My Epic Findings

By hothie, in X-Wing

I found too many ships with synergy can go down fast when you lose one.

I have found that, too. With the squad I built, though, the hitters aren't necessarily the synergy givers, so if Scrappy targets them first, I still get the synergies. If he targets the synergy givers first, I still have my hitters. If he targets the CR90 first, I still have synergy, so I should be okay either way.

Try gunnery team, but I think you'll find its not worth the points.

I like sensory team with Han and weapons engineer.

Especially with dutch once he can target lock.

The single turbo lasers I found for dmg output not all that great.

Definitely made for low agility ships, but even then when you roll like I do sometimes with them makes me wonder if they are really worth it

I have been hearing from multiple people that the Single Turbolasers aren't worth their points. My plan was to focus on the bombers, or maybe the Phantoms with them.

I've tried using Cracken before in epic play but I find he dies way to fast. Just like a Bandit Squadron Pilot.

I also find that you almost need engineer team in there. You'll find you go through energy pretty fast and to get that extra one when you do a straight maneuver helpful.

If your opponent focus fires on the Tantive you'll be using your energy next round to regen shields.

Which may or may not leave you with much to allocate to weapons.

I also like to have the gas supplies on there because they are great when your low, and or want to do a 2 bank or 4 straight but worried about not gaining enough energy.

I've had Gas Supplies in there. I may do some more rearranging and tweaking before tonight. Thanks for the thoughts! :)

So I took out wedge and added in a dagger with hlc and tibanna gas supplies.

So I took out wedge and added in a dagger with hlc and tibanna gas supplies.

This sounds good to me; I assume you'll be keeping the HLCs close to Etahn and they should put out some real hurt at range.

I am not a fan of CR-90s in general, but this one looks like it just might cut the mustard. I'm eager to see the results of your game!

I've played about 5 team epic games in the past month running the CR90 in my half of the list.

Here's my basic list;

CR90 Corvette (Fore) (50)
Han Solo (2)
Single Turbolasers (8)
Quad Laser Cannons (6)
Sensor Team (4)
Jaina's Light (2)
CR90 Corvette (Aft) (40)
Weapons Engineer (3)
Quad Laser Cannons (6)
Engineering Team (4)
Tibanna Gas Supplies (4)
Tala Squadron Pilot (13)
Ion Pulse Missiles (3)
Tala Squadron Pilot (13)
Ion Pulse Missiles (3)
Tala Squadron Pilot (13)
Tala Squadron Pilot (13)
Tala Squadron Pilot (13)
Total: 200
I usually set my CR90 up at an angle pointing through a gap to try and ensure I have early arcs with my forward secondary guns. Then, since I start off with full energy I will charge the CR90 full speed ahead at either a 4 straight or a 2 bank depending on how the enemy forces set up. Then allocate 2 energy to the single turbolaser, 1 energy each to the quad laser cannons and leave one energy on the ship card to boost the main turret shot up to 5 dice.
I also don't focus on getting all 4 shots with the CR90 each turn, but early on try to focus on hitting bigger, low agility ships with the main guns,; Han Solo can help make sure those hits stick. So far I haven't been super focused on keeping the corvette alive once sustained fire hits it, usually only recovering shields once. I do always try to keep the forward section angled toward as many enemy ships as possible. As if your aft section gets crippled it will pretty much shut down the corvette. I'll use Tibana gas as either a battery for the recovery action to get back 3 or 4 shields or as a quick re-charge to my guns right before the first close engagement when I will really want 4 shots
Meanwhile I'll have the Tala's grouped off to one of the flanks to try and force a fighter screen engagement. I have found that the Talas can keep a fighter screen engaged for two or three turns in epic match-ups. Which is often all you need. They aren't a huge killing force, but aren't really something to be ignored either. Though if you get caught with them on the wrong side of the corvette it can be very hard to get them into the fight as the corvette makes such a huge obstacle.

CommanderScrappy had to work late to catch up from the 3 day weekend, so SimonSays3 played against me instead. I will do a full write up with pics tomorrow after work in the battle reports section. For now, **SPOILER ALERT!!!!****

I won using the rebel squad I made up. The star of the game was Toryn Farr, combine her with Wes, and the imperial actions were fairly worthless. Add in action economy with Dutch, Airen, and coordinate, plus Etahn handing out crits like candy, and it was a well-oiled machine.

He did take out the front half of the cr90, but Toryn was on the aft half, so she continued to be a pain until the end of the game. I ended up running over 2 phantoms, one because I had ioned it into the path of the cr90. He also did a 5k with gamma off the board, which didn't help.

I didn't use gunnery team, so would have used those points elsewhere. The rest of the points were useful, though, even the single turbolasers.

Anyway, got stuff to do, so ill post the pics and in depth analysiis tomorrow after work.

I am confused: Where does it say Biggs' ability doesn't work on Huge ships, and where does it say they set up first?

I recently won an Epic Tourney using a CR-90. I've found its important to build with an energy budget in mind, but I usually run them around 125 points.

What has surprised me is just how effective Single Turbolasers actually are. I had initially dismissed them, but now I would always take one. By moving last, you have a good ability to pick your targets. As long as you can find an unfocused target your odds of doing damage are actually pretty good. Kitted out as a pure gunship and supported by Roark and Etahn, the CR-90 is a wrecking machine.

So far I haven't had a lot of trouble with the CR-90. After cutting my teeth on the Transport (which I actually had a lot of trouble destroying at first) I've been able to neutralize the CR-90. So far as I can tell, the best thing to do is get behind it as soon as possible and take out the aft section. Once it's gone, they tend to lose weapons and worst of all for them, the recovery action.

Hmmm, I'm wondering if an effective use for the Corvette may be to kit it out with single turbolasers and run it almost horizontally along your deployment area. Get your support ships in front of it so your opponent needs to go through them to reach the Corvette, and just pop away from long range and buff your fleet.

It certainly doesn't want to be attacked from both sides at the same time...

any thoughts on change of feeling if the board were 6x6 instead of 6x3?

I am confused: Where does it say Biggs' ability doesn't work on Huge ships, and where does it say they set up first?

The Epic Tournament Rules.

http://fantasyflightgames.com/ffg_content/x-wing/support/X-Wing-Epic-Tournament-Rules.pdf

Huge ships set up first is on page 2, step 6 of Epic Dogfight Squad Deployment Procedure

Biggs is the first bullet point of page 3, under the section Epic Play Card Restrictions

any thoughts on change of feeling if the board were 6x6 instead of 6x3?

I think 6X6 would be just too big. Not only for flying around, but also for physically moving the ships around. I like 6X3 a lot for this style of play. Plus then all of the players have to try and find/make a 6X6, and all of the gaming stores have to try and find 6X6, which is not easy at all. There are many game stores that already have 4X6 tables, or 4X4 boards that can be put together, so it's convenient.

No, I like 6X3 as it is. I think the developers did something right with that.

CommanderScrappy had to work late to catch up from the 3 day weekend, so SimonSays3 played against me instead. I will do a full write up with pics tomorrow after work in the battle reports section. For now, **SPOILER ALERT!!!!****

I won using the rebel squad I made up. The star of the game was Toryn Farr, combine her with Wes, and the imperial actions were fairly worthless. Add in action economy with Dutch, Airen, and coordinate, plus Etahn handing out crits like candy, and it was a well-oiled machine.

He did take out the front half of the cr90, but Toryn was on the aft half, so she continued to be a pain until the end of the game. I ended up running over 2 phantoms, one because I had ioned it into the path of the cr90. He also did a 5k with gamma off the board, which didn't help.

I didn't use gunnery team, so would have used those points elsewhere. The rest of the points were useful, though, even the single turbolasers.

Anyway, got stuff to do, so ill post the pics and in depth analysiis tomorrow after work.

Nice work! It's rare to hear that a corvette worked well in a match.

Thanks. I really think it depends on how you build it, build your escort ships, and fly them together. Ill get the write up done later on today.

any thoughts on change of feeling if the board were 6x6 instead of 6x3?

6x3 works great

Thanks. I really think it depends on how you build it, build your escort ships, and fly them together. Ill get the write up done later on today.

True, but you also have to take into consideration of what your opponent takes.

I've had 2-3 shuttles and a Firespray coming at me with hlc and throw in a couple of bombers with missles, then the rest tie fighters.

That really makes short work of the Tantive.

The single lasers and primary are just are not enough to stop that from getting within range and just unloading on it.

And the ties keep the escorts occupied

6 x 4 would probably be fine as well, as that is quite a common size for gaming tables.

Of course, if you're using all the space available as the playing area, you're going to need somewhere else to set up your cards & tokens etc...

Well, I was able to kill his firespray and a phantom with them only getting one shot off each. He never used jonus ability, cause I stayed out of range first turn, then finished him off before he could. Like I said, ill post write up later so everyone can see what happened and what I was thinking. But I agree there are some tough imperial lists out there.

Well, I was able to kill his firespray and a phantom with them only getting one shot off each. He never used jonus ability, cause I stayed out of range first turn, then finished him off before he could. Like I said, ill post write up later so everyone can see what happened and what I was thinking. But I agree there are some tough imperial lists out there.

I know the one thing I want to work on is my set up.

You have to set up in a way your fighters won't get in the way of your huge ships and crossing over to the other side can be tricky, so again you don't want to set up on one side and then later realize you want to be over there lol

I do Ok playing epic, but I always feel in at a huge disadvantage. Plus setting up takes a few games to find the sweet spot

Edited by Krynn007

Well, I was able to kill his firespray and a phantom with them only getting one shot off each. He never used jonus ability, cause I stayed out of range first turn, then finished him off before he could. Like I said, ill post write up later so everyone can see what happened and what I was thinking. But I agree there are some tough imperial lists out there.

Can't wait to read it

I know the one thing I want to work on is my set up.

You have to set up in a way your fighters won't get in the way of your huge ships and crossing over to the other side can be tricky, so again you don't want to set up on one side and then later realize you want to be over there lol

I do Ok playing epic, but I always feel in at a huge disadvantage. Plus setting up takes a few games to find the sweet spot

We talked after the game, and he agreed that he could have set up better, with the phantoms all together for a wall of dice destroying my cr90. Set up is definitely key.

Edited by hothie

We play Epic about once a week and it is one of my favorite things to do in X-wing. As someone already said its that feeling of being the commander that you get when playing. Huge pat on the back to FFG for designing a truly awesome format that provides strategy and cinematic elements so well together. I'm blown away every time. Usually I play Rebels but I very much enjoy building and flying Imperial attack squadrons.

As it stands I think the Imperials have ever so slight an edge thanks to numbers but that has been changed now that our group has plenty of Z-95s to counter with. For what it can do to a game I never questioned the points cost of the CR-90 but it can get bad if you overload or improperly load it. Planning your defense strategy of the CR-90 if you take one is of paramount importance to your game. Making sure your Fighters enter the dogfight early and furballs priority threats is crucial. As the Rebels right now it is all about Complete Coordinated Strategy.

First, your first line of defense, your Fighters. I want to bring out a good spread of tools. A-wings with assault missiles are always a fine choice. Assault missiles on the Falcon is also notably a good choice. Skirmisher squads of Z-95s or a squad of X-wings is so important to screen your range.

The CR-90 needs a wing man as much as any other ship in your squadron. In team Epic it can be a tough choice between another corvette or a actual escort squad. But at times even YT-1300's and soon 2400's are suitable choices if not great ones. they form your second line of defense. In this line I also like to include Roark Garnet and Jan Ors.

Lastly is the fat lady herself. If you are bringing the CR-90 there are numerous versions to take. I have settled on three styles of load out: Artillery Frigate, Escort Frigate, or Command and Control. personally I don't think CnC gets you anywhere and in order to do the artillery load out you need the escort frigate to protect you. The big thing here is to keep your energy and action consumption in mind. As a general rule if your over 125pts for her, you probably over did it.

Just some of my experience. pick and choose if any of it at all is helpful. Good hunting out there!

I am confused: Where does it say Biggs' ability doesn't work on Huge ships, and where does it say they set up first?

The Epic Tournament Rules.

http://fantasyflightgames.com/ffg_content/x-wing/support/X-Wing-Epic-Tournament-Rules.pdf

Huge ships set up first is on page 2, step 6 of Epic Dogfight Squad Deployment Procedure

Biggs is the first bullet point of page 3, under the section Epic Play Card Restrictions

Thank you. I didn't think anyone was lying or anything, I just didn't know.

Thank you. I didn't think anyone was lying or anything, I just didn't know.

It seems there is a lot of confusion about the rules of Epic play. So if this thread has no other purpose, maybe it's clarifying some of the rules so that we are all on the same page. Happy to help. :)

Thank you. I didn't think anyone was lying or anything, I just didn't know.

It seems there is a lot of confusion about the rules of Epic play. So if this thread has no other purpose, maybe it's clarifying some of the rules so that we are all on the same page. Happy to help. :)

It's not so much confusion as… i just.. *ahem* did't read it.