Jousting Value of huge ships?

By Marinealver, in X-Wing

So I know that one huge ships are not balanced very well and that Epic play is not competitive so jousting values for say a CR-90 is not that important. However with the Raider coming out we can expect some more epic play so trying to figure out the jousting value of the CR-90 could help in predicting the efficiency of the Imperial raider.

So what do we know.

CR-90 basic stats are 4 attack (range 3-5) 0 agility 8 hull (4 for, 4 aft) 8 shields (5 for, 3 aft) for a cost of 90 points.

Some other variables to consider for 1 energy (CR-90 has a capacity for 5) the firepower value goes up to 5. Also once the front is disabled (9 hit points) the firepower goes down to 2.

Things that probably cannot be calculated would be the instant death caused by collisions as that depends heavily on movement and positioning instead of simple dice statistics. Another thing not calculated is damage recovery options form actions such as recover and upgrades such as WED-15.

Now of course comparing it to a similar squadron of Tie Fighters say 4 academy 4 black will just close in at range 2 as the CR-90 cannot shoot that close without an upgrade (quad laser cannons) and at range 3 and beyond the tie fighters will have 4 agility. But that is one thing we can consider instead of just the range gap we can calculate that each shot will give the defender 1 extra evade dice.

Probably the best way is to break this off into 2 formulas. The full power and the crippled power.

CR-90 Full (50 points)

5 attack (adds 1 defense dice) 0 agility (1 defense dice at range 3) 4 hull 4 shields avg (5for 3 aft)

add value of CR-90 crippled (40 points)

2 attack (add 1 defense dice) 0 agility 4 hull and 4 shields)

for full value of the CR-90 in terms of relative jousting efficiency. Now where is the formula I can plug this all in to?

Now where is the formula I can plug this all in to?

I haven't created it yet. :D

Fundamentally it still comes down to expected damage output and expected durability. The expected durability is complicated because of the Reinforce action. The expected damage output will depend on the weapon loadout, so it's not trivial to compute. Although the starting point would certainly be the basic ship without any upgrades.

It's in the backlog! :P

Now where is the formula I can plug this all in to?

I haven't created it yet. :D

Fundamentally it still comes down to expected damage output and expected durability. The expected durability is complicated because of the Reinforce action. The expected damage output will depend on the weapon loadout, so it's not trivial to compute. Although the starting point would certainly be the basic ship without any upgrades.

It's in the backlog! :P

Do you think with the current values we could come up with a rough model?

So we got energy to boost firepower 5 model as mentioned in the 1st one that does no recovery

and we got recovery action which the most energy to gain is 3 in a single move so for we can start by setting the recovery value at 3 should and be fair.

I think there is enough to get the starting bare CR-90 before we can move on to say 2 quad laser cannons or 2 single turbolasers.

The model used to calculate jousting was originally created to calculate naval battles with ships slugging it out. So the model should work.

The model used to calculate jousting was originally created to calculate naval battles with ships slugging it out. So the model should work.

Is there a function or formula I could try and plug this in.

As of now I am looking at 4 attack dice compared to 4 evade dice for the primary weapon as range 3 and up will give additional dice. Trying out figure out how much the 5th dice helps.