Weapons Engineer and sensor team & other huge ship questions

By Stoneface, in X-Wing

On the Tantive, if you have 2 Weapon Engineers and a sensor team, can you pick up 4 target locks?

Also do you have to assign energy to the Ordnance Tube upgrade?

Got talked into an epic match for today and have a bunch of questions. I appreciate any help and words of wisdom.

Edited by Stoneface

Weapons is only two, even with multiples. Unlike recon specialist who adds one additional Focus token for each Recon specialist, weapons engineer simply allows you to have 2 target locks on two different ships.

Weapons engineers is highly recommended on every huge ship that has guns. Sensor team really only matters if you have long-range weapons like a single turbo laser.

Ordinance tubes does not require any energy to have or to shoot missiles or torpedoes.

What kind of build are you looking at?

You may maintain 2 target locks (only 1 per enemy ship). When you acquire a target lock, you may lock onto 2 different ships.

No matter how many Weapons Engineers you have, you can still only maintain two Target Locks at a time. If it said "You may maintain an additional Target Lock" then you could have more, but as is taking more than one Weapons Engineer per ship is a waste.

Ordnance Tubes doesn't use energy.

Epic has a huge huge amount of rules. Keep asking is my advice.

I was looking at putting a Weps Spec on both the fore and aft section of the Tantive. Since each section takes separate actions I thought 2 Weps would work. Just looked and there's no TL icon on the aft section. Need to wear my reading glasses.

The reason for the Sensor Team was to target bombers early in their run-in saving the reinforce action for the attack.

The question about energy came from the Ordnance Experts team card. I can spend 1 energy, once per round, to change a blank to a hit when attacking with torps or missiles. I didn't know if that energy came from your energy pool or had to be assigned to a specific hardpoint.

As to what kind of build, I have no idea. This will be my first Tantive play. I've got a bad feeling abut this.

I was looking at putting a Weps Spec on both the fore and aft section of the Tantive. Since each section takes separate actions I thought 2 Weps would work. Just looked and there's no TL icon on the aft section. Need to wear my reading glasses.

Even if each section had the TL action, the ship still wouldn't be able to maintain any more:

Some huge ships have the [Target Lock] action in their action bar. This allows them to acquire target locks as described on page 9 of the core set rulebook. 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.

However, it's different when someone TL's the huge ship

A ship that acquires a target lock on a huge ship must acquire that lock on a single section of the huge ship. The closest point of the chosen section must be within range. The red target lock token is placed next to the chosen section of the huge ship and its effect only applies to that section.

The question about energy came from the Ordnance Experts team card. I can spend 1 energy, once per round, to change a blank to a hit when attacking with torps or missiles. I didn't know if that energy came from your energy pool or had to be assigned to a specific hardpoint.

If a card says "Spend X energy from this card" then you will need to assign energy to it. These cards will also have a pink number next to their name, this is the maximum energy that the card can hold. If a card just says "Spend X energy" then the energy comes straight from the ship card, you won't need to assign any to it (you will need to have enough left on the ship).

Note: it's easy to forget the order of steps for activating huge ships (because we don't play with them often). After the maneuver you Gain Energy > Allocate Energy > Use Energy, then actions; on ships with two ship cards, the fore section performs an action first then the aft section. (Huge Ship Rules pg. 2)

As to what kind of build, I have no idea. This will be my first Tantive play. I've got a bad feeling abut this.

If you want more options for modifying your Huge Ship attacks, you could use the Han (crew) or Esege Tuketu (K-Wing). Don't feel like you need to fill every upgrade slot on the huge ships, there's a lot of options for them but they can also be point-sinks.

Huge Ship Rules

CR90 Corvette: CR90 Corvette (Fore) (50)

Ordenance Tubes (5)

Weapons Engineer (3)

Ordenance Experts (5)

Sensor Team (4)

Homing Missiles (5)

Cluster Missiles (4)

CR90 Corvette: CR90 Corvette (Aft) (40)

· Chewbacca (4)

Cluster Missiles (4)

Something like that? Personally I don't like ordinance on the cr90, I prefer single turbo lasers and quad lasers. Something like this :

CR90 Corvette: CR90 Corvette (Fore) (50)

Optimized Generators (5)

Weapons Engineer (3)

· Jaina's Light (2)

Sensor Team (4)

Tibanna Gas Supplies (4)

Single Turbolasers (2 Energy) (8)

Single Turbolasers (2 Energy) (8)

CR90 Corvette: CR90 Corvette (Aft) (40)

· Chewbacca (4)

Engineering Team (4)

Backup Shield Generator (3)

Quad Laser Cannons (2 Energy) (6)

K-Wing: · Esege Tuketu (28)

Twin Laser Turret (6)

Recon Specialist (3)

X-Wing: · Biggs Darklighter (25)

· R4-D6 (1)

Integrated Astromech (0)

B-Wing: Dagger Squadron Pilot (24)

B-Wing: Dagger Squadron Pilot (24)

B-Wing: Dagger Squadron Pilot (24)

B-Wing: Dagger Squadron Pilot (24)

Crewbacca and jainas light just throws away all the bad crits, theres some real bad ones. Weapons and sensor round out the important crew. Everything else is just to get more energy to fire off the single turbo lasers.

I really think you need Esege to let the cr90 use focus, the more modifiers the better. Everything else is just 3 attack dice ships and biggs, doesnt really matter if they are b or x wings. As long as you have 6 tough ships it'll be fine. Don't spend too much on named abilitys. 2 or 3 should be fine.

If you can turn your cr90 on the first turn to follow youre board edge, and have your escorts follow on the inside (escorts in the middle of the map) keeping Esege within range of Cr90 you should be able to force a joust or just throw a lot of dice at something as it comes near. Then once your CR90 has move passed everything and no longer getting single turbo laser shoots, turn it into the middle covering your escorts.

GOOD LUCK and let us know how it goes!

Just back from the fray. Ran two tantives, 4 Zs as escort, 4 Xs and 3 bombers vs 2 Raiders, 2 Bombers a TAP, Interceptor, a Defender and a bunch of Ties. Rebels won on points.

I had beat up one raider pretty bad with 2 hp remaining on the front section and no shields aft. The other raider had lost some shields but was otherwise in good shape. The Rebels lost 2 Zs, a bomber and 2 Xs. The Imps lost the TAP, an Interceptor, a Defender and 3 or 4 Ties.

The Imps set up with the Raiders almost in the corners with 4 Ties riding escort for one of them. The remaining Imp fighters were stretched out in a skirmish line between the raiders. The rebels had a tighter formation with thd CR90s more in the center with 2 Zs outboard of the corvettes and the Xs in front of the bombers between the corvettes. We were playing on 4 mats so a 6' x 6' space.

Some surprises. No one got crushed and no huge ships collided! But there a couple of times 2 of the Zs came close to being turned into space dust. REAL CLOSE!

We had a good game but since it was our first try at epic there was a lot of rule searching and set up was slow. And I'm sure mistakes were made. We'll know better next time. After action debriefing was held at Applebys.

What struck me as odd was the slow play by the Imps and not getting behind the corvettes. They concentrated on the X-wings and bombers and more or less let the huge ships duke it out. I think I would have played it differently taking a small strike force down one side to get behind one of the CR90s and ride it like a rocking horse. But like I said it was our first time and mistakes were made.

I want to thank everyone for the comments and suggestions. They were very helpful.