echo has put paid to that high PS 3-ship builds are viable again. Corran has a 50/50 chance of matching Echo's PS and a better chance if you bid 99 for initiative. Corran with R3-A2 can stress Echo before it can shoot, and finish her off with the second shot before she can recloak.

Corran is a natural Rebel counter to Echo if played correctly, and this is why he's competitive in the Wave 4 meta.