OK, peeps. Let's discuss Epic play's white elephant again.
The Corvette has a lovely primary weapon - the 4 dice, range 3-5 Dual Turbolaser turret, with the ability to add an extra attack dice to your roll for the low, low (!) cost of 1 energy.
But how do we fill out it's 3 available hard points? And how do we optimise their effect?
We have the option of Quad Laser Cannons - a 3 dice attack, range 1-2 attack that costs 1 energy to fire, with a built-in Gunner effect for an additional point of energy. 6 points.
Then we have the Single Turbolasers - a 4 dice, range 3-5 (like the primary) attack that costs 2 valuable energy points to fire, has a built-in Skywalker-esque focus effect - but your target doubles it's agility value - and they cost a hefty 8 points each.
Is there any right way to load the Corvette out? The Quad guns are effective against most enemy ships, but their range can be very limiting unless you get your gunship right into the thick of the action. The single Turbolasers can be brutal from a distance against low agility targets - especially Decimators and Shuttles - but will give you a big blind spot and are absolutely unreliable against snub fighters. So do you mix and match these load outs, or do you go all out with a particular plan of attack in mind? Let's take a look at some potential builds which make the most of these weapon's attributes:
Long Range Sniper:
CR-90 (fore): Mercenary Co-pilot, Sensor Team, Single Turbolaser
CR-90 (aft): Weapons Engineer, Engineering Team, Single Turbolaser
119 points
Why only two Turbolasers? With the ability to generate up to 3 energy per turn (4 with the Engineering team), the CR-90 can really only manage two firing at a time. Still, three range 3-5, 4 dice shots per turn isn't bad - especially when combined with multiple target locks that can also be achieved at up to range 5. This bad boy would need to sit broadside along your base line, and relies on a starfighter screen to prevent enemies closing to within it's blind spot. It will punish low agility targets, but nimble starfighters like TIE Defenders or TIE Interceptors will much less worried.
Point Blank Slugger:
CR-90 (fore): Tactician, Quad Laser Cannon x 2
CR-90 (aft): Weapons Engineer, Engineering Team, Quad Laser Cannon
117 points
This big fella really wants to get up close and personal - moving straight into the middle of the enemy to disrupt their movement, break up formations and then make the most of it's accurate (and potentially crippling) point defence firepower. The Quad Guns require less energy to fire (and have a nice built-in Gunner mechanism), so the CR-90 should be able to bring all it's weapons to bear more often, and it's primary weapon can still cause problems for low agility targets at the same time. More attacks - and more accurate attacks - but only if you're willing to get stuck in.
Which approach would you take? Or would you try and get the best of both worlds?