Ion Pulse Missiles: Bane of the CR-90

By That One Guy, in X-Wing

So, after playing quite a few Epic games against the Transport, the Tantive, and both at once, I've come to the conclusion that while Ion weapons are great against both:

Ion Pulse Missiles, while only being a one shot trick, are more effective.

Ion Pulse Missiles are much more effective against the CR-90.

The reason for this seems to be the weaponry. While the Transport may be hard pressed to spend off all its energy in one turn unless its pilot is making liberal use of the Recover action, the CR-90 depletes its stores almost every turn. That being the case, it's much more likely that losing out on 2 (or even 4) energy in a single turn can completely shut it down for that turn. Assuming that the person flying it put decent points into the thing, that could be between 120 and 150 points that are completely shut down during the combat rounds. The last game I played, that single turn of not firing cost the CR its life in only 3 combat rounds (and not even needing to really focus fire on it that third round, half my squad got to shoot at other targets). Thanks to the rather large blindspots in it's range and arc, that main Turbolaser turret just isn't enough even with 4 attack dice, because most imperial ships are getting a minimum of 4 evade dice against it. Without absurd luck (or spending more energy), that turret just doesn't get the job done enough to make up for losing those secondary weapons.

My problem with Ion is that they don't really stop the ship. Okay 1 ion token you go 3 straight or 2 bank. @ ion tokens you go 2 straight or 1 bank. 3+ Ion tokens You go 4 straight. Don't make sense that the faster you go if you get more ion tokens.

What are you talking about? Ion tokens do nothing but deplete energy as the OP stated. They do nothing to movement in huge ships.

But the option you choose on the dial defines how much energy you get, and you know how much is being 'bled off' by ion tokens when you make your choice, so it does to an extent - if you reduce your speed by 1 increment compared to what you'd like to have done, you effectively ignore an ion token.

But that still doesn't help them gain energy much. I believe the most a Tantive can gain is 4, which means you limit it to two with just one Ion Pulse Missile. Ask any one who's played a CR-90 to do everything in the turn they needed to do with just two energy.

I think the TIE advance are a bit redeemed in epic play, because you get a cheap, very durable ship that can equip these vitally important sources of ion pain.

I think the TIE advance are a bit redeemed in epic play, because you get a cheap, very durable ship that can equip these vitally important sources of ion pain.

Not in my experience. I'd rather take the cheap bombers. You can give them seismic charges too, so they have some punch to deliver as they turn away after their attack run.

Also, side note, taking Determination on Bombers in Epic games has been hugely successful for me. They've always lived to deliver all ordnance that mattered, and in each one of those games they've shrugged off three critical hits per bomber (Rhymer did it twice and Jonus did it in my last match).

ehg… about to accidentally derail my own thread so I'll also state that I do see your point, and statistically you're probably right. I just don't really prefer to take a non-Vader Advanced, and in my eyes Vader needed no help being awesome.

Edited by That One Guy