First Epic Game with Gozanti. List Critique.

By gamblertuba, in X-Wing

As has been discussed in other threads. Epic games require a different approach than 100pt dogfights. An ideal epic build should have:

  • Mostly generic ships with few special abilities.
  • Squads with a variety of pilot skills to streamline activation phase.
  • Balance and fun, not necessarily max efficiency

With that in mind, I have thought started putting together a set of squads for a team Epic game to play after the Gozer hits my FLGS. I would let the other three players choose their squad first and take whichever squad is left.

Imperial Corvette Squad

Raider-class Corvette (Aft) (50)

Shield Technician (1)

Weapons Engineer (3)

Ion Pulse Missile (3)

Homing Missile (5)

Gunnery Team (4)

Instigator (4)

Raider-class Corvette (Fore) (50)

Ordnance Experts (5)

Ordnance Tubes (5)

Storm Squadron Pilot (23) x3

Accuracy Corrector (0)

TIE/x1 (0)

Total: 199

View in Yet Another Squad Builder

Rebel Corvette Squad

CR90 Corvette (Aft) (40)

Han Solo (2)

Ion Cannon Battery (6)

Gunnery Team (4)

Optimized Generators (5)

CR90 Corvette (Fore) (50)

Weapons Engineer (3)

Quad Laser Cannons (6)

Sensor Team (4)

Backup Shield Generator (3)

Green Squadron Pilot (19) x3

Push the Limit (3)

Crack Shot (1)

Autothrusters (2)

A-Wing Test Pilot (0)

Total: 199

View in Yet Another Squad Builder

Edited by gamblertuba

Imperial Gozanti Squad

Gozanti-class Cruiser (40)

Dual Laser Turret (5)
Docking Clamps (0)
Automated Protocols (5)
Academy Pilot (12) x3
"Howlrunner" (18)
Delta Squadron Pilot (30) x2
Heavy Laser Cannon (7)
Captain Jonus (22)
Total: 200

Rebel Transport Squad

GR-75 Medium Transport (30)

Toryn Farr (6)
Comms Booster (4)
Automated Protocols (5)
Bright Hope (5)
Bandit Squadron Pilot (12) x3
Airen Cracken (19)
Veteran Instincts (1)
Dagger Squadron Pilot (24) x2
Heavy Laser Cannon (7)
Etahn A'baht (32)
Total: 200
Any glaring weaknesses or balance issues between the opposing forces? Any squad that looks terribly unfun to fly?
Edited by gamblertuba

Firstly I'm glad you left the Ordinance experts out. We don't need lawyers on our ships.

That looks like a fine Raider build sir. The CR90 seems very DPS.

I don't know about Howlrunner. She usually dies before she gets her points back.

Seems fun, and should not take too much time to play.

Ditch the Ordnance Experts on the CR90. It only works on Missile or Torpedo weapons, of which you have none.

That will leave you with six points to play with. You could add a Sensor Team (for long distance shots), an Engineering Team (more energy to fuel your guns, probably overkill with the Generators), another set of Quad Laser Cannons or Ion Battery for your Fore, or a fancy Title.

Do we know how the fighters dock off the carrier?

Maybe its 2 left side and 2 right side - and howlrunner cant be in range 1 of all fighters.

Ditch the Ordnance Experts on the CR90. It only works on Missile or Torpedo weapons, of which you have none.

That will leave you with six points to play with. You could add a Sensor Team (for long distance shots), an Engineering Team (more energy to fuel your guns, probably overkill with the Generators), another set of Quad Laser Cannons or Ion Battery for your Fore, or a fancy Title.

Was OP maybe just using it as a placeholder for the (as yet unimplemented in this squad builder) Ordnance Tubes? They're the same points cost, and the more I look at it, the more there seem to be some issues with the builds above that would seem to be related to not being able to apply all the new upgrades in the squad builder.

"Squads with a variety of pilot skills to streamline activation phase."

I've seen this alot as a way to speed up epics. Your list runs a couple groups of the same pilots but there's almost everything from 1-6 ps in there.

I don't find this as faster. I mostly run roark daggers and biggs with cr90. So when I move I'll move all my ships for the most part. This seems to me a faster way of doing things, sure it might take me 5-10 minutes of moving (alot less if their still in formation) but that it's alot faster than keeping track of every pilot skill.

Not na-saying you're list, they'll work. Just wanna see what the discussion on this was. Anybody else try to stick to all one number? (4 in epic to match MOST huge ships shooting pilot skill)

Ditch the Ordnance Experts on the CR90. It only works on Missile or Torpedo weapons, of which you have none.

That will leave you with six points to play with. You could add a Sensor Team (for long distance shots), an Engineering Team (more energy to fuel your guns, probably overkill with the Generators), another set of Quad Laser Cannons or Ion Battery for your Fore, or a fancy Title.

Was OP maybe just using it as a placeholder for the (as yet unimplemented in this squad builder) Ordnance Tubes? They're the same points cost, and the more I look at it, the more there seem to be some issues with the builds above that would seem to be related to not being able to apply all the new upgrades in the squad builder.

Ordnance Tubes was listed in his Raider build and also uses the same slot as Optimized Generators, so I'm assuming it was just an oversight or he thought they could work with Hardpoint weapons.

The experts would also work if you have ordnance equipped on friendly ships within three squares, so there could be value in that.

Not all upgrades available yet and some edits not done yet. Will fix.

The idea with multiple pilot skills is to alternate activations. Maybe you don't mind spending 15-20 minutes moving all your ships at once but its no fun to watch.

I have started lining up ship cards in increasing PS so its easier to keep track of who needs to go next.

Howlie with swarm tactics can bum the raider to 8. Plus his ability work for the primary. Or Jonus works for secondaries on the raider.

Uh, how did you play with the Gozanti if you didn't have the dial?

Huge ships scale in power at lower point costs. Corvettes were incredibly powerful in 200pt Epic before the fix cards.

Given you have a very strong theme of PS4 huge and PS 3 fighters, I'd recommend alternating initiative here. (I almost universally recommend alternating intiative but here I think it's particularly important.)

Haven't played yet. Working up lists to be ready.

Imps have some PS1 and 3 as well. I don't think initiative is that crucial. Maybe for Corvettes.

That's actually another reason to avoid all same pilot skill to minimize importance of initiative and make sure you don't lose track of simultaneous fire.