Actually my naked CR90B did a great job at the Massing. I used it as a flanker, and to harass enemy ships. I ended up doing most of the damage to a number of Gladiators.
Salcor
Actually my naked CR90B did a great job at the Massing. I used it as a flanker, and to harass enemy ships. I ended up doing most of the damage to a number of Gladiators.
Salcor
The value of the Corvette is activation spamming. Also, as Madaghmire said earlier, sometimes you don't have 90 points left.
CR90s will continue to be a thing, especially a single CR90 to fill out the back end of a list to get another activation. This, outside of all-corvette lists, is why you will still see a lot of them.
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
I missed the filler qualifier. As stated previously, I agree that the other ships are more synergystic on their face.
I'd still like to see a CR-90 heavy ackbar fleet on the table before I would be willing to cede the point. I still don't believe that you can assume Gunnery Team in theorycraft. You can plan to use it, you can plan to manuever with it mind, but assuming its use assumes your ability to outmanuver your enemy. And if you can take as a given that you will outmanuver your opponent, you might as well throw some dice in his face and get pizza.
I'm sure you disagree. You may well be right, I may find in practice with the new ships that I constantly have two imps in my arcs at range and gunnery team is auto include. Certainly I agree its a very strong upgrade. I look forward to having these ships on the table and seeing how the different permutations play out.
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.
On paper I like this. I'd be a little worried about putting ackbar on a mc30, even one with what I think is the best defensive title/upgrade in the game, but man. So many activations. So many dice!
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
I missed the filler qualifier. As stated previously, I agree that the other ships are more synergystic on their face.
I'd still like to see a CR-90 heavy ackbar fleet on the table before I would be willing to cede the point. I still don't believe that you can assume Gunnery Team in theorycraft. You can plan to use it, you can plan to manuever with it mind, but assuming its use assumes your ability to outmanuver your enemy. And if you can take as a given that you will outmanuver your opponent, you might as well throw some dice in his face and get pizza.
I'm sure you disagree. You may well be right, I may find in practice with the new ships that I constantly have two imps in my arcs at range and gunnery team is auto include. Certainly I agree its a very strong upgrade. I look forward to having these ships on the table and seeing how the different permutations play out.
People forget sometimes how crazy a speed 4 90 degree turn can be. even a 67.5 speed 3 turn can get you out of range.
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.
On paper I like this. I'd be a little worried about putting ackbar on a mc30, even one with what I think is the best defensive title/upgrade in the game, but man. So many activations. So many dice!
That is why I put it on there. All ships have speed 4, you can use them to dodge firepower and navigate into where you want to strike and shoot out red dice at the weaker sides. It would take a lot of pain however when facing a rebel akbar list.
On the topic of gunnery teams:
To consider if you can use them, one of the often overlooked facts is the cross-product of how many ships are in the opposing fleet, how wide the arc of the ship you are using is, which arc it is (it's easier to keep a side arc facing someone than a front arc given how momentum works in this game), and how maneuverable your ship is.
My rule of thumb on this is to assume gunnery team works half the time for side arcs. So with an Ackbar AFII with gun team, you'd be throwing 5 dice all the time (regular shot) and 5 dice half the time, so I'd be assuming 7.5 effective dice average per turn when I think about the value of the upgrade in my list.
Front arcs... maybe 1/4.
Edited by ReinholtSee I was just going to run
CR90 Corvette B with SW-7 Ion Batteries (44pts)
CR90 Corvette B with SW-7 Ion Batteries (44pts)
CR90 Corvette B with SW-7 Ion Batteries (44pts)
CR90 Corvette B with SW-7 Ion Batteries (44pts)
CR90 Corvette B with SW-7 Ion Batteries (44pts)
CR90 Corvette B (39pts)
CR90 Corvette B (39pts)
MC30c Torpedo Frigate with Admiral Ackbar (101 pts)
But I guess though dreams are crushed :-( it's something like possible 6 damage per ship with SW-7 having a really solid chance at 6 (edit) each round. 42 damage in a round is really good and the risk of 11 percent of your army if you lose one is good. Then the shrimp gets to go.
Edited by CubanboyTonight i'm playing with my mc80 for the first time so testing Ackbar and tractor beams with a naked AFII and a pair of vettes
A with slaved turrets and Jainas light. The plan is to sit behind the MC80 or AFII throwing long range shots and any shots coming back will be obstructed. The other one is a B with Dodonnas pride. That ship hurt me bad in the last tourney and is only there to draw fire and give activation advantage.
The B is now pretty cool with 2 blue and 2 red out the side if it wants.
How on earth do you get 10 damage a ship with that? 2 Reds and 2 Blues on a side arc using Ackbar, and you cause damage on unused accuracies.
Unless you somehow have every ship firing both of the side arcs? Thats NEVER going to happen. And even then i don't see a good chance of 10 damage. A small chance maybe, split between 2 targets.
I think any chance of 70 damage a turn from that list in an actual game is somewhere between zero and none!
Just saw your edit....can't grasp 9 damage either. Maximum from 2 Reds + 2 Blue is 6, and SW-7's dont change that....just makes it more likely to get 6.
Wait, are you adding front arc? Cant use that with Ackbar.
Edited by ExtropiaEdited by CubanboyHow on earth do you get 10 damage a ship with that? 2 Reds and 2 Blues on a side arc using Ackbar, and you cause damage on unused accuracies.
Unless you somehow have every ship firing both of the side arcs? Thats NEVER going to happen. And even then i don't see a good chance of 10 damage. A small chance maybe, split between 2 targets.
I think any chance of 70 damage a turn from that list in an actual game is somewhere between zero and none!
Just saw your edit....can't grasp 9 damage either. Maximum from 2 Reds + 2 Blue is 6, and SW-7's dont change that....just makes it more likely to get 6.
Wait, are you adding front arc? Cant use that with Ackbar.
Yeah, you can't use the front guns if you add Ackbars Reds to the side. 6 damage is your max ![]()
It's one reason Ackbar isn't all that great on Corvettes. You don't really gain much, if anything, since it's so easy to double arc with them anyway.
Edited by ExtropiaYeah, you can't use the front guns if you add Ackbars Reds to the side. 6 damage is your max
It's one reason Ackbar isn't all that great on Corvettes. You don't really gain much, if anything, since it's so easy to double arc with them anyway.
It gives options to the corvette which is good, and I believe that it proves the topic wrong. Honestly I might just take them to ram with and use Rieekan. Call it the squcide squad.
Yeah, you can't use the front guns if you add Ackbars Reds to the side. 6 damage is your max
It's one reason Ackbar isn't all that great on Corvettes. You don't really gain much, if anything, since it's so easy to double arc with them anyway.
It gives options to the corvette which is good, and I believe that it proves the topic wrong. Honestly I might just take them to ram with and use Rieekan. Call it the squcide squad.
it's not really a great option, sadly; definitely not worth taking Akbar for
on the slip-side, however, the Cr-90 gives Akbar options ![]()
the difference is that the CR-90 doesn't really care about Akbar in particular; it's just useful on its own regardless
(Talking about an 8 cr90a fleet with ackbar)
You guys need to remember 8 attacks with 3 dice each per round is way better than 3 attacks with 8 dice.
Dramatically increasing the number of ships you have making attacks forces your opponent to spread out their defense tokens. It also ups your number of commands. That's a possible 8 extra dice from concentrate fire each turn. So now you're getting 32 dice across 8 attacks. Each turn.
Those Braces aren't going to be around after the fourth or fifth cr90 attacks.
I will give you that the narrow side arcs at an issue but good piloting can help that.
Edited by JimmyMethod(Talking about an 8 cr90a fleet with ackbar)
You guys need to remember 8 attacks with 3 dice each per round is way better than 3 attacks with 8 dice.
Dramatically increasing the number of ships you have making attacks forces your opponent to spread out their defense tokens. It also ups your number of commands. That's a possible 8 extra dice from concentrate fire each turn. So now you're getting 32 dice across 8 attacks. Each turn.
Those Braces aren't going to be around after the fourth or fifth cr90 attacks.
I will give you that the narrow side arcs at an issue but good piloting can help that.
Something I ahve been forgetting but have been picking up as I list build for more activation's.
(Talking about an 8 cr90a fleet with ackbar)
You guys need to remember 8 attacks with 3 dice each per round is way better than 3 attacks with 8 dice.
Dramatically increasing the number of ships you have making attacks forces your opponent to spread out their defense tokens. It also ups your number of commands. That's a possible 8 extra dice from concentrate fire each turn. So now you're getting 32 dice across 8 attacks. Each turn.
Those Braces aren't going to be around after the fourth or fifth cr90 attacks.
I will give you that the narrow side arcs at an issue but good piloting can help that.
I'll counter that a single 8 die pool ( RRRRR BBB ) has a high chance of enough natural accuracies to target at least one defense token, something you won't get without a Home One MC80 or individual upgrades duplicated across 4 or more ships, and the chance to smash a ship in one activation is an immediate and lasting advantage.
I CRUSHED in the final round of massing at sullust with an MC80, an MC30 and 3 CR90's (would have been 4 CR90s if I weren't forced to use the MC30). I don't think they are going anywhere.
Pocket.
Medic.
Still undefeted with a 2 cr90 2 neb b list. They are great flankers and hit's really hard from the front despite only being 44p. Kinda need mon mothma to be awesome but a small filler flanker ship will always be useful. I feel they are very underated by admirals that play them like assault frigates.
The CR90 is still the undisputed support ship for the Rebels. The only Command 1 ship for Leia, Jaina's Light letting a CR90A shoot from safely behind a bigger ship or through a tight packed rock maze, not to mention CR90B as a Ion Crit platform, Tantive IV tossing tokens, and Corellian Corvette's famed Pocket Medic.
Plus it is a good cheap ship to do either harassing tactics against retreating ships, or as a cheap blocker with Rieekan to park in front of something bigger and more point intensive, to hold it in place at the cost of your ship.
It is also the most cost effective way to get a ship in the game, both for extra activations, and for extra anti-ship battery armament not dependent on squadron commands and avoiding engagements to put on the target.
It might be even more squishy than ever before, but the same tactics should keep it flying in rebel fleets even with the new ships.
Speaking as an Imperial, I have not had the pure pleasure of one-shotting (or two-, three-, etc.) a CR90 for a good long while. At Sullust, I saw some new players bring a number of them on the first tournament. The following tournaments they seem to have thought better of it, as they got crushed, and saw the more experienced Rebels flying mostly Assault Frigates.
I hope that the appearance of the Raider will bring a place back for the CR90, but I have no magic ball to see what is going to happen in the meta, local or otherwise. The Raider will make missions like Intel Sweep and Dangerous Territory more attractive for Imperials, and so the Rebels might consider reinvesting in corvettes.
I think TRC is such a powerful upgrade that works well with the corvette. And the corvette was a solid pick before this upgrade came along.
What's the pocket medic?
Feeding tokens for an engine tech's on an MC80, then swooping behind the enemy to overload pulse - is that a good tactic?
Edited by Daft BlazerWhat's this, THEY DON"T FIT INSIDE THE DOCKING BAY OF AN IMPERIAL STAR DESTROYER?
Okay, yup they are obsolete, we must get rid of all of them. ![]()