CR-90 Main Gun Questions

By Yamat0, in X-Wing Rules Questions

First of all.

is the maingun on the CR90 a 360 turret gun? or is it hindered by the blue line in the middle of the ship? If so, it has no defense what so ever from the aft?

Second question:
If the blue line hinders the maingun from shooting at ships behind the CR90. is there any counter against ships following it (other than the obvious to have other support ships shooting them to pieces)

Third question: is there any card that could attemt to fix criticals on the CR90, they are all brutal as hell.

FYI:

I played my two first matches with the CR90 today and it was fun:) won both matches but there was issues with rules like the maingun rule. He had one phantom left, and i had only the CR90 on the field. without any posibility to shoot over the aft of the ship, the game could only end in me loosing as a phantom never have to move inside any arcs if it chooses not to..

Main gun is a turret. Range 3-5. Look at the card the arrow going around the the fire icon denotes turret.

The blue line does, in fact, block the gun's line of fire. Yes the cr-90 has a big blind spot behind it.

Aren't there some droids that can fix criticals on them?

Hate not having rules with me sometimes. Didn't know the Blue blocked its own turret shot.

Wow.. In 15 mins two conflicting answers!

Now I'm confused :/

Edit - ok now I'm not!

Edited by slasher956

Hate not having rules with me sometimes. Didn't know the Blue blocked its own turret shot.

Page 2 of the Huge Ship rules:

"When [the huge ship] ship targets a ship outside of its firing arc, measure a line from the exact center of the chosen ship’s base to the exact center of the huge ship’s corresponding base. If this line is not obstructed by the blue center line on the huge ship’s token, the huge ship can declare the chosen ship as the defender"

Hate not having rules with me sometimes. Didn't know the Blue blocked its own turret shot.

Page 2 of the Huge Ship rules:

"When [the huge ship] ship targets a ship outside of its firing arc, measure a line from the exact center of the chosen ship’s base to the exact center of the huge ship’s corresponding base. If this line is not obstructed by the blue center line on the huge ship’s token, the huge ship can declare the chosen ship as the defender"

Good to know. Only flown my CR 90 once and it never came up. Good to know.

is the maingun on the CR90 a 360 turret gun? or is it hindered by the blue line in the middle of the ship?

Both!

It can attack outside the firing arc, which is commonly referred to as "turret". The blue line blocks it anyway.

Edit:

WED-15 removes face-up damage cards. That costs three energy and an action, which might not be worth it.

Edited by dvor

Okay, then the first part is settled, there is no way to fire to the rear of that ship; for you who have flown this one in more matches, the rear must be the main assault angle, anyone having an idea over how to protect it then?

WED-15 looks like wall-e :) Need to buy a rebel transport then.. :(

thank you for your ansvers, if you have some good idea over how to survive after they have taken position behind CR90, be my guest to speak up :)
As it needs half the board to make 180 turn, and it takes 6 rounds, it can be said that it will never be an alternative to even bother turning with that ship! maximum amount of energy is the only thing that means something it seems to me.

If you get someone behind you, fly slow. If they move too fast and hit you, they roll one dice for damage. Additionally, the blue line obstructs their attack as well, so even if they do pick off your aft end, they have to get into your turret arc to attack the front end.

Isnt there a cause one damage to ship within a certain range card? Or am zi thinking of the transport?

The best defense against rear attacks is your other ships. That is why you fly with an escorts. And yes flying slow works. A small ship moving 1 straight still moves faster than your 1 straight.

First of all, you cant fly 1 straight with CR90, it has 1 bank or 2 straight.
2 straight is the one you go for all the time, put the CR90 in an angle straight over the board, never turn, you will need your energy. I had two phantoms on my tale, they just cloaks and decloakes moves left and right and small turns always staying behind the CR90.
So, alot of ships can move slower than you, and they dont have to be superclose to keep away from your guns ider. When they have picked off the aft, they just fly close to you and are still outside your forward secondary guns, the main gun cant shoot ider, because its 3-5.
Anyway, escort is ofcourse a nice thing, but i can take 3 yt1200 or yt2400 for the price of my CR90, and they pack more heat and are harder to kill. The only reason to fly a CR90 is the most important rule of them all.. "RULE OF COOL" :)

I have another question about the guns in the banks,
They are not counting as secondary weapons? right? That should mean that i get to hit 4 dices with the quad turbo lasers on range 1 ? right or wrong??

I have another question about the guns in the banks,

They are not counting as secondary weapons? right? That should mean that i get to hit 4 dices with the quad turbo lasers on range 1 ? right or wrong??y

Primary weapon range is 3-5

I have another question about the guns in the banks,

They are not counting as secondary weapons? right? That should mean that i get to hit 4 dices with the quad turbo lasers on range 1 ? right or wrong??

Single Turbolasers and Quad Lasers are both secondary weapons, so they do not gain bonus attack dice at Range 1 or grant bonus defense dice at Range 3+.

Any upgrade with the "Attack:" header is a secondary weapon. (and an upgrade without the "Attack:" header is not a weapon). the only primary weapons (and consequently the only attacks that grant bonus dice) are the attack values printed on the ship cards.