My Epic Findings

By hothie, in X-Wing

If you're bringing Yorr, I would make stealth and determination into ptl on howl, then maybe change a vi black into a wingman black with the extra point. Ptl is better than stealth on howl if you can pass the stress to yorr.

Also Backstabber's ability doesn't work on huge ships, iirc. I think its in the transport insert, but might be an faq thing. So he would just be out on his own vs the support ships.

It would be tricky to fly that list while making use of howlrunner and yorr's abilities while also not getting run over by a huge ship.

Edited by hothie

If you're bringing Yorr, I would make stealth and determination into ptl on howl, then maybe change a vi black into a wingman black with the extra point. Ptl is better than stealth on howl if you can pass the stress to yorr.

Also Backstabber's ability doesn't work on huge ships, iirc. I think its in the transport insert, but might be an faq thing. So he would just be out on his own vs the support ships.

It would be tricky to fly that list while making use of howlrunner and yorr's abilities while also not getting run over by a huge ship.

Good points. For Howlrunner I guess you might as well get do BOTH, and get PtL + Stealth Device, since her force multiplier is so valuable in epic. I had forgotten about Backstabber and epic. Well, I suppose he could still be useful against smaller ships.

It was more the general principle of throwing 6 Lambda shuttles and someone and seeing what happens! It's a pretty intimidating stampede!

Edit: spread the Lambdas out across the map, and fly the TIE's together. Howlrunner wouldn't really need to buff the Lambdas since they already have FCS.

Edited by MajorJuggler

I've had 4 shuttles and a Firespray come at me with hlc in epic

Thinks did not go well for me

I've had 4 shuttles and a Firespray come at me with hlc in epic

Thinks did not go well for me

HLC is nice too.

OGP + HLC + FCS = 30 points. With Yorr as one, that's 183 points of awesomeness right there.

Can you imagine 6 of those coming at a CR-90? You just need a crew to mop up the fighters after.

Necroing, as this thread is listed as an important link, and perhaps should be updated with the raider.

i second this. maybe in a strategy section?

Necroing, as this thread is listed as an important link, and perhaps should be updated with the raider.

Well what does the raider bring that the CR-90 doesn't. Most of the things that apply to the CR-90 now apply to the raider. The shield technician now makes recovery actions more common than ever so torpedoes and missiles are still not any better than in standard formats. The range is 2-4 instead of 3-5 so it can fire and not give any extra green dice at close range. The sections are evenly split for health and critical damage makes the front section more exposed but still retains the most firepower when crippled compared to the CR-90, however the recover actions and reinforce actions are also gone so taking out the front means the ship won't last much longer. The Ion cannons are like a combination mangler ion cannon so that would have some anti starfighter capabilities. But it is with the Imperial Crew that makes the difference from past epic.

Okay so ignoring the capital ship crew that came with the raider (ozzel/needa/& tarkin) they really don't make that much of an effect. Remeber Huge ships can't take free actions nor can they do anything with the action tokens that standard ships have other than target lock. That being said Ysanne Issard is off the table and useless on a raider. So here are the imperial crew that can be used on the Raider.

  • Emperor Palpatine
  • Darth Vader
  • Moff Jarred
  • Rebel Captive
  • Mara Jade
  • Fleet Officer

Emperor Palpatine Take both crew slot on the Raider so if you put him on you won't be putting anything else. Probibly would be better to stick him on a nearby shuttle instead.

Darth Vader This is going to be the EPIC GAME CHANGER . Since Vader can do damage to anything that attacks and if equipping the STL the Raider can attack up to range 5 and with its ability can make 2 attacks at range 2-4 using Vaders ability to reach out and hurt someone, hit or miss, will be the driving factor in Epic with the Raider. With the recovery action allowing you to regain shields you end up with potentially infinate uses of Vader and shield technician makes sure you don't waste any energy on recovery actions. The Varaider will be what I think the meta standard ship for epic.

Moff Jerrod with only 2 crew slots means you will only get up to two uses. With the WED-15 repair droid you would get much better use than with Jerrod.

Rebel Captive and Mara Jade I put these two together because they basically do the same thing. Give out stress. Now it might sound good except on two things worth mentioning. One is that Huge ships don't take stress so for rebel captives it will make high pilot skill starfighter look for a different target but the huge ship and the loads of low pilot skill generics will not care. The biggest reason why these two upgrades will not be that useful is that Imperials do not have the jam action. While Rebels can turn stress into damage Imperials can not.

Fleet Officer Piggybacking off of the stress and how it affects huge ships the fleet officer tends to be more efficient on a huge ship as the downside of taking stress will not affect it. The only thing is that aft section already has the coordinate action which is a much better Fleet Officer action. So this will not go on the Raider.

Okay so now looking at the three other crew that came with the ship.

Admiral Ozzel Trade shields for energy. Has potential for more energy but I find it hard to see a scenario where you would still have shields when you need energy. Since recover action is 1 energy for 1 shield unless you use the Instigator title to try and do some energy cycling I think you will find Ozzel failing when you need him the most.

Captain Needa The one thing Huge ships can do is to remove obstacle tokens however that comes at a high cost of face up damage delt to the front. You really don't want the front of the raider going down that fast. Captain Needa has a 50% chance of negating that damage which allows you to use the huge ship sort of as an Ice breaker dredging obstacles out of the way so that the rest of your ships has plenty of room to maneuver. Still with the epic field being as large as it is I don't think that would be a problem.

Grand Moff Tarkin So this can add or remove focus tokens up to range 4. As huge ships cannot use focus this can well even the odds against one ship at range 3 making it so that you both cannot use focus tokens. Also since there is no action requirement you can use this in conjunction with a coordinate action to add a focus token.

So what will the raider do that is different than what the CR-90. Well it will make on average more attacks. Recovery will be used more often on all huge ships thanks to the shield technician so huge ships won't wait until the shields are down to top them off if they have extra energy. More range 4 shots will be made against starfighters thanks to Ion cannons and the Raider's fore section ability. And Vader will hurt people. Vader will be the Imperial counterpart to Han Solo. Other than that not much has changed for the epic meta.

Edited by Marinealver

I think it's just me but when some one says 'it's in the rules' should I just assume they are Tournament rules? I guess I'm missing when to check which one.

A few posts ago there was a discussion about when to setup Epic/Huge ships and the Rules state:

Setup
Huge ships follow all standard setup rules. However, during setup, a huge ship’s bases may extend outside of Range 1 (or a mission’s specified setup area) as long as the ship fully occupies the length of that area.

But I know the tournament rules are different saying Huge setup first? A similar thing came up about energy too.

Thank for your help,

Edited by Ken at Sunrise

We play Epic about once a week and it is one of my favorite things to do in X-wing.

I need to move where you live