I'm excited about the Raider and hoping the one friend I have who will play X-Wing with me will finally play some Epic with me once it's released. I sort of want to become an Epic specialist, especially since I am pretty bad at 100 point dogfights. What are the archetypal, skeletal builds for actually playing competitively with the transport and corvette?
Archetypal Rebel Transport and Corellian Corvette builds?
EPIC
174 points
PILOTS
GR-75 Medium Transport (43)
GR-75 Medium Transport (30), Dutyfree (2), Frequency Jammer (4), Slicer Tools (7)
CR90 Corvette (Aft) (55)
CR90 Corvette (40), WED-15 Repair Droid (2), Quad Laser Cannons (6), Engineering Team (4), Backup Shield Generator (3)
CR90 Corvette (Fore) (76)
CR90 Corvette (50), Dodonna's Pride (4), Raymus Antilles (6), Quad Laser Cannons (6), Quad Laser Cannons (6), Sensor Team (4)
Played this with an x-wing squad running support...tabled my opponent without losing a ship
Thanks, that's super helpful. Freq Jammer + Slicer Tools would seem to be the most common Transport build, I imagine.
I always imagined Tibanna gas supplies might a mainstay but are they not really necessary?
Edited by ScummyI didn't really run into an instance during the game where I felt I was in need of more energy...it's good for a quick extra supply if you pull a fast move. Plus if you aren't overloaded with upgrades that require energy then gas supplies aren't really useful.
For the CR-90, I commonly see three quad lasers, Toryn Farr, and Tibanna. That is really an anti-fighter build, so it may change when the Raider is out.
I haven't flown the GR-75 much, but I flew it with Frequency Jammer once and remember wishing I had Slicer Tools.
I don't know about "archetypal" builds, but here's the loadouts I've run, with some success:
CR90 Corvette (Fore) (50)
Weapons Engineer (3)
Quad Laser Cannons (6)
Sensor Team (4)
Ionization Reactor (4)
CR90 Corvette (Aft) (40)
Tactician (2)
Quad Laser Cannons (6)
Engineering Team (4)
Backup Shield Generator (3)
The intent of this build was to be an all-range threat. At range 3-5, you're facing a 5-dice gun (always try to keep one energy set aside for your primary). At range 2, Tactician triggers, possibly double-stressing evasive targets. At range 1, ionization reactor comes into play - I always make sure to have 3 energy stored on it by the second turn, so that any turn after that I can finish priming it and activate it immediately.
GR-75 Medium Transport (30)
Targeting Coordinator (4)
Frequency Jammer (4)
Comms Booster (4)
Backup Shield Generator (3)
Dutyfree (2)
This was a really solid general-purpose support ship. Comms Booster is great, especially if you have PTL users on your squad (and even more if it's Jake Farrell). Dutyfree/Frequency Jammer gives you some good board control, whether it's double-stressing Soontir Fel or just interfering with a couple of ships that would want to K-turn next round.
Thanks, that's super helpful. Freq Jammer + Slicer Tools would seem to be the most common Transport build, I imagine.
I always imagined Tibanna gas supplies might a mainstay but are they not really necessary?
Frequency Jammer and Slicer Tools are a good combination (though I haven't tried it myself), but I think it's usually better on two different transports, since jam and slicer are both actions.
Tibanna is necessary on certain builds. When you're building your list, you'll want to figure out the range of energy you'll gain and the range you'll expect to spend each turn. If it seems likely that you'll be running low, then try to make room for Tibanna.
Gas requirements went down when Epic rules allowed ships to start with full energy (on the ship, not the upgrades) instead of having nothing in the tank. Now you at least have something to start charging things with instead of needing the gas to get going.