What friends does Coran need?

By Redblock, in X-Wing

After seeing few battle reports on youtube I found out how broken Adv.sensors + PtL is on e-wing, and getting my wave 4 ships I decided to give Coran a spin, but now I need to find what to add to him.

99 points
Corran "Darth"Horn (42)
E-Wing (35), R2 Astromech (1), Advanced Sensors (3), Push the Limit (3) (you do two actions before moving, and loose stress on every speed 1-2 move)
And friends (this part needs more brainstorming, but I'm against playing 3 ships)
Roark Garnet (24)
HWK-290 (19), Ion Cannon Turret (5)
Rookie Pilot (21)
Bandit Squadron Pilot (12)
Other version:
Bandit Squadron Pilot (12)
Prototype Pilot (17)
Wedge Antiles (29)

I'd stick Biggs in myself or horns going to be prime target and die first before getting to double tap.

Some really nice ideas here.

I question Advanced Sensors if you've already got R2 Astromech. You can easily shed the PTL stress and barrelling gives you TIE level maneuverability: add Engine Upgrade and you're talking TIE interceptor maneuverability. You're likely going to be doing green moves in a dogfight anyway so Advanced Sensors isn't contributing that much. In fact, it's actually hurting you by taking up the System slot.

Why? This is Corran Horn, who pairs amazingly with Fire Control System. I'd seriously consider swapping Advanced Sensors for FCS if your plan is Corran. Stick Engine Upgrade and thanks to R2 Astromech even with just your green maneuvers Corran's gonna be pretty **** unpredictable. That, and by the sounds of it you'll be doing mostly greens anyway. You don't need Adv Sensors nearly as much on a ship where the only red is a K-turn and with Engine Upgrade it can pretty much K-turn with a hard 2 anyway. Switching to FCS also frees up a squad point.

If you're set on Advsensor I'd consider switching down to Etahn, freeing up three squad points (which almost pays for putting Engine Upgrade on him) and powering up the rest of your squad. Corran's pretty expensive if you aren't capitalising on his ability.

As for your other suggestions:
Roark ICT: Why don't people fly this guy? He's probably the best Phantom counter in the game!

Rookie Pilot: It's an X-wing. They're just plain solid.
Bandit Squadron Pilot: Can't go wrong with this guy when it comes to filler.

Wedge: Always a solid choice, and he draws so much hate that he'll draw people off your arc dodging Corran while still pulling his weight.

Prototype Pilot: Too pricey without Rebel Aces. Once you've got Rebel Aces you're looking at a serious contender here though.

Bandit Squadron Pilot: Again, solid little ship. Make Proto a Bandit too and you free up some points for kitting out Wedge.

As for the other suggestions in the thread, Biggs is always useful when you're flying a kingpin, but he may not be as good with an arcdodging kingpin, he's just another X-wing left to die.

Some really nice ideas here.

I question Advanced Sensors if you've already got R2 Astromech. You can easily shed the PTL stress and barrelling gives you TIE level maneuverability: add Engine Upgrade and you're talking TIE interceptor maneuverability. You're likely going to be doing green moves in a dogfight anyway so Advanced Sensors isn't contributing that much. In fact, it's actually hurting you by taking up the System slot.

Why? This is Corran Horn, who pairs amazingly with Fire Control System. I'd seriously consider swapping Advanced Sensors for FCS if your plan is Corran. Stick Engine Upgrade and thanks to R2 Astromech even with just your green maneuvers Corran's gonna be pretty **** unpredictable. That, and by the sounds of it you'll be doing mostly greens anyway. You don't need Adv Sensors nearly as much on a ship where the only red is a K-turn and with Engine Upgrade it can pretty much K-turn with a hard 2 anyway. Switching to FCS also frees up a squad point.

If you're set on Advsensor I'd consider switching down to Etahn, freeing up three squad points (which almost pays for putting Engine Upgrade on him) and powering up the rest of your squad. Corran's pretty expensive if you aren't capitalising on his ability.

As for your other suggestions:

Roark ICT: Why don't people fly this guy? He's probably the best Phantom counter in the game!

Rookie Pilot: It's an X-wing. They're just plain solid.

Bandit Squadron Pilot: Can't go wrong with this guy when it comes to filler.

Wedge: Always a solid choice, and he draws so much hate that he'll draw people off your arc dodging Corran while still pulling his weight.

Prototype Pilot: Too pricey without Rebel Aces. Once you've got Rebel Aces you're looking at a serious contender here though.

Bandit Squadron Pilot: Again, solid little ship. Make Proto a Bandit too and you free up some points for kitting out Wedge.

As for the other suggestions in the thread, Biggs is always useful when you're flying a kingpin, but he may not be as good with an arcdodging kingpin, he's just another X-wing left to die.

I second his points about Adv. Sensors vs. FCS on Horn. his ability is awesome, but that second attack i've found is pretty lackluster; without any other upgrades its usually just a straight 3 dice roll. Advanced Sensors is a lot better on Ethan and if you're flying 4 ships, it might be a good idea to have Ethan instead to start giving everyone crits.

Biggs is a no no, you are paying all those points for maneuvrebility, and waste them limiting yourself to X-wing dial?

Fire control system is great, but it only upgrades your damage output, adv sensors gives survivability. Watch this

http://www.youtube.com/watch?v=K44OI2l70A0

Fire control system is great, but it only upgrades your damage output, adv sensors gives survivability.

I don't understand how. It lets you take your action before maneuvering, how does that make you more survivable?

Edited by Lagomorphia

Taking barrel roll before movement, taking your action before hitting enemy ship to negate its fire, taking evade and focus with Ptl, doing green to shed stress, and reapeating that every turn. There is this great spot in video, with Ethan facing firespray alone, and surviving it, because 3 evade die with evade token AND focus is hard to penetrate.

Taking barrel roll before movement,

That's a minor maneuverability buff, remember you can still barrel after.

taking your action before hitting enemy ship to negate its fire,

This does require Advsensor but it doesn't come up that much, even if you're trying to do it deliberately.

taking evade and focus with Ptl, doing green to shed stress, and reapeating that every turn.

...does not need Adv Sensors. Green maneuver, Focus Evade Stress, next turn Green Maneuver, two actions, stress, next turn green maneuver, two actions, stress... It's how PTL interceptors work.

Edited by Lagomorphia

It also lets you adjust more easily to opponents maneuvers, more options on the fly gives more arc dodging opportunities. Also by shedding your stress immediately after your actions as opposed to the next turn you can K turn far more often if need be since you almost always start the turn with no stress. An E with Adv Sen ends up moving similarly to a phantom when played well. It can be very frustrating to an opponent, especially if you have engine upgrade as well since they can end up anywhere. Even if you don't end up with a shot yourself, dodge till you do and stay out of arc. This becomes a lot easier with adv. sensors.

I've tried this build on Corran a couple times and it can be very nasty. Not unstoppable by any means, nothing in this game is. But late game with this combo I've never lost.

Note I've also tried the FCS builds as well, both or great, but I have more fun with the former.

Edited by Lordtwann

Not to forget, and barring large/huge ships; you only ever shoot twice with Corran if it can net you a kill-shot.

So Adv, Sensors on a PS 8 E-Wing is actually quite good.

Both FCS and Adv. Sensors a viable on both the named E-Wing pilots, imho.

Edited by Keffisch

Taking barrel roll before movement,

That's a minor maneuverability buff, remember you can still barrel after.

taking your action before hitting enemy ship to negate its fire,

This does require Advsensor but it doesn't come up that much, even if you're trying to do it deliberately.

taking evade and focus with Ptl, doing green to shed stress, and reapeating that every turn.

...does not need Adv Sensors. Green maneuver, Focus Evade Stress, next turn Green Maneuver, two actions, stress, next turn green maneuver, two actions, stress... It's how PTL interceptors work.

1. A barrel roll before movement is only similar to a barrel roll after if you pull a straight maneuver. Otherwise the difference in location can be the difference between life and death.

2. It comes up a hell of a lot more when you DON'T have adv sensors. When I see a PtL ship, my first thought is "block it!" Which brings us to your 3rd point...

3. Without adv sensors, you can't clear the stress on the same turn you get it. Which means in the following turn greens are the only option. With this combo you can clear the stress and have the whole dial available the next turn. That's a big deal.

Tested both versions yesterday, won both times, as my friend is still trying to find good Defender build. Liked Wedge build bit more, as Roark needs more targets to get to full potential, and keep your opponent guesing where will lightning strike. AdvSensor was golden, evading asteroids, jumping out of arcs, Coran survived both games. On Coran himself I found his high pilot skill be more usefull compared to his ability. Sensors and high pilot skill is match made in Heaven. Maybe it was just my terrible attack rolls (4 blanks, I'm talking to you). Still Coran with Sensors, PtL and R2 is great combo, and I will use it again.

I like this thread. I have been wondering the same thing.

Taking barrel roll before movement,

That's a minor maneuverability buff, remember you can still barrel after.

taking your action before hitting enemy ship to negate its fire,

This does require Advsensor but it doesn't come up that much, even if you're trying to do it deliberately.

taking evade and focus with Ptl, doing green to shed stress, and reapeating that every turn.

...does not need Adv Sensors. Green maneuver, Focus Evade Stress, next turn Green Maneuver, two actions, stress, next turn green maneuver, two actions, stress... It's how PTL interceptors work.

1. A barrel roll before movement is only similar to a barrel roll after if you pull a straight maneuver. Otherwise the difference in location can be the difference between life and death.

2. It comes up a hell of a lot more when you DON'T have adv sensors. When I see a PtL ship, my first thought is "block it!" Which brings us to your 3rd point...

3. Without adv sensors, you can't clear the stress on the same turn you get it. Which means in the following turn greens are the only option. With this combo you can clear the stress and have the whole dial available the next turn. That's a big deal.

They're nice buffs but are they worth sacrificing Corran's synergy with Fire Control System? If you're not making the most of that ability, why pay for it?

CORAN HORN (35)

R2D2 (4)

Fire Control System (2)

APTorpedo (6)

Push The Limit (3)

Engine Upgrade (4)

54 points of fun!

Give him some Two Red Squadron or an assortment of Z's :D

If you survive the initial contact you can have endless fun dancing around the map until you give someone a 5 point torpedo in the face, often after a 4 point shot! :)

Can you use Opportunist with secondary weapons?

...does not need Adv Sensors. Green maneuver, Focus Evade Stress, next turn Green Maneuver, two actions, stress, next turn green maneuver, two actions, stress... It's how PTL interceptors work.

Here's what I do:

Corran + FCS + Marksmanship

Biggs + R7 Astromech

Airen Cracken + Swarm Tactics

Bandit Squad Pilot

The Marksmanship gives Corran a super-Focus for both of his attacks when he doubletaps, and having Cracken nearby will enable Corran to also take a normal Focus or Evade for defense (I always have Cracken shoot first) once Biggs dies. While Biggs is still alive, he'll take a Focus action, and Cracken's shots will give him a TL on the thing that will hit Biggs the hardest this round, allowing him to make use of the R7 for extra defense. Using Biggs' TL on his attack (which will be at PS8 thanks to Cracken's Swarm Tactics) is very tempting, but it's important that Biggs stay alive, so I'll only use the TL for attack if I absolutely need it. I'd much rather have an A-wing rather than a Z-95 as filler, as the former is much harder to kill and makes a better blocker, but the points don't allow it.

Can you use Opportunist with secondary weapons?

Edited by caelenvasius

[...] my friend is still trying to find good Defender build.

EDIT: oops, sorry for the double post. Meant to edit original post, but clicked "submit" out of habit (I like to do my quote editing on the normal reply box)...

Edited by caelenvasius

Corran is built for FCS + Marksmanship. Other wise toy are paying for high PS and lower the power of his double tap. Adv is best for ethan. Just my thoughts on this.

The higher pilot skill, the better AdvS becomes