The VT-49 in Epic (Is it comparable to the GR-75/CR-90?)

By Marinealver, in X-Wing

So just looking at the Decimator and I know I said it looks like a Huge Ship trimmed down for Standard. It shares some similarities to many Huge ships

  • It has 0 agility
  • It does damage by ramming into things

Also comparing it to say the GR-75

  • It cost 10 more points,
  • It has 4 more hull,
  • and it can carry one more crew.

Still it is a standard ship instead of an epic ships as

  • It still uses stress management (green/white/red) maneuvers instead of energy management.
  • It has a single large base not a tile connecting 2 (or more) large bases.
  • It only has range 1-3 primary weapon not range 3-5.
  • It doesn't have its unique damage deck.

So what are your opinions? Do you think it is comparable as a counter to the Rebel Huge Ships or can perform the same function for the Imperials the way the epic rebel ships do?

Or will you house rule it as you wait for a true Imperial Epic ship. For example add one 1 Epic point to the VT-49 to give it huge ship movement activation rules so it can plow through asteroids and ram starships while still keeping the stress mechanics on it?

Any thoughts, ideas, concerns?

Edited by Marinealver

I think it might have the epic 'feel', but the single base and the standard moves make it a non-epic ship in my mind.

It would be interesting to use the Huge ship movement template for it, just to see how it would move differently from anything else in the game.

It would be interesting to use the Huge ship movement template for it, just to see how it would move differently from anything else in the game.

oops. I meant for overlapping or ramming not for maneuvers, but you do got a good idea. Question would be what to do for turns. (2 turn = 2x 1 Huge Bank; 3 turn = 2x 2 Huge Bank?)

Well for the banks and the straights it will for one slow the ship down by a lot. Even though the straight 1-4 template is the same size as the other straight templates the movement mechanic is from blue line to blue line not moving base from one side to another. So if you were to use huge ship ruler you would be sliding the front of the base till it reached the line not putting the base on the other side.

As for the banks there will be allot of overlapping or its old position (sort of like how the 1 turn overlaps itself). If you played with huge ships you noticed they start to drift when they turn. Found that out our first epic game but since it was a tiny epic game (2v2 100 pts per player) they let it slide to keep the game going.

Sorry I don't have pictures to show the comparison. I'm trying to figure out how to post them from my phone. (I need to get a better internet option) . Working on it though.

Edited by Marinealver

Also, takes lots of fire from Single Turbolaser

Also, takes lots of fire from Single Turbolaser

It's serious Single Turbolaser food. CR-90s armed with those will obliterate them.

Also, takes lots of fire from Single Turbolaser

yeah, there's finally a use for that upgrade.

It's serious Single Turbolaser food. CR-90s armed with those will obliterate them.

I think that's a good thing. Turbolasers are not supposed to be all that useful for anti-starfighter action. They're supposed to be for shooting at other capital ships. The VT-49 is close to being a capital ship, which is relatively effective against starfighters.

so... hows that tantive working for you all?

can it hold its own against a swarm of fighters?

I've only played with my Tantive twice and my GR-75 twice (in 200 pt or 300 pt games). In all games, I completely obliterated enemy starfighters. So, now I only play Standard.

so... hows that tantive working for you all?

can it hold its own against a swarm of fighters?

Did fairly well against star fighters. Quad Laser Cannons do great on those. Just got to make sure I am banking to keep them within the firing arc. Range 3 shots with 5 dice are great against any fighter. Range 4 and 5 are better against 2 and 1 agility but not 3.

It would be interesting to use the Huge ship movement template for it, just to see how it would move differently from anything else in the game.

oops. I meant for overlapping or ramming not for maneuvers, but you do got a good idea. Question would be what to do for turns. (2 turn = 2x 1 Huge Bank; 3 turn = 2x 2 Huge Bank?)

Well for the banks and the straights it will for one slow the ship down by a lot. Even though the straight 1-4 template is the same size as the other straight templates the movement mechanic is from blue line to blue line not moving base from one side to another. So if you were to use huge ship ruler you would be sliding the front of the base till it reached the line not putting the base on the other side.

As for the banks there will be allot of overlapping or its old position (sort of like how the 1 turn overlaps itself). If you played with huge ships you noticed they start to drift when they turn. Found that out our first epic game but since it was a tiny epic game (2v2 100 pts per player) they let it slide to keep the game going.

Sorry I don't have pictures to show the comparison. I'm trying to figure out how to post them from my phone. (I need to get a better internet option) . Working on it though.

Where here are the photos comparing huge ship template movements to normal template.

IMAG0072.jpg

Here you can see the difference between the blue line mechanic from the standard mechanic. Using the huge ship template will only move it up the length of the template not the length + the base of the ship as shown below.

IMAG0073.jpg

In the next picture you see how the 1 bank for the huge template is significantly less than the 1 bank for Large ships.

IMAG0071.jpg

It would be interesting to use the Huge ship movement template for it, just to see how it would move differently from anything else in the game.

oops. I meant for overlapping or ramming not for maneuvers, but you do got a good idea. Question would be what to do for turns. (2 turn = 2x 1 Huge Bank; 3 turn = 2x 2 Huge Bank?)

Well for the banks and the straights it will for one slow the ship down by a lot. Even though the straight 1-4 template is the same size as the other straight templates the movement mechanic is from blue line to blue line not moving base from one side to another. So if you were to use huge ship ruler you would be sliding the front of the base till it reached the line not putting the base on the other side.

As for the banks there will be allot of overlapping or its old position (sort of like how the 1 turn overlaps itself). If you played with huge ships you noticed they start to drift when they turn. Found that out our first epic game but since it was a tiny epic game (2v2 100 pts per player) they let it slide to keep the game going.

Sorry I don't have pictures to show the comparison. I'm trying to figure out how to post them from my phone. (I need to get a better internet option) . Working on it though.

Where here are the photos comparing huge ship template movements to normal template.

IMAG0072.jpg

Here you can see the difference between the blue line mechanic from the standard mechanic. Using the huge ship template will only move it up the length of the template not the length + the base of the ship as shown below.

IMAG0073.jpg

In the next picture you see how the 1 bank for the huge template is significantly less than the 1 bank for Large ships.

IMAG0071.jpg

Another relevant difference is that when a small or large ship turns or banks, the ship turns from the back of the base, like you mentioned. This physically moves the ship to the side a significant amount to the side, in addition to the rotation. The huge ships basically move straight forward and pivot on their center point, along the blue line. This is what creates the drift effect when it banks.

I think a couple of things. the huge ship movement system is all based around an energy movement mechanic. costs more energy to move further. The Small and large ships have color coded maneuvers, a stress type mechanic. I think trying to make the decimator a huge ship would create all sorts of problems. I also think that the decimator should be good in standard play but is going to get destroyed in epic play due to turbolazers, as others have said. I would not run a decimator in epic if I knew my opponent was bringing a CR-90.

It would be interesting to use the Huge ship movement template for it, just to see how it would move differently from anything else in the game.

oops. I meant for overlapping or ramming not for maneuvers, but you do got a good idea. Question would be what to do for turns. (2 turn = 2x 1 Huge Bank; 3 turn = 2x 2 Huge Bank?)

Well for the banks and the straights it will for one slow the ship down by a lot. Even though the straight 1-4 template is the same size as the other straight templates the movement mechanic is from blue line to blue line not moving base from one side to another. So if you were to use huge ship ruler you would be sliding the front of the base till it reached the line not putting the base on the other side.

As for the banks there will be allot of overlapping or its old position (sort of like how the 1 turn overlaps itself). If you played with huge ships you noticed they start to drift when they turn. Found that out our first epic game but since it was a tiny epic game (2v2 100 pts per player) they let it slide to keep the game going.

Sorry I don't have pictures to show the comparison. I'm trying to figure out how to post them from my phone. (I need to get a better internet option) . Working on it though.

Where here are the photos comparing huge ship template movements to normal template.

IMAG0072.jpg

Here you can see the difference between the blue line mechanic from the standard mechanic. Using the huge ship template will only move it up the length of the template not the length + the base of the ship as shown below.

IMAG0073.jpg

In the next picture you see how the 1 bank for the huge template is significantly less than the 1 bank for Large ships.

IMAG0071.jpg

Another relevant difference is that when a small or large ship turns or banks, the ship turns from the back of the base, like you mentioned. This physically moves the ship to the side a significant amount to the side, in addition to the rotation. The huge ships basically move straight forward and pivot on their center point, along the blue line. This is what creates the drift effect when it banks.

Not pictured is the other end of the ship. The ships is so long so that when the front moves to one side the back pivots to the other, There is sort of a drifting mechanic to the ship. (Found that out the hard way but the opposing team were good sports about it.

I think a couple of things. the huge ship movement system is all based around an energy movement mechanic. costs more energy to move further. The Small and large ships have color coded maneuvers, a stress type mechanic. I think trying to make the decimator a huge ship would create all sorts of problems. I also think that the decimator should be good in standard play but is going to get destroyed in epic play due to turbolazers, as others have said. I would not run a decimator in epic if I knew my opponent was bringing a CR-90.

Well yes and no. Turbolasers are more like a proton torpedo that has a range of 3-5 and allows the defender to double their agility. While the Quad laser cannons only take 1 energy but can use an additional energy as a gunner single turbolaser uses 2 energy apiece. The most a CR-90 can gain (without any upgrades) is 3. So if it does use a turbolaser, it can use a primary weapon boosted to 5 dice or a quad laser attack per turn.

Still single turbolasers are ideal against ships with really low agility such as B-wing, Y-wings, Falcons, Shuttles and of course the Decimators.