CR-90 list advise.

By Zogwort, in X-Wing

Hello all,

I got my CR-90 earlier this week, and I'm preparing to play it for the first time in a friendly game vs. my wife, who will be playing Imperials.

I've written a list that I intend on playing, hopefully you all can give me any pointers or point out any glaring weaknesses?

CR-90 (Fore)

Tantive IV

Han Solo

Engineering Team

Sensor Team

Backup Shield Generator

Single Turbolaser

Quad Laser Cannons

Weapons Engineer

CR-90 (Aft)

Targeting Coordinator

Tibanna Gas Supplies

Quad Laser Cannons

YT-1300 (Chewbacca)

Expert Handling

Hull Upgrade

C-3PO

Nein Numb

Millennium Falcon

Roark Garnet

Ion Cannon Turret

Moldy Crow

Dutch Vander

Ion Cannon Turret

R5-D8

Proton Torpedoes

Dagger Squadron Pilot

Advanced Sensors

Heavy Laser Cannon

Tala Squadron Pilot

299 points total.

Since its been a few hours since I wrote the list, I am starting to think that the Moldy Crow title from Roark can probably be cut. That will free up 4 points to work with. Anyway, any and all advise will be appreciated. Thanks in advance! :D

We own at least 1 copy of every ship except the Rebel Transport, Rebel Aces, the YT-2400, and the Decimator, so anything from those expansions will not be played.

Edited by Zogwort

I'd probably lose the turbolaser and replace with another quad.

@ Darthfish.......Agreed, Absolutely..


• You have one target lock action and three competing uses for it. I would not be using both Han and the Coordinator. Say you did aquire a target lock at a range 5 and then passed it on, that other ship couldn't use it unil things got to range 3 anyway. So the Sensor team is only of use in the beginning and only for the CR90 primary.
• I know the back up shield generator seems cool, but really you have the recover action for that.
•This is just an idea base on your one of each collection.
CR90 Corvette (Fore) (50)
Tactician (2)
Quad Laser Cannons (6)
Engineering Team (4)
Dodonna's Pride (4)
CR90 Corvette (Aft) (40)
Toryn Farr (6)
Quad Laser Cannons (6)
Gunnery Team (4)
Comms Booster (4)
Han Solo (46)
Elusiveness (2)
C-3PO (3)
Flight Instructor (4)
Millennium Falcon (1)
Roark Garnet (19)
Ion Cannon Turret (5)
Recon Specialist (3)
Hull Upgrade (3)
Ibtisam (28)
Push the Limit (3)
Ion Cannon (3)
Engine Upgrade (4)
Green Squadron Pilot (19)
Outmaneuver (3)
Hull Upgrade (3)
Airen Cracken (19)
Wingman (2)
Hull Upgrade (3)
Total: 299
• Also, if it's a casual game there are a lot spoiled cards from those ships you don't have yet and you could just print them out, Just cut and paste over the ones you don't need on this 8.5x11" pre-formatted page:
15035356355_27e76135be_o.jpg

For your first game, I recommend a slim, simple list to help you get used to the ship. Get rid of the targetting coordinator and the tantive title card. the TC uses energy, and if you want to use the Turbo laser, you'll be surprised how fast that extra energy will drain you. Move the back up shield generator to the aft section. If it is in the front and the fore section is crippled you've just lost a great tool for lengthening life span, but if you put it in the aft, then you'll always have it since the aft section always has a cargo slot even when crippled. I'm not sure how useful the Tibanna Gas supplies will be. Remember, they aren't useful for powering your weapons since you use Energy upgrades AFTER you allocate energy to your weapons (so you wouldn't gain the extra energy from the gas until after you've already allocated it to your weapons). The gas would be most useful for recharging shields, but that's something I've only done once in the entire time I've played with the tantive.

Overall, your list looks like fun (Roark is great, but just for the experience, you GOT to try using Jan Ors to buff the Tantive with an extra attack die). Go with it :)

That said, if you want a list to win with, I'd add more ships. Bunches of rookies, blues, and bandits. You need to either be a sufficient threat to draw fire away from the tantive, or be numerous enough to get in the way so people can't get to the tantive. For a friendly game with the Lady, I'd keep what you have, but expect to face a swarm of 17+ ships elsewhere.

• You have one target lock action and three competing uses for it. I would not be using both Han and the Coordinator. Say you did aquire a target lock at a range 5 and then passed it on, that other ship couldn't use it unil things got to range 3 anyway. So the Sensor team is only of use in the beginning and only for the CR90 primary.
• I know the back up shield generator seems cool, but really you have the recover action for that.

There are no competing uses of the Target lock action. As far as the targetting goes, the combination OP has is pretty solid. Coordinator occurs during the Energy phase so it doesn't block the target lock action (notice it says you acquire a target lock, not perform a target lock action, so no problem from the "can't do an action more than once per turn" angle), besides, even if it did, he has Weapon's engineer so he would be able to keep one of them for himself even after handing it off. Han is always useful any time you could be using a target lock. Also note that with the turbo laser and weapon's engineer he can get two range 5 target locks each turn, one for the turbo laser, one for the primary weapon. So, yeah, with his initial build he has good use for the sensor team. You'd be amazed how easy it is for enemies to be outside of range 3.

The backup generator is great because you don't spend all your energy and it doesn't take an action. The Reinforce action should be the default action of any huge ship getting shot at multiple times per turn. Back up generator lets you get that constant evade, but still regain a shield every turn. It's not a lot, sure, but it works better when you are in the thick of it than the recharge action does.

Thanks for the tips guys!

lowercaseM, I had the exact same thought process as you did when when I decked out my CR-90 the way I did. BTW, I didn't, go online looking for popular builds beforehand, these were the upgrades that spoke to me natually, so I have a good feeling about the build now! :D

When the Lady and I play, we don't hold back, so yeah, I would like the list be a good one. I managed to trim the fat out of the list and managed to fit another Bandit and a Rookie for more bodies on the table, which I agree, is probably what the list needed most. I wish I could have found a way to include a Green kitted out as gabe69velasquez suggested, but just couldn't find way to add him. I'll keep it in mind though after a few games if anyone else in the list might need replacing.

So now, my list is looking like this:

CR-90 (Fore)

Tantive IV

Han Solo

Weapons Engineer

Engineering Team

Sensor Team

Single Turbolaser

Quad Laser Cannons

CR-90(AFT)

Backup Shield Generator

Quad Laser Cannons

Chewbacca (YT-1300)

Millennium Falcon

C-3PO

Hull Upgrade

Expert Handling

Roark Garnet (HWK-290)

Ion Cannon Turret

Dutch Vander (Y-Wing)

Ion Cannon Turret

Blue Squadron Pilot (B-Wing)

Rookie Pilot (X-Wing)

Bandit Squadron Pilot (Z-95)

Bandit Squadron Pilot (Z-95)

300 points exactly.

This morning I also wrote up an Imperial list for the wife. I kinda like what I am seeing on paper actually! It might become my go to Epic list in the future haha. If you're interested, it is:

Omicron Group Pilot (Imperial Shuttle)

Darth Vader

Engine Upgrade

Boba Fett (Firespray)

Slave 1

Deadeye

Recon Specialist

Munitions Failsafe

Cluster Missiles

Advanced Proton Torpedoes

Autoblaster

Rexlar Brath (Tie Defender)

Heavy Laser Cannon

Predator

Whisper (Tie Phantom)

Veteran Instincts

Fire Control Systems

Advanced Cloaking Device

Gunner

Captain Jonus (Tie Bomber)

Veteran Instincts

Proton Torpedoes

Proton Torpedoes

Munitions Failsafe

Baron Soontir Fel (Tie Interceptor)

Push the Limit

Howlrunner (Tie Fighter)

Black Squadron Pilot (Tie Fighter)

Black Squadron Pilot (Tie Fighter)

Black Squadron Pilot (Tie Fighter)

300 points exactly.

Seems to counter my CR-90 list nicely, which is nice because this is the first epic game we'll be playing and a list that will blow me out of the sky will hopefully keep my wife interested in playing in epic format!

Both lists look good enough to take to random games at my local game shops, hopefully I can get enough games in with these lists before new ships get released and then its back to the drawling board lol.

I've played quite a few games with the CR-90 (Epic's the only true format!) and am very pleased with my list.

The CR-90 itself...

Fore

-Weapons Engineer (You're firing a lot of shots. The extra target lock is HUGE for you.)

-Sensor Team (What's the point of target locks if your main gun can't use it?)

-Jaina's Light (Crit cards for the huge ships are dramatically more impactful than crit cards against normal ships)

-Engineering Team (CR-90 needs energy badly)

-Tibanna Gas (Being able to say "I'm regaining three shields this turn" or to charge your weapons when you need them most is great)

Aft

-Han Solo (You have no way of using rolled focus icons... Han makes it so every single roll has the potential of being great, which is a must when your opponents are all getting 4+ defense dice due to range)

As for weapons load out.. Currently, the only thing your main gun and Single Turbolasers are good for are Firesprays, Decimators, and Space Bison (Though I did one-shot Soontir one game... free attack dice are free attack dice!). I generally just throw one Turbo on there, so that and the main gun can drop those big targets in the first few rounds. Very quickly though you're going to find yourself in range 2, and that's what the quad guns shine.

Lastly, remember! They FAQ'd it so huge ships start with full energy on their ship card (not on upgrades). That's a big help.

-

For the imperial side, I recommend against Phantoms. Arc-dodgers in general - their greatest strength is being able to not be shot at, and in epic, the board is so saturated with different firing angles it becomes extremely tricky to make sure your expensive ships can't be shot at least once, and often enough for those ships once is all it takes.

I also suggest, knowing you're facing against a huge ship, stack up on ion (missile, cannon, whatever) and cluster missiles. If the CR-90 isn't gaining any energy (each ion token reduces energy generation by 1) it can't do much, and 0 agility make it very susceptible to cluster missiles. If you have two bombers, I'd suggest throwing one of each on both while Brath escorts them with his ion cannon.

Aaaand... Howlrunner gets better and better the more ships she can throw her ability on, but again, keep in mind how many shots she'll be taking. Very rarely has Howlrunner survived long enough to actually provide her bonus to PS1 pilots.

Edited by What

Oooh! Thanks for the tips, What! I didn't notice that with my current CR-90 loadout all I need to do is move Han to the Aft to make the Tantive IV title meaningless. Now I can swap it with Jaina's Light to make the ship much more defensible and as a bonus free up two points! :D

Now what to do with those two points... I'm thinking Nein Numb to help with Chewie's stress management?

Single laser cannon I think is useless unless against shuttle, Decimator or other huge ships it uses to much energy

Put blaster and moldy crow on Roak keep him out of the fight for as long as possible to build up those focus tokens it's amazing how effective blaster turret can be when you have a stack of tokens

So now, my list is looking like this:

CR-90 (Fore)

Tantive IV

Han Solo

Weapons Engineer

Engineering Team

Sensor Team

Single Turbolaser

Quad Laser Cannons

CR-90(AFT)

Backup Shield Generator

Quad Laser Cannons

Chewbacca (YT-1300)

Millennium Falcon

C-3PO

Hull Upgrade

Expert Handling

Roark Garnet (HWK-290)

Ion Cannon Turret

Dutch Vander (Y-Wing)

Ion Cannon Turret

Blue Squadron Pilot (B-Wing)

Rookie Pilot (X-Wing)

Bandit Squadron Pilot (Z-95)

Bandit Squadron Pilot (Z-95)

300 points exactly.

I find your use of extra hull on the YT-1300 odd,

yes 14 damage would be better than 13,

but I would think those 3 points would be

precedently more beneficial as another crew,

or even a R2-T1 for Vander.

I would suggest a build with some of these cards. ;)

15060561199_c536cf78e9_o.jpg