What are some good Gozanti Cruiser builds?
Include TIE's and which ones to deploy from it.
What are some good Gozanti Cruiser builds?
Include TIE's and which ones to deploy from it.
Unlike Standard Epic isn't played enough to a min-max standard to have a meta (which is just as well because I don't think it'd hold up well to that sort of game mechanical stress and the dominant build would likely be highly unthematic). Therefore the power builds are simply unknown: you'll get ones that are anecdotally good but nothing you can back up.
The approach with an Epic ship is to decide what you want it to do and the 2EP Epics (Gozanti and GR-75) are both very versatile to this regard.
The variety is simply too large to list everything so if you can give an indication of what role you want the Gozanti to fill I can make some suggestions.
Get a bunch of TIE'S in the rear of the opposing line.
Wouldn't the enemy just K-turn if you did that?
Here's an example Gozanti build I ran recently:
(Target Lock or Coordinate) + (Reinforce or Recover) every round. You spend about 2 energy per round, which is easily sustained/recovered. Move fast to get into the fight, then go slow to maintain energy and stay close. Suppressor Title + Tarkin can token strip nasty enemies. Or you can Coordinate + Tarkin to give a friendly ship that bumped an action and a Focus. Jerjerrod is defensive tech against critical hits, especially the ones that mess with your weapons or energy generation.
For the Docking Clamps, I put a pair of Gamma Squadron Veterans with Deadeye, Extra Munitions, Homing Missiles, Cluster Missiles, and Guidance Chips. Wait for a juicy target to get close enough, then deploy both of them. Use Coordinate + Tarkin to make sure they both definitely have Focus even if they bumped or needed to Barrel Roll into position. If they don't need the action support, strip tokens from their target instead. Since you're deploying them after everything else has moved and guaranteeing they'll have Focus, you can pretty much always get a pair of Homing Missile shots at an enemy ace, which is usually deadly.
Also, make sure you screen your Gozanti with a formation of smaller ships in front of it. If your Gozanti is your enemy's first target when he still has most of his ships and can concentrate their firepower, it's going to go down hard. But if you can force an exchange of fire between the smaller ships first to whittle them down, then the Gozanti will be much more effective and safe as you proceed to suppress and focus down one enemy ship at a time until they're all so much space dust.
Edited by EdgeOfDreamsYou don't need Deadeye on the Gammas there because if they're deployed they'll be in lock range: that point could be spent on Crackshot. Fairly sure Crackshot can cancel evades so it should be able to cancel Reinforce on that shot.
In my (limited) experience, the two most useful roles for a Gozanti are a) carrier for a wing of fully-loaded bombers. Keep them safe in the clamps until you can deploy them right behind the opponent's flagship! And b) Battering Ram! Bulldozing your way through the enemy formations is SO satisfying! For added fun, ordinance tubes + Ion torps = lots of bugs on your windshield!
Of course, there's no real reason you can't do both! Just be wary of the broken docking clamp crit...
You don't need Deadeye on the Gammas there because if they're deployed they'll be in lock range: that point could be spent on Crackshot. Fairly sure Crackshot can cancel evades so it should be able to cancel Reinforce on that shot.
Good point. Crackshot is definitely stronger on that initial deployment alpha strike. However, I like Deadeye because it continues to be useful in future rounds. You go back to moving and target locking at PS 5 after the deployment round, so Deadeye helps with further ace hunting.
For deployed ships I have had good success with
Ptl interceptors, if you do a hard one manouver out the back then boost you can come around facing almost forward, with ptl you can barrel roll over and make room for more interceptors.
I like Alpha Sq. Pilots. [ducks] I know, I know, but hear me out! They aren't much for defense, but they've got some good offense. I usually roll up to the enemy force, and then launch them behind to start chewing them up while my opponent is focused on my main force. Pushing the limit for an evade when you're already out of arc isn't worth 12 points (for 4 of them). Here's my battle report from GenCon. I'm 3-0 with this squad, but there is a lot of it that is a bit off the wall, not least of which is including no weapon on my Gozanti. Here's its loadout.
Gozanti-class cruiser (40)
- Suppressor (6)
- Grand Moff Tarkin (6)
- Targeting Coordinator (4)
- Engineering Team (4)
- Comms Booster (4)
- Docking Clamps (0)
- Automated Protocols (5)
TOTAL 69 points
4x Alpha Sq. Pilots for another 72 points.
I don't think it would work without the rest of my squad, so go check out the battle report!
There are a lot of ways to use a Gozanti in an epic game. It's a cheap way to get epic points in and use the rest of your list for more snub nosed fighters. The ways that I've seen or thought about using a Gozanti were:
Here's an example Gozanti build I ran recently:
- Suppressor Title
- Grand Moff Tarkin
- Moff Jerjerrod
- Dual Laser Turret
- Docking Clamps
- Automated Protocols
I've found GM Tarkin and the Suppressor title works really well, too. I've been using it on my Tie Punisher mission that uses a Gozanti as a support ship. It's been really nasty to take away the Focus tokens on defenders. I can also give a Focus to someone with Ordnance that has a TL, too. It's pretty good.
The support version I was using was:
This ship can sit back at long range and support, as well as snipe at some targets. People may scoff at the Single Laser Turret, but I've taken out X-wings with them.
You don't need Deadeye on the Gammas there because if they're deployed they'll be in lock range: that point could be spent on Crackshot. Fairly sure Crackshot can cancel evades so it should be able to cancel Reinforce on that shot.
Well....I've found that sometimes ships have a hard time getting TL on a capital ship as they move afterwards. Yes, you will deploy after the other capital ship, but what about after that turn? You might find it hard to get the 2nd TL.
I don't think it would work without the rest of my squad, so go check out the battle report!
Thanks. I'll have to check that out today.
For the different fighters that it can deliver, I'm thinking almost anything is good. I think one of the worst choices are Tie Fighters, unless you are just looking for a cheap fighter screen to drop off while being a distraction. Tie Interceptors are great. Tie Bombers work vs. enemy capital ships. I'm trying to think what else can it carry? It can carry Tie Adv X1's, right? There are a lot of options there. They can have missiles and they are pretty darn sturdy.
I had a lot of fun with this:
Gozanti; Navigator, Shield Tech, Dual Lase Turret, Ordnance Experts, Docking Clamps. Requiem, Auto Protocols
Glaive Sq x7, VI, Engine Upgrade (3)
Gamma Sq, VI, Extra Munitions, Adv Proton Torps, Cluster Missiles, GC (2)
Gamma Sq, VI, Extra Munitions, Ion Pulse Torps, Cluster Missiles, GC (2)
Capt Jonus Extra Munitions, Ion Pulse, Assault Missiles, VI, GC
This mix of ordnance assures that what ever bomber comes off the chute can do the most damage; the Coordinate action gives a Focus and TL at the same time.
According to the Epic tournament rules, Navigator cannot be equipped to huge ships. FYI.
According to the Epic tournament rules, Navigator cannot be equipped to huge ships. FYI.
Well, that's a bummer.
This game is getting to the point where we seriously need revised cards.
Edited by Darth MeanieAccording to the Epic tournament rules, Navigator cannot be equipped to huge ships. FYI.
Well, that's a bummer.
Suppressor + Tarkin is really good. Everything else should be filled to personal taste.
Suppressor + Tarkin is really good. Everything else should be filled to personal taste.
This is so true, and one of the only things I dislike about the Gozanti pack. It has 3 neat titles, but one of them is just leaps and bounds better than the others. Requiem is pretty good to make sure the things you launch get to attack before they die (or nuke something before it shoots). Vector is, in my opinion, worthless. First, it doesn't increase your energy capacity, and second, it's rare that you'll have 4 good places to drop fighters in one round. Two per round is plenty.
On the bright side, at least they are better than the Tantive IV titles.
But yeah, over all, Suppressor + Tarkin is so good, I can't think of any better way to kit out the Gozanti. I still need to try the ramming Gozanti...but that will still probably have Suppressor and Tarkin on it.
You know, I was making my Tie Punisher mission and wanted to include the Gozanti to bring in fighter support. I thought it would be cool to add in Grand Moff Tarkin purely from a fluff perspective. I then just picked the Suppressor title to go with it without thinking about it. When we play tested the mission, I was really struck by how powerful it was. I thought I had stumbled onto a secret build or something. Funny to find out that I just wandered into what people had already figured out.
I think Vectored can be good if you are trying to drop 4 Tie Bombers on the right turn to blast the enemy capital ship right away. That's about it, though.
I thought I had stumbled onto a secret build or something. Funny to find out that I just wandered into what people had already figured out.
That's how it usually is. . ."secret builds" are only a secret because you don't know them yet! (Which is why I scan these forums).
Dual laser turret
Darth Vader
Gunner
Backup Shield Generator
This combo will nuke aces anywhere within Range 1-3 of the Gozanti as it is guaranteed to do at least 2 damage per turn, even to a tokened-up Soontir. Vader may take a toll on your shields but that is not really a big deal as between automated protocols and backup shield generator will allow you to regenerate them, even on turns you do not perform a Recover action.
Add some ships to threaten slower targets (I like the gamma Vets mentioned earlier) and you have some serious punch can threaten any targets you like.
Gozanti-Class Cruiser: Gozanti-Class Cruiser (40)
Automated Protocols (5)
· Agent Kallus (2)
· Vector (2)
Docking Clamps (0)
Broadcast Array (2)
Dual Laser Turret (5)
TIE Fighter: Academy Pilot (12)
TIE Fighter: Academy Pilot (12)
TIE Fighter: Academy Pilot (12)
TIE Fighter: · "Howlrunner" (18)
Adaptability (Increase) (0)
I just went through its campaign and this is what I was running for the two missions. I used Kallus on the wing leader. Each round I would either target lock or jam then reinforce or recover. As long I received 2 energy I could shoot with Kallus focus and target lock while have Kallus focus (if I got a dice) and reinforce evade. Jam came into play when I knew a ship would have to kturn to keep shooting me or to shut down action combos. Mostly was used to take evade and boost actions away from Han and to slow him down.
Howlrunner died and was replaced with Scourge with Crackshot in the second mission. He could have been VI/Crackshot Mauler but mission gave 1 facedown damage card to wing leader which activated Scourge's ability to get an extra dice.
I would say cheaper is better with epic ships. The one has an open crew slot which any crew would work well in. I added Captain Needa to it in the last mission so that I could run over asteroids. Construction droid would be my pick as a generic crew upgrade but with the lack of energy this ship gets (maximum of 3 energy on 1 straight) it might not be the best.
Dual laser turretDarth VaderGunnerBackup Shield GeneratorThis combo will nuke aces anywhere within Range 1-3 of the Gozanti as it is guaranteed to do at least 2 damage per turn, even to a tokened-up Soontir. Vader may take a toll on your shields but that is not really a big deal as between automated protocols and backup shield generator will allow you to regenerate them, even on turns you do not perform a Recover action.Add some ships to threaten slower targets (I like the gamma Vets mentioned earlier) and you have some serious punch can threaten any targets you like.
Gunner doesn't work. Carrier only has secondary weapons. Gunner requires primary weapons. This combo only works on Raiders.
Edited by killerbeardhawkVector is, in my opinion, worthless. First, it doesn't increase your energy capacity...
Errr... yes it does (+1)
... and second, it's rare that you'll have 4 good places to drop fighters in one round. Two per round is plenty.
At the risk of coming across as the 'Red Castle Fan Club', there is a admirable demonstration of how it can be used to good effect here:
https://community.fantasyflightgames.com/topic/225011-gozanti-bomber-strike/?p=2310673
( I'm buying a 2nd Gozanti so I can fly one in that configuration, then another kitted out with Ord Tubes and other purely offense-oriented gear... and STILL have a good chunk of points left for escorts )
- - -
Note to Parakitor: I do realise you've seen that thread - link was for the benefit for any that haven't.
Edited by ABXY
Vector is, in my opinion, worthless. First, it doesn't increase your energy capacity...
Errr... yes it does (+1)
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... and second, it's rare that you'll have 4 good places to drop fighters in one round. Two per round is plenty.
At the risk of coming across as the 'Red Castle Fan Club', there is a admirable demonstration of how it can be used to good effect here:
https://community.fantasyflightgames.com/topic/225011-gozanti-bomber-strike/?p=2310673
( I'm buying a 2nd Gozanti so I can fly one in that configuration, then another kitted out with Ord Tubes and other purely offense-oriented gear... and STILL have a good chunk of points left for escorts )
- - -
Note to Parakitor: I do realise you've seen that thread - link was for the benefit for any that haven't.
Oh snap! I should have checked my references! If that doesn't reinforce the fact that I've basically ignored the other titles, I don't know what will
Actually, it shows more of the designers' forward thinking, with the situational, one-time use Vector granting higher energy, while the 2-4 time use Requiem gives none, much like giving mid-PS pilots stellar abilities.
And thanks for linking to Red Castle's thread - I had completely forgotten about it!
Edited by ParakitorYes, dropping 4 Tie Bombers out after the other epic ships have moved is reason enough to go with the Vector title.
I just went through its campaign and this is what I was running for the two missions. I used Kallus on the wing leader. Each round I would either target lock or jam then reinforce or recover. As long I received 2 energy I could shoot with Kallus focus and target lock while have Kallus focus (if I got a dice) and reinforce evade. Jam came into play when I knew a ship would have to kturn to keep shooting me or to shut down action combos. Mostly was used to take evade and boost actions away from Han and to slow him down.
Construction droid would be my pick as a generic crew upgrade but with the lack of energy this ship gets (maximum of 3 energy on 1 straight) it might not be the best.
Yeah, I really want to do the campaign. I think Agent Kallus would be good for that. Same for Jam.
If you want more energy, you can always go for an Engineering Team for that bonus one. Still, that's adding points on a ship you said you like to keep cheap.