Corran Horn is so frustrating to build around

By GiraffeandZebra, in X-Wing

I find myself wanting to incorporate him into lists so badly, particularly at PS10, but I'm just never happy with the result. I must have 10 builds with him that i just can't get right. All suffer from "too much Corran", but if I put the 35 in, i have a hard time not protecting him and taking advantage of his ability. I'm currently running a "How I Met Your Mother" build of:

Corran Horn (35)

VI (1)

EU (4)

FCS (2)

R7 (2)

Blue Squadron (22) x2

Bandit Squadron

I keep wondering how I can scrape 4 more points out so I can take those Blues up to Daggers just to limit Predator, but I keep finding that I'm unwilling to give up Engine Upgrade. I desperately want to keep him mobile. He doesn't have the advantage of PtL, but the 3 agi and R7 are reasonable insurance (if nothing else, I can try to avoid arcs and live with it if I'm in that ship's) I love the flexibility R7 adds to FCS, giving him a defensive option against a primary target, that if unused he can turn into an end of round offensive boost. And EU is so useful against Phantoms.

What do you think? Drop EU for Daggers or leave it as is?

Edited by GiraffeandZebra

I run him with Push the Limit and R2D2. Focus and evade every turn unless I can arcdodge. R2 keeps the shields up, evades and focuses on 3 agility keep me healthy. FCS is a good add on if you have the points.

How bought switching R7 to R7-T1 and then ditching Engine Upgrade that only gets you 3 spare points though so can up one of the blues, seems you reall want that PS10 so guessing you don't want to loose VI though I'd rather have Predator on him.

How bought switching R7 to R7-T1 and then ditching Engine Upgrade that only gets you 3 spare points though so can up one of the blues, seems you reall want that PS10 so guessing you don't want to loose VI though I'd rather have Predator on him.

I've also considered dropping the bandit, upping the Blues and adding sensor jammers, FCS, or advanced sensors to them, but three ships is a hard road.

Edited by GiraffeandZebra

I'm also an advocate for R7 with FCS on Corran. Rebels love target locks and now you can spend it defensively against a strong attack.

I'm also a fan of R7-T1 or R2-D2 but R7 seems to fit the ship very nicely, especially at PS10.

I like your list with 2 blue squadron and the bandit. I'd say give it a try. Since you like R7, here's a list i've been using a little for fun, but I think it has the potential for a pretty good list with a few edits:

Corran VI FCS R7

Tarn R7 shield upgrade

Luke VI R7

You can swap the shield for a engine upgrade easily, or for R2D2 on Luke.

I love my Jedi Tala build:

Corran Horn (35)

-Marksmanship (3)

-Fire Control System (2)

Luke SKywalker (28)

-Predator (3)

-R5-P9 (3)

Tala Squadron Pilot (13)

Tala Squadron Pilot (13)

Luke and the Talas form one formation, Corran flanks. Luke is really hard to kill, since he doesn't need his focus for offence or defense he often has it for R5, Corran hits like a truck in the rounds he attacks, and diverges and evades the turns he doesn't. No ship is particularly susceptible to Predator, and both PS8's really hurt when they hit

All these build suggestions with Predator sure aren't making me feel better about those blue squadrons gents :)

Predator is currently my very favorite upgrade. If there's a ship in my squad with an open EPT slot, and I have 3 points to spare, you already know what's filling the hole. MMS on my Corran is there because it's better than Predator comboed with FCS, but if I had 1 more point to space it'd be Predator/Advanced Sensors instead. My current favorite build game-wide is Boba with a Rebel Captive and Predator backed by 55 other points of stuff.

I've been running:

Corran Horn - VI, FCS, EU

Wedge - Predator

Biggs

To mixed sucess, but I'm trying to make Coran work because he's cool.

It's a very hard hitting list (taken out a bounty hunter in one round), but needs me to fly in formation better!

38 Corran, VI, FCS

31 Blue, FCS, HLC

31 Blue, FCS, HLC

14 Dice at Range 2-3 every second turn is handy.

Just throwing this out there, a bit of a brainstorm, curious to see how this would work:

Corran Horn (35)
Opportunist (4)
Fire-Control System (2)
R2 Astromech (1)
"Dutch" Vander (23)
Ion Cannon Turret (5)
R7-T1 (3)
Garven Dreis (26)
Total: 99

It is hard. I had to create a counter list to another squadron and Corran was my answer, however the squadron would probably not be as effective in other situations, although it may be an effective anti-phantom build.

Corran Horn (35)

Veteran Instincts (1)

Engine Upgrade (4)

R2-F2 (3)

Fire Control System (2)

Wes Janson (29)

Veteran Instincts (1)

Engine Upgrade (4)

Lt. Blount (17)

Veteran Instincts (1)

Ion Pulse Missiles (3)

The list is very controllish. Wes and Corran are PS10 so move after most things bar PS9 ships with VI. Wes always fire first to strip down ships of actions and tokens. Corran is then there to deal major damage thanks to his potential to shoot twice. If it is a good idea to shoot twice you take it. Blount is more there to deal with stealth devices and making large ships vulnerable for that one round so you can blast it with hopefully all three ships. If you are confident about going up against PS6 ships, you could also get rid of VI on Blount and have Deadeye instead which means when you want to fire ordinance you aren't restricted to the ship you TLed, you can fire at any ship in your firing arc.

It's surprising jus how effective the E-Wing and X-Wing are with EU. In the match I played the opponent very rarely had a shot on either ship because if they were in arc and I could get out by boosting or barrel rolling, I would take that. Wes only lost his two shields and Corran lost one and that was thanks to an asteroid.

The problem with the list is that it is squishy, only three ships which is not going to be effective against swarms and other such lists. Although you could switch Blount out for two standard Bandit Squadrons.

What about this list:

Corran Horn w/FCS

Etahn A'baht w/FCS

Wedge Antilles

I tried 3 games the other day running a decked out corran with 2 rookies and a tala. Lost two pretty badly, and the other was a stalemate as neither of us could do much damage to each other.

Corran with upgrades is like a pimped out Fel, but also costly. You almost have to run him bare to have enough points to make the rest of your squad viable I think.

I tried 3 games the other day running a decked out corran with 2 rookies and a tala. Lost two pretty badly, and the other was a stalemate as neither of us could do much damage to each other.

Corran with upgrades is like a pimped out Fel, but also costly. You almost have to run him bare to have enough points to make the rest of your squad viable I think.

Curious what your Corran build was.

As it sits now, I'm dropping EU and going with the Daggers. I figure he's only got one action a round. It is the combo of BR+Boost that is so good. Having the option makes a difference, but not so big a difference it is worth the 4 points methinks.

That fields a 40 point Corran + VI + FCS + R7, 2 Daggers, and a Bandit. I feel like that is as bare bones a Corran as I'm willing to accept. One defensive upgrade, one offensive, and 1 point on VI because I'm stubborn.

as an Imperial player, I am remiss to suggest this list, but here goes:

Corran+VI+FCS

Han+VI+C3P0+Luke+EU+MF

Moving after everything, shooting before everything...yes, it's a 2 ship build, but that's a pretty scary 2 ships and if you can effectively use boost to keep the falcon out of as many arcs as possible, it's got enough staying power to really be effective. Use Corran's ability very wisely for when you get important shots, range 1, or when you manage to get a slippery target inside your arc.

I tried 3 games the other day running a decked out corran with 2 rookies and a tala. Lost two pretty badly, and the other was a stalemate as neither of us could do much damage to each other.

Corran with upgrades is like a pimped out Fel, but also costly. You almost have to run him bare to have enough points to make the rest of your squad viable I think.

Curious what your Corran build was.

As it sits now, I'm dropping EU and going with the Daggers. I figure he's only got one action a round. It is the combo of BR+Boost that is so good. Having the option makes a difference, but not so big a difference it is worth the 4 points methinks.

That fields a 40 point Corran + VI + FCS + R7, 2 Daggers, and a Bandit. I feel like that is as bare bones a Corran as I'm willing to accept. One defensive upgrade, one offensive, and 1 point on VI because I'm stubborn.

I had Corran with FCS, PTL, R7-T1, and Hull Upgrade. Corran did pretty decent all 3 games, it was the rest of my squad that hurt. None of the games had ship with PS2 or lower so 3 of my 4 ships were always shooting last.

I think for his cost and what you want to add to him, probably better off doing 3 souped up ships than 1 souped up ship and 3 ships that are cannon fodder.

Corran's pricey alright. Every time I look at adding him into a list, I seem to inadvertently commit myself to a three-ship build and a whole world of pain.

My advice: don't overthink it.

Corran Horn + R7 Astromech

Rookie Pilot

Rookie Pilot

Rookie Pilot

100 Points

What about this list:

Corran Horn w/FCS

Etahn A'baht w/FCS

Wedge Antilles

Since you like to focus fire with Etahn in the list, 4 attacks with tokens and bonus crits might just annihilate anything, in which case the 2 points for FCS on A'baht might be better spent elsewhere.

What about this list:

Corran Horn w/FCS

Etahn A'baht w/FCS

Wedge Antilles

Since you like to focus fire with Etahn in the list, 4 attacks with tokens and bonus crits might just annihilate anything, in which case the 2 points for FCS on A'baht might be better spent elsewhere.

Maybe replace Etahn's FCS to give Wedge swarm tactics so you shoot 9, 9, 8.