What are the most competitive Epic Rebel Builds?

By EvilEd209, in X-Wing

So if you were forced to use a CR-90 or the GR-75 in a 300 point match, what load out would you use?

What ships would you run with them to complement them?

What does a competitive Epic Rebel build look like?

I am trying to find a use for my CR-90 and the GR-75 and I am looking to see how people run these ships.

Thanks!

and 400 team squads. I'd like to see imperial lists too.

Don't know how competitive it would be but....

http://geordanr.github.io/xwing/?f=Rebel%20Alliance&d=v3!e!43:43,-1,-1,-1:-1:11:U.61;43:43,-1,-1,-1:-1:11:U.61;43:43,-1,-1,-1:-1:-1:;43:43,-1,-1,-1:-1:-1:;43:43,-1,-1,-1:-1:-1:;63:89,-1,50,85,67:12:-1:;63:-1,-1,50,50,50:10:-1:;64:-1:-1:-1:;64:-1:-1:-1:;64:-1:-1:-1:;64:-1:-1:-1:;64:-1:-1:-1:

5 bandits and 5 daggers. All daggers have Adv Sensors and two of them have tacticians. Two transports, one to hand out stress and potentially ion a bunch of stuff and another that is a super focus factory that hands out focus like candy.

I guess I am trying to find a good build for 1 Transport and one Corvette that will do alright in a competitive environment.

I misread about wanting one of each the epic ships. Three Talas and three daggers with Adv Sensors. One transport with triple comms booster (Is that legal by the way? I had someone that tried to tell me it wasn't one time at an epic tourney) and one CR-90 with bits.

http://geordanr.github.io/xwing/?f=Rebel%20Alliance&d=v3!e!43:43,-1,-1,-1:-1:-1:;43:43,-1,-1,-1:-1:-1:;43:43,-1,-1,-1:-1:-1:;63:-1,-1,50,50,50:10:-1:;81:29,65,92,-1:-1:-1:;80:86,65,64,91,-1,66:9:-1:U.-1,U.-1;65:-1:-1:-1:;65:-1:-1:-1:;65:-1:-1:-1:

I think a 300 point list with both ships is probably doomed to failure. I'd take the GR-75 and leave the CR-90 at home. second the notion on comms booster.

You won't find the help you are looking for here Ed. Muahahahahahaha.

Well now, that all depends on whether you want a competitive list or a fun one.

Competitive is difficult at the moment for the Rebels with the Epic ships - the Corvette doesn't generate enough energy (and can get shut down by ion) to effectively manage all it's potential weaponry and upgrades.

The Rebel Transport on the other hand, even unarmed is cheap enough to allow you to field a decent sized fleet and can be an amazing support ship, so I'd go with that.

As to a buiid, it's quite easy to go overboard with upgrades when you don't really need to. I'd suggest:

GR-75: Duty Free, Comms Booster

...comes to 36 points. You could give it Slicer Tools for another 7 to make it a legitimate threat in it's own right,or a Back Up Shield Generator for 3 to help keep it alive, but it doesn't really need much more than that.

The CR-90 is a bit more tricky. It's primary weapon was clearly designed for engaging other Epic scale ships, and can be pretty ineffective against the majority of Imperial forces (although it will mince Shuttles and Decimators).

I put the foundation for something that MIGHT work here:

http://xwing-builder.co.uk/view/143094/laser-brain-squadron

As you said you wanted to use both, I tried to give the CR90 the best support,

it seems that you have been called out to plonk em both on the table to the amusement of feeding the hungry piranha imps, or some other similarity right?

Iam sure it all has been discussed how this all works, kinda simple really, and leaves you some 63 points to add some finishing as you see fit.

We all want pictures of the game though ;)

Here's a version of something I like to run:

Epic Rebel Crit Time

Mainly it leverages Jan Dodonna and Etahn for massive crit production. Dutch is there for synergy and ion control, and there are 3 HLC Daggers to make the most of crit production from Etahn and Dodonna. Wes is there with VI to shut down bombers about to deliver ordnance.

I favor fewer ships with higher firepower here in order to maximize the effect of dodonna and Etahn, and also because concentrated firepower is especially good in Epic: you don't have to worry about traffic jams so much, and can hit with all of your ships at once. If your enemy is more spread out than you, you can often engage their fleet in portions rather than all at once, which is always good.

The Transport is set up to support the B-wings and PTL-carrying ships, replacing stress with focus tokens as needed. It's reinforced with bright hope and chewie, since it will probably be a target early on.

This is how i run a Corvette

CR90 Corvette (Fore) (50)
Han Solo (2)
Quad Laser Cannons (6)
Quad Laser Cannons (6)
Gunnery Team (4)

CR90 Corvette (Aft) (40)
Weapons Engineer (3)
Quad Laser Cannons (6)
Engineering Team (4)
Tibanna Gas Supplies (4)

Roark Garnet (19)
Blaster Turret (4)
Moldy Crow (3)

Total: 151

View in Yet Another Squad Builder

I dont hold it back i charge it into battle and make good use of the Quads and try to ram keep Roak behind to cover the rear and boost poilt skill then add 149 pts of ship of your choice try to take Blount with AM

my next Transport build to try will be

GR-75 Medium Transport (30)
Targeting Coordinator (4)
Jan Dodonna (6)
Comms Booster (4)
Comms Booster (4)
Backup Shield Generator (3)
Quantum Storm (4)

Total: 55

View in Yet Another Squad Builder

Didn't want to put on any upgrades that would need an action I just want it there to help others attack

Just how i like to fly :)

Just to drop a stone into the placid water:

Due to epic ships (the Tantive and the Raider) are massively overcosted, I suggest to use only smaller ships in epic battle (of 300, 400 or so points). If epic ship is a requirement, use the cheapest one with few upgrades (e.g. Rebel Transport).

Why I say "overcosted"? In theory, build a fat corvette (~155 points), then build smaller ships with similar points, that shot before it, let's say:
- Airen Cracken, Swarm Tactics, Concussion Missiles, Guidance Chips, and
- 5 x Green Squadron Pilot, A-Wing Test Pilot, Concussion Missiles, Swarm Tactics, Deadeye, Guidance Chips.
(155 points as well)
At the first fire-exchange, one half of the corvette will be evaporated, before shoting. Then leaving half-a-huge-ship to deal with 6 intact fighters. Only a matter of a short time to burn down the other half of that.
This case, a question arises: are these kind of huge-ship-killing ships can stand any chances to other viable squads? If so, then the huge ships are just a sink of points in a squad (and may need some official buff)...

I have some idea how to build such a huge-ship-killing squad, but it is a bit longer to read: http://sensorjammer.blog.hu/2017/07/21/epic_re-invented

Edited by Substandard
Previous version was short of valuable info, the new one may rise attention. No one responded it yet, so - imho - no big deal to change the post.