Pimped Corvette; worth it?

By Elkerlyc, in Star Wars: Armada

A Corellian Corvette (39 pts) with Electronic countermeasures (7) and Engine Techs (8) for 54/59 pts.

Possibly Dodonna's Pride on top of that?

Seem pricey but lightning fast and can run rings around anything the Empire can field (space?) at the moment.

Has anyone tried this? Or several of these?

doesn't seem useful, strictly in theory ofc

engine techs is probably excessive on a ship that runs rings around imperials by itself and that flexible (gladiator being both slower and shorter ranged) and EC, while cool, isn't really protecting much there

I'd only guess it's worth it on a corvette if it's carrying MM and can't really afford to die. Otherwise, it's like slapping defensive upgrades on a tie fighter. It's still a fast, brittle little bastard but now it's a more expensive fast, brittle little bastard :P

Edited by ficklegreendice

Is a Corvette (basic/no upgrades) that much faster when compared to a Gladiator with engine techs?

Edited by Elkerlyc

Leading shots is a better combo with Dodonna.

I would take her with Jaina's Light title, but secretly I would call her Intel Sweeper ;)

I think advanced projectors is probably a better fit on the corvette, at long range you should be able to evade an accuracy if needed and the super redirect will greatly increase your survivability.

A few quick thoughts:

1 - If we are talking about the CR90B, the best upgrade that the ship can be given is having Mon Mothma leading the fleet. A ship that wants to get to medium range to take shots at something is a ship that is at medium range. Evades work best at long range, and the CR90B has two. Unless, of course, you have MM. Then it all fits together perfectly.

2 - Until the Imperials roll out something significantly faster, I also agree engine techs are excessive. Especially on a ship where you can give the command you want every single turn, and where using the concentrate fire command is a significant boost; I don't want to have to tie up my command using navigation to benefit from engine techs.

So while I think Corvettes can be useful, if we are thinking of Dodonna's pride and/or the CR90B, I would roll with MM. In my current fleet, I haven't been using MM as a commander, and thus have had more success with the CR90A and playing the long range game.

Is a Corvette (basic/no upgrades) that much faster when compared to a Gladiator with engine techs?

nope, they're the same

basic Corvettes are just faster than everything else, so you're really not deriving much benefit out of 8 points of tech. If they shot out a load of black dice at close range, they'd be worth slapping techs on too :P

apart from the titles (which all seem very serviceable) and ECM on an important corvette, I see crit machine CR90Bs working with leading shots or overload pulse, or Raymus (in general, but also good for crit machine overloads or combos with tantive), or Lea

Edited by ficklegreendice

I'm going to try a corvette with engine upgrades, Jaina's Light and an overload pulse. I can use it for an intel sweep or sneak up on ships behind debris and hit them with the ion gun. The engine techs aren't just for 'speed 5'. They add flexibility in that you don't need a token to accelerate and getting an extra 2 clicks of turn should be very handy. Will see how it goes.

I'm definitely going to stick with Jaina's Light though- the freedom and reducing the enemy fire by a die (through cover) is always going to be handy.

I'm also going to have a go with a command corvette: https://community.fantasyflightgames.com/index.php?/topic/176710-400-points-on-a-budget/

I have played with a corvette with engine techs. It is, in my opinion, worth it.

1. Engine techs is optional. You can run the corvette at a slower speed and then go the extra 1 when you need it. And when you really need to disengage, you can burn a navigate token to boost the speed by 1, and then engine tech to get another 1.

2. Engine tech allows a speed 1 manuever. This allows the corvette to make a 2 yaw turn on that extra 1 manuever. You can line the vette up, take a shot the next turn, and then blast past/through/around the enemy ship.

3. The cheaper corvette with overload pulse upgrade is maybe an option. Using the vette to exhaust all of the defense tokens first in a round is a pretty good way to start the round.

Edited by spydermayhem

The engine techs aren't just for 'speed 5'. They add flexibility in that you don't need a token to accelerate and getting an extra 2 clicks of turn should be very handy...

...even though you need to have a "navigate"-command, thus being less flexible than before, if you want to use the techs.

The engine techs aren't just for 'speed 5'. They add flexibility in that you don't need a token to accelerate and getting an extra 2 clicks of turn should be very handy...

...even though you need to have a "navigate"-command, thus being less flexible than before, if you want to use the techs.

Nuts. That's what I get for looking at the cards at the end of the day, not the beginning, I didn't even see the symbol :wacko:

Yeah, that really gets in the way of the usability. I'll still give it a go and see what happens but 8 points suddenly seems really steep. I could use Raymus and Tantive IV to feed it tokens when it needs it but that means the Tantive isn't using useful commands and it's more likely I'll be using it to give squadron tokens to Yalvaris or concentrate fire to Salvation.

Dont forget using a navigate token counts as using the command. I love engine techs bank a token on the first turn then concentrate fire and use my token to engine tech out of the way. Real nasty.

Engine techs would allow you to be second player and worry less about the B class being destroyed when it makes its attack run