CR-90 questions

By WargameHub, in X-Wing

We have our first epic game today and were trying to figure out some things. Most of them seem pretty easy but I'm getting hung up on one and want to confirm.

A crewmember like Gunner is assigned to the rear of a CR-90. Can the ability be used to reroll the main gun on the front?

I thought I would add in. I saw where it apparently used to say Gunner/Luke isn't allowed on the Epic ships but can't find that in the current rules (just Biggs and Navigator).

They took it out in the latest update.

They took it out in the latest update.

I got that, still not sure how it would work.

Is it a one time only thing (which would make sense), or is it every shot, or does Gunner only affect the fore or aft section he is on, etc.

They took it out in the latest update.

I got that, still not sure how it would work.

Is it a one time only thing (which would make sense), or is it every shot, or does Gunner only affect the fore or aft section he is on, etc.

Crew assigned to any section typically affect the entire ship. Gunner also affects every shot you make, with the important caveat that you can't attack any more after you use it. (It's printed right on the card, but doesn't typically come into play the way it will on an Epic ship.)

Bad info was included here. Withdrawn.

Edited by Englishpete

Gunner can only work once per round, not on every weapon every round. As mentioned above, gunner allows you to make a primary weapon attack if you missed with a previous attack of any kind, and then you cannot attack again that round.

After an 'arguebate' (half argument half debate) with the wife last time we played can someone confirm how enegy and allocation go.

is it a case of....

select the dial, then reveal at the right place and put the amount of energy on the back token of the ship.

then do actions, then distribute remaining energy to gun batteries

So in essence the CR90 cant fire its turbo or quadlasers in its first turn?

Also you cant have more energy on the aft than the energy rating (five) yeah.. but you could have five on the aft and two stored in each weapon, so for example in the first scenario a fully charged CR90 would have 11 energy tokens on it (five in the aft and six in weapons).

Thats what we settled on

are we doing it right?

I thought they changed it so that the CR90 starts with full energy now. It wasn't clear before.

Yeah i could do with knowing as playing it the way it reads in the book, allocating takes place before activation so the first turn you can only use the main armanent, obvioulsy makes a big difference as you lose that opening range 5 or 4 shot... it might not hit but if it does it helps!

My bad. I had a brain f**t and forgot the text on Gunner about "primary weapon"

Yeah i could do with knowing as playing it the way it reads in the book, allocating takes place before activation so the first turn you can only use the main armanent, obvioulsy makes a big difference as you lose that opening range 5 or 4 shot... it might not hit but if it does it helps!

You can fire your hard points in the first turn (if you're in range and arc). However, starting with full energy does mean the energy you gain from your first turn movement is essentially wasted. The phases go like this:

• Reveal Dial

• Set Template

• Execute Maneuver

• Check Pilot Stress (N/A)

• Clean Up

Gain Energy (you already start with max energy on first turn, so ignore)

Allocate Energy (assign energy to your hardpoint weapons - aka "INTENSIFY FORWARD FIREPOWER!!!!")

Use Energy (spend energy on other abilities/upgrades)

• Perform Action (don't forget you get ONE action for the forward section, ONE action for aft like I did...)

So, first turn, you gain no additional energy from movement, but you CAN assign your existing energy reserves to charge your hardpoint weapons, and then fire them in the Combat Phase...

Edited by FTS Gecko

I thought you could start with full energy assigned now, so the first turn energy isn't wasted, but may be assigned or used for crew abilities, shield replenishing etc?

I have to read these rules again.

No only the ship energy is charged at the beginning not any upgrades. It's in the FAQ.

I thought you could start with full energy assigned now, so the first turn energy isn't wasted, but may be assigned or used for crew abilities, shield replenishing etc?

I have to read these rules again.

Huge Ships now start the game with maximum energy, but that energy cannot be assigned to any upgrade cards until the 'Assign Energy' step in the first turn.

Therefore, because the Huge Ship is already at maximum energy, it cannot gain any more during the 'Gain Energy' step in the first turn.

Ah, I see, the advantage being you can pull a bigger move and still have energy to assign.

yeah, the really need to clean that whole thing up. It's sloppy and confusing, and their are half-sets of rules floating around instead of all the epic rules being in one place. The way it should be written is that you can allocate your initial starting energy at the beginning of the game (put it on cards) so that when the game starts and you manuver and recieve energy, it has someplace to go. however, this is not how the rules are currently written, but in my opinion, it's a needed tweak, because as it stands now, you really need that energy in turn two, which handicaps you badly and almost mandates a max energy move, making you more predicable. Epic ships should start with full energy, which the player may then allocate prior to the start of the game. that is how it should work, but it is not how it does work. makes you wonder how much these rules were playtested before release.

Ah, I see, the advantage being you can pull a bigger move and still have energy to assign.

Yeah, pretty much. The CR90 has a maximum energy limit of 5 - so you could charge and fire 2 Single Turbolasers first turn and have a spare point of energy left over. Energy management is always going to be a big issue when it comes to flying the CR90 effectively, but being able to start the game with maximum energy now helps to mitigate it a bit.

...Ion weapons can still quickly ruin a Huge Ship's day, though.

Edited by FTS Gecko

It really needs to be able to generate 8 per turn. It would make it the platform it is supposed to be.

Maximum of 8, you mean? I'm not so sure. It needs to stay balanced, but Ion effects are crippling for Huge Ships.

As for generating the energy in the first place, Engineering Teams and Tibanna Gas Reserves are your friend.

It's sloppy and confusing, and their are half-sets of rules floating around instead of all the epic rules being in one place.

You mean like how all the X-Wing rules are in the same place, and not spread out over 3 different documents?

I thought I would add in. I saw where it apparently used to say Gunner/Luke isn't allowed on the Epic ships but can't find that in the current rules (just Biggs and Navigator).

They took it out in the latest update.

I can understand why you would restrict Biggs as you could pull some stupid combination like hide Biggs behind a huge ship giving Biggs extra defense dice. You could house rule changing Biggs ability to a friendly small or large ship which will exclude the Huge ships. After all Biggs is not going to be standing in the way of a Star Destroyer and the Tantive IV. He can still cover his little buddies though.

As for the navigator I don't see how it is restricted then again I haven't played that many games with epic. The CR-90 doesn't have allot of movement options. If it banked it could swap between 1 and 2 but not much and still that would be before the gain energy step so switching to a faster speed will loose energy, going to a slower speed, well then again you're not moving and giving the fighters more turns to get behind you.

Still I feel comfortable coming up with house patches for Epic because for me Epic = Casual. There is no Epic tournaments now because that would be obviously unfair to Imperial players (the fact that they still don't have huge ships is unfair enough as is).

Edited by Marinealver

It's sloppy and confusing, and their are half-sets of rules floating around instead of all the epic rules being in one place.

You mean like how all the X-Wing rules are in the same place, and not spread out over 3 different documents?
You mean like how all the X-Wing rules are in the same place, and not spread out over 3 different documents?

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/gw

Edited by FTS Gecko