cr90 energy

By frogy84, in X-Wing Rules Questions

How does the energy work on cr90 way i understand it is i cr90 gets 5 max to spend on shooting as i can't just have energy on a gun i need to spend one from aft part to shoot gun. seems i never have a nuff energy so its really hard to use ship

You Start with full energy on the ship card, and on any secondary weapons equipped.

During activation phase

You move ship

Allocate energy to any weapons/abilities if equipped

Gain energy up to the value on ship card.

Use abilities with the energy header

Edited by Krynn007

So i get energy on all the guns i thought u spent only energy from ur aft part.

No you have to put energy on the cards.

Example

You will Start with 5 energy on the ship card

Then you'll have say 2 energy on a quad card and two more on a single turbo lasers

As you can see it has a number on the weapon card.

That is the amount it can store

(there has been a fee changes in the tournament rules in epic play so now huge ships start with full energy on the ship itself and equipped weapons)

So now you want to attack

You want to use the single turbo laser, you will remove the two energy from the card and fire.

Next your quad, you'll spend 1 to fire and another if you miss and want to attack again.

Next round you move

Next allocate energy.

You decide to move two back on single turbo laser and 1 on the quads (let's assume you hit on first try)

You cannot go over the value shown on the card.

Now you have 2 energy on your ship card.

Next you'll gain energy that is shown on your dial.

So if you did a one straight you'll gain whatever energy that is shown on the dial up to your full value (cannot gain more. Same as shields cannot gain more than shown on card unless otherwise you have a title/upgrade that increase the amount)

After you gain energy you can now use any ability that has the energy header.

Edit

So when you allocate energy you have to decide what you want to invest the energy on your ships aft card.

Do you want to recharge your quads? Or would you want to keep at least one energy so you can gain an extra dice with the cr90 primary.

Any upgrade like ionization reactor require energy to be put into it.

Not spent from your aft section.

It moves from your aft to whichever upgrade that is required.

Then do as whatever the upgrade says.

Edited by Krynn007

Ok that helps a bit i just felt like energy only come from aft then after one turn you down to no energy

Nope, when you gain it goes to the aft then you decide where you want to put it

Glad to have helped

That should make a huge difference

So i still can only have 5 after first turn then

If you're playing using the tournament rules (which I think you should) you should have energy on every weapon card and the full amount on your aft.

You can never have more than 5 on the actual aft card for the CR-90. If you play using these rules you won't gain energy from your first maneuver since you have no real way of spending it most likely.

It just seems you never have a nuff energy

That's the cool part of it, it forces you to spend energy wisely.

So i still can only have 5 after first turn then

Correct

5 is the most you can have on your aft

Gain anymore and you just lose it

With new rules in the tournament pdf file ffg released you now start with full energy on everything.

So if you don't allocate to something like ionization reactor let's say you'll not gain any new energy

You Start with full energy on the ship card, and on any secondary weapons equipped.

During activation phase

You move ship

Allocate energy to any weapons/abilities if equipped

Gain energy up to the value on ship card.

Use abilities with the energy header

If I'm not mistaken, the Energy steps in the activation phase is as follows; first you move and gain energy, then you allocate. Third you use energy. (According to Huge Ship rules ver. 3.0)

Extract from the rules:

1. Gain Energy: The huge ship gains a number of energy tokens equal to the number of energy icons shown on the chosen maneuver on the maneuver dial (below the speed number).

2. Allocate Energy: The huge ship’s controlling player may remove energy tokens from his Ship card and place them on any cards with an energy limit that are equipped to this ship. He cannot place energy tokens on a card in excess of its energy limit.

3. Use Energy: The huge ship may use one or more of its Upgrade cards or Damage cards with the “energy:” header. Each card with this header can be used only once per round.

And as stated above, you now start with full energy on aft ship card and on all of your secondary weapons. Every time you fire from your secondary weapons (in combat phase), remove the energy from those weapons. Next round in activation phase you move -> gain -> allocate. For example, you move 2 forward and gain 3 energy. You put those three energy on your aft card (But never more than the Energy Limit, in the CR-90's case 5 energy). Then you may allocate two of those energy tokens to one of your secondary weapons. The last energy token you might want to save for something else (?).For instance comms booster, or for later in the combat phase to boost your primary weapon attack. There are many possibilities.

I just play by the rules it comes with and some house rules

I dont know how to get the new rules in less there with raider then i got to buy that

You Start with full energy on the ship card, and on any secondary weapons equipped.

During activation phase

You move ship

Allocate energy to any weapons/abilities if equipped

Gain energy up to the value on ship card.

Use abilities with the energy header

If I'm not mistaken, the Energy steps in the activation phase is as follows; first you move and gain energy, then you allocate. Third you use energy. (According to Huge Ship rules ver. 3.0)

Extract from the rules:

1. Gain Energy: The huge ship gains a number of energy tokens equal to the number of energy icons shown on the chosen maneuver on the maneuver dial (below the speed number).

2. Allocate Energy: The huge ship’s controlling player may remove energy tokens from his Ship card and place them on any cards with an energy limit that are equipped to this ship. He cannot place energy tokens on a card in excess of its energy limit.

3. Use Energy: The huge ship may use one or more of its Upgrade cards or Damage cards with the “energy:” header. Each card with this header can be used only once per round.

And as stated above, you now start with full energy on aft ship card and on all of your secondary weapons. Every time you fire from your secondary weapons (in combat phase), remove the energy from those weapons. Next round in activation phase you move -> gain -> allocate. For example, you move 2 forward and gain 3 energy. You put those three energy on your aft card (But never more than the Energy Limit, in the CR-90's case 5 energy). Then you may allocate two of those energy tokens to one of your secondary weapons. The last energy token you might want to save for something else (?).For instance comms booster, or for later in the combat phase to boost your primary weapon attack. There are many possibilities.

Been awhile since I actually looked at the rules

Had a game with raider other night.

Though that didn't effect anything as we never dipped below much energy

Oh well live and learn

Edited by Krynn007

I still find the cr90 not as good as i thought for a war ship it kind of not good and with needing energy to shot kind of stinks i thought be like other ships just able to shot ever thing ever turn. it just seems week and dies rather fast

Then, clearly you're doing something wrong.

I still find the cr90 not as good as i thought for a war ship it kind of not good and with needing energy to shot kind of stinks i thought be like other ships just able to shot ever thing ever turn. it just seems week and dies rather fast

As the cr90 can only modify one or two attack and your opponent is coming at you with almost twice as many ships and all modified attacks.

Which is why i stopped playing epic a long time ago.

As we played more my opponents were building better fleets with their 300 pts and I has over 1/3 of my fleet sunk into one ship, it was a uphill battle for sure

So now we play with a house rule, each side my have at least one huge ship in play.

I only had one game since getting My raider but it was a lot of fun.

The energy management is part of the strategy and depends on how your Upgrading you stuff.

I always take tibanna gas supply for example to have an emergency reserve

This coming Friday we are going to have a 400 pt game. My raider vs Tantive

Can't wait!!

Edited by Krynn007

That's the problem my brother loves cr90 butt he always out number bad i use 12tiess 6bomber 12

use rest on interceptor. Butt we play at 400 pts bombers just eat up cr90

Edited by frogy84

What else do you use with the CR90?

Normal 6 xwings 6y wings 3 Ewing

That's the problem my brother loves cr90 butt he always out number bad i use 12tiess 6bomber 12

use rest on interceptor. Butt we play at 400 pts bombers just eat up cr90

Your just outgunning him.

With that many ships and hp on the board your going to focus fire that thing down super fast.

Especially with bombers and if you have hlc or just all the ties alone.

The cr90 can have at most 4 attacks

Two can be modified if he has weapons engineer.

The other two are totally helpless against the dice.

And that's a huge chunk of his squad

Whereas you have more ships, more hp likely you definitely have more total evade dice, and more red dice that can be modified

I suggest don't play epic unless both sides field at least one huge ship, or at the very least go with 300 pts.

400 pts one side with a huge ship and the other doesn't, does not seem fair to me

I've been advocating that it should be required in the epic tournament rules that each player should have yo field x amount of epic points.

Because if you were to go to a epic tournament, it probably benifit you more to just fly lots of ships and no huge ship.

Your very likely to kill the huge ship and be up on points in the end at the very least

Edited by Krynn007

Also take into account that Frogy seems to like to load each small ship's ordnance slots with every available bit of ordnance he's got. In the A-wing thread, he's questioning why you wouldn't load each ship to the max. Which could possibly explain the lack of Rebel ships.

Edited by Parravon