Trick question : how would you guys run a CR90A without upgrades ?

By MoffZen, in Star Wars: Armada

Working on placement and identifying ship strengths, and I haven't flown a CR90A in aaaaages :D I turn to you expert Admirals to ask how you would fly a CR90A without upgrades, from deployment, to target priority, to movement. What is the expected performance for this CR90A without upgrades ? What would you aim it at ?

The trick question : no upgrade cards are to be discussed within this thread !

Bonus points for not answering "I wouldn't run it." :P Trust me I know how tempting this answer is, but you WILL be permabanned if you say it !

I would fly it by putting it on the board, and following the rules in regards to determining course and moving the ship when required to by the activation order.

Expected performance would be woeful, because without upgrade cards, I am basically paying almost 40 points for something which would be almost as combat effective as a 20-odd point flotilla. And in some ways, worse.

There. No Permaban.

Really, its one of those things which... I just can't do. I don't use them anywhere near enough as it is, I went 8 months without using one, upgraded or not, and then took 3 into Regionals to place very, very poorly... So they're on my list.

Seeing as I'm not a dirty rebel, I'll answer your question, but with the Imperial equivalent, the raider. When running multiple naked raiders in a fleet (see: PT's buttery 2 ISD 3 raider list), I find they work best as area denial. If you chase after things, you will die. If you hang out in spots where the enemy is going to wind up in your front arc upon activation, you can wait for them to move into you, unload, and then zip off.

As far as cr90's I'm terrible with them and usually only use a naked b to hide Dodonna...

It's a ship that benefits hugely from upgrades, but I might consider running a naked one if my admiral was Akbar (the side shots are still impressive) or reeikan (as a blocker or ramming ship).

Both of these ideas miss the potential of the ship, though.

The real answer is, I'd fly it almost the exact same way. Sweep around the sides of the big ships, stay out of their terrifying arcs, then come around behind and take shots. I'd just do it all worse than when I have that 7 point shall-not-be-named upgrade.

I have precisely 0 faith in my ability to roll red dice, after all.. Without something to mitigate, I'm just not going to try...

If I'm going naked it would be a CR90 b for me, far more effective due to reliable blue dice. They make geat blockers on your flanks, if you have activation advantage, I've managed to face off gladiators trying to flank me with one of these.

They know that to come into effective range they are going to eat 5 blue dice if you have last first it hurts even more. Before you wiz off.

The A is not an effective blocker ( red dice are rubbish without that which can,t be mentioned), it can make a nice Little flanker but has such poor damage output ( without the things that would get me blocked) most ships ignore you. Its only jobs without upgrades therefore are leader taxi or objective ship, both of which can be done cheaper by rebel transports)

My advice if you must go naked is take a lot of them use Akbar and fly around the sides really quickly rolling loads of red dice. Rubbish but the best I can come up with.

Edited by Jondavies72

Eff it.

TURBOLASER REROUTE CIRCUITS

Really, its one of those things which... I just can't do. I don't use them anywhere near enough as it is, I went 8 months without using one, upgraded or not, and then took 3 into Regionals to place very, very poorly... So they're on my list.

Tell me about it. . . all of wave 0-1 I could not use them, for the first few months of wave 2 I was unable to command them well as well.

If you want to command a 90 swarm, Practice, Practice, Practice.

Eff it.

TURBOLASER REROUTE CIRCUITS

This is why we can't have nice things... and now you've gone and gotten' yourself banned for life.

This is why we can't have nice things... and now you've gone and gotten' yourself banned for life.

MoffZen's Mistake was assuming I had a life to be banned for!

(Honestly though - I had reason. And that is the fact that, basically.. I've gone and done it, now. Now no-one else will. because if anyone does, they're just copying me... And being labelled as someone who copies or emulates me is not a good thing. Ergo, people will be far less inclined to do so... I have martyred myself on this, so no-one else will dare cross that line, for the humiliation that awaits them is far more damning than a simple ban.... :D )

Edited by Drasnighta

I wouldn't.

You're not the boss of me.

8 of them.

May even solve Dras's problem with red dice, as there are just too many of them not to get some damage.

8 of them.

May even solve Dras's problem with red dice, as there are just too many of them not to get some damage.

You'd think so.

But no.

Not if you're Me, anyway.

Don't be Me.

Take Sato.

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Take Sato.

That's an Upgrade :D

8 of them.

May even solve Dras's problem with red dice, as there are just too many of them not to get some damage.

You'd think so.

But no.

Not if you're Me, anyway.

Don't be Me.

Those Fickle Red Dice.

Take Sato.

That's an Upgrade :D

8 CR90s ramming? :D

Opening Salvo homey.

But really 8 CR90s aren't bad but it can get a little tedious and you have to get used to losing one or two a turn. If you break it down 8 CR90s in pure numbers gives you a potential 48 dice per turn, and 32 health which isn't bad by any stretch of the imagination. The problem with a base CR90 is the are easy to kill and they can be wiffy with the A variant. Taking one or two can feel like a waste because of this. If you take 8 of them though you counteract both weaknesses.

CR90s are generally always flown as skirmishers. Keep your distance or stray closer once you can find a weak arc. Additionally, unlike a lot of other ship it's actually the most maneuverable at speed 4 which is great if you intend to scream ahead with them so your heavy hitters can follow up. Whether you have upgrades doesn't really effect how you fly the ship itself, just the expected damage output. The exception to this is with Reeiken because you can almost freely suicide the ship if you deem it necessary since it won;t get taken off the board till the end of the round.

As a CR90 B in between their demo and my admiral, acting as a deterrant.

Learn to love the CR90 B. It's 39 points of total pain in the arse.

But 90 ramming is just so. . . . Boring. . .

I'll bite.

It depends who the commander is. If Mon Mothma is on the board then even an naked CR-90 is tough to kill if you keep it at range. If it's Madine, then try to always set Nav commands and fly like crazy, trying to out flank your enemies. If your fleet has it JUST for the extra activation, you could consider just keeping it save and steering it away from everyone else. If you are running a naked CR-90 B, you could use it to chase down flotillas, as those blue dice should be effective at stopping them from scattering.

And lastly, while it's technically not an "upgrade", you could stick your commander on the CR-90 and just play keep-away. I've done that just to keep them safe before.