Gunner on a CR-90?

By Pinch1loaf, in X-Wing

Just hear me out. Tantive IV, Han Solo, Weapons Engineer, Gunner(or Luke), Tibanna Gas, Engine Team, Sensor Team, Single Turbo Laser, plus whatever else.

For 4 energy a turn you get a possible 3 attacks at 5, 4, and 5 attack dice. The aim is TL on two ships. Fire Primary with 5 dice and HS's TL, 4 dice with turbo laser at something with high agility. If you hit well hey you hit that's great, if not, hello 5 dice with solo lock (a solock?) again!!

You need 4 energy a turn to maximize the effect. Sometimes you're turbos will hit and you'll have energy to spare so you can maneuver a bit and not lose your firing solution. Your escort can focus on keeping the enemy at range. while the Tantive obliterates stuff. Think it'll work? I want to try it out.

Did they FAQ the gunner's back on and only disallow navigator(I don't remember...)

This seems interesting.

If nothing else it's a way to run a slightly more energy efficient ship. Kind of.

I'd be tempted to pay 2 energy and get the 2 4 dice attacks.

Then run some other energy upgrades...

Did they FAQ the gunner's back on and only disallow navigator(I don't remember...)

They did, the first Epic tournament doc didn't allow Gunners, but they took that off the restricted list latter on.

Just hear me out. Tantive IV, Han Solo, Weapons Engineer, Gunner(or Luke), Tibanna Gas, Engine Team, Sensor Team, Single Turbo Laser, plus whatever else.

The biggest issue with both Gunner and Luke on the CR-90 is the little phrase at the end: "You cannot perform another attack this round." Because you have multiple chances to fire, ideally you will only use it on the attack you intend to be your last attack, which is very limiting. What if you shoot with the Primary first and miss? Are you going to use Gunner/Luke right away, and skip your Turbolaser? And take no shots with your quad cannons?

I've considered it before, but it's not the most efficient use of points because of the opportunity you have for multiple shots even without it.

Gunner.png Luke_Skywalker_Crew.png

Edited by Zephaus

Just hear me out. Tantive IV, Han Solo, Weapons Engineer, Gunner(or Luke), Tibanna Gas, Engine Team, Sensor Team, Single Turbo Laser, plus whatever else.

The biggest issue with both Gunner and Luke on the CR-90 is the little phrase at the end: "You cannot perform another attack this round." Because you have multiple chances to fire, ideally you will only use it on the attack you intend to be your last attack, which is very limiting. What if you shoot with the Primary first and miss? Are you going to use Gunner/Luke right away, and skip your Turbolaser? And take no shots with your quad cannons?

I've considered it before, but it's not the most efficient use of points because of the opportunity you have for multiple shots even without it.

Gunner.png Luke_Skywalker_Crew.png

Instead of a Tantive based entirely around guns you're running a tantive with 2 primary snipe shots and using energy for other tasks.

I can't say it's perfect.

I can't say I'd run it.

But it's interesting.

Especially with Jan Ors.

Spend 3 Energy.

Get a 6 Dice attack follwed by a 4 dice attack.

In the turns where only the tantive can shoot that can wreak some havok. Maybe earn the 120 ish points.

But I still just don't see the Tantive as worth it. Not yet. It needs better hardpoints to work with.

That's why you house rule up a (Veteran) Gunner Team.

;)

Gunner could be interesting on a Huge ship but only if you're forgoing all of those secondary attack options or at least most of them. I suspect it was restricted from them when they first came out as people were thinking "repeat attack for each weapon system" but once we got around to realizing how hard the "cannot perform another attack" part stopped all of those secondary attacks the danger was mitigated.

The problem with Gunner is that it disallows any other attacks the ship would perform, so you can only use him on your last shot.

As in, if you Gunner your primary weapon, all of your hardpoints are useless.
Of course, your primary's pretty awesome, and the hardpoints are expensive.

Gunner + Weapon's Engineer + Han Solo + Sensory Team + Gunnery Team looks like it would work pretty well, but it's only available on the Tantive IV. Besides, each and every bit of it works against the Gunner himself, so you might as well save the 9 points.

Main issue is that it uses a valuable crew slot, and all of mine are already filled, even with the Tantitive Title.

My thinking was mostly because the hardpoint weapons are expensive at 8 for turbo laser and 6 for quads. In the end you're spending as much if not more energy on your secondary guns on top of the points investment. The primary is a better weapon anyways. In an epic game you're likely to have 2 maybe 3 turns if you have gas supplies to fire 3+ guns. unless you're going the 2 straight the whole game you're only regenerating 1-3 energy per turn. After the fighting gets close that energy is probably going to regenerate shields or else you'll probably cripple yourself. Thus,

Gunner, for those times when all your energy goes into shield regen...

Gunner, for those times you can't reinforce...

Gunner, those times when you can't target lock because you've been critically damaged. ..

Gunner, for those times when your rear section is crippled and you've only got 1 energy to spend...

Gunner, for those times you need to throw 10 dice at a single target without doubling defenses...

Gunner, for when several of the above happen simultaneously...

Gunner, because quad lasers suck...

So I ran this build a couple of times:

CR90 Corvette (Fore) (50)
Weapons Engineer (3)
Quad Laser Cannons (6)
Single Turbolasers (8)
Sensor Team (4)
Gunnery Team (4)
Tantive IV (4)

CR90 Corvette (Aft) (40)
Luke Skywalker (7)
Quad Laser Cannons (6)
Engineering Team (4)
Tibanna Gas Supplies (4)

Total: 140

View in Yet Another Squad Builder

I would take Gunnery team out, since with Weapons Engineer you have plenty of dice modification on Turbolaser shots. It's not worth the cost or the energy.

Now on to Luke. Luke I feel is better than Gunner because you normal can't modify focus, and when you shoot with Luke you've exhausted your TLs already.

Primary damage dealing is main weapon, 6 dice/ 1energy / 1 TL (Jan Ors). Second shot is Turbolaser 4 dice/ 2 energy/ 1 TL. The *miss* shots are with Quad Laser Cannons, which you fill up in the beginning and I honestly don't expect to ever have to replenish. You should choose a target that you know you will miss (Tie Fighter for instance). They miss, you get another shot 5 dice / (1 + 1 energy cost from missing with a Quad) on a better target. There's virtually no chance of missing with the first primary attack of 6 dice, but you may miss with Turbolasers depending on the chosen target.

With this build I can generally get a lot of damage in. I'm also a bastard and run Roark alongside it, so it can get up 2 kills per round before anything else fires. I've had it trigger less often because my opponents had low-agility ships, but otherwise I'm happy with Luke's presence in the engine room (yes I keep him in the aft section).

edit: BTW, I think they removed the Gunner ban from Epic when they started developing the Raider, since the Raider's ability is pretty much a Gunner for about the same energy cost, but without the extra die and the downsides of it being the last attack.

Edited by chilligan

Now if only I could remove stress from Jan Ors in the combat phase somehow..

Gunner, for those times when all your energy goes into shield regen...

Gunner, for those times you can't reinforce...

Gunner, those times when you can't target lock because you've been critically damaged. ..

Gunner, for those times when your rear section is crippled and you've only got 1 energy to spend...

Gunner, for those times you need to throw 10 dice at a single target without doubling defenses...

Gunner, for when several of the above happen simultaneously...

Gunner, because quad lasers suck...

All pretty solid reasoning. It could be useful on a really cheap (yet tanky) CR90 build as well.

CR-90 (fore) - Gunner, Sensor Team

CR-90 (aft) - Weapons Engineer, Backup Shield Generator

Total 105

All energy generated goes into the Primary, Sheld Generator or Recover action. Alternate between Target Lock and Co-ordinate with the fore section, or shoot at a different target locked ship if your first attack misses.

Alternatively:

CR-90 (fore) - Gunner, Sensor Team

CR-90 (aft) - Weapons Engineer, Slicer Tools

Total 109

Same as before but this time around you've got an up-to-range 3 murderzone for any stressed enemy ships, at the expense of (some) durability, and both sections of the ship present their own threat. Combine with Tactician B-Wings for maximum annoyance.

Edited by FTS Gecko

..

All pretty solid reasoning. It could be useful on a really cheap (yet tanky) CR90 build as well.

I think a single Turbolaser (see what I did here?) and Han Solo would add incredible firepower for only 10 points extra (a bit less than 10%). You have two TLs, might as well use them each round...