Help with Epic ship builds

By Mrmrsd, in X-Wing Squad Lists

I have all four of the Epic ships and have yet to play an Epic game with them. Can anyone out there give me your favorite build for each of the Epics? I am looking at using these as the final day of a weekly X-Wing league. There would be one Epic ship per side and then other ships to fill a total of 350 points per side.

Thank you for any input.

I found that it's helpful making mini squads. For example, two glaives with juke x7 and omega leader, while another group might be Jonas with tie shuttle, fleet officer, system officer, with 3 scimitars with guidance chips with cluster missiles.

We did an epic league for 7 weeks in Chicago, and we tried out a ton of stuff. Turns out a 4 ship build with a raider, Jonas, echo, and gonzati can do some real damage.

The guy who won league won it with tantive, with Roark making it a 12, Jan it's pumping it's guns, and ordinance tubes allowing it to use homing missels from the front AND back. He also had gunnery team, and some other thins that allowed him to modify dice constantly, along with a few Bs and other stuff.

Mix some stuff and ply around with it, there is no perfect epic squad...

I'll double up on punk's comment: there is no perfect epic squad, as hard counters are so much harder at 350 points than 100.

I always prefer numerous small ships in an Epic squad to an elite force of smaller ones, so here's my recommendation:

Dash Rendar (36)

Mangler Cannon (4)

Outrider (5)

Predator (3)

Intelligence Agent (1)

3 x Dagger Squadron Pilot (24)

Fire Control System (2)

Ion Cannon (3)

Biggs Darklighter (25)

R4-D6 (1)

Integrated Astromech (0)

Green Squadron Pilot (19)

Homing Missiles (5)

Crack Shot (1)

Deadeye (1)

A-wing Test Pilot (0)

Guidance Chips (0)

2 x Guardian Squadron Pilot (25)

Assault Missiles (5)

Proton Bombs (5)

Extra Munitions (2)

Advanced SLAM (2)

Intelligence Agent (1)

Total: 350 points.

The idea here is to have 4 groups. Group 1 (K-wings) allows for the ultimate distraction (do you really want your Raider and everything within range one of it to take 2 damage a turn, plus proton bomb criticals at range 1? Group 2 with the B-wings and Biggs is the heavy jousting section - capable of dishing out some serious damage without taking many casualties on the first round. Group 3 with the A-wings are the ace killers - a single Homing missile with this loadout will damage anything in the game, and kill almost any AGI 3 ship. Finally, group 4 with Dash is a nice juicy distraction tho throw into your opponent's face, then have him fly away, thereby wasting your opponent's shots.

Something worth noting here; those homing missiles are truly devastating. They can cripple a reinforced fore Raider section in a single turn.

I'd make a few rules, such as insisting that each side uses a huge ship, and maybe put a maximum limit on small ship numbers.

One of the most efficient use of the points is to spam cheap small ships, particularly when playing Imperial. Eg lots of x7 defenders or interceptors but no huge ship.

Astech's list above illustrates this approach for the Rebels.

Come to think of it, I agree with Gilarius. Epic games really need epic ships to be funnerer. In terms of epic ships, my favourite build is the following:

Gr-75 Transport (30)

Slicer Tools (7)

Toryn Farr (6)

Raymus Antilles (6)

Automated Protocols (5)

Quantum Storm (4)

Tibanna Gas Supplies (4)

Ionisation Reactor (4)

Total: 66 points.

With the three-prong attack of Slicer tools + jam at range 3, toryn Farr at range 2 and ionisation reactor at range 1 you're able to put the hurt on at any range, and with Quantum Storm and Tibanna gas supplies, you can do this for quite some time. This is best paired with a friendly ship with squad leader such as Airen Cracken 20 points total) to give the Transport 3 actions a turn. A combination of Jam and slicer tools is deadly.

Unfortunately, huge ships can't do free actions so Cracken doesn’t work.