1st epic list

By BlodVargarna, in X-Wing Squad Lists

I want to try to get my friend into Epic. Between the two of us we have multiples of everything.

I like this list because I have all of the models required and it seems pretty straightforward.

Thoughts?

Epic (299)

GR-75 Medium Transport (63) - GR-75 Medium Transport

Jan Dodonna (6), WED-15 Repair Droid (2), EM Emitter (3), Backup Shield Generator (3), Slicer Tools (7), Dutyfree (2), Combat Retrofit (10)

Red Squadron Pilot (28) - X-Wing

R2 Astromech (1), Proton Torpedoes (4), Guidance Chips (0)

Red Squadron Pilot (28) - X-Wing

R2 Astromech (1), Proton Torpedoes (4), Guidance Chips (0)

Red Squadron Pilot (28) - X-Wing

R2 Astromech (1), Proton Torpedoes (4), Guidance Chips (0)

Blue Squadron Pilot (22) - B-Wing

Blue Squadron Pilot (22) - B-Wing

Blue Squadron Pilot (22) - B-Wing

Prototype Pilot (15) - A-Wing

Chardaan Refit (-2)

Prototype Pilot (15) - A-Wing

Chardaan Refit (-2)

Chewbacca (56) - YT-1300

Determination (1), C-3PO (3), Gunner (5), Millennium Falcon (1), Engine Upgrade (4)

Do either of you have a Gozanti? The Gozanti introduced modifications for epic ships which are super useful.

We each have a copy.

We each have a copy.

CBMarkham was probably suggesting that you include the modification "automated protocols". Otherwise, when you use either slicer tools, repair droid or jam then you will forgo having a reinforce action, which will leave you fully open to a counter attack.

Think of a huge ship as a big decimator. You know how fast they can go down with focus fire? Now imagine 300 points of focus fire and things can go south really, really fast :)

I prefer shield projector and Biggs versus em emitter. With gas supplies and bright hope you can 2 shots a round for Biggs with the 6 energy you would have. I think you transport is upgrade heavy. Slicer tools and Dodonna are very expensive with very little payout. Also bright hope title is far superior to duty-free. I understand the combo jam to stress and the slicer. You just either won't survive long enough to do that combo more than once or you will simply never have the energy to do it. Bright hope and back shield are a must IMO. I would be very careful with Chewbacca as well. He can be torn apart if the enemy focus fire on him. Personally I would trade him in for more awings or headhunters. Even just Biggs and another named Xwing or support Hwk would work great.

Some good choices. Flying squadrons will save a lot of time in epic.

I'd be tempted to bump your B-wings up to Dagger Squadron pilot. Epic ships top out at PS4 so if you can get initiative they will fire before the epic ships. I'd be careful taking any large ship... An epic ship can run over and destroy them as easily as a small ship (that is immediately!) and only has to roll 2 attack dice for its damage.

The Proton Torpedoes probably aren't worth their cost.

Consider the following:


Red Squadron Pilot (23)
R2 Astromech (1)
Integrated Astromech (0)
Red Squadron Pilot (23)
R2 Astromech (1)
Integrated Astromech (0)
Red Squadron Pilot (23)
R2 Astromech (1)
Integrated Astromech (0)
Dagger Squadron Pilot (24)
Plasma Torpedoes (3)
Guidance Chips (0)
Dagger Squadron Pilot (24)
Plasma Torpedoes (3)
Guidance Chips (0)
Dagger Squadron Pilot (24)
Plasma Torpedoes (3)
Guidance Chips (0)
Gray Squadron Pilot (20)
Twin Laser Turret (6)
Gray Squadron Pilot (20)
Twin Laser Turret (6)
Gray Squadron Pilot (20)
Twin Laser Turret (6)
Tala Squadron Pilot (13)
XX-23 S-Thread Tracers (1)
Guidance Chips (0)
GR-75 Medium Transport (30)
Carlist Rieekan (3)
Chewbacca (4)
Tibanna Gas Supplies (4)
Comms Booster (4)
Shield Projector (4)
Quantum Storm (4)
Total: 298
The list now has symmetry. Why is symmetry important? ...because, SYMMETRY! /shrug
All your ships move at PS4. The B-Wings are more durable and should thus carry some Plasma Torps for the alpha strike. Also, putting the torps on the B-Wings means they can take G-Chips without interfering with the IA mods for the X-Wings.
All your small base ships move and take target lock actions. The job of the Transport is to have 1) Carlist Rieekan give all your ships PS12 in the activation phase where you'll all move into combat. This will let your small base ships take target lock actions, 2) hand out focus tokens via Comm Booster like they're going out of style. Keep the B-Wings close to the transport so that they can target lock, then the Transport gives them all focus tokens. Your opening salvo of plasma torps should be very potent, and 3) your transport can help shield damaged ships in later rounds by taking a reinforce action, then using its energy from the Quantum Storm title to redirect attacks to itself.
You should have 3 formations of ships: the X-Wings, the Y-Wings and the B-Wings. The one Z-95 is equipped with a G-Chip and Tracer Threads. You can put the Z-95 in with either the B-Wing or the X-Wings and fly it just behind them. Its tracer threads will be VERY accurate with the chips and the focus token it took prior to combat, so it should be able to pass out 3 target locks on your primary target for that turn. Whichever team the Z-95 goes with should focus during round 1 of combat.
Edited by CBMarkham

I love how in the space of just a few posts, all three GR-75 titles have been suggested. Each one is good for a different kind of role. Although Bright Hope is generally accepted as the best, it's the most expensive, and is not worth much if the transport doesn't get targeted. An energy-intensive GR-75 that is focused on support will love the Quantum Storm title, and Dutyfree is specifically for jamming roles (you'll have to be careful, because this one will draw some serious fire). Just so cool. I love Epic X-wing.

@BlodVargana: I like your squad, but I agree with CBMarkham that the torps will be better on the B-wings, allowing you to put Integrated Astromech on the X-wings.

Jan Dodonna is not a bad choice, but you have to think about who you want to fly at range 1 of the transport - your whole squad can't stay there reliably, unless you want to joust. But you have to consider that Huge ships set up first, so your opponent can deploy on the flanks, and you'll have to bank to face them without running over your own ships.

Here is a different list incorporating some of the feedback.

Biggs can hang around the Bright Hope (hopefully obstructed by it!)

Meanwhile Lando flies around handing out a free focus at least once a round and Jan can help either Biggs or another ship with an evade.

I like the ROTJ feel about this list! (minus Biggs)

Epic (300)

GR-75 Medium Transport (58) - GR-75 Medium Transport

Shield Technician (1), WED-15 Repair Droid (2), Backup Shield Generator (3), EM Emitter (3), Shield Projector (4), Bright Hope (5), Combat Retrofit (10)

Biggs Darklighter (26) - X-Wing

R4-D6 (1), Integrated Astromech (0)

Red Squadron Pilot (24) - X-Wing

R2 Astromech (1), Integrated Astromech (0)

Red Squadron Pilot (24) - X-Wing

R2 Astromech (1), Integrated Astromech (0)

Dagger Squadron Pilot (28) - B-Wing

Proton Torpedoes (4), Guidance Chips (0)

Dagger Squadron Pilot (28) - B-Wing

Proton Torpedoes (4), Guidance Chips (0)

Dagger Squadron Pilot (28) - B-Wing

Proton Torpedoes (4), Guidance Chips (0)

Prototype Pilot (15) - A-Wing

Chardaan Refit (-2)

Prototype Pilot (15) - A-Wing

Chardaan Refit (-2)

Lando Calrissian (54) - YT-1300

Squad Leader (2), Jan Ors (2), Nien Nunb (1), Millennium Falcon (1), Engine Upgrade (4)

Biggs can't pull fire away from your transport. He can pull fire away from other ships at R1, but not huge ships. Just a friendly heads-up.

@BlodVargana: I like your squad, but I agree with CBMarkham that the torps will be better on the B-wings, allowing you to put Integrated Astromech on the X-wings.

Jan Dodonna is not a bad choice, but you have to think about who you want to fly at range 1 of the transport - your whole squad can't stay there reliably, unless you want to joust. But you have to consider that Huge ships set up first, so your opponent can deploy on the flanks, and you'll have to bank to face them without running over your own ships.

I agree about the Proton Torpedoes going on the B-wings with G-Chips. You would rather have the IA on your X-wings as it helps keep them alive. Also, the B-wings will be able to stay alive longer to ensure that you get the shots off.

It is hard to stay around R1 of an epic ship. Remember that if your ship touches it, they die. They really should've made it R1-2. Critical hits are awesome in Epic.

The Proton Torpedoes probably aren't worth their cost.

I'll disagree with this and say they are actually better in Epic than regularly. That is because of the critical hits. If you can get crits on an epic ship, it will die a lot faster. Those critical hits are NASTY. Also, the alpha strike of a lot of damage at one time can be considerable, especially against capital ships.

I will say that you might also want to consider Mangler Cannons instead of Proton Torps. They do less overall damage, but you can throw a crit in each time. So, it MIGHT be better to take Manglers overall.

B-wings can be a real problem in Epic, though. If they are deployed in a bad spot, they are pretty slow to move to where they are needed. One thing about Epic is that you need to position people correctly. You need your different ships to work together or they get separated and destroyed. I know in your other thread people tossed out ideas to make the game go by quicker. One of those was a 3x3 table. If you are going that route, then B-wings should be fine.

Something I have learned. Playing Rebels in an Epic match, always make room for Lt Blount with assault missiles, dead eye and g-chips.