Corran Horn - A New Approach

By Astech, in X-Wing Squad Lists

Corran Horn is a great pilot, and was once a meta staple. However, recent waves have seen him nearly disappear from competitive play. There are too many high damage, high durability ships around that simply dwarf Corran. His most common builds have been:

Corran Horn (35)

R2-D2 (4)

Engine Upgrade (4)

Push The Limit (3)

Advanced Sensors (3)

Total: 49 points.

Corran Horn (35)

R2-D2 (4)

Engine Upgrade (4)

Fire Control System (2)

Veteran Instincts (1)

Total: 46 points.

The former Corran excels against anything PS8 or below and can usually win those games single handedly, but can struggle against PS 9 super aces. The latter has the PS to dominate Soontir, Whisper and Vader, but lacks the action efficiency to really hit damage home.

I now propose the following:

Corran Horn (35)

R2-D2 (4)

Expose (4)

Experimental Interface (3)

Fire Control System (2)

Total: 48 points.

Corran now becomes the hardest hitting ship in the game, with the potential for 2 five dice attacks in a single turn, each with modifiers. He retains his shield regeneration shenanigans while pouring out damage. I'm thinking of pairing him with:

Poe Dameron (PS8) (31)

R5-P9 (3)

Sensor Cluster (2)

Autothrusters (2)

Veteran Instincts (1)

Bandit Squadron Pilot (12)

Total: 99 points.

The idea is that Poe presents another threatening end game target, able to consistently block 2 damage a turn, and probably regenerate shields as well. Veteran instincts bumps him up to PS 10 to kill PS 9 super aces. The combined fire of Corran and Poe on a target will deal about 10 damage in a turn, so many ships will simply evaporate in smoke, while others can easily e finished off the next turn. I'm eager to try this out.

Any thoughts on what I could do better?

If you want him to survive long enough for his end of turn shot you are well advised to pair him with Biggs. Ithink your build can work, but since you are spending a lot of points on a pretty situational trick (really, you can't afford to expose into ANY returning fire) its not something that will impact the meta.

FFG really ****ed up with Zuckuss.

This list will melt to anything with him. Sorry. Above poster is right.

I have been thinking of flying a similar version:

Corran Horn (47) E-Wing (35), R2-D2 (4), Fire-Control System (2), Marksmanship (3), Experimental Interface (3)

Less dice but both attacks get double modifications.

Plus crits ara good against high hull oponents

These are all good points, and this list almost certainly won't be winning Worlds, but I had an idea of how to fly it fairly well:

Since Corran is such a hard hitter, I'll point it out to my opponent at the start of the game, being courteous and all. They should recognise that the much more vulnerable Corran is the most dangerous part of the list, and go after him first. Many are familiar with the Corran Horn wild goose chase, as ha can double-tap one turn and run for the hills the next. This should take off most of the heat from Dash (who is the Ace-killer of the list) and let him survive until the endgame with decent health.

Against 4 TIEs at range 1, Corran will suffer 1.5 damage (assuming he's still at AGI 3), meaning that he could regenerate pretty much everything next turn. Against 4 crack shot TIEs at range 1 (a more or less worst case scenario) he'll suffer 4 and a half damage and probably die, unless experimental interface gave him an evade. Only a novice pilot would fly Corran directly into the mouths of a full swarm, or directly at any hard hitting list. The idea is to, on turns where expose is a bad idea, just fire a normal shot and take an evade to mitigate damage. On turns where you've only got 1 or two shots coming against you, tap expose to get some enormous damage potential.

The only thing I'm worried about is, Rinzler guessed it, Zuckuss. However, the party Bus's strength disappears once a ship is out of its arc, so Corran becomes like anyy other ace in the face of Zuckuss: he runs for the hills.

Marksmanship is a great card, but I've always found that Push Tthe Limit is better there, as it gives you access to engine upgrade and a very Tanky action economy. Its another very hard hitter though.

Hi,
I am very new to X-Wing but got the E-Wing as a recommendation and looking for some builds now. I like yours and will try it for sure. I was just wondering is there a reason you would not give the Bandit the XX-23 S-thread tracers for the 1 point remaining. Again I only have played 1 game and just start reading stuff, so please apologies if this is completely stupid, but it sounds like an additional option to get a Target Lock on a ship for Horn and/or Poe. Thanks for sharing the build.

Welcome to the game!

Yes, there was a conscious decision made to not have XX3 S-thread tracers on the Bandit. There are a few reasons.

1. They are actually really hard to hit anything with. Its basically an ordinary 3 die shot, so anything with a evade token can get rid of it, as can AGI 4+ ships.

2. There's a thing that goes on in the X-wing metagame where players try to build ther squad to under 100 pts in order to be able to choose initiative istead of letting their opponent decie, as whoever has the fewest squad points can choos who goes first in PS ties. Since Corran is at PS8 (one of the most commonly flown Pilot Skill levels in the game) I wanted a bit of control over whether I wet before or after my opponents ships of the same pilot skill.

3. That point could be batter spent elsewhere, such as upgrading the Bandit squadron Pilot to a Tala squadron pilot for the increased pilot skill (PS 2 is really terrible at the moment, but PS 4 is pretty good).

Finally, as soon as Corran shoots he gets a target lock, so he will never truly benefit from the Bandit's ability. Plus, Poe can't use that target lock until the next round, so its a bit wonky to put into practice.

drop EU. My Corran has flown a lot better without EU, and it has allowed me to spend the points better.

Sorry for the necromancy,

Another interesting Corran build:

Offensive/Defensive Corran:

Corran Horn (47)
E-Wing (35), R2-F2 (3), Fire-Control System (2), Expose (4), Experimental Interface (3)

He can choose between 4 red dice or 4 green dice.

Strenght of Corran lies in endgame - because it is pricey small ship with regeneration and double tap. But similiary to Omega Leader it can be really fragile in early and mid game. Thus I would strongly prefer to have Biggs in list to provide him protection. Also never put any Astromech other than R2-D2 on him. Without it Corran loses a huge chunk of potential.

Edited by Embir82

Personally I'd go with the PS 8 EU Corran (the first build Astech posted) and pair it with something that scares the pants off of aces, like an ASlam Connor K-wing. Like he said, Corran flies circles around anything with PS < 8 and if he does run into Soontir & Friends the K-wing wrecks their day. Something like this perhaps?

Miranda Doni (29)

- Sabine Wren (2)

- TLT (6)

- Homing Missiles (5)

- Connor Nets (4)

- Adv. SLAM (2)

- Extra Munitions (2)

Corran Horn (35)

- R2-D2 (4)

- EU (4)

- PTL (3)

- Adv. Sensors (3)

Total 99

Could go with a stripped-down Guardian too, but unless you find a way to fit Biggs in there it's just gonna die vs. Uboats. Miranda at least gets to blast one of their faces with the missiles before she dies.

Personally I'd go with the PS 8 EU Corran (the first build Astech posted) and pair it with something that scares the pants off of aces, like an ASlam Connor K-wing. Like he said, Corran flies circles around anything with PS < 8 and if he does run into Soontir & Friends the K-wing wrecks their day. Something like this perhaps?

Miranda Doni (29)

- Sabine Wren (2)

- TLT (6)

- Homing Missiles (5)

- Connor Nets (4)

- Adv. SLAM (2)

- Extra Munitions (2)

Corran Horn (35)

- R2-D2 (4)

- EU (4)

- PTL (3)

- Adv. Sensors (3)

Total 99

Could go with a stripped-down Guardian too, but unless you find a way to fit Biggs in there it's just gonna die vs. Uboats. Miranda at least gets to blast one of their faces with the missiles before she dies.

Nice list against Aces - but it will be eaten alive by Triple Jumpmasters or Double Jumpmasters with Partybus.

On 9/3/2016 at 7:06 PM, Astech said:

These are all good points, and this list almost certainly won't be winning Worlds, but I had an idea of how to fly it fairly well:

Since Corran is such a hard hitter, I'll point it out to my opponent at the start of the game, being courteous and all. They should recognise that the much more vulnerable Corran is the most dangerous part of the list, and go after him first. Many are familiar with the Corran Horn wild goose chase, as ha can double-tap one turn and run for the hills the next. This should take off most of the heat from Dash (who is the Ace-killer of the list) and let him survive until the endgame with decent health.

Against 4 TIEs at range 1, Corran will suffer 1.5 damage (assuming he's still at AGI 3), meaning that he could regenerate pretty much everything next turn. Against 4 crack shot TIEs at range 1 (a more or less worst case scenario) he'll suffer 4 and a half damage and probably die, unless experimental interface gave him an evade. Only a novice pilot would fly Corran directly into the mouths of a full swarm, or directly at any hard hitting list. The idea is to, on turns where expose is a bad idea, just fire a normal shot and take an evade to mitigate damage. On turns where you've only got 1 or two shots coming against you, tap expose to get some enormous damage potential.

The only thing I'm worried about is, Rinzler guessed it, Zuckuss. However, the party Bus's strength disappears once a ship is out of its arc, so Corran becomes like anyy other ace in the face of Zuckuss: he runs for the hills.

Marksmanship is a great card, but I've always found that Push Tthe Limit is better there, as it gives you access to engine upgrade and a very Tanky action economy. Its another very hard hitter though.

Why should Corran fear Zuckuss? Because of the Zuckuss crew card and stress?

16 hours ago, drail14me said:

Why should Corran fear Zuckuss? Because of the Zuckuss crew card and stress?

I believe these posts about Zuckuss were written before Zuckess' errata. It used to be the case that the ship with Zuckuss crew could force the defender to reroll any number of of defense dice at the cost of taking 1 stress token per such reroll. The text on the Zuckuss card has been changed so that you cannot activate him if the ship he's on already has any stress.

That said, Zuckuss isn't the only reason Corran Horn has stopped appearing at the top tables of big events. `He is 5 total HP and usually 46-49 points. That's just too much of one's list to risk for such a fragile ship - even though he has 3 AGI and access to Evade. Kylo Ren can deal damage to the hull while at the same time turning off Coran's offense. Bombs can do automatic damage. Fenn Rau moves after Corran and shoots before him, all while defending better than Corran does. Even TLT is a threat to Corran, because he cannot take Autothrusters.

Corran's pilot ability is strong enough that it's not crazy or stupid to try to make him work - but it's a difficult road. There are just too many powerful lists which make Corran fearful.

Edited by Incard

seeing as how Dash has recently been reinvigorated by Lone Wolf I've been thinking of running Corran with LW as well... I will have to fly him to see how her performs. It would be good for end game or for when he's trying to get away during his hit and fade. The problem is still trying to find a good pairing for Corran that is not Miranda.

I do wonder how Corran may do with expertise?

Thanks for necroing this thread. I do now have some new ideas for my Corran/Miranda list. Many thanks.