I was able to attend my first EPIC tournament ever and had a great time with my Empire's attempt to rule the day. After the tournament I looked back at what planning and strategies were involved in building and testing our lists and how what I learned could help the community with their EPIC play.
Partner (TEAM EPIC only)
The first thing to do is find a partner you know well and plays the faction you are playing very well too. My partner was Garrett and he plays a lot of Empire and I know he can fly a TIE/ln like nobodies business. I play Empire with my playgroup all the time and know maneuvering TIE ships well. We both had been playing for a couple of years, played in regionals, so our flying level was the same.
Research
The second thing I did was look for any EPIC play analysis that would help with understanding what errors in list building and setup to avoid.
I found Hothie's EPIC thread and came to 3 very important conclusions
1) Don't sink too many points into your EPIC ship. Build it for what you plan on doing with it.
2) Setup with your squad to cover your EPIC ship's weaknesses, if it has any.
3) High PS is a bigger advantage in EPIC
Those three points went a long way in helping me determine our lists and strategy for deployment.
Determine Faction and its Strengths
The third item to consider is your factions strengths. Since we were playing Empire, I had to look at what the Empire does better than the other factions as well as what pilot abilities would synergize with those strengths.
For the Empire, its strengths are:
Swarms - lots of TIEs can burn down a ship or two in a round and help block and action denial
Bombs - Empire has the bomber , punisher, decimator, firespray to drop them, more than any other faction
Cloaking - phantoms can boost agility to make them avoid hits at long range.
Repositioning (Barrel Roll) - TIE fighter , bomber , advanced, punisher, defender, interceptor, phantom
Missiles - advanced, firespray, defender can carry this ordnance and assault missiles are better in EPIC
Large ships - lambda, decimator, firespray means the empire has the most large based ships
EPIC ship - Raider brings double shot at range 2-4 and lots of options to the board
After this analysis certain trends popped out (in bold). Initially I decided to try a 6 TIE swarm, a couple of shuttles (which I found out are really point efficient in EPIC!) and 3 Elite pilots with Assault missiles while Garret flew the Raider and a 6 TIE swarm. My concern would be survivability and damage output. The swarms could act to corral opponent fighters so that the Elites could assault missile them. The shuttles would be to block and, with tactical jammers, give the trailing Elites extra defensive coverage. The trick would be to shoot all three assault missiles (requiring TL's or deadeye) and ensuring that they all hit. To make the missiles viable I would have to include Capt. Jonus so I thought I would try it.
Playtest Build
The fourth item is playtest. Build your list and try out your tactics. So that is what I did. I went to a Thursday EPIC game at a FLGS and tried my theories out. I found out a few things.
- The elites couldn't get all their actions because someone would always be bumping
- shuttles are good in numbers but once they get into it, their lack of being able to turn around hampers them greatly. I would have to hold up the shuttles to make them more effective, which makes them dead weight in my strategy (as I need them to engage out front to provide the cover for the Elites).
- Since action denial from bumping would be prevalent I would need something that would hit hard (like the assault missile) but not rely on dice modification to work, something that could also cover a large area.
- Large ships will avoid asteroids as a faceup damage card is harsh punishment
- an EPIC ship that is deployed behind an EPIC ship will never catch it (unless it has engine booster)
- TL is the only dice modification that the Raider can use. It can only TL up to range 3 but shoot up to range 4.
Refine Strategy and List
Back to the drawing board and then I saw something on the raider that suddenly made sense. EPIC ships can steamroll. I've seen it with the GR-75 and was expecting many of these ships to be done up for this purpose. However, they don't like that faceup damage card if they have to run over an asteroid. The raider has away around this weakness.
Captain Needa
He turns that auto face up damage card to a potential shield damage on a [hit] or [crit] on a red die, as if we had just ran over a small ship.
We found our steamroller. But that would risk the front section as we were now planning to have it risk taking hits from running over ships. The crippled side of the front section is one hardpoint (every other upgrade would be tossed when crippled) so we put a single turbolaser on the front, so that if it did get crippled, it would still have a long range shot at targets and not have the other upgrades get tossed and be wasted points.
We then needed to make the ship able to steamroll better so we put Engine Booster on it. This allows a pre maneuver boost followed by the regular maneuver. That would allow a 5 straight on our Raider. We used this as a base and then Garrett worked on making the weaponry get good dice modification so he looked at ways to make TL viable. Also, Roark and a CR-90 team up would allow for a powerful first shot so we decided to swarm tactics our Raider from Howlrunner so it could shoot at PS 8 and get a free reroll on both its primary shots. Our final Raider build looked like this:
Raider (fore)
Single Turbolaser
Raider (Aft)
Impetuous title (gain TL after ship is destoyed)
Quad laser cannons (to defend Aft section)
Sensor team (TL out to range 5)
Weapon Engineer (maintain 2 TL)
Captain Needa ( reduce asteroid damage)
Engine Booster (better ranging for shooting and overlapping)
4 TIE fighters (+1 from my squad)
Howlrunner + Swarm Tactics + Stealth Device
Total: 200 points
As for my side, I decided to combine swarming with a really scary ordnance - proton bombs.
They ignore shields, causing an immediate face up damage card and don't need dice modification to work. I went with a scimitar bomber as I knew I could put 5 of them on the board and my opponent would not be able to kill all of them before the bombs were dropped. With wave 7, I also put Extra Munitions on 3 of my bombers, so I had 8 proton bombs to potentially drop!
At PS 2 they would most likely also move first and my strategy would require me to have them move into position first so I did an initiative bid of 5 points.
My list was then:
7 A.P. TIE/ln (-1 as it was put in with Garrett's squad)
3 Scimitar bombers with proton bombs and extra munitions
2 Scimitar bombers with proton bombs
Total: 195 points
The tactic would be to play the bombers like they were expendable. All they had to do was drop their ordnance and it would be then choice targeting after that if any survived.
We also looked at the TIE swarms and decided that they would also follow this strategy. The TIE's would corral the enemy ships and then the bombers would pound them. Then the Raider would steamroll/shoot whatever grouping/choice targets were left.
Determine Your Setup
Setup was something we had to be careful about. Too close to the Raider and we might get run over by it and we knew the back section was vulnerable (due to arc coverage) so we had to protect it. Our setup ended up looking like this:
SETUP IMAGE
We had 4 elements, left flank, center left, center right, and right flank. We used this setup to have the two TIE groupings act as flanking/blocking elements to trap ships and the two center elements would be the heavy hitting ship killers. Our aim was to kill more fighter craft and then work on the EPIC ship(s).
Enemy Deployment Possibilities and Counter-Maneuvers
Using this strategy we had to look at the possible deployments and how we would engage them to make full use of this strategy. The possible deployments were:
RIGHT SIDE DEPLOYMENT
CENTER DEPLOYMENT, TYPE 1
CENTER DEPLOYMENT, TYPE 2
LEFT SIFE DEPLOYMENT
I made up these images and used them as a visual aid to communicate with my partner what each element would be able to do given the deployment we were facing and it worked really, really well. We both were on the same page when it came to how we would maneuver our ships and what we could expect from our partner, without having to explain each ships tactic or maneuvers. The packet I created I called "Captain's Orders" and I hammed it up a little to make it a little bit more entertaining but it contained our entire strategy for each deployment we could face.
We played in the tournament on Saturday, September 5th, 2015 and had a great time in it. We came in 4th out of 11 teams and I have some refinements I can make to increase the potential of this list. EPIC play is going to be a fun mode on the tournament scene.
TL;DR - for TEAM EPIC you need to Have a Good Partner, Research, Know Faction Strengths, Playtest, Refine your Strategy, Refine your List, Determine your Setup, Construct Maneuvers Against Possible Opponent Deployment Options, Play.
*Edits will be pics getting posted in.
Edited by Sergovan