Corran: The Jedi Hunter

By BlueMusketeer28, in X-Wing

I was thinking of this set for an interceptor B-Wing but Corran seems a solid choice for it, although I have never seen it and was wondering why no one uses it. I'm thinking it's the points, but for your scrutiny:

Corran: PTL, Engine, Adv. Sensors, R2-D2. A double action highly manueverable and tanky ship with a lot of fire power. PS 9+ aces are the only real issue I forsee, but I think clever flying could compensate.

Yea, I think you have something there. That sounds like a really good direction to go. You could be really pushing the limits and maybe pair it with Dash?

I'm joking of course,
The Ghost is the obvious wingman choice.

It's similar to my super Wedge or any ace hunter b-wing... The only sad part is no marksmanship, fcs, or outmaneuver, all of which I love on Corran but still in thiis variant he acts before revealing doing a boost, or barrel roll or whatever, and then does one of several good greens not only clearing the stress but getting a shield back... I feel anything less than ps 8 would be hard pressed to get him in arc well enough to kill him.

I was thinking of this set for an interceptor B-Wing but Corran seems a solid choice for it, although I have never seen it and was wondering why no one uses it. I'm thinking it's the points, but for your scrutiny:

Corran: PTL, Engine, Adv. Sensors, R2-D2. A double action highly manueverable and tanky ship with a lot of fire power. PS 9+ aces are the only real issue I forsee, but I think clever flying could compensate.

1.) That was a very common loadout for Corran, and Corran was a staple of the meta before wave 7. Normally he had FCS though.

2.) You never see it for a couple reasons. Poe does the regen negative play experience thing better/cheaper, both Corran and Poe get killed pretty easily by U-Boats, and if you move last in an Acewing game you automatically lose.

3.) No, clever flying can't really compensate for someone who can boost and barrel roll reactively.

The U-Boats seem to hard counter lots of aces, I appreciate the input but as an ace lover I tend to ignore them, with the knowledge they can shred lots of my favorite ships in the first volley... Not the best plan I know but I'm not going to stop flying what I love because of one cheese build... I certainly see why a PS 10 or 11 soon Dameron would be a serious issue.

Negative play experience is rolling dice. What ParaGoomba said. You can't really out ace another ace at PS disadvantage. I managed 4 pot shots on a PS 10 vader today with my PS 9 Vader, with outmanuever no less. It was not enough!

A darned shame it won't work. It was just a thought anyhow, I think I might have to try it despite the high ace concerns... He would have one thing on some high aces, being that he is survivable and has 2 shots. As long as his dice don't fail him too badly, I'm thinking he will only have to survive 1-2 ships since most lists don't fly that many ps 9+ aces.... If he had a good wingman that could hunt those guys..... Maybe? Maybe Han?

To bad Carlist Rieekan is one-shot, EPIC Only.

So if you want that top-top PS you'll be playing 'Escort/shuttle defense'. With Roark as an AWACs maybe toss in Jan (crew) and a Turret. But that's 19+ pts of "defend me" and "Hey! I'm a lynchpin with 5 S/HP behind 2D"

And nightmares of Wing Commander Escort Missons will be flashing through you mind... bloody Drayman's nothing but a Sitting Duck..

The U-Boats seem to hard counter lots of aces, I appreciate the input but as an ace lover I tend to ignore them, with the knowledge they can shred lots of my favorite ships in the first volley... Not the best plan I know but I'm not going to stop flying what I love because of one cheese build... I certainly see why a PS 10 or 11 soon Dameron would be a serious issue.

You know some people consider Palp Aces a "cheese build", right?

A darned shame it won't work. It was just a thought anyhow, I think I might have to try it despite the high ace concerns... He would have one thing on some high aces, being that he is survivable and has 2 shots. As long as his dice don't fail him too badly, I'm thinking he will only have to survive 1-2 ships since most lists don't fly that many ps 9+ aces.... If he had a good wingman that could hunt those guys..... Maybe? Maybe Han?

Hold on there! It will work, it does work, but you'll have to become a complete boss with it to beat the two big archetypes at the moment (palp and Uboats). It's definitely doable, because, when you get down to it, Corran is a monster.

Tastetherainbow is a big fan of Corran, and the Adv.S build in particular, why not ask him for some advice on how best to fly it? I think he pairs it with a stress-dealing Chopper.

My personal choice for Corran in the current game is R2, VI, FCS & Hull, because reacting to soontir/whisper/dengar is priceless atm, and 3/3 health makes a lot of difference, especially with Wampa wampin' around :)

Edited by banjobenito

As a regular Imp flyer, I'm generally not too worried about Corran when I see him. He can be arc-dodged. Soontir with SD/AT at R3 with Palp backing him up... almost impossible to take out save a really, really bad green dice roll.

Best anti-Corran ship? Wampa. 2 hull Corran vs. x2 Wampa crits cancellations and boom.

Edited by Imperial Mike

You need some magic with Corran... I played around with crack homing missile A wings this week and they just don't have tricks to reliably tag an ace. IMO Corran heads up has a chance vs anything... But that is the rub, making it to heads up play with Corran. It is very difficult to concieve of a well rounded squad including a 48-49 point Corran. The big deal is building a touch more anti ace tech that is not wholly useless vs Uboats. 4 Talas is not a terrible call in my opinion, a z mini swarm can problem solve a lot of matches for Corran. The big deal for me is early pressure and position play to enable Corran some quality positioning. God forbid you are out PSed and initiative first vs an aces build. 52 points does not really buy mutch. Anti pursuit laser lone wolf dash works well enough vs aces, but the Uboat match is brutal. I love Corran, but I have a terrible record with him.

To bad Carlist Rieekan is one-shot, EPIC Only.

So if you want that top-top PS you'll be playing 'Escort/shuttle defense'. With Roark as an AWACs maybe toss in Jan (crew) and a Turret. But that's 19+ pts of "defend me" and "Hey! I'm a lynchpin with 5 S/HP behind 2D"

And nightmares of Wing Commander Escort Missons will be flashing through you mind... bloody Drayman's nothing but a Sitting Duck..

Thanks for the nostalgia

The U-Boats seem to hard counter lots of aces, I appreciate the input but as an ace lover I tend to ignore them, with the knowledge they can shred lots of my favorite ships in the first volley... Not the best plan I know but I'm not going to stop flying what I love because of one cheese build... I certainly see why a PS 10 or 11 soon Dameron would be a serious issue.

You know some people consider Palp Aces a "cheese build", right?

There will always be cheese in any game with a competitive scene. I love the game I just won't limit my squads to those teams or their counters. If you look at previous topics I've put up I am a notorious fan of the T-65.

Didn't read the whole topic, but it has been done before

It's an expensive build, one that can be done cheaper, and ptl on Corran really makes him predictable when stressed, and easily blocked.

I'm not a Corran guy, but what a pair of Blue Squadron Novices? You can do a 0-3 point initiative bid, depending on what (if any) Astromechs/IA you want to include. They're tough, and will take some of the Scouts' torpedoes to take out quickly, they can block the Scouts, and they provide a lot of firepower. If you engage with the Blues first, while flanking with Corran, you can force them to spend Torps. One should make it through to do damage and block, and then Corran engages and starts ripping stuff up. I feel like if most of the torpedoes are spent on the T70s, Corran shouldn't have much problem doing his normal Corran stuff to piddly primary weapons of the Scouts.

I

I'm not a Corran guy, but what a pair of Blue Squadron Novices? You can do a 0-3 point initiative bid, depending on what (if any) Astromechs/IA you want to include. They're tough, and will take some of the Scouts' torpedoes to take out quickly, they can block the Scouts, and they provide a lot of firepower. If you engage with the Blues first, while flanking with Corran, you can force them to spend Torps. One should make it through to do damage and block, and then Corran engages and starts ripping stuff up. I feel like if most of the torpedoes are spent on the T70s, Corran shouldn't have much problem doing his normal Corran stuff to piddly primary weapons of the Scouts.

I like this. I had a Corrin I flew with 2 blue squadron pilots each with an ion cannon and advanced sensors and that used to fair pretty darn well.

That's my go-to build for Corran. Sometimes I'll save points by going without EU, but these days I think it's a good idea to keep it.

He should be fine against U-boats. They rarely come in triples anymore. The vast majority of the time it'll be 2 and something else. With rule of 11 and an engine upgrade, they'll never get a torpedo off at him. And with Adv Sensors, a bump is not only no big deal, it's the best plan many times.

He does struggle a bit at killing aces, but he can beat any of them 1 on 1. So the trick is to use him and whatever else is in your list to kill an Ace, then Corran can put a shuttle down in a hurry. Once you get to the endgame, you win on points against any other ace in the game.

Against anything else that's lower PS, he does all the same things any other ace does, except he can punch way harder.

That's my go-to build for Corran. Sometimes I'll save points by going without EU, but these days I think it's a good idea to keep it.

He should be fine against U-boats. They rarely come in triples anymore. The vast majority of the time it'll be 2 and something else. With rule of 11 and an engine upgrade, they'll never get a torpedo off at him. And with Adv Sensors, a bump is not only no big deal, it's the best plan many times.

He does struggle a bit at killing aces, but he can beat any of them 1 on 1. So the trick is to use him and whatever else is in your list to kill an Ace, then Corran can put a shuttle down in a hurry. Once you get to the endgame, you win on points against any other ace in the game.

Against anything else that's lower PS, he does all the same things any other ace does, except he can punch way harder.

Who is his wingman?

Edited by BlueMusketeer28

Corran Horn, in any load-out, is unplayable right now in competitive X-Wing.

25% of your match-ups you should expect to be Triple Scouts or Double Scouts. They will wreck Corran fast, especially since their first Plasma Torp is likely to do extra damage to him (even if Corran has three evade results, he's still losing two shields). They can also block Corran's maneuvers (especially his Greens) with ease, denying a PtL Corran actions.

75% of your match-ups you should expect to be fighting some variety of Palpatine Aces or Triple Imp Aces. In these match-ups you'll either be facing off against two PS9 aces that will effectively neuter Corran's offense -or- Wampa (Wampa + Palp = dead Corran in two turns). Even if you can kill Wampa before he kills Corran, Omega Leader can solo an ace like Corran.


It doesn't matter what you pair Corran with, as he is terrible in both of these match-ups and these should be the two match-ups you should expect to play throughout most of the day at a tournament nowadays.

I love how we flip between he sucks/he's good... Perhaps taste factors in?

That build out-points all the ps9 aces. You don't have to kill them, just prevent them from killing you and you win.

Pair with chopper in this meta.

I think Corran is still good. He's just not as obnoxious as before due to the threats out there.

He can largely arcdodge the torpedo Wolf Pack whilst regening against the Palp Aces. Wampa should give you nightmares especially backed by Palp but hey he is PS4 so can be dealt with. Just don't gamble on pS killing him if e has a return shot You would have a shot in these math ups but you would have to fly really well.

Against anything else, he is just as good as ever.

Basically comes down to flying him and making a mistake is likely to be punished big time. It's. Risk and competitive play tends to be about mitigating risk.

Edited by kopmcginty

That's my go-to build for Corran. Sometimes I'll save points by going without EU, but these days I think it's a good idea to keep it.

He should be fine against U-boats. They rarely come in triples anymore. The vast majority of the time it'll be 2 and something else. With rule of 11 and an engine upgrade, they'll never get a torpedo off at him. And with Adv Sensors, a bump is not only no big deal, it's the best plan many times.

He does struggle a bit at killing aces, but he can beat any of them 1 on 1. So the trick is to use him and whatever else is in your list to kill an Ace, then Corran can put a shuttle down in a hurry. Once you get to the endgame, you win on points against any other ace in the game.

Against anything else that's lower PS, he does all the same things any other ace does, except he can punch way harder.

Who is his wingman?

That's up to you! :)

Here are a few:

2 TLT Ys (stresshog optional)

Chopper

Kanan

Sabine/Green A-wing

Talas with missiles

Biggs/stresshog

Chewie

Leebo

That build out-points all the ps9 aces. You don't have to kill them, just prevent them from killing you and you win.

Pair with chopper in this meta.

What are your thoughts on pairing him with two Blue Squadron Novices, one with R4D6, one with R3A2, both with Integrated Astromech? No bid, but you get stress control, which Fel, Inquisitor, and Vader aren't fond of. You align the stressX with where you think your target us moving, then they have to either get stressed or do a double reposition to avoid it, opening them up to shots from the two other ships.