Corran Builds: Best Setup?

By Wretch, in X-Wing Squad Lists

I am looking at buiding a list around Corran and I wanted to get the site's opinions about options. I am not married to any particular set up or upgrades butt here are 2 build that I am considering.


The LW/FCS build gives good offense and but just OK defense. I thought about just R7 to add to the defense but went with the boost R7T1 to help potentially re-position the E-wing for a better shot and get the TL.


The build I am most intrigued by is the PTL/AC buiild is based around the idea that all of the actions defense. Corran can potentially do 2 of the following: arc dodge, focus or evade using PTL then do a green maneuver to drop the stress and regenerate a shield with R2D2 adding some additional endurance.




Corran will average 3.025 evades versus a single attack with both an evade and focus, 2.125 with just an evade, 2.025 with just a focus and 1.125 without defensive tokens. Corran can also be used with other support ships with this build because he can fly in formation and utilize ships like Airen Cracken or Biggs to add action economy or additional endurance for through Bigg's heroic sacrifice.


AC is better on a 2 attack ship but my thought Corran will stay in the fight longer if he can take defensive actions exclusively and still deal respectable damage with his double taps and potentially more with some lucky rolls.


Thought and opinions are welcome.


Corran Horn — E-Wing 35

Lone Wolf 2

Fire-Control System 2

R7-T1 3

Shield Upgrade 4


Corran Horn — E-Wing 35

Push the Limit 3

Accuracy Corrector 3

R2-D2 4

Shield Upgrade 4

Edited by Wretch
Corran Horn — E-Wing 35

Fire Control Systems 3

R2-D2 4

Experimental Interface 3

Marksmanship 3


During activation phase you move in (preferable flanking) and take a TL, then use EI to activate the Markmanship and take the stress. During combat use your target lock on all blanks and then convert all focus/eyes with Marksmanship. After the attack you re-acquire your target lock (FCS) and during the end phase you pop your second attack, repeating everything from the first (including Markmenship). Next turn I usually end up either 2 banking (clearing stress and getting a shield back via R2) than barrel roll around a rock, OR 3 forward (clearing stress and the shield back) and barrel roll around a rock... or just 5 straight and not worrying about the stress or the shield if it means getting out of range of attack(s).

I've used that Corran build with a yt-2400 Dash with upgrades of PTL, HLC + Outrider, and Nien Nunb (to help clear the stress of PTL even when running 4 straight to keep enemys out of the donut hole).

Corran Horn — E-Wing 35
Fire Control Systems 3
R2-D2 4
Experimental Interface 3
Marksmanship 3
During activation phase you move in (preferable flanking) and take a TL, then use EI to activate the Markmanship and take the stress. During combat use your target lock on all blanks and then convert all focus/eyes with Marksmanship. After the attack you re-acquire your target lock (FCS) and during the end phase you pop your second attack, repeating everything from the first (including Markmenship). Next turn I usually end up either 2 banking (clearing stress and getting a shield back via R2) than barrel roll around a rock, OR 3 forward (clearing stress and the shield back) and barrel roll around a rock... or just 5 straight and not worrying about the stress or the shield if it means getting out of range of attack(s).

So how many more hits will you generate per attack than the AC and how many evades when you defend with is build?

The flexibility and elusiveness of Advanced Sensors, R2-D2, Push the Limit and an engine upgrade are very hard to beat.

Corran Horn — E-Wing 35
Fire Control Systems 3
R2-D2 4
Experimental Interface 3
Marksmanship 3
During activation phase you move in (preferable flanking) and take a TL, then use EI to activate the Markmanship and take the stress. During combat use your target lock on all blanks and then convert all focus/eyes with Marksmanship. After the attack you re-acquire your target lock (FCS) and during the end phase you pop your second attack, repeating everything from the first (including Markmenship). Next turn I usually end up either 2 banking (clearing stress and getting a shield back via R2) than barrel roll around a rock, OR 3 forward (clearing stress and the shield back) and barrel roll around a rock... or just 5 straight and not worrying about the stress or the shield if it means getting out of range of attack(s).

So how many more hits will you generate per attack than the AC and how many evades when you defend with is build?

AC is nice if you are looking for 4 guaranteed hits in a round before you bolt. But with Marksmanship you are in a search for crits as well. And it's not all that difficult to get Corran into a range 1 situation in which you are tossing 4 dice with target lock and the super focus that Marksmanship gives you... and then doing that again in the same round. With Dash by his side, I've used this Corran to slay a full IG88 in one round.

I'm not saying there is anything wrong with AC, I'm just providing an alternative that has worked for me. I've often used Corran to just get into range 3 and take an evade, but in getting the attack off and not using the double tap (but getting the target lock) you've setup the next turn to get in closer (range 1 being the best case) take the evade token and EI to activate marksmanship as well and now use the TL aquired from last round in the two attacks this round.

There is not perfect Corran card... he's much more modular than say something like a Whisper who is a lock for VI and ACD before one thinks of doing anything else.

I'm open to trying your AC Corran, though.

The flexibility and elusiveness of Advanced Sensors, R2-D2, Push the Limit and an engine upgrade are very hard to beat.

Can you go through a typical turn for this set up? Is it boost/focus with AS, move, attack?

More like :

chose move :1

boost left/right/fw near the ennemy then PTL to focus -> stress

move 1 = Green -> remove stress + recover 1 shield

attack 4 dices (remove ennemy evasive action)

attack 4 dices again with focus

Scream, enjoy, do it again

(edit 'cause no FCS^^)

Edited by TaGaDa

The flexibility and elusiveness of Advanced Sensors, R2-D2, Push the Limit and an engine upgrade are very hard to beat.

Oh, I really like that. Lots of points but so strong.

My usual setup is this:

R2-D2, Push the Limit, Fire-Control Systems, Hull Upgrade

I prefer Hull over Shield to save 1 point, yes, but also because the extra Hull saved him on many occasions (especially against Direct Hit crit). Only 2 hulls can be very squishy, even with the shield regeneration from R2.

The Corran I've been rolling has been:

Corran Horn 35

Veteran Instincts 1

R2-D2 4

Fire Control System 2

Stealth Device 3

VI makes it so he moves last to try and square up any manueverable Soontir's or Whispers. He shoots firsts and and last. So he can try and strip some of those focuses and evades off the Soontirs and be able to land a Target Locked shot on a hopefully bare Soontir.

Stealth Device on a 3 agility ship can really allow to make him really not an ideal target. Sure, sometimes it goes quick, but I've had a match up that rolling 4 green die with the focus or evade attached made him almost untouchable and once he DOES get hit, R2-D2 starts working hard.

I also roll this with a Predator Gemmer who also tends to roll 4 green die so it's a hard to hit list.

The Corran I've been rolling has been:

Corran Horn 35

Veteran Instincts 1

R2-D2 4

Fire Control System 2

Stealth Device 3

VI makes it so he moves last to try and square up any manueverable Soontir's or Whispers. He shoots firsts and and last. So he can try and strip some of those focuses and evades off the Soontirs and be able to land a Target Locked shot on a hopefully bare Soontir.

Stealth Device on a 3 agility ship can really allow to make him really not an ideal target. Sure, sometimes it goes quick, but I've had a match up that rolling 4 green die with the focus or evade attached made him almost untouchable and once he DOES get hit, R2-D2 starts working hard.

I also roll this with a Predator Gemmer who also tends to roll 4 green die so it's a hard to hit list.

Yes! Very nice too. VI on Corran makes him a great hunter (Phantoms, Interceptors).

I'm interested in trying to build Corran on a budget. I don't mind him taking almost half of my points because he can hit so hard when it counts, but I've seen him go down way too often to a couple of distance shots and bad green dice. I'm looking at Accuracy Corrector to get reliable offense, and I'm curious what you guys might think about running him a couple different ways.

Budget Corran:

Corran — 35

•Lone Wolf — 2

Accuracy Corrector — 3

40 points altogether. None of the usual Boost/Regen shenanigans, but he's got his full dial every turn, and even stressed still has access to a LW reroll. I figure he can Evade or Barrel Roll every turn as appropriate, or even Focus if he's not going to get shot at. The Corrector is the real star here, since you're always throwing damage and can't be totally screwed with a bad roll (I always need to use that FCS TL on his second attack, without fail). Plus, at only 40 points he can bring virtually anything along for the ride.

Deluxe AC Corran:

Corran — 35

PtL — 3

R2 Astro — 1

Accuracy Corrector — 3

Engine Upgrade — 4

46 points is a lot closer to his normal cost, but I think he can warrant it. I'm torn between AC and FCS here, simply because he's going to be able to fly like a freaking Interceptor. Boost and Barrel Roll after a hard 2 Turn is always solid, as the Baron knows well, but I've been a fan of being able to do so after a 1 Bank as well, or at least having the option. I figure the movement actions are likely to get him out of arc more often than not, and he can always Focus/Evade against turrets. I like the consistency of AC damage, but I feel like FCS might be more useful because this more mobile build can get into Range 1 a lot more, and having a TL on four red dice might be more useful than being able to scrap your roll with the AC.

I'd love some input!

The flexibility and elusiveness of Advanced Sensors, R2-D2, Push the Limit and an engine upgrade are very hard to beat.

Can you go through a typical turn for this set up? Is it boost/focus with AS, move, attack?

Strategy changes quite a bit based on opponents but these two-ship lists that are so common have to gun hard early for Corran. Once one of them drops they really can't kill him and at 49 points he doesn't even need to necessarily kill them to win.

The damage output is significantly lower than fcs, but the payoff is that there is almost no ship that can kill you(bad positioning against one of MajorJuggler's Terminators can). This gives the rest of your list free reign as they all gun hard after Corran. And with the phantom change advanced sensors engine can put you in places where whisper just can't point.

Edited by TasteTheRainbow

Are there any decent lists with more than 1 e-wing in them? I really like them but it seems like 1 is really the limit since they start expensive and quickly make matters worse.

Are there any decent lists with more than 1 e-wing in them? I really like them but it seems like 1 is really the limit since they start expensive and quickly make matters worse.

I think SableGryphon once posted an idea that involved making three E-wings rather difficult to kill by giving them all R7s and FCS, but other than that not really.