Though also, I like discussing certain strategies, like anti-Huge ship strategies.
My Epic Findings
Thanks, good points.
I updated my battle report, so it's ready to view now. Sorry for the delays. Ya know, life gets in the way.
My CR90 report is here:
Very nice
Will try to read that in the next day or two, but by looking at the pics I like the way you have her set up
I'm going to keep that in mind next game is
Thanks, good points.
I updated my battle report, so it's ready to view now. Sorry for the delays. Ya know, life gets in the way.
My CR90 report is here:
Very nice
Will try to read that in the next day or two, but by looking at the pics I like the way you have her set up
I'm going to keep that in mind next game is
I updated my thoughts and what I think I would change. SimonSays3 will be posting his thoughts as well in the next day or two, so you can see his side of the table as well.
So, uhh. Can we get a final clarification on how huge ships work?
I've read the rules and FAQ, but its still long and confusing. Also, seems like I'm not the only person confused.
Standard will mean what we are used to: PS order simply dictating everything huge and small.
During setup/deployment:
Asteroids placed first (standard)
Huge ships placed by PS (non-standard, deviates from PS)
Small ships placed by PS (standard)
Activation Phase (moving, action, energy):
Small ships by PS (standard)
Huge ships move and use energy and take actions by PS (non-standard, deviates from PS)
Regen energy, allocate energy, spend energy on non-weapon upgrades, take single action per # of ship cards. (huge ships cannot take free actions).
Combat:
All ships shoot in PS order (standard). Includes huge ship secondary weapons at this time.
--
How do actions work? Does the Rebel Transport take two actions (two sections) or one (one card only)?
Does damage to the Transport all count on that one card? for 12 HP and 0 agility? Cripes!
Edited by Blail BlergSo, uhh. Can we get a final clarification on how huge ships work?
I've read the rules and FAQ, but its still long and confusing. Also, seems like I'm not the only person confused.
Standard will mean what we are used to: PS order simply dictating everything huge and small.
During setup/deployment:
Asteroids placed first (standard)
Huge ships placed by PS (non-standard, deviates from PS)
Small ships placed by PS (standard)
Activation Phase (moving, action, energy):
Small ships by PS (standard)
Huge ships move and use energy and take actions by PS (non-standard, deviates from PS)
Regen energy, allocate energy, spend energy on non-weapon upgrades, take single action per # of ship cards. (huge ships cannot take free actions).
Combat:
All ships shoot in PS order (standard). Includes huge ship secondary weapons at this time.
I agree with all of this, although I think you might be a little confused about the energy part, at least from my understanding.
Huge ships move, gain energy (this would be where Tibanna gas Supplies are used), allocate energy, use energy (not on weapons), then take actions. Fore and Aft each get an action, and Fore takes its action first.
Played another Epic game last night with my updated CR90 squad against another Imperial list. He had 4 named Interceptors from the Aces pack, 4 Bombers, vader, and Jendon with HLC. The Interceptors rely on their green dice too much, and a couple of them got one-shotted. Plus he didn't coordinate well, so the Interceptors got to the fight before the bombers did. Again, I am in love with Toryn Farr. She stopped an Advanced Proton Torpedo from being shot. I ended up winning that one, so I'm 2-0 with a CR90 vs Imperial squads. I'll face off against my teammate a little later today, who is bringing 16 ships against me. We'll see how that one goes.
Edited by hothieQuick revision of what I've read:
Standard will mean what we are used to: PS order simply dictating everything huge and small.
During setup/deployment:
Asteroids placed first (standard)
Huge ships placed by PS (non-standard, deviates from PS)
Small ships placed by PS (standard)
Activation Phase (moving, action, energy):
Small ships by PS (standard)
Huge ships move and use energy and take actions by PS. (non-standard, deviates from PS)
Regen energy, allocate energy, spend energy on non-weapon upgrades, take single action per # of ship cards. (huge ships cannot take free actions, transport takes 1 action, Tantive takes 2. This action step is cannot be skipped by crashing into something.).
Combat:
All ships shoot in PS order (standard). Includes huge ship secondary weapons at this time.
--
Damage to the transport all counts on one card. Transport takes only 1 action. Tantive takes 2.
---
NEW QUESTION:
with the Corvette with Single Turbolazers (R3-5), if you are attacking an Interceptor at Range 5:
I think the rules say you double your innate agility value, and then add any extra range value.
Int-agi 3 x 2 + 3 (for R5) = 9.
Versus a Lambda shuttle:
1 x 2 + 3 = 5
NEW QUESTION:
with the Corvette with Single Turbolazers (R3-5), if you are attacking an Interceptor at Range 5:
I think the rules say you double your innate agility value, and then add any extra range value.
Int-agi 3 x 2 + 3 (for R5) = 9.
Versus a Lambda shuttle:
1 x 2 + 3 = 5
No, a Single Turbolaser is a secondary weapon, so there's no range bonus. It's a beautiful continuation of the main rule about range in this new context.
so a range 5 interceptor being shot at will be done with 4v (3*2) = 4 v 6
against a shuttle: 4v (1*2) = 4v2. These AGI 1 ships are very vulnerable against a corvette.
Edited by Mu0nDuring set up the huge ships are put out first in ps order.
Then small and large.
Moving all small and large move first in ps order than huge ships.
Attacking everything follows ps order.
When using single laser it's a secondary weapons so no range bonus, only what it says on the card
So the Def agility doubles.
Tie interceptor gets 6 Def dice
Shuttle gets 2
ninjaed you!!
You are combining primary and secondary range bonuses.
If attacking an interceptor at range 5 with your primary weapon, it would roll 6 dice, unobstructed.
Base 3 agility, plus 3 more for primary range 5 defense bonus (Plus 1 for obstructed, plus 1 for stealth if equipped, for a possible 8 dice)
But if you are attacking at range 5 with single turbolasers, its just straight double agility because its a secondary weapon, so 3X2=6, again plus possible obstructed and stealth.
Hope that clears it up a little.
ninjaed you!!
Ninja'd me too.
ninjaed you!!
Yup lol
Played another Epic game last night with my updated CR90 squad against another Imperial list. He had 4 named Interceptors from the Aces pack, 4 Bombers, vader, and Jendon with HLC. The Interceptors rely on their green dice too much, and a couple of them got one-shotted. Plus he didn't coordinate well, so the Interceptors got to the fight before the bombers did. Again, I am in love with Toryn Farr. She stopped an Advanced Proton Torpedo from being shot. I ended up winning that one, so I'm 2-0 with a CR90 vs Imperial squads. I'll face off against my teammate a little later today, who is bringing 16 ships against me. We'll see how that one goes.
Cool, sounds like another fun game!
I see so many bombers in epic lists and I always wonder about the wisdom of that list-building strategy. My feeling is that it is a strategic decision born out of a thematic idea. Bombers carry the ordnance to take down capitol ships in the computer games, books, movies, and so forth. And they can be pretty effective against huge ships on the tabletop, too, but I think more conventional Imperial lists can be more effective, and more flexible. Bomber squads telegraph their intent instantly (a bombing run on the huge ship), making it easy to react as the Rebel player. Conventional lists can adapt their tactics as necessary and engage fighters or huge ships.
Want an anti-bomber? Two words: Toryn Farr. Add in a pinch of Wes Janson for flavor. Mmmmmm good.
Against a corvette, ignore the escorts and take it from behind. Only fast, agile ships to get out of range 5 attacks and out of range for the only serious weapon of the corvette - the ram attack. No Decimator, no shuttle, no bombers. If you are lucky, the corvette has turbo lasers, which won't do much harm to a ship with agility 3+. GoHow much damage can the rebels do before the aft of the corvette will be crippled? Not nearly anything amounting to the 150 points sunk into the corvette. Without energy, the corvette is useless.
Want an anti-bomber? Two words: Toryn Farr. Add in a pinch of Wes Janson for flavor. Mmmmmm good.
I think this is part of what makes your corvette build effective. It hard counters the go-to Imperial answer to huge ships, and is also pretty good against more conventional anti- small ship lists.
Want an anti-bomber? Two words: Toryn Farr. Add in a pinch of Wes Janson for flavor. Mmmmmm good.
Actually, my friend (and the only person in our meta to own a CR-90) used to spam Farr so I developed an interesting strategy. First, take any TLing ship. In our games I've done this one of several ways. Either a Black Squadron with TL, or a ship with ST-321 or something. Get that TL and then just go clear to the other side of the battle.
Then comes Vessery, firing and gaining his free TL thanks to the preexisting TL. He'll either have an ion cannon, or ion pulse missiles. I generally take those into battle against Huge ships, favoring them over hefty damage dealers like APLs or Concussion Missiles. Usually the round after my ploy goes into effect, the CR-90 just doesn't have enough energy to get rid of all the Target Locks it wants, or it has to choose between using Farr or doing some other tactically important thing. In these experiences, making the decision to use Farr is much easier on a transport than a CR-90 because of the massive energy drain imposed by the weapon systems. Really, it usually only takes 2 bombers and Vessery to do this, plus your distant target locker, whoever that may be. But so far it's worked splendidly for me. If even one ship gets its Ion Pulse Missiles through, that CR is going to have a very tough time.
Edited by That One GuyI put Toryn on a Rebel Transport. Do you think that would work well?
I put Toryn on a Rebel Transport. Do you think that would work well?
It could, for sure. But the Transport isn't as big of a target as the CR90, so it depends on how else you load it out, I think. But it could be good for keeping your main force alive.
I put Toryn on a Rebel Transport. Do you think that would work well?
It could, for sure. But the Transport isn't as big of a target as the CR90, so it depends on how else you load it out, I think. But it could be good for keeping your main force alive.
One should note that the removed target locks don't have to be on the Transport. The ship holding them just needs to be in range.
I put Toryn on a Rebel Transport. Do you think that would work well?
It could, for sure. But the Transport isn't as big of a target as the CR90, so it depends on how else you load it out, I think. But it could be good for keeping your main force alive.
One should note that the removed target locks don't have to be on the Transport. The ship holding them just needs to be in range.
Very true. That's why I added the last sentence, although upon re-reading, it may not have been clear. I did mean that you can pull TL's off of enemy ships that are locked onto your main force. This has saved me from lots of potential damage.
I put Toryn on a Rebel Transport. Do you think that would work well?
It could, for sure. But the Transport isn't as big of a target as the CR90, so it depends on how else you load it out, I think. But it could be good for keeping your main force alive.
One should note that the removed target locks don't have to be on the Transport. The ship holding them just needs to be in range.
Very true. That's why I added the last sentence, although upon re-reading, it may not have been clear. I did mean that you can pull TL's off of enemy ships that are locked onto your main force. This has saved me from lots of potential damage.
Oh I did not see that part. Well, in any case I wasn't trying to correct you or anything, just saying it "out loud" so other people reading don't fall into that mental trap. I'll have to say that I think I hate Toryn Farr more than any other upgrade card, and that I've just noticed she works so much better for the Transport than the CR-90 because of the energy usage. I've also seen them flown next to each other and let me tell you, that is VERY difficult to fly against. One can usually cover the other with Farr, and it creates an enormous bubble of risky space for anyone to enter. (It also removes target locks from pesky fighters who have flown into the Tantive's blind spot.)
Can I re-bump my earlier question?
I'm genuinely curious if anyone has tried 6 Lambdas and 8+ TIE Fighters in a 300 point match.
Have you played many games where one side goes for a brute force by-the-numbers approach?
For Imperials I'm thinking:
Howlrunner + Stealth Device + Determination
Backstabber
Dark Curse
7x Black Squadron Pilot + VI
Captain Yorr + FCS
5x OGP + FCS
It's not sexy, but 6 FCS shuttles and 10 PS6+ TIEs should wear down most lists pretty quickly.
I tried something like this in a 400 point match, but the rebels played 2x CR-90s and 2x transports (a crazy "lets use all the epic ships we have" moment of weakness), so it wasn't really a meaningful data point.
I don't know of anyone who even has 6 shuttles, so I haven't heard of it being tried. Maybe ill see if I can borrow some and try it out next time.
Edited by hothieI don't know of anyone who even has 6 shuttles, so I haven't heard of it being tried. Maybe ill see if I can borrow some and try it out next time.
Yeah, I have 4, and that's crazy. I imagine you could pool resources though.
The thing about the Lambda, is that its terrible dial isn't nearly as much of an issue, on paper, against Huge ships. A pack of 23 point ships for 3/1/5/5 and a FCS is pretty nasty if you can get behind or to the side of a CR-90.