What is the ultimate build for a "FAT" CR-90?

By Deadshane, in X-Wing

Here is what I came up with.

FORE SECTION

Tantive IV

Han Solo

Weapons Engineer

Sensor Team

Gunnery Team

Tibanna Gas

Quad Laser Cannon x 2

AFT SECTION

Engineering Team

Toryn Farr

Backup Sheild Generator

Quad Laser Cannon

-Basically, lock on at range thanks to the sensor teams and pick you apart with Solo till you decide to close...at which point Toryn Farr and all the quads kill you...again with locks and Solo (Gunnery Team helps a bit)

A better rounded build might be pretty much the same

Swap a Quad in the Fore Section for a Turbolaser.

Exchage Toryn for Chewie

Now you've got a themed 'Vette (han and chewie traded in the Falcon for another Correllian masterpeice) Chewie helps keep the back in good shape while you reinforce the front.

....I think the first build is better.

Opinions? Any cool 'Vette' stories/builds?

Navigator is a must. Being able to change your turns after seeing everyone else move, for destroying ships is awesome!!! I would never take a Huge ship without it.

Edited by eagletsi111

Navigator is a must. Being able to change your turns after seeing everyone else move, for destroying ships is awesome!!! I would never take a Huge ship without it.

Most people try to stick to the tournament rules even for casual play because it makes life easier all around. Navigator is not allowed on huge ships in Epic Tournaments, just like how Biggs doesn't protect the huge ships.

I was under the impression Gunner and Luke couldn't be equipped either but that seems to be missing from the rules now?

Navigator is a must. Being able to change your turns after seeing everyone else move, for destroying ships is awesome!!! I would never take a Huge ship without it.

Most people try to stick to the tournament rules even for casual play because it makes life easier all around. Navigator is not allowed on huge ships in Epic Tournaments, just like how Biggs doesn't protect the huge ships.

I was under the impression Gunner and Luke couldn't be equipped either but that seems to be missing from the rules now?

They changed it so you can equip them now, if I remember right

Most people try to stick to the tournament rules even for casual play because it makes life easier all around. Navigator is not allowed on huge ships in Epic Tournaments, just like how Biggs doesn't protect the huge ships.

I was under the impression Gunner and Luke couldn't be equipped either but that seems to be missing from the rules now?

They changed it so you can equip them now, if I remember right

That is an implication I have missed. That is nice...

I think exchange toyran for chewy.

The rear section I find in my games is usually reinforcing or regen shields.

My opponents try to kill the vette thinking of they can kill it, then it's game over for me.

With sensory team and Han solo I think having a single laser on the front section is a must.

Go for the low agility ships.

Shuttle, bwing,ywing,falcon,bombers,Firesprays, and soon decimator and yt-2400

Navigator is a must. Being able to change your turns after seeing everyone else move, for destroying ships is awesome!!! I would never take a Huge ship without it.

Not allowed on Huges for that very reason.

Toryn eats up your energy and on a ship using as much energy as a CR90 with three Quads you'll be finding yourself energy deficient very quickly.

I quite like Tactician, especially two of them. With a ship with so many attacks that's a lot of stress.

The Battle-vette!

2x Quad guns

Turbo laser

Han Solo

Weapons Engineer

Merc Co-pilot

Sensor team

Engineering team

Tantive 4 upgrade

Opinions? Any cool 'Vette' stories/builds?

DEFENSIVE DROID BUILD.

CR90 Corvette (Fore) - 50

Jaina's Light - 2

R2-D2 (Crew) - 4

Gunnery Team - 4

Sensor Team - 4

Quad Laser Cannons - 6

Quad Laser Cannons - 6

Backup Shield Generator - 3

79

CR90 Corvette (Aft) - 40

WED-15 Repair Droid - 2

Quad Laser Cannons - 6

Engineering Team - 4

Engine Booster - 3

55

Alternatively, remove Jaina's Light for Tantive IV + Lando, if you have the points to spare.

DISRUPT & SUPPORT BUILD.

CR90 Corvette (Fore) - 50

Dodonna's Pride - 4

Quad Laser Cannons - 6

Single Turbolasers - 8

Gunnery Team - 4

Engineering Team - 4

Tactician - 2

Slicer Tools - 7

85

CR90 Corvette (Aft) - 40

Toryn Farr - 6

Quad Laser Cannons - 6

Sensor Team - 4

Comms Booster - 4

60

GREEN LEADER BUILD.

CR90 Corvette (Fore) - 50

Lando Calrissian - 3

Single Turbolasers - 8

Single Turbolasers - 8

Gunnery Team - 4

Engineering Team - 4

Engine Booster - 3

80

CR90 Corvette (Aft) - 40

Luke Skywalker - 7

Single Turbolasers - 8

Sensor Team - 4

Ionization Reactor - 4

63

Edited by gabe69velasquez

where does it say it about navigator and luke, etc? I just read the the rules again for epic play and tournaments. I don't see it.

Thanks,

An attacker should be trying to attack the Corvette from behind. It has a large blind spot,and destroying the rear section removes its energy generation ability. For that reason, I'm thinking that putting the Quads on the aft section might be a better idea.

Except that there is only 1 aft section hard point. So scratch that. :)

I'm still leaving this comment, as it's useful to think about protecting the aft, even if this specific method doesn't work.

where does it say it about navigator and luke, etc? I just read the the rules again for epic play and tournaments. I don't see it.

Thanks,

I think it was in the newest FAQ

I'm gonna throw in that the ionization reactor can really mess people up if used at the right time. Sets enemies up very well to be run over. I once hit 5 ships at once with it, 2 of which were splattered.

I really like running the Tantive IV title and having the WED-15 Repair Droid equipped to the Fore. If your opponent cripples the Fore section, it still retains the bonus copilot slot (the rules specify that the Title still applies) and, though a crippled Fore loses all actions on its action bar, it still gets 1 action per round and can utilize the Droid to repair detrimental Critical Hits or keep the Aft alive.

I run this

CR90 Corvette (Fore) (50)
Han Solo (2)
Quad Laser Cannons (6)
Quad Laser Cannons (6)
Sensor Team (4)

CR90 Corvette (Aft) (40)
Weapons Engineer (3)
Quad Laser Cannons (6)
Engineering Team (4)
Tibanna Gas Supplies (4)

Total: 125

View in Yet Another Squad Builder

but if we dont care about points

CR90 Corvette (Fore) (50)
Han Solo (2)
Quad Laser Cannons (6)
Quad Laser Cannons (6)
Gunnery Team (4)
Sensor Team (4)
Tibanna Gas Supplies (4)
Chewbacca (4)
Tantive IV (4)

CR90 Corvette (Aft) (40)
Weapons Engineer (3)
Quad Laser Cannons (6)
Engineering Team (4)
Ionization Reactor (4)

Total: 141

View in Yet Another Squad Builder

since the corvette now starts with full energy i would put all that energy onto the Ionization Reactor and wait even if the aft is crippled you can still use it

Edited by X Wing Nut

Ive been finding with the tantive that it is really hard to make good use out of it.

I think you want to keep the upgrades down somewhat and not fully load it.

Fore Sction
Han Solo

Single turbo Lasers

Quad Laser

Sensor Team

Tibanna gas supply

Aft Section

Weapons Engineer

Quad laster

Engineering team

This is a result of a game I had last night, and tweaked it today with some help.

The idea is to have the Sensor Team able it to Target lock at range 5.
Get those shots on low agility ships asap.

In my games they usually have either a Heavy Laser Canan or missles. Both which are really bad for me.

So get that target lock, and have Han to focus, or target lock.

With the Single laser canon and it's main primary you can get two attacks while your opponent can't do anything.

The engineer team is there to to increase your energy gain when you do a straight Maneuver.

Weapons Engineer enables you to have 2 target locks instead of one. This IMO is a must now if you have Han Solo.

I've seen it so many times shooting at range 5 only to roll 2 hits and 2 evades and really wishing I had that focus.

The quads are good to chew up enemy ships at range 2, but again if they are coming at you, it's in their best interest to stay back away from it and fire from a distance.

The quads will chew up anything that does get close to it.

The gas supply is good for emergency reserve as once things start getting in real close that you will be using a lot of energy to keep those weapons firing.

If an opponent focuses heavily on it, again to me this is a downside to it, you'll be using that energy to replinish shields and not putting it into the weapons. Of coarse the arguement is "well at least they are not firing at your escorts" which is correct, but in some games it just wasn't enough.

I've been finding that High Pilot score is very important when there is that many ships in the field. A couple of PS 8 and 9 with swarm tactics can mean 4-5 even 6 ships can be firing before yours.

Which is why now I make sure to have Roark in my squad to boost the tantive. Or boost another pilot who then passes it on to the tantive with Swarm Tactics.

I've lost a ship or 2 like garven and dutch before they even fired just due to having so many ships fire before them with things like missles and Heavy Laser Canons

Again having that target lock is nice

The problem I find with this ship is that when I play my opponest is usually flying imperials.

At 120 points to field this thing that's a lot of points.

and I usually have 6 maybe 7 ships to escort it, where as my opponnent will have 12-14 or something foolish like that. About 2-1.

It almost seems like the best way to go would be have more small ships instead of the tantive. Sadly enough.

I am hoping that when imperial ships come out that they make it mandatory for both sides to field at least 1 epic ship. Either tantive and or transport and whatever the imperials have.

I feel that once they have the imperial huge ships that imperial players may opt out of using it in epic play just for the fact that their numbers can overwhelm the rebel player who is using the tantive.

Edited by Krynn007

No doubt FFG has been hearing our feedback for months now. Most likely the same issues were seen during the playtesting. Imperial Huge ships will hopefully include new epic-only copilots, teams, and cargo, usable by both factions, that will either let us further specialize in combat, or increase their support abilities.

Even now, if the Transport could be fielded by the Empire, I would take it every game. Just a simple Comms Booster is a game changer when it comes to boosting the effectiveness of your PtL pilots, Captain Yorr, Rexler Brath, any Missile/Torp carrier, and also merely as protection against enemy Slicer tools (If you can win initiative).

The problem so far has been the CR90's combat effectiveness, not the viability of Huge ships in general. Double Transport is incredibly good.

I dont think epic needs a rule like must use huge ships once we all get a few games under our belts i dont think it will be a problem. a tactic i use with the corvette is to keep all my ships on one side and point the corvette straghit into the oncoming attackers it can hurt you the first attack but then your opponent will split his forces up and go each side one side he will be out numbered thats when you make him pay for all the damage he did to you i keep pointing the corvette into his ships trying to run them over or spilt them up

at least this tactic works for me

I looked at all docs in the support thread. I don't see it anywhere?

Nevermind. I see it only Navigator is now not allowed on big ships. Luke and gunner have no mention.

Interesting!

Edited by eagletsi111

Tiny point but don't put Lando on Huge ships

I admit giving him big corridors to run down will make best use of the capes he wears but the fact that you cannot usefully assign focus or evade tokens to Huge ships as they are removed as soon as the ship gains them - like stress- means that he'll probably be better use elsewhere.

I looked at all docs in the support thread. I don't see it anywhere?

Nevermind. I see it only Navigator is now not allowed on big ships. Luke and gunner have no mention.

Interesting!

Gunner could be helpful.. though only if there a lot of AG 1/2 ships.