Epic's fighter problem

By Blail Blerg, in X-Wing

For the most part I've seen about 3 or 4 posts here where people haven't got the experience to even know if they can play huge ships competitively against a fighter list.

Has anyone actually played these games and can share some experience instead of pushing a point and then using theory to try and back it up?

Also seeing a lot of people agree from experience that they haven't been able to make their huge ships work.

About the Han solo and other combos, yes I've played them extensively and know them very well.

Sadly, I've found them very lacking in the end. Loss of even more damage potential.

I'm disappointed they didn't make a epic game have to field x amount of pts.

Like in armada, you have 1/3 of your squad dedicated to fighters.

Maybe epic should have x amount dedicated to huge ships, or have to field x amount of epic pts, but then your leaving scum out.

I've played quite a bit of epic games, won a few lost a few, but the games I won were close. And games I lost far from it.

Han solo only works for the one shot

So the rest of my shots are unmodified.

I've seen enough crappy rolls to realize this things needs more ways yo modify

When over 1/3 of your squad is invested in one ship you really need to do some dmg

For 300 pts you may as well just leave the big ships home and go with the usual. In a tournament setting that is

CR90 Corvette (Aft) (40)

Luke Skywalker (7)

Quad Laser Cannons (6)

Engineering Team (4)

CR90 Corvette (Fore) (50)

Han Solo (2)

Single Turbolasers (8)

Quad Laser Cannons (6)

Sensor Team (4)

Weapons Engineer (3)

Tantive IV (4)

I'm not a big fan of Luke (or Gunner) on the CR-90, because of the "You cannot perform another attack this round," language. With as many potential attacks as you have, it means you have to choose between re-rolling and not taking any other shots, or saving him for your very last shot. Just not very efficient. (I wish they would errata these cards to read "You cannot perform another attack with this weapon this round.")

I do think it takes a lot of practice to fly these ships well. They can control a lot of area, mostly because they threaten to obliterate a lot of small craft if they get to close. I would recommend flying through the campaigns in the rule books to get a really good sense of their strengths and weaknesses before playing Epic.

You just have to prioritize, and have a good knowledge of the odds. Turbolasers are best for missing on purpose right now. You take your best shot with 6 dice (with Jan :) ), then you do your Turbolasers. If you *know* 5 dice vs. agility +1 will be better than what you just rolled with Turbolasers, you don't spend the TL, wait for it to fail and shoot again.

I don't like campaign as much because I don't like the loadout, and only the final mission allows you to add upgrades. The Corvette is ok, but the CR90 with all the bells and whistles is significantly better in my opinion.

Depends on what you are firing at with your Turbo Lasers. I made some rules for a space station and set up an Imperial Space Station with Turbo Lasers to defend against a CR-90 led strike force. I've taken out an X-wing that only had 1 shield gone with one shot. I managed to get 4 hits and he rolled 4 blanks on green dice. That was one dead X-wing in one shot!

Would it break the game if they added the ability to spend energy to change focus to hits? (or less likely, focus to evades). It's already a fairly limited resource, but I would likely give up the extra dice for the ability to modify dice any day.

I can't wait to get my Raider back home and on the table, more than likely on my opponents side of the table.

Another thing that stuck me as odd is epic ship don't get to use their range advantage when everyone sets up range 2 onto the board and across from one another. It feels like the game would be better played down the length of the table to give time maneuvering and a chance to fire long range shots without taking return fire from small and large ships. HLC shuttles and B's are one of the more cost effective units in epic only because they are going to smash up an epic ship pretty much from turn 1 or 2. Give the epic ship a chance to punish them first.

I will also be intrigued to see whether Decimators can survive very long on the table, with turbo lasers doing damage pretty effectively and more ordnance on the table.

Hopefully the Age of Epic is just beginning and as we actually play it more things will start to evolve. I do think that for the most part the games will be much funner with epic ships on both sides, since epic ships are fun, but less effective than their points equivalent in other ships.

Edited by ID X T

Would it break the game if they added the ability to spend energy to change focus to hits? (or less likely, focus to evades). It's already a fairly limited resource, but I would likely give up the extra dice for the ability to modify dice any day.

I can't wait to get my Raider back home and on the table, more than likely on my opponents side of the table.

Another thing that stuck me as odd is epic ship don't get to use their range advantage when everyone sets up range 2 onto the board and across from one another. It feels like the game would be better played down the length of the table to give time maneuvering and a chance to fire long range shots without taking return fire from small and large ships. HLC shuttles and B's are one of the more cost effective units in epic only because they are going to smash up an epic ship pretty much from turn 1 or 2. Give the epic ship a chance to punish them first.

I will also be intrigued to see whether Decimators can survive very long on the table, with turbo lasers doing damage pretty effectively and more ordnance on the table.

Hopefully the Age of Epic is just beginning and as we actually play it more things will start to evolve. I do think that for the most part the games will be much funner with epic ships on both sides, since epic ships are fun, but less effective than their points equivalent in other ships.

That's up to you to do your setup to create this situation. Position asteroids so you won't get swarmed, angle your Corvette, etc.

I don't like campaign as much because I don't like the loadout, and only the final mission allows you to add upgrades. The Corvette is ok, but the CR90 with all the bells and whistles is significantly better in my opinion.

I don't disagree, but I do think it's a good way to learn to handle it. Then when you add all the bells and whistles, you'll know what you're doing :)

I would like to invite some discussion:

Is it a consensus around here that spamming 300 points of moderately tanky fighters in epic is nearly the best build you can take?

(I think and have heard it is.)

Is there a Huge ship list that would take against the below list??

CR90 Corvette (Fore) (50)
Intelligence Agent (1)
Ion Cannon Battery (6)
Tibanna Gas Supplies (4)
Dodonna's Pride (4)
CR90 Corvette (Aft) (40)
Carlist Rieekan (3)
Quad Laser Cannons (6)
Warden Squadron Pilot (23)
Extra Munitions (2)
Bombardier (1)
Proton Bombs (5)
Ion Bombs (2)
Advanced SLAM (2)
Warden Squadron Pilot (23)
Extra Munitions (2)
Bombardier (1)
Proton Bombs (5)
Ion Bombs (2)
Advanced SLAM (2)
Gold Squadron Pilot (18)
Ion Cannon Turret (5)
Bomb Loadout (0)
Extra Munitions (2)
R2 Astromech (1)
Cluster Mines (4)
Gold Squadron Pilot (18)
Ion Cannon Turret (5)
Bomb Loadout (0)
Extra Munitions (2)
R2 Astromech (1)
Cluster Mines (4)
Green Squadron Pilot (19)
Deadeye (1)
Assault Missiles (5)
Push the Limit (3)
A-Wing Test Pilot (0)
Green Squadron Pilot (19)
Deadeye (1)
Assault Missiles (5)
Push the Limit (3)
A-Wing Test Pilot (0)
Total: 300
At the opportune time, use Rieekan to SLAM the K-Wings right into the path of the herd and drop their mines.
The A-Wings loop around using their Focus for maximum effect., while the Y-Wings cover the rear and approach vectors with cluster mines.
Use the Ion Cannon Battery to keep Kagi at bay if needed.
Edited by Dagonet

Yeah, and I am having someone paint up the Space Station I made recently. I want to have a 3 way Epic game, but I want each faction to have a mission that puts them at odds with each of the other factions, but doesn't necessitate the destruction of an epic ship.

I'm thinking of a Space Station in the middle of the board with some cargo floating on one side of it and a Senator's Shuttle token on the other side of it. Also, a Rebel Transport coming in to the Station from the other side. The Rebels were setting up a deal to buy valuable cargo from Scum, but there is an Imperial spy on board the station who tipped the deal off. The Imperials blast in.

Imperials are trying to:

1) protect their spy in the shuttle to get to their table edge.

2) blast the GR-75 before it escapes.

Rebels try to:

1) have the GR-75 escape.

2) steal as many cargo containers as they can.

Scum try to:

1) kill the spy in their midst.

2) stop the Rebels from stealing their cargo without paying.

So.....each side has a reason to mess with the other and each side gets points for completing it's mission. Maybe the Imperials fail to get the Rebel Transport and decide to prevent the Rebels from getting their cargo. Maybe they want to blow up the cargo so that the Scum doesn't get points for having them left over in the end? Scum has the station in the middle and can fire in all directions, but isn't a main target for anyone. The rest of their ships are probably a bunch of Scyks and Z-95's. Throw in some K-fighters when they come in.

I dunno.....might be overly complicated, but I think it sounds fun!

And an Imperial list to counter the small ship spam, though this one I'm less sure of:

Raider-class Corvette (Fore) (50)
Ion Cannon Battery (6)
Gunnery Team (4)
Tibanna Gas Supplies (4)
Raider-class Corvette (Aft) (50)
Weapons Engineer (3)
Mara Jade (3)
Quad Laser Cannons (6)
Engineering Team (4)
Sensor Team (4)
Tibanna Gas Supplies (4)
Rear Admiral Chiraneau (46)
Veteran Instincts (1)
Extra Munitions (2)
Navigator (3)
Bombardier (1)
Proximity Mines (3)
Engine Upgrade (4)
Dauntless (2)
Lieutenant Colzet (23)
Advanced Targeting Computer (1)
Hull Upgrade (3)
TIE/x1 (0)
Storm Squadron Pilot (23)
Advanced Targeting Computer (1)
Hull Upgrade (3)
TIE/x1 (0)
Colonel Vessery (35)
Push the Limit (3)
Heavy Laser Cannon (7)
Twin Ion Engine Mk. II (1)
Total: 300
Use the Advanceds and the Raider to spot for Vessery who can lock and focus to his heart's content.
Chiraneau is there to provide backup.

Use the Advanceds and the Raider to spot for Vessery who can lock and focus to his heart's content.
Chiraneau is there to provide backup.

I am extremely afraid of bringing Decimators in Epic. 2 * 0 = 0, everything goes in.

[...]

5) The Corvette will shoot 6 dice then 4 dice. If it misses 4 dice shot (I can *make* it miss by not using TL against a high-agility ship), I can shoot again with 4 dice against the same ship, but with no double-agility, just +1 for range OR I can shoot 5 dice again. This costs me a total of 4 energy per turn, which I can sustain in the initial approach.

6) When enemy ships get close enough I can start missing on purpose with Quad lasers, which is much less expensive, since they're already charged up

I know I'm missing the obvious but...

Can you help me with these two. I've not play as must as many but what is the reasoning for missing on purpose?

[...]

5) The Corvette will shoot 6 dice then 4 dice. If it misses 4 dice shot (I can *make* it miss by not using TL against a high-agility ship), I can shoot again with 4 dice against the same ship, but with no double-agility, just +1 for range OR I can shoot 5 dice again. This costs me a total of 4 energy per turn, which I can sustain in the initial approach.

6) When enemy ships get close enough I can start missing on purpose with Quad lasers, which is much less expensive, since they're already charged up

I know I'm missing the obvious but...

Can you help me with these two. I've not play as must as many but what is the reasoning for missing on purpose?

If I have Luke Skywalker, I get another primary attack with a single modifier (focus to hit). I may still have a TL on some ship. So I miss my Quad laser shot, which is only 3 dice, to shoot again my primary of 4 dice, which I can bump to 5 dice, and which might have a TL + Luke's focus. The energy cost of this "miss" is only 1 energy, then 1 more if I bump up the primary attack.

They cannot do that or scum could not take part in epic battles.

Let them wait until they get their own Huge ships to join the battle. Besides nothing about Scum really says "Epic" to me.

Use the Advanceds and the Raider to spot for Vessery who can lock and focus to his heart's content.
Chiraneau is there to provide backup.

I am extremely afraid of bringing Decimators in Epic. 2 * 0 = 0, everything goes in.

Yeah, but I've wanted to run 3 Decimators vs. the CR-90.....with other ships thrown into the mix. I just had my ankle surgery this summer take up my gaming time.

They cannot do that or scum could not take part in epic battles.

Let them wait until they get their own Huge ships to join the battle. Besides nothing about Scum really says "Epic" to me.

Or just make up some rules! Someone has done Scum GR-75 transports already. Or, make up something like I did for the space station. I built it out of a Big Gulp cup, 2 plastic plates, a yogurt container, and the top to a hair spray bottle.

20150702_192753_zpsdtgqkrri.jpg

They cannot do that or scum could not take part in epic battles.

Let them wait until they get their own Huge ships to join the battle. Besides nothing about Scum really says "Epic" to me.

Between Karrde's organization, the Hutt cartels, pirate bands, and Boosters circle of friends, scum can field multiple very large fleets

And the scale. It's atrocious. All I see when they hit the board is a mismatch between them and the fighters. Seriously why not play Armada?

I do struggle to see what the epic ships really add to x-wing.

If you want small dog fights then you play x wing.

If you want large scale fleets then play Armada.

X-Wing Epic matches seem more like Star Wars to me than Armada does. Small fighters zipping around dog fighting each other trying not to get crushed by the huge ships with bombers and y-wings trying to set up runs at the huge ships that are their objective is Star Wars to me.

Armada doesn't capture that same feeling for me. It is a capital ship battle where the squadrons may contribute but are highly abstracted.

Use the Advanceds and the Raider to spot for Vessery who can lock and focus to his heart's content.
Chiraneau is there to provide backup.

I am extremely afraid of bringing Decimators in Epic. 2 * 0 = 0, everything goes in.

Well, I did say I was less sure of that list. :P.

I wanted hyperspace-capable ships, and Chiraneau with Navigator can be a very slippery bugger.

Yeah, I agree. Epic X-wing has the same feeling of pilots zipping in all over the place while the big ships move about like whales. It more feels like the movies than just 100 pt dogfights. I also really like scenarios, too. They change the game up in a way that's really refreshing. If you are down with scenarios, then the epic ships just fit in fine.

Armada is all plotting in advance where ships are going to be to coordinate strikes. Epic X-wing is still about zipping in, avoiding fire, and getting those shots off just when it counts.

I think all 4 IGs would be pretty "Epic", and somewhat ridiculous.

They cannot do that or scum could not take part in epic battles.

Let them wait until they get their own Huge ships to join the battle. Besides nothing about Scum really says "Epic" to me.

Between Karrde's organization, the Hutt cartels, pirate bands, and Boosters circle of friends, scum can field multiple very large fleets

We had Dogfight play for years without Scum. We can stand to have them wait to be able to join Epic until they get a Huge ship if it makes for better Epic play. I'd rather have a healthy Epic scene that Scum is late to the party on. If requiring each side to field at least one huge ship makes that happen then I'd be all for it.

Wasn't it mentioned at gencon that there was going to be a change to epic squad-building coming soon? I suspect the change will be something like the following:

1. Each player must use at least 2 epic points.

2. Large ships count as 1 epic point.

That reduces the small-ship spam while still allowing scum to partipicate.

Wasn't it mentioned at gencon that there was going to be a change to epic squad-building coming soon? I suspect the change will be something like the following:

1. Each player must use at least 2 epic points.

2. Large ships count as 1 epic point.

That reduces the small-ship spam while still allowing scum to partipicate.

I hope they won't change small-ship limits. That would seriously screw up my plans to get 2 Gozanti. I will be at 12 Ties, which is currently the limit of small ships.

Wasn't it mentioned at gencon that there was going to be a change to epic squad-building coming soon? I suspect the change will be something like the following:

1. Each player must use at least 2 epic points.

2. Large ships count as 1 epic point.

That reduces the small-ship spam while still allowing scum to partipicate.

Epic is expressly not a premiere format. If you want to institute such a rule (or a TO does) then go for it.

Remember though that huge ships aren't played much and thus they lack meta builds: it could be that players are simply much better with standard ships than with huges.

THIS.

"I've play EPIC once and it sucked!"

"I spent 140 points on a Tantive IV and it sucked!"

"Epic ships can't modify dice, that sucks!"

The sky is most definitely falling. "Thin" CR90 (108 point Gunboat*) can be incredibly hard to kill in either 200 or 300pt matches. Only way our groupthink would agree with some of these posters is if you bid 50-100 points for initiative.

1. why aren't you Stressing/ION'ing them right into your HUGE's cross-arcs?

2. why aren't you saving some Fighters for Endgame?

3. why is your HUGE's SIX wide open all **** game?

* Gunboat

https://geordanr.github.io/xwing/?f=Rebel%20Alliance&d=v3!c=200!80:-1,65,65,-1,-1,-1:-1:-1:;81:-1,65,-1,-1:-1:-1:

Edited by lazycomet

Didnt they FAQed it that every Epic list needs to contain at least 1 huge?

They cannot do that or scum could not take part in epic battles.

That's why they have to leave an all fighter option. Any competitive scene that requires a huge ship is a local rule brought on by the TO. Now many TOs doing this has made other local rules like making huge ships faction less which made okay sense as at that time only rebels had huge ships (and it can be argued that the status quo remains today). With the next epic expansion pack already announced it looks like every faction will have 2 huge ships. That being said however means that a scum huge ship is over a year away.

That's why I have made this conversion kit for the GR-75 to be converted into a S&V faction much in a similar way that the HWK-290 is converted into a scum ship. Of course this is only a temporary measure. It is designed to give Scum some access to the epic toys that the other factions have so when a Epic tournament comes up that requires a huge ship S&V won't be left out in the cold as they wait for FFG to give them their own. Once they have their own ship the kit will be discontinued.

And the scale. It's atrocious. All I see when they hit the board is a mismatch between them and the fighters. Seriously why not play Armada?

I do struggle to see what the epic ships really add to x-wing.

If you want small dog fights then you play x wing.

If you want large scale fleets then play Armada.

I got given a rebel transport as a gift and although I use the extra x wing and the upgrade that came with it, I have not even created a list that uses the transport.

But most of us want to play an integrated game of Starfighter combat with Capital ships. Both X-wing Epic and Armada allow us to do that but both are showing their flaws as they were based around their mechanics and focus of gameplay. X-wing was a starfighter dogfight game and Epic format was just an optional attachment however the mechanics of X-wing epic were not well refined as the designers clearly did not want Huge ships to be a dominate feature thus they were maybe a little too conservative with the power creep for huge ships and kept it closer to a massive starfighter brawl. Armada has done a better job with giving their secondary element known as squadrons their role in the game but they are underpowered compared to the big ships to the point where you might as well not take them any more than you would take proton torpedoes in X-wing. As I said before Armada feels closer to Star Trek than Star wars as a big ship battle game. Though it does a much better job at being a Star Trek game than Star trek Attack wing.

What type of game do we want to play? Well the battle of endor scene to be honest. That one epic battle where we finally get to see the Rebel Capital fleet in action as fighters scream in between these giants. Now lore wise the rebels avoided large scale engagements because they couldn't afford losses that the Imperial forces could easily replace, but still we want a game where both starfighters and capital ships can play a role in a competitive match and not have the balance tip to all starfighters or all capital ships.

Edited by Marinealver