Kits for the CR90 and Raider

By Scoundrel, in X-Wing

I have played epic 3-4 times and i really like it. 100 points format is just the main thing for me and therefor epic was always fun fred games. now me and my play test buddy wanna try to get good at the format. Learn tactics (its clearly a lot different from 100p format), find combos and build meaningful lists that don't buy 3 extra upgrades you never use due to lack of energy.

So hit me: What are good builds for the two main epic ships?

I ran something based on that big sniper turret on the cr90 today luke and han aboard and sensor team. Worked out ok. Is it at all viable to make a command style cr90 that focuses on granting actions and stressing enemy ships etc?

Well I posted this over in a similar thread, but it was more specified to hard points. It all sums up into 2 top end builds. One for the CR-90 and one for the Raider with upgrades that fill in the hole that is huge ship dice modification.

The hard points is only on what range you want to be engaging at but what will really make the huge ships viable is what upgrades on them to help out with their abysmal attack dice modification abilities. As fare as I can see there is only two types of viable huge ships.

  1. Corellian Captain (Han Solo + Sensor Team on CR-90)
  2. The Varader (Vader + Shield Technician on Raider)

So the Correllian Captain. You put Han Solo and a Sensor Team so he can make target locks at any range. Hans Allows for you to use target locks to turn focus results into hits an ability that huge ships lack. If you don't roll a bunch of focus and hit results you can still use the target lock as normal. Put Hans and Snesor Team in the front section (because if that gets crippled then those 2 upgrades are useless) As for hardpoints well it is all based on range.

  • Single Turbo Laser (STL) is range 3-5 which the CR-90 already has a primary weapon against. It does allow for 1 focus to be turn into a hit so it doesn't work well with Han. If you need to target anyone at range 5 use the main weapon so you don't give out more than 1 green dice. STL is only good against targets with <2 agility so unless you are going after a Raider (which we will talk about more) it might be better to leave the STL off the ship.
  • Ion cannons is range 2-4 which covers one of the range bands outside the CR-90's primary weapon and it doesn't give out extra green dice so this might be better.
  • Quad Laser Cannons (you are going to want at least 1 of these to cover your arcs inside the range of your primary. Where to put it is a good question perhaps on the rear section.

So try this build out.

CR-90 Fore

  • Han Solo <crew>
  • Ion Cannon Battery
  • Quad Laser Cannon
  • Gunnery Team
  • Sensor Team
  • Tibanna Gas Supplies

CR-90 Aft

  • Shield Technician
  • Quad Laser Cannon
  • Engineering Team

127 points

Now as for the Varader. Since you can use Vader for every attack keep in mind you will be taking lots of damage. However there are a couple of good upgrades you can take. The Shield Technician is a must so you don't dump your energy tokens when refilling your shields which you will do. The Instigator would be the title to take as it gives you an extra shield token for each recover action which will lessen the effect of using vader multiple times. This is going to burn a lot of energy so Tibana gas canisters and and Engineering team is a must. Now for the harpoints since the raider has 3 you can have one of each but lets take a look at each one first.

  • STL you are going to want at least 1 of these so that you can reach up to 5 since your primary is range 2-4. Now taking 2 allows you to use Vader twice at range 5. The best thing about Vader is you don't have to hit with it. Say hello to soontir at range 5 and give crits despite soontirs 6 green dice with autothrusters.
  • Ion Cannons At range 2-4 I would save energy and use primary weapons. Huge ships is all about action economey. Ion cannons will cost an extra 2 sure you can use vader 3 times but that would be 6 shields and 4 energy. Good thing you already choked out Ozzel. However Ion Cannons may be better against huge ships.
  • Quad Laser Cannons. This fills the 1 range gap in you arcs so atleast 1 of them. If it misses you can pay an extra energy to fire again so that works with Vader as well.

For the Varaider build

Imperial Raider fore

  • Single Turbolaser
  • Sensor Team
  • Tibanna Gass Supplies

Imperial Raider aft

  • Darth Vader <crew>
  • Shield Technician
  • Single Turbolaser
  • Quad Laser Cannon
  • Engineering Team
  • Gunnery Team
  • Instigator (title)

144 points

;)

Edited by Marinealver

The GR-75 is better in a support / enemy interference role - and in my view is the best Epic ship in the game right now.

Cheap enough to run 2

something like this will cause your opponent plenty of headaches:

93 points

GR-75 Medium Transport (30), Dutyfree (2), Raymus Antilles (6), Frequency Jammer (4), EM Emitter (3)

GR-75 Medium Transport (30), Quantum Storm (4), Slicer Tools (7), EM Emitter (3), Tibanna Gas Supplies (4)

Edited by Funkleton

I don't think you'll want Vader on the Raider. As far as I interpret the rules, the opponent will choose to what section Vader's damage will be applied.

Is it at all viable to make a command style cr90 that focuses on granting actions and stressing enemy ships etc?

The GR-75 is better in a support / enemy interference role - and in my view is the best Epic ship in the game right now.

I think I am inclined to agree with Funkleton. The CR-90 is pretty effective as a gunship, and really expensive as a support ship. However, you can't help but notice the Dodonna's Pride title: "When you perform a coordinate action, you may choose 2 ships (instead of 1). Those ships may each perform 1 free action." So what do you do with that?

My first thought was to use it with ships that can hit harder than the CR-90. Dagger Sq. Pilots with HLC come to mind. They Focus, and you can give them each a Target Lock after the PS 9's have moved into range, because Huge ships activate last. That doesn't sound so bad.

But wait! It gets better. B-wings have barrel roll, so your little generic pilots could actually outmaneuver the likes of Soontir Fel and "Whisper"! The problem we come back to is this: why wouldn't you just have a GR-75 do that? The only reason I can think of is if you really need two ships to be coordinated per turn. It's just such a high price to pay for a support ship. If you are using coordinate, you won't be using target lock, and your firepower will be effectively neutered.

However, big ships have more than just damage at their disposal. I've always been enamored by the Tactician CR-90. What if you gave it 2 Quad Laser Cannons, fore and aft, and put a Tactician on there. You could stress anything that got close. Actually, might even consider two on the same section to focus on a single target.

You have one crew slot left. Toryn Farr is a possibility, but she requires an action, and you'd rather avoid that if possible. Jan Dodonna could work. Since you're flying in close proximity to your other ships in order to coordinate, you can further boost their firepower, eg. giving those HLC-Daggers a [crit] result instead of a [hit] result. Finally, there is Raymus Antilles, who allows you to assign a stress token to an enemy ship at range 1-3 that has chosen a white maneuver (you peek at the chosen ship at the start of the activation phase). I think I prefer Dodonna, but I'd like to try Raymus some day.

It might look something like this:

CR90 Corvette (Fore) (66)

CR90 Corvette (50), Dodonna's Pride (4), Tactician (2), Quad Laser Cannons (6), Tibanna Gas Supplies (4)

CR90 Corvette (Aft) (63)

CR90 Corvette (40), Jan Dodonna (6), Quad Laser Cannons (6), Engineering Team (4), Slicer Tools (7)

129 points total

What do you think? Pretty hefty price tag for a support ship, but it doubles as a control ship. Alternatively, you could bring along some elite unique pilots and pack a Shield Projector to make opponents target your Dodonna's Pride instead. There are loads of possibilities, but they all come back to the question, "Is it better than loading up for damage?" I think there's only one way to find out, and I'm getting excited to bring some of these ideas to the table!

Edited by Parakitor

With the K-Wing and its Wham Bam thank you SLAM bomb dropping action Carlist Rieekan is a great little Alpha Striking addition.

what about this:

120 points Pilots ------

CR90 Corvette (Fore) (67) CR90 Corvette (50), Tantive IV (4), Han Solo (2), Sensor Team (4), Luke Skywalker (7)

CR90 Corvette (Aft) (53) CR90 Corvette (40), Quad Laser Cannons (6), Engineering Team (4), Backup Shield Generator (3)

this build just shoots with the big gun an regenerates shields. Nothing else. lots of energy. it honestly think thats the way to go. It could be even cheaper with out luke, but i think he's good vs soontir and stuff. On the other hand he should never be out side of range 3 anyway so you can't hit him anyway. idk. Opinions?

what about this:

120 points Pilots ------

CR90 Corvette (Fore) (67) CR90 Corvette (50), Tantive IV (4), Han Solo (2), Sensor Team (4), Luke Skywalker (7)

CR90 Corvette (Aft) (53) CR90 Corvette (40), Quad Laser Cannons (6), Engineering Team (4), Backup Shield Generator (3)

this build just shoots with the big gun an regenerates shields. Nothing else. lots of energy. it honestly think thats the way to go. It could be even cheaper with out luke, but i think he's good vs soontir and stuff. On the other hand he should never be out side of range 3 anyway so you can't hit him anyway. idk. Opinions?

I think that could be a valid tactic, especially now that range 3-5 is all lumped into one as far as range bonus to defense; it's always a single bonus agility die. That makes the Primary Weapon on the CR90 a bit stronger. If Luke Skywalker were on the aft section he would still contribute his effect, right? I'm just thinking that putting him on the back would allow you to remove the Tantive IV title and save 4 points, unless you're specifically using it to enable you to keep using Luke after the fore section is destroyed.

i thought he had to be on the section that fires?

i thought he had to be on the section that fires?

Huh. I always had assumed an upgrade card on a Huge ship applied to the whole ship. First, from the Huge Ship Rules:

"Huge ships count as a single ship consisting of two bases, one ship token, and one or two Ship cards," (emphasis mine).

So Luke being anywhere on the ship will affect the whole ship. Similarly, with Target Locks it says:

"When a huge ship acquires a target lock, the blue target lock is placed next to the ship. It is not assigned to either section, and it can be spent by either section."

These two bits from the rules lead me to believe that Luke would grant the bonus attack after any attack that missed regardless of which section made the attack. Moreover, a missed attack from an aft-mounted Single Turbolasers could trigger Luke's ability to fire the Primary weapon on the fore section.

i thought he had to be on the section that fires?

Huh. I always had assumed an upgrade card on a Huge ship applied to the whole ship. First, from the Huge Ship Rules:

"Huge ships count as a single ship consisting of two bases, one ship token, and one or two Ship cards," (emphasis mine).

So Luke being anywhere on the ship will affect the whole ship. Similarly, with Target Locks it says:

"When a huge ship acquires a target lock, the blue target lock is placed next to the ship. It is not assigned to either section, and it can be spent by either section."

These two bits from the rules lead me to believe that Luke would grant the bonus attack after any attack that missed regardless of which section made the attack. Moreover, a missed attack from an aft-mounted Single Turbolasers could trigger Luke's ability to fire the Primary weapon on the fore section.

Edited by LordByron