Good point, I stand corrected! Though I feel that one turn only and causing 4 damage to yourself possibly makes it less useful ![]()
But you are still correct of course.
Good point, I stand corrected! Though I feel that one turn only and causing 4 damage to yourself possibly makes it less useful ![]()
But you are still correct of course.
Some combos I've liked on Corran, Etahn, and Blackmoon R2-D6 are.
-Expose, R2F2, Experimental Interface, Advanced Sensors -
Turns the E-Wing into a Pseudo-Phantom (4 Attack, 2 Agility [+ Action] -or- 3 Attack, 4 Agility [+ Action] -or- 4 Attack, 3 Agility [no action])
The AdvS allows for clearing the EI stress.
- Stay on Target, R7T1, AdvS - Stay on Target, Engine, AdvS -
Hyper Mobility for a hefty price tag. But thanks to SoT provided you pick a 3-Maneuver and that you're not stressed you have every type of adjustment option when revealing your dial. AdvS + EU / R7T1 allows you to further change your Mobility options through Boosting. For R7-T1, while the boost has stricter conditions to achieve it also gives you a Target Lock for extra offense.
For more action flexibility take PTL instead of SoT. For evasion tactics. BR, Boost, followed by a High-speed maneuver (3-5). If arc dodging isn't possible F/E for defending or F/TL for offense.
- Accuracy Corrector, Outmaneuver -
Easy damage vs 1 Agility or lower ships. Provided you can Outmaneuver them.
On Corran that's 2-6 hits when he double-taps depending on the Agility of the defender.
what i think is interesting is how much builds like dash/corran will be affected by the HWK pilot that reduces pilot skill, or if it will even make a mark on the game as a whole.
what i think is interesting is how much builds like dash/corran will be affected by the HWK pilot that reduces pilot skill, or if it will even make a mark on the game as a whole.
The one that would really concern me with Corran is Palob Godhali just stealing tokens and nullifying your turtle. You take stress for it via PTL and he also has a turret.
The guy with the ion cannon is also not that bad i believe, especially against Corran... He would be better if he gave the other ship another ion token along with the damage though...
Edited by ForceMThere are 2 great builds with Coran horn. The most common one is Burst Damage which uses Coran Horns special ability to the max,
Coran Horn
This build is meant to get the most out of the second attack in the End phase. The Fire Control System give a target lock to be used in the second attack and opportunist allows for extra attack dice because it is very unlikely there will be focus or evade tokens left over in the end phase. Unless they are planning on it and save the tokens but then again they are still taking the damage from the first attack.
The next one is not limited specificly to Coran Horn but Coran can still be built into this one and that is the Damage Sponge.
Coran Horn
You could also put this on Etahn and have the same roll. Basically this is used to pick critical hits off of vital ships like Bigs Darklighter and bounce them off the shields in which R2-D2 can regenerate them. If they choose to target the E-wing there is the sensor jammer which stops a attack dice from re rolling and/or a hit from converting a hit into a critical hit on top of 3 agility dice.
Edited by MarinealverUnfortunately I have yet to come across this Corran so I share the same inexperience with the original post. I may have played against him a couple of times but I only remember ever facing his ability once and it wasn't enough to destroy my B wing.
First time I played I used two Blues with HLC and two Rookie X wings. Corran died at range 3 in one turn of shooting.
Second game, he barely survived the first engagement due to me turning all guns on him unexpectedly. He doubled taps my B wing but failed to kill it. I blocked him with the damaged B wing and brought the other HLC and X wings to bare. Bye Corran.
Third game I used Krassis with HLC, Howlrunner and three Obsidians. Again, turned into him (as he was trying to flank) and he couldn't handle the ten focussed die thrown at him. My re-rolls sealed the deal however.
Now I expect this is poor flying from my three separate opponents (and lucky rolls from me) but losing a 44 point ship like that is crippling. He is after all, only able to take five hits, just like an x wing. I do want to try out the E wing and incorporate them into some useful rebel lists but the high points put me off. Also, It seems you need to build around them to maximise their output, just like Kir Kanos or Captain Jonus.
If anyone can offer tips or tactics on how you build or fly your E wings, I would be interested to read them.
My favorite Corran build is Corran Wader - 2 actions before revealing maneuver, and no stress after.
Coran Horn, Adv sensors, PTL, R2 astromech to make all 1-2 speed moves green. You can add Engine upgrade for total insanity.
You make two actions, get stress, reveal any speed 1-2 maneuver, loose stress
Corran gets into trouble against good blockers. He moves late with PS8 and if blocked he loses out on his actions with PtL and is left with 3 naked green dice. Then he might have to K-turn the next round to get back into the fight and goes another turn without actions. This vulnerability might be the reason you´re starting to see some builds using advanced sensors on Corran instead of FCS.
Edited by Sixter
Actually...No other ship in the game can match the sheer potential damage output on a single turn
Opportunist Fett with vader and clusters can. For one turn.
Omicron Lambda with FCS, Gunner and Vader (31 points) eats Corran. Trouble is getting Corran into arc...
Unfortunately I have yet to come across this Corran so I share the same inexperience with the original post. I may have played against him a couple of times but I only remember ever facing his ability once and it wasn't enough to destroy my B wing.
First time I played I used two Blues with HLC and two Rookie X wings. Corran died at range 3 in one turn of shooting.
Second game, he barely survived the first engagement due to me turning all guns on him unexpectedly. He doubled taps my B wing but failed to kill it. I blocked him with the damaged B wing and brought the other HLC and X wings to bare. Bye Corran.
Third game I used Krassis with HLC, Howlrunner and three Obsidians. Again, turned into him (as he was trying to flank) and he couldn't handle the ten focussed die thrown at him. My re-rolls sealed the deal however.
Now I expect this is poor flying from my three separate opponents (and lucky rolls from me) but losing a 44 point ship like that is crippling. He is after all, only able to take five hits, just like an x wing. I do want to try out the E wing and incorporate them into some useful rebel lists but the high points put me off. Also, It seems you need to build around them to maximise their output, just like Kir Kanos or Captain Jonus.
If anyone can offer tips or tactics on how you build or fly your E wings, I would be interested to read them.
E-wing go down in the same number of hits as an X-wing. They just trade 1 hull for 1 more shields and cost 6 points more the the extra agility and Tie Advanced action bar. You would want him out of the action until you are ready for the kill. If you are using the damage sponge you don't want him in front but with the group so he can pull critical hits off of ships with the shields stripped off and have R2-D2 restore the shields.
It's the low count lists that are being played lately.
R2D2 adds a second evade, so to speak, with Focus + Evade and R2D2, you need to really remove those tokens before you start doing some real damage to it, and low count lists have problems with that, even Gunner ships, i already posted about it in the past when Fat Han become more prevalent, how Corran was able to 1on1 him pretty well, because the second round of shooting would ignore C3PO. The problem was that i couldn't fit him in a really good list (i was playing a variant of the 3 amigos, Corran instead of Luke).
Swarmy lists have little problems against him since he is not really that good at movement as an interceptor (no hard turn greens), but Dash is pretty good at handling those.
Edited by DreadStarHmm, Should i run:
Or
Assuming i can get lonewolf to trigger every turn. I am getting better at judging distances after maneuvers.
Also, Would:
be better than just R2D2?
It's that which turns Horn into the monster he is.
I'm usually being blasted by a 1 hull/3 sheild Horn with a battered ship or two which can't regrow anything (empire ftw).
I don't really fear much on the rebel side, Whisper hates that stress dispensing x wing...but Corran has probably killed more Soontirs and Whispers of mine than any other rebel ship.
That said I once nearly one shot him with Backstabber. That was sweet (4 crits, no evades and the one that got through was a direct hit).
Basically Corran with the targeting upgrade and the sheild upgrade is one of the most consistent and least unpredictable (in a good way) ships I have flown against. He will kill or cripple a ship every other turn and he will always have sheilds to absorb damage.
Rebels are unfair I tell you:)