Do you add Upgrades to your Corvettes?

By Cuthawolf, in Star Wars: Armada

So I played a game recently where my only losses (aside from a few squadrons) was a single CR90B. But once I calculated the upgrades I had added (Dodonna's Pride, Electronic Counter Measures and Leading Shots) it turned out to be a sizable chunk of points for my opponent. And if he'd killed the other one it would have been similar, although that one hung out at LONG range with enhanced armament and sniped away.

So I guess what I'm asking is: With the CR90s being so fragile, is upgrading them essentially just giving points to your opponent? Curious what you guys think.

Mon Montha if she counts and Pulse Lasers (Which should you roll a critical allow you to remove a defense token) are my choices. I also like throwing in Ray Artilies, Leia Organa and Tantative. However, I haven't played the list as yet, I have an opponent lined up for Friday. So as always I would probably append - Subject to change.

Mon Montha if she counts and Pulse Lasers (Which should you roll a critical allow you to remove a defense token) are my choices. I also like throwing in Ray Artilies, Leia Organa and Tantative. However, I haven't played the list as yet, I have an opponent lined up for Friday. So as always I would probably append - Subject to change.

Pulse lasers? Whats that?

I keep them cheap. I really hate spending more than 15 to 20% of a ships cost on upgrades, so for the CR90's that's about 8 points for me. Otherwise I really feel that I am just giving the opponent a "VP piƱata" to pound upon.

Overload Pulse (8 points)

Only upgrade I normally add is overload pulse

Amanal, I think you may have misunderstood what Overload Pulse does. It allows you to exhaust all defence tokens on the victim, not remove one.

Regardless, I agree that it is a great upgrade for a CR-90B. 47 points gets you a nippy little flanker that can cripple a big ships defences Focus fire gives about a 70% chance of getting at least one crit from a front salvo leaving a big lumbering Vic easy pickings for other rebel attacks later that round.

Dodonna's Pride can be a great little 90B that has the potential to do horrendous crits to otherwise undamaged ships for 45 points.

And for all of 50 points I am rather fond of the fleet-support 90A, Leia and Tantive when coupled with big rebel ships. Reveal dial and change another ships dial, convert dial into token and pass that on, snipe from range with red dice.

Dodonna's Pride can be a great little 90B that has the potential to do horrendous crits to otherwise undamaged ships for 45 points.

And for all of 50 points I am rather fond of the fleet-support 90A, Leia and Tantive when coupled with big rebel ships. Reveal dial and change another ships dial, convert dial into token and pass that on, snipe from range with red dice.

I'm with you on both counts.

I'm especially happy with Leia/Tantive support for my big ships.

Ion Cannon Batteries, man I'll get there in the end. Talking about taking the long way around.

Ion-Cannon-Batteries.png

I really like Ion Cannon Batteries as an upgrade. I find because the critical effect is usable even while the targets shields are up, it sees more effect during my 6 turn game.

Amanal, just to be clear that card removes Command Tokens, not Defence Tokens so the statement in your original post isn't valid.

Someone else I know got the same confused, it would lead to very different game results as I am sure you can imagine...

Amanal,

It removes a Comand token not a defense token.

Only one work different but a huge in play difference.

Very limited upgrades.

Titles, role specialization (Overload pulse, ion cannons, etc), and friendly ship boosts (Leia).

Otherwise you are putting a LOT of points at risk on a squishy ship. An AF 2 will use EA far more often than a Corvette.

The three corvette builds I seem to run lately:

- CR90B with Dodanna's pride (which, weirdly, works better with Mon Mothma so that the CR90B wants to always be at medium range).

- CR90A with Jaina's Light and Leia (so I can get it anywhere I want it to be and keep it alive at long range)

- CR90B with Overload Pulse

I find Dodanna's Pride one of the best upgrades in the game. Either your opponent rightfully fears it and diverts an abundance of resources to your little Vette or you are getting crit backstage time and again. For just 4 points more, Leading Shots almost guarantees you will land a shield ignoring crit on every shot. Clocking in at a total of 49 points this ship is a steal. Don't leave home without it ;)

Any Turbolaser upgrade aside from XX-9. Otherwise no.

Tantive and Leia, the only choice: It makes it so that any 3-command ship can act as a 1-cmd ship with Raymus! That's huuuuge!

Agree completely with Killionaire. If you're using AFs and haven't slapped a Leia/Tantive on the table yet ...

In another thread we were talking about the new general in the MC30c, kricken or something.

Anyways! 30 points, ships and unique squadrons are not counted as destroyed until the status phase (setting dials, ready cards and tokens).

So, you can proabably fit him plus 9 corvettes into a 400 point list.

When a corvette is going to die, have it ram/park in front of things. Or, for example, say ypu have an engineering command/token, or something. You have 4 damage cards, you could repair one of them, then your no longer dead, and needs the attention of a victory star destroyer or something to take you out, even through you have just 1 hull.

Hell, you could zoom over to the station and fix yourself up to remain alive.

Just saying, this guy might not be worthless after all.

Also, another hypothetical. Last turn you parked yourself infront of a already activated victory. (Or rammed it, idk). Next turn, the victory bumps you, deal them a damage card. When you activate your ship, you fire upon the offending victory with a concentrate fire, and potentially 2 arcs. You can then proceed to ram them again, or if luck has it, ram the front arc of a nearby unactivated victory. Another card. When the victory is activated, it is forced to ram you too, another card Thats 3-4 damage cards by a dead ship.

Then someone remarks how you got 7-8 damage cards on a single tiny corvette.

That's how you battlestar Pegasus with a corvette :P

Thanks for the correction to all who replied or would have.

As one who runs a corvette wolf pack as part of the fleet, I have Nav Teams on each corvette. With both a nav token and nav command, it allows for the kind of swarm tactics I like to use.

I have found Jaina's Light to be essentially the best title for a CR90. Flown properly, it's almost never going to be a "good target" when an enemy is attacking, and can simply issue Concentrate Fire commands every turn to throw 6 or 7 dice without or with Enhanced Armaments, respectively.

Dodonna's Pride used to be a favorite of mine, but it often is too much of a points sink for usually just 1 damage a turn which also doesn't cause opponents to waste defense tokens.

I'm waiting for mine (the Raider) and I was debating this concept too. I see ships as a huge point sink, so adding (relatively) cheap upgrades to massively increase their base power is huge...but the corvettes act more like X-Wing ships, in that the base cost is MUCH lower and closer to the upgrade costs so you can almost double the cost of the ship if you kit it out; and that's rarely going to be worth having a second ship imo.

My thoughts is a Raider with OLP, and maybe one of the titles if it's really good. In rebel lists i'd prob do the same with a CR90a...though not sure since Screed-Raider with OLP is much more effective at what it does ;)

In another thread we were talking about the new general in the MC30c, kricken or something.

Anyways! 30 points, ships and unique squadrons are not counted as destroyed until the status phase (setting dials, ready cards and tokens).

So, you can proabably fit him plus 9 corvettes into a 400 point list.

When a corvette is going to die, have it ram/park in front of things. Or, for example, say ypu have an engineering command/token, or something. You have 4 damage cards, you could repair one of them, then your no longer dead, and needs the attention of a victory star destroyer or something to take you out, even through you have just 1 hull.

Hell, you could zoom over to the station and fix yourself up to remain alive.

Just saying, this guy might not be worthless after all.

Also, another hypothetical. Last turn you parked yourself infront of a already activated victory. (Or rammed it, idk). Next turn, the victory bumps you, deal them a damage card. When you activate your ship, you fire upon the offending victory with a concentrate fire, and potentially 2 arcs. You can then proceed to ram them again, or if luck has it, ram the front arc of a nearby unactivated victory. Another card. When the victory is activated, it is forced to ram you too, another card Thats 3-4 damage cards by a dead ship.

Then someone remarks how you got 7-8 damage cards on a single tiny corvette.

That's how you battlestar Pegasus with a corvette :P

I must be missing something in all of this. The rules state that when a ship gets damage cards equal to its Structure (or whatever its hitpoints are called in this game), that it is "immediately destroyed".

Get it off the table, it's done, it's gone, it is not coming back.