Surely you mean one per attack?you can only resolve one critical effect per turn, so only ever one damage card face up. Over two turns sure... But not one.
Surely!
Surely you mean one per attack?you can only resolve one critical effect per turn, so only ever one damage card face up. Over two turns sure... But not one.
Surely!
Why in the world are asking all this "Except Dodanna's Pride" stuff? If I have a CR90B on the field, you can be darn sure I'm taking that! Heck, this ship is a staple in my Rebel lists. Especially since I almost always run Admiral Dodanna as my commander.
CR90B: 49 total points
-Dodanna's Pride
-Leading Shots
I cannot see a better investment in this game for 49 points than this ship. Even without using Dodanna, this ship is going to be punching a crit card straight through that fat VSD's shields pretty darn often. More than once, I've double-arced a VSD and, using Dodanna as my commander, punched two crits through the shields of a VSD and given it Structural Damage on both. Because those Structural Damage cards are so common in the deck, you're likely to pull one out of the 4 with Dodanna. Think about it: A CR90B just took out half of a VSD's HP in one go? That's insane! And then, at speed 4, you're flying around to its other side to punch it full of another round of shooting next turn!
The idea is to find builds for the CR90B that are effective without being Dodonna's Pride
It's just like you said, this ship's efficiency is proven, but maybe there are other builds that are possible and interesting
It's boring when we only see the same type of ships !
Regarding the Pride, I'm a bit disappointed by its effectiveness if the plan is only to inflict 2 damage on the hull of a Victory. 2 crits are nice for sure, but the fact that a smart VSD player can repair both in a turn thanks to Engineering command and token was kind of disheartening I found.
Now, if you combine it with Dodonna, Luke and some Neb B with XI7 that is less interested by shields, it becomes really interesting !
@FORGED : Interesting list with the Ion Cannons ! I'm curious to hear your feedback on them
Back to the Overload Pulse CR90B, I trained myself to fly with it yesterday because I really didn't like not being effective with it. The most effective use I found was to fly it straight toward a Vic at speed 4, angle it twice to get the two arcs with a CF command, and it would usually destroy both the defense tokens of the opponent and deal decent damage thanks to two turns of shooting. Then fly around and circle away from the front arcs.
It took the two ships only 4 turns to kill the VSD while being in decent shape, so I guess this is relatively efficient.
Obviously, the CR90B with Overload Pulse will get more mileage by having more than one other ship firing at the same target.
Also, I'd drop Jaina's Light (which doesn't bring you any particular synergies) and instead add Leading Shots to Dodonna's Pride (since they help you fish for those blue crits).
I think Jania's Light screams out for the CR90A, that's how I fly her in all my list, and always as the flagship.
First use specific to the CR90A, the A's red dice allow you to take advantage of Jania's ability to ignore obstructions while firing by hiding behind your own ships in a screen at long range. Allowing an A to equal the firepower of a Vic at that range, and hopefully keeping your fleet commander alive a little longer thanks to it.
Second use not specific to the A, ignoring Obstacles for movement in order to zip around at high speed capturing Objective tokens for certain Objectives, as woe as using the Obstacles as cover while approaching or fleeing from an enemy ship.
Dodonna's Pride obviously wants a CR90B for the extra blue dice, Jania's I think synergizes best with an A, while the Tantive 4 is a toss up for either model.
Since it's more of a support option, I prefer it with the B as a point saving option. Plus, the shorter ranged weapons mean you aren't sacrificing its own attack boost when using its title card powers or triggers the Princesses ability or Captain Antilles while it's approaching the enemy ship and setting up her attack run.
Definitely agree that Jaina's Light works best on an A variant. With a B, the short range at which you'll be will likely mean that you won't really be obstructed or hiding behind a ship. In the fluff, Han Solo smuggled Jaina's Light by flying it with 2 other Corvettes so as to blur the leads.
For Tantive IV, it's interesting that you see it as a toss up between the two variants. In my head, it was pretty clear that it was more reserved for the A variant because it is a support ship as you say. And while supporting, it's easier to throw red dice at the enemy while buffing up your own ships than it is with blue dice.
On the other hand, I always felt that CR90Bs really need to be flown independently so as to skirt the line between getting killed and flying away from a front arc
I've found the B hard to use. Even tooled up, it's relying on rolling what you need. Plus, if it's in range to shoot, it's getting shot too.
Speed 4 also.. good on paper, but you're effectively out of control at that speed, since you cannot stop!
I've found the B hard to use. Even tooled up, it's relying on rolling what you need. Plus, if it's in range to shoot, it's getting shot too.
Speed 4 also.. good on paper, but you're effectively out of control at that speed, since you cannot stop!
Yeah, the CR90B is definitley a harder ship to use than the CR90A !
With ECM, it can tank the shot from the front arc of a Victory II however. Its shields are going to be depleted for sure, but it will survive unless the opponent throws an extremely nasty roll (it requires 8 damage to one shot a CR90B with ECM).
So you can afford to be a tad less fast.
Although I'm starting to think that Speed 2 and lower for the Corvettes isn't really that great. When circling a Star Destroyer, it's actually preferable to be at Speed 3, because it's going to take one less turn to get back into attacking positions with your front hullzone.
Speed 4 is really tough to handle though, unless you spam Nav Commands and Raymus with Nav Team. Now the Yaws are interesting
Yes, the B can be extra crunchy without Mon Mothma, which becomes something of a thing when you're trying to synergizes with Dodanna's Pride for the Crit and Gen Dodnna to make that Crit really hurt, but I think it just takes more finesse/tactics like everything else us Rebels fly.
It doesn't want to be in the front arc at medium range of a Victory 2, well nothing wants to be there anyway, so don't go there. Vicky is slow, while our Vette is fast and maneuverable, and speed four may be somewhat unwieldy but that helps get us out of those nasty close encounters after zipping in and taking a shot.
Speaking of this, unless you're running a Vette swarm, if you've got initiative then let your B activate after the enemy ship has moved, hopefully dropping in at medium range on Vicky, and then next turn you can activate to shoot and scoot at speed 4 to get behind that slow moving beast or at least not in front of it. If you don't have initiative, you need to anticipate arriving on the flank at medium range in such a way that Vicky will shoot at medium to long range (hopefully versus multiple Rebel targets because we always fly in formation to maximize our firepower, yes?), and then move into your medium range before you activate.
And again, if you're not running a Vette swarm, the B should be making a flanking move on Vicky, trying to arrive at the same time as the rest of your fleet, and now Vicky has to decide between shootings at the B or the NebB or the AssFrigate even if you're at medium or short range.
It's definitely true that Corvettes wants to flank. After running a few simulations, it's really not worth it to deploy in the front arc of a VSD. You can get away with careful maneuvering, but you'll be losing the use of your front arc for many turns, and that is wasted points.
Coast, do you think a couple of Neb Bs flying straight at speed 1 would draw the Empire to deploy right in front ? (Assuming no scenario that alter deployment or drive to capture objectives). In a 2 Vettes, 2 Nebs list that is. With a couple of Fighters to delay the deployment of the Corvettes so they can rush in from the flank at very high speed.
That's going to hurt like hell when the Nebs get in that front arc of the VSD's. I think by turn 3 at the latest.
It's really not that bad to be honest thanks to the Brace tokens. As long as you can properly orient them to not take any side arc. With a stored Nav Token to make to speed 3.
The highest possible damage output of the Vic 2 front arc is 9 damage or 11 with a CF command. That leaves with no accuracies (and it's quite a low chance to do that) to mitigate with your defense tokens. So, the most damage you can take from the volley of the Star Destroyer's best roll is 5.
The best roll the Star Destroyer could make against the Neb is 2 Accuracies on the Blues, 1 damage and 4 double red damage dice. I'd rather take my chances through an Asteroid field than bet on these odds
____
Alternatively, how would you set up a flank ? When you're dpeloying second, it's obvious. But when the opponent forces you to deploy first, what tricks would you think about to ensure that your Vettes are going to be on a sustainable flank ?
Anyone else see the issue of this being easily read and responded to?
Anyone else see the issue of this being easily read and responded to?
To what are you referring to ?
Anyone else see the issue of this being easily read and responded to?
To what are you referring to ?
Right, thanks for clarifying ! I read "read" literally referring to something written in this thread
It's true that blue dice telegraph the attacks and make it easier for the opponent to guess where the enemy will be. Especially when you factor in the speed at which you run.
Perhaps we can consider to use the CR90B more defensively than offensively, pumping red dice at the enemy with other ships until the enemy comes into the blue dice range of the CR90B, using a longer range Corvette as a bait to drive the enemy while the CR90B takes chase ?
I've seen the 'vette dish out and receive more damage than I would have thought. They really aren't bad for the points.
That said, I wouldn't pit two of them against a VSD, at the same point cost. Looking at them as a ship of the line isn't a good risk-reward strategy for the rebel player, IMHO.
I've seen the 'vette dish out and receive more damage than I would have thought. They really aren't bad for the points.
That said, I wouldn't pit two of them against a VSD, at the same point cost. Looking at them as a ship of the line isn't a good risk-reward strategy for the rebel player, IMHO.
Definitely agree. Aside from the Assault Frigates, Rebels don't have ships of the line. And even the Assault Frigs need to be somewhat supported effectively
The 90B fits the debuff role quite effectively. Overload Pulse on a B is fantastic when you follow up by 3-4 attacks, and it is absolutely amazing when you get 2 arcs from the Corvette to fire at it. The tricky bit is making sure that the Corvette will get multiple arcs permanently.
The 90A I haven't played effectively with in a long time, so I can't really tell. It's more of a damage dealer but suffers from the same issues as the B : even though it has red dice, it has a significant proportion of blue dice and wants to dive in. Meaning it's hard to get effective shots with it over many turns without losing your front arc.
Edited by MoffZenA bit of a side note, but how do you use your CR90As ? Most of the time I've ran one it performed absolutely crappy with the red dice, and only a couple of times did it actually inflict damage.
Definitely agree. Aside from the Assault Frigates, Rebels don't have ships of the line.
Well, not for another eight weeks or so
When I've used the A's effectively, they've been supported by other, scarier, ships.
When that happens they really can nip about putting hits into star destroyers mostly ignored. Gunnery team puts a bit of a damper on that, and standing in the front of a VSD isn't a good idea anyway.
Comparing them to the closest other current rebel though, the neb, they are a more forgiving ship.
They can take a hit all round, have reasonable guns and can outrun anything, plus they can turn tight.
The Neb by way of comparison wants to be a flanker, but doesn't have the manoeuvrability to do it properly and is really a sniper.
I did some simulations and the 90A seems to be very efficient to get into the rear with H9 Turbolasers and really mess Star Destroyers up. They will only have a couple of shots though, and in order to do that it needs a tank to draw fire and put damage from range (the Neb B sniper you talked about ?).
Similarily, the Neb B can flank if it has some tank to draw fire away and firce the deployment. The CR90B in that case ?
Might be a good synergy yeah. I've been up until recently trying to 'box clever' with the nebs but I've come to the conclusion that actually, they're quite survivable to the front (but only the front)
and so sniping with them is viable. With a support flanker, maybe even more so.
We are talking blue ranged ships here. That means that one can predict where they will be when they attack and what turn the attack can likely occur. So you would be able to lute the attack And have repair commands ready for the fee turns during and after the attack.
Anyone else see the issue of this being easily read and responded to?
To what are you referring to ?
With Engine Techs and Nav commands you get some extra unpredictability in your positioning, especially with Raymus Antilles onboard and/or Tantive IV nearby for token efficiency.
Might be a good synergy yeah. I've been up until recently trying to 'box clever' with the nebs but I've come to the conclusion that actually, they're quite survivable to the front (but only the front)
and so sniping with them is viable. With a support flanker, maybe even more so.
Yeah, they're quite survivable from the front at all ranges, but only in the front. If you tank with them though at speed 1, you'll have to make **** sure that whatever you're shooting at will be dead by the time they go for a pass.
Like you said by having other flankers of your own for instance. Maybe CR90A with Engine Techs/H9 Turbolasers to capitalize on the weak rear arc.
Anyone else see the issue of this being easily read and responded to?
To what are you referring to ?
We are talking blue ranged ships here. That means that one can predict where they will be when they attack and what turn the attack can likely occur. So you would be able to lute the attack And have repair commands ready for the fee turns during and after the attack.
With Engine Techs and Nav commands you get some extra unpredictability in your positioning, especially with Raymus Antilles onboard and/or Tantive IV nearby for token efficiency.
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It doesn't matter what ships have for dice, if that's the case then all ships can be read. It really depends on the player controlling the ships. It's common sense.... Everyone knows what threat range each ship has in this game, it doesn't take over analyzing or rocket science to know that a ship with a dice pool of Blue dice is effective at medium to close range. The same with a ship that has a dice pool full of black dice. There is nothing wrong with the CR-90B it is effective in many ways.... You like using the 90B? I say rock it. Rebel ships got the ability to be kitted out to fill multiple roles. The trick is finding one that works for you. CR-90' both A and B Variants have become a new favorite ship because of speed and agility. Happy hunting
Grave13, what drove you to love the CR90s ? I'm especially curious about the A variant
Grave13, what drove you to love the CR90s ? I'm especially curious about the A variant
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I love the CR-90 because it is one of the cheapest capitals Rebels can field. You don't even have to upgrade them for them to be a solid ship. The A variant I will echo Jaina's light for an option you have a speedy scout sniper with that title on an A. Above all I love the CR-90's simply for the speed.... I get great amusement watching CR-90's fly by Imperials and get into rear arcs to become a huge pain. It's a fun ship