so as the title implies, they just seem to get shot down way to fast to be useful. im trying to make up lists using wave 2 but it seems close to if your not using the Mon Cal or Medium ships you can just about forget it. Ideas?
are the Rebel corvettes going the way of the dinosaur?
Nothing else can go Speed 4 and TURN like these things. That makes them endlessly useful harassers.
Besides, if an enemy ISD is throwing their massive Front Arc in Red Dice at my Corvette, he's not beating down the MC80.
step 1: find the enemy's weak arc
step 2: lampray
As several people have mentioned across these boards, corvettes running slaved turrets in an ackbar led fleet at tossing 4 red dice out their side arcs for 50 pts. Add a blue at medium range. Thats a pretty cost effective ship, so I think its going to find its way into fleets, even with all the new toys.
The core set Rebel ships have generally been fairly high maintenance. It takes practice to get the hang of gettin double arc with those little guys. But once you've got it, you're the most maneuverable ship in the game. The enemy is not getting away. And since they're so cheap, you can run a small wolfpack of them, or just add one to give you more activation flexibility.
Edited by SquarkLook, if you can do 8+ Damage at Long Range, After I've cancelled a Die that you've thrown, you probably deserve to One-Shot my Corvette.
Corvettes also are the cheapest way to keep your total activations up
I am not sure. With Ackbar I can imagine some rebel players longing for Garm. CR90A + Antilles + Tantive works great and you still improving it with Ackbar red dice. 57 points.
You could spend this points in other stuff of course but... Ackbar + miniGarm... mmmmm
The trouble with the Akbar / cr90 idea is that the side arc is very small.
cr-90s under akbar aren't terribly impressive
despite their maneuverability, you're still working with a thinner side arc and forgoing the ships that really benefit off of his ability (fatties and shrimps)
not counting CF,
a slaved turret cr-90 pumps out 4 dice max
a Afmk2 pumps out 6 and then does it again because it can take gunnery team; for less than 2 cr-90s
the shrimp farts out 4 dice at long range (same as slaved cr-90), plus gunnery team, plus 3 black dice for close range engagements
cr-90s are lovely, but you don't need akbar. They don't even particularly care about him nor synergize that well. They work just dandy as filler for that all-important extra activation, but there are far deadlier options for the fleet's main workhorses
I'd much rather take just about any other commander, including Garm, if I wanted CR-90s primarily to be my victory condition.
MM is probably still the ideal platform, though Riekann is looking real tempting with TLR cr-90s being all suicidal
Edited by ficklegreendiceI started writing a post to agree that the CR90 is becoming less useful, but I don't think that's actually the case.
I think, like someone (DrunkTarkin maybe?) said, Akbar is going to become the go to default Rebel commander. That's great because he's a ton of fun when rolling huge side arc dice pools. While that means the CR90 isn't going to synergize with fantastic Akbar broadsides, but it was never a first rate ship of the line.
The Corellian corvette was and will continue being a great support ship (i.e. Leia and/or Tantive IV), and I think it's the support ships that are going to make the differences in winning or not as we get used to Wave 2 and the massive amounts of damage possible.
Cheap special ops ships will still be a thing - a CR90B with Overload pulse is only 47 points - Jaina's Light sitting behind your MC80 exhausting defense tokens could easily decide a battle. Sure the MC30 is sexy as all get out and more dangerous than a rabid barracuda - but they are also much more expensive.
I think with the new upgrades and the emergence of the raider, the CR90 will be more important than ever.
and CR90 b Leia and protection experts is a great support ship
They are cheap and in a 400 point game you start getting into the concept of quantity being its own kind of quality. They are fast and maneuverable and as is often pointed out, "speed kills." And with only 1 command dial you get a lot of flexibility as to reacting to changes in the battle.
and CR90 b Leia and protection experts is a great support ship
if you're willing to strip the shields from the 'vette and not regenerate them, risky but likely worth it
and CR90 b Leia and protection experts is a great support ship
if you're willing to strip the shields from the 'vette and not regenerate them, risky but likely worth it
I've been playing this and just hiding it behind my fleet as a stop gap for flanks and a support ship
Edited by TirionWith Turbolaser Reroute Circuit and it's two evades, the Cr-90a will be a very cheap, reliable source of long range damage. Higher average raw damage than a VSD or ISD-I at long range.
cr-90s under akbar aren't terribly impressive
despite their maneuverability, you're still working with a thinner side arc and forgoing the ships that really benefit off of his ability (fatties and shrimps)
not counting CF,
a slaved turret cr-90 pumps out 4 dice max
a Afmk2 pumps out 6 and then does it again because it can take gunnery team; for less than 2 cr-90s
the shrimp farts out 4 dice at long range (same as slaved cr-90), plus gunnery team, plus 3 black dice for close range engagements
cr-90s are lovely, but you don't need akbar. They don't even particularly care about him nor synergize that well. They work just dandy as filler for that all-important extra activation, but there are far deadlier options for the fleet's main workhorses
I'd much rather take just about any other commander, including Garm, if I wanted CR-90s primarily to be my victory condition.
MM is probably still the ideal platform, though Riekann is looking real tempting with TLR cr-90s being all suicidal
I generally agree with your opinions fickle, and I don't disagree too much with what you have here about the 'vettr. But you did hit on something that is a personal pet peeve of mine;
You assume gunnery team is going to happen. It might happen. It could happen. Certainly if you outmanuever your opponent it might even be likely to happen. But it most certainly is not guaranteed to happen. Its not even as easy to make happen as dropping those aforementioned two cr90's side arcs onto the same target.
Its also kind of a silly argument. I may not have room for an/another 80 point ship. In which case that cr90 is an infinetely better choice, by virtue of being legal.
I do agree that other ships synergize better than the 'vette, but I think you are underestimating its value in an ackbar fleet.
I am not
I said explicitly that it's great filler (regardless of who's leading it), but it's not something to crutch on or to make the bulk of your fleet with. Simply put, you cannot abuse Akbar as much with it as you can with other ships.
And it's HIGHLY unlikely the gunnery teams won't happen with 2+ long range broadside ships, especially against imps as they close
Edited by ficklegreendiceDozen of Cr 90 with TRC and Mon Mothma looks pretty solid to me
A dozen TRC with Mm? Try 7 ![]()
Speaking of, VERY excited for that upgrade. The cr90 is vulnerable using it, but that doesn't matter if it's not getting shot at and the damage it can pump out is very promising
+++ Rebel speedsters (397pts) +++
++ Rebel Fleet (Standard) (397pts) ++
+ CR90 Corvette (200pts) +
CR90 Corvette A (50pts) [slaved Turrets (6pts)]
CR90 Corvette A (50pts) [slaved Turrets (6pts)]
CR90 Corvette A (50pts) [slaved Turrets (6pts)]
CR90 Corvette A (50pts) [slaved Turrets (6pts)]
+ MC30c Frigate (197pts) +
MC30c Scout Frigate (115pts) [•Admiral Ackbar (38pts), •Foresight (8pts)]
MC30c Scout Frigate (82pts) [Advanced Projectors (6pts), Turbolaser Reroute Circuits (7pts)]
Can't stop seeing those cr90s as fatties with gunnery team
Dig into the bid and you can get two + a naked CR-90a
Under Ackbar w/General well accepted builds (at least from my observations)
-Assault Frigate w/ Gunnery Team, Advanced Projectors, X17 = 91 points
-Corvette w/Slaved Turrets = 50 points
-MC80 w/ Advanced Projectors, Electronic Countermeasures, X17 = 133
It seems like the Frigate is held up as the gold standard just because of the gunnery team which seems a bit odd to me. 9 points extra points for 2 corvettes over the Frigate gets you more activations and just as many dice as the Assault Frigate, all of which can be focused on one target. The Mon Cal while almost 50% more expensive that the Frigate brings only a 25% increase of firepower on a single target but on a much more durable platform. It seems pretty balanced.
I personally think the corvettes are great and have used the bare bones CR90A to great effect. They should only get more effective under Ackbar just because they tend to never leave speed 4 when I use them and that side arc ends up being my primary arc a lot.
Conversely you could not spam the Slaved Turrets and drop one MC30 and field 6 CR90 As (Up to 3 with Slaved) Along with the Ackbar Foresight.