List Building for 400 pt Epic Game - help by Saturday (tomorrow)

By heychadwick, in X-Wing

Hi Guys,

I'm trying to get J-bot into Epic and I want to have a full on Epic slugfest. I'm going to write both lists and come up with a general list for each side. I want all the Epic ships on the table, which actually makes only a few small based ships, but hey, we do have a deadline.

I've found I like sticking with mostly generics for the ships and having them all at different PS levels as it makes the game go faster. The named ones are not the most common, but I like it that way.

So.....here are my list ideas:

CR90 Corvette (Fore) (50)
Han Solo (2)
Ion Cannon Battery (6)
Quad Laser Cannons (6)
Sensor Team (4)
Optimized Generators (5)
CR90 Corvette (Aft) (40)
Weapons Engineer (3)
Ion Torpedoes (5)
Ordnance Experts (5)
Ordnance Tubes (5)
GR-75 Medium Transport (30)
Construction Droid (3)
Toryn Farr (6)
Cluster Bombs (4)
Frequency Jammer (4)
Bright Hope (5)
Garven Dreis (26)
R2 Astromech (1)
Integrated Astromech (0)
Rookie Pilot (21)
R2 Astromech (1)
Integrated Astromech (0)
Rookie Pilot (21)
R2 Astromech (1)
Integrated Astromech (0)
Green Squadron Pilot (19)
Veteran Instincts (1)
Chardaan Refit (-2)
Autothrusters (2)
Green Squadron Pilot (19)
Chardaan Refit (-2)
Autothrusters (2)
Prototype Pilot (17)
Chardaan Refit (-2)
Autothrusters (2)
Horton Salm (25)
Dorsal Turret (3)
Extra Munitions (2)
Proton Torpedoes (4)
Gray Squadron Pilot (20)
Dorsal Turret (3)
Extra Munitions (2)
Proton Torpedoes (4)
Gold Squadron Pilot (18)
Dorsal Turret (3)
Extra Munitions (2)
Proton Torpedoes (4)
Total: 400
So the CR-90 should be able to reach out at a distance and at close range. Han Solo can help make those shots count. There is the Ion Torpedo for the side to help keep enemy ships off the flanks. Weapons Eng. and Ordnance Teams to help make it hit.
The Bright Hope is a spoiler ship. It's going to fly out there and cause a mess to all the small based ships. Hope it can survive long enough, as well.
Support is going to be X-wings and A-wings to help out with things. Y-wings to make a torpedo run on enemy capital ships.
The Imperials are:
Raider-class Corvette (Fore) (50)
Ion Cannon Battery (6)
Gunnery Team (4)
Optimized Generators (5)
Raider-class Corvette (Aft) (50)
Weapons Engineer (3)
Homing Missiles (5)
Ordnance Experts (5)
Ordnance Tubes (5)
Impetuous (3)
Gozanti-class Cruiser (40)
Grand Moff Tarkin (6)
Weapons Engineer (3)
Dual Laser Turret (5)
Sensor Team (4)
Docking Clamps (0)
Automated Protocols (5)
Suppressor (6)
Black Squadron Pilot (14)
Obsidian Squadron Pilot (13)
Obsidian Squadron Pilot (13)
Academy Pilot (12)
Kir Kanos (24)
Autothrusters (2)
Saber Squadron Pilot (21)
Autothrusters (2)
Avenger Squadron Pilot (20)
Autothrusters (2)
Commander Alozen (25)
Advanced Targeting Computer (1)
TIE/x1 (0)
Storm Squadron Pilot (23)
Advanced Targeting Computer (1)
TIE/x1 (0)
Tempest Squadron Pilot (21)
Advanced Targeting Computer (1)
TIE/x1 (0)
Total: 400
The Raider should be a nice mix of ordnance and regular weapons. I like Ion as it's at a good range and can really damage the enemy capital ships. I'm not sure on this ship the most and not sure if the build out is right, but I think it looks fun.
The Gozanti is built as an Imperial spoiler. Tarkin and the Suppressor title will be great to hurt the Rebel small ships. Not sure which ships will want to dock on it, if any.
Tie Fighters for fighter screen. Interceptors to Intercept. I thought about going Tie Bombers, but decided to try out the Tie Advanced with Adv. Targeting as something different. They are durable and should cause damage to both capital ships and small based. So....I'll stick with them and see how it goes.

I'd love to hear people's thoughts on the list. Do you think I should take anything different? I do tend to love Weapons Engineer on all the capital ships!

Oops - for start - can't take two modifications. It's either Optimized Generators or Ordnance Tubes... not both. I'd suggest the first.

Still reading, stand by for more.

OK......that's what I thought, but all the list builders let me put one on each section. I asked elsewhere and can't seem to get a clear answer on that. Is there anywhere that says definitely one way or the other?

EDIT: I posted a question to the official FFG Customer Support Rules Line.

Edited by heychadwick

one word,

Etahn

Your welcome!! lol.

Quick suggestions:

- you need automated protocols on the transport. Otherwise, that one time that you use one of those upgrades that require an action... it will probably be the transport's last round.

- Dorsal turrets might not be necessary. The cheaper your generics are (especially with 1 agility), the better.

- Toryn and frequency jammer are pretty good, but you'll probably only be able to use one and not both.

- Consider backup shield generators.

- You can't have 2 modifications on a huge (the rule is one per ship unless there's an exception).

- Autothrusters are not required on generics: after the first round of combat, the battle will degenerate into a range 1-2 battle for them.

- Transform the black squadron pilot (you don't have an EPT on it for some reason) into Chaser: same price, slightly lower PS, but useful ability.

I just got back into Epic last weekend. It was a joy to get the capital ships back on the table after a year gathering dust!

I would suggest you alter your thinking on the small base ships. Having so many ships on the table, the activation phase actually becomes much easier when your generics are all at the SAME pilot skill, rather than different ones. It really helps keep things moving and eliminates the slog of moving ships one by one, side per side. Of course it also helps avoid bumps and maneuvering snafus.

We did a 300-point match last weekend. Without coordinating beforehand, my opponent and I each ended up fielding a Huge ship, a couple of support escorts (Jonas and Howlrunner for my Raider, Roark for his CR-90), and then a quad formation of low-PS identical ships to do the dogfighting (ATC TIE Advanced for me, AC B-wings for him). It was SO much cleaner getting to move a block of ships at a time (even if they were all doing different moves), than having to trade activation back and forth with PS sprinkled all up and down the ladder.

GR-75 Medium Transport (30)

Got advanced protocols at all? It really brings the transport to life to be able to do an offensive action as well as a defensive one...


The support fighters... Nothing really to say here. The Dorsal turret on Salm is an interesting touch, but not going to complain. This looks to be a thematic for fun and visualization list. And knowing you, I think this is totally true!



Imperials:


Ions really, REALLY, mess with capital ships. Energy loss will sorely hurt the corvette since it won't be able to charge guns... assuming you hit it. If you end up going ion torpedoes you'll have a range issue. Ion batteries are more energy dependent and don't do as much damage to the target but have more range... It's a trade of preference. I like my ordnance on the Raider though and will try to control the range on my approach.


Tarkin is a jerk.


I think the Imperial fighters have a slight edge on the rebels here. Comes down to how everything is flown.


Looks like fun, wish I was there.



Researching modifications - I know my answer is correct - just looking for the writing...

one word,

Etahn

Your welcome!! lol.

Well, I want to stick with squads of like ships. So, to do that, I'd need to bring 3 E-wings. I'm not really seeing what I want to get rid of to bring Etahn. It's not supposed to be a cut throat game, anyways. More for fun.

Quick suggestions:

- you need automated protocols on the transport. Otherwise, that one time that you use one of those upgrades that require an action... it will probably be the transport's last round.

- Dorsal turrets might not be necessary. The cheaper your generics are (especially with 1 agility), the better.

- Toryn and frequency jammer are pretty good, but you'll probably only be able to use one and not both.

- Consider backup shield generators.

- You can't have 2 modifications on a huge (the rule is one per ship unless there's an exception).

- Autothrusters are not required on generics: after the first round of combat, the battle will degenerate into a range 1-2 battle for them.

- Transform the black squadron pilot (you don't have an EPT on it for some reason) into Chaser: same price, slightly lower PS, but useful ability.

  • Crap! I forgot to put on Automated Protocols! Yeah, I had it, but switched list building sites to get this one that is easier to share the list. I am putting that on.
  • Removed Dorsal Turrets to pay for Auto Proto. Yeah, wasn't so sure on that, but had the points.
  • Shield Generators on which ship?
  • OK...I didn't think 2 for each ship, but others told me otherwise. LIst builders let me. I put in a question to FFG.
  • I want to try it with AutoThrusters. I think it could use as there should be a bit of a furball and R4-5 shots happening, too.
  • Part of the reason for Black Squadron is the different PS. I find that the game goes faster and smoother when you don't have a lot of the same PS ships. There is less time when that guy is moving 12 Academy Pilots and everyone wanders off.

I just got back into Epic last weekend. It was a joy to get the capital ships back on the table after a year gathering dust!

I would suggest you alter your thinking on the small base ships. Having so many ships on the table, the activation phase actually becomes much easier when your generics are all at the SAME pilot skill, rather than different ones. It really helps keep things moving and eliminates the slog of moving ships one by one, side per side. Of course it also helps avoid bumps and maneuvering snafus.

We did a 300-point match last weekend. Without coordinating beforehand, my opponent and I each ended up fielding a Huge ship, a couple of support escorts (Jonas and Howlrunner for my Raider, Roark for his CR-90), and then a quad formation of low-PS identical ships to do the dogfighting (ATC TIE Advanced for me, AC B-wings for him). It was SO much cleaner getting to move a block of ships at a time (even if they were all doing different moves), than having to trade activation back and forth with PS sprinkled all up and down the ladder.

Hmmm.....interesting thoughts. It might depend on the player base. I'm used to playing with 3-4 players per side and everyone getting a squad. I found it's easier to keep everyone's attention on the game if they are required to do more things more often. Maybe if it's less people per side then it would be better to have squads on the same PS skill. Hmm.....interesting idea. I might see how it goes on Saturday and how many people we have to try it out.

Imperials:
Ions really, REALLY, mess with capital ships. Energy loss will sorely hurt the corvette since it won't be able to charge guns... assuming you hit it. If you end up going ion torpedoes you'll have a range issue. Ion batteries are more energy dependent and don't do as much damage to the target but have more range... It's a trade of preference. I like my ordnance on the Raider though and will try to control the range on my approach.
Tarkin is a jerk.
I think the Imperial fighters have a slight edge on the rebels here. Comes down to how everything is flown.
Looks like fun, wish I was there.
Researching modifications - I know my answer is correct - just looking for the writing...

Yeah, I know Ion can really hurt ships. They also have a great range at 2-4. That's why I put each ship with an Ion Battery at the spot which gives them the most range of shots with it. I was also going with a mix between Ordnance and Energy weapons for ease of use with TL's and Energy spent.

Tarkin is a jerk. I have used him on a similar Gozanti build in a scenario I'm doing with 4 Tie Punishers and him in a Gozanti. It's a nasty combo to reach out at Range 1-5, the title, with 2 TL's and also with Tarkin. You can really mess with people's actions.

Yeah, lists are meant for fun. Removing Dorsal Turrets which were there for spare points, which are now gone due to forgetting the Mod for the GR-75.

Thought I was right on the modifications, but will be very happy to have official FFG answer. Or....if you can find it in the rules. Not sure which modifications I pick for each ship.

EDIT: I think I'd remove Ordnance Tubes on the CR-90 and convert those torps into Quad Laser Turret. I want something close to help defend the rear section.

I think I'd keep Optimized Generators on the Raider, as well. I hate the restriction of only R3 with the missiles on the Raider. The CR-90 might be able to dance around at range and the Raider won't be able to hit it with more than the main guns. I'd like to know if people think I should do Ordnance Tubes on the Raider or go with Opt. Gen.?

Edited by heychadwick

Modifications - Got it:

https://images-cdn.fantasyflightgames.com/filer_public/40/b4/40b44d5f-7a06-406c-ae6e-183c5297e796/swx36_rulesreference.pdf

Rules Reference

Page 13 - Modifications - final sentence of the paragraph.

Each ship is limited to one medication. MODIFICATION (stupid autocorrect)

https://images-cdn.fantasyflightgames.com/filer_public/2d/47/2d47a35a-6ec7-4d4b-a262-efacde97dfa3/huge_ship_rules.pdf

Huge Ship Rules

Page 4 - Modification

Huge ships can equip only modifications that are labeled "Huge Ship Only".

I include the second one only to show that it didn't overrule the first.

Edited by LagJanson
  • (Backup) Shield Generators on which ship?

Basic rule of the thumb: all of them, lol. Bright Hope might be the only exception (because of its heavy duty reinforce action). In the case of the Raider and transport, always equip it in the section that does NOT have the recover action (you don't want to lose all shield recovery abilities with one section destroyed).

For 3 points, this upgrade is kind of a must in my book; you prevent damage with reinforce and slowly recover with the backup generator, leaving you some energy to keep powering weapons and abilities (which makes the investment worthwhile). Huge ships get into some serious trouble whenever they use their recover action, unless they managed to sufficiently thin down the enemy's offensive capabilities (in which case they can recover at the same rate as they are getting damaged).

The only time where backup shield generators were of no use were in cases where my opponent made grevious mistakes (and I was crushing him). It forces the opponent to truly commit to destroying that huge (or have his efforts go to waste).

Edited by dotswarlock

I just got back into Epic last weekend. It was a joy to get the capital ships back on the table after a year gathering dust!

I would suggest you alter your thinking on the small base ships. Having so many ships on the table, the activation phase actually becomes much easier when your generics are all at the SAME pilot skill, rather than different ones. It really helps keep things moving and eliminates the slog of moving ships one by one, side per side. Of course it also helps avoid bumps and maneuvering snafus.

We did a 300-point match last weekend. Without coordinating beforehand, my opponent and I each ended up fielding a Huge ship, a couple of support escorts (Jonas and Howlrunner for my Raider, Roark for his CR-90), and then a quad formation of low-PS identical ships to do the dogfighting (ATC TIE Advanced for me, AC B-wings for him). It was SO much cleaner getting to move a block of ships at a time (even if they were all doing different moves), than having to trade activation back and forth with PS sprinkled all up and down the ladder.

Hmmm.....interesting thoughts. It might depend on the player base. I'm used to playing with 3-4 players per side and everyone getting a squad. I found it's easier to keep everyone's attention on the game if they are required to do more things more often. Maybe if it's less people per side then it would be better to have squads on the same PS skill. Hmm.....interesting idea. I might see how it goes on Saturday and how many people we have to try it out.

I didn't realize you were doing multiple players per side. In that case, I bet your instincts regarding varied PS are right.

Modifications - Got it:

Man, thanks so much! I really appreciate it.

I didn't realize you were doing multiple players per side. In that case, I bet your instincts regarding varied PS are right.

Not so much instinct as experience. I have hosted a lot of demo games and found when you have a lot of people around and involved, you need to keep things running fast and smooth or people get side tracked. I hadn't thought of fewer people. I might adjust things come game day if it is only a few people.

OK......so, I readjusted due to only getting one Modification per ship. I wanted to have one of each ship type modification. That way people can get some experience with all the different upgrades. Here's my lists:

CR90 Corvette (Fore) (50)
Han Solo (2)
Ion Cannon Battery (6)
Quad Laser Cannons (6)
Sensor Team (4)
Backup Shield Generator (3)
Optimized Generators (5)
Jaina's Light (2)
CR90 Corvette (Aft) (40)
Weapons Engineer (3)
Quad Laser Cannons (6)
Gunnery Team (4)
Cluster Bombs (4)
GR-75 Medium Transport (30)
Construction Droid (3)
Toryn Farr (6)
Cluster Bombs (4)
Frequency Jammer (4)
Automated Protocols (5)
Bright Hope (5)
Garven Dreis (26)
R2 Astromech (1)
Integrated Astromech (0)
Rookie Pilot (21)
R2 Astromech (1)
Integrated Astromech (0)
Rookie Pilot (21)
R2 Astromech (1)
Integrated Astromech (0)
Green Squadron Pilot (19)
Veteran Instincts (1)
Chardaan Refit (-2)
Autothrusters (2)
Green Squadron Pilot (19)
Chardaan Refit (-2)
Autothrusters (2)
Prototype Pilot (17)
Chardaan Refit (-2)
Autothrusters (2)
Horton Salm (25)
Extra Munitions (2)
Proton Torpedoes (4)
Gray Squadron Pilot (20)
Extra Munitions (2)
Proton Torpedoes (4)
Gold Squadron Pilot (18)
Extra Munitions (2)
Proton Torpedoes (4)
Total: 400
Raider-class Corvette (Fore) (50)
Homing Missiles (5)
Gunnery Team (4)
Raider-class Corvette (Aft) (50)
Weapons Engineer (3)
Grand Moff Tarkin (6)
Assault Missiles (5)
Ion Torpedoes (5)
Ordnance Experts (5)
Ordnance Tubes (5)
Impetuous (3)
Gozanti-class Cruiser (40)
Shield Technician (1)
Weapons Engineer (3)
Dual Laser Turret (5)
Sensor Team (4)
Docking Clamps (0)
Automated Protocols (5)
Suppressor (6)
Black Squadron Pilot (14)
Obsidian Squadron Pilot (13)
Obsidian Squadron Pilot (13)
Academy Pilot (12)
Kir Kanos (24)
Autothrusters (2)
Saber Squadron Pilot (21)
Autothrusters (2)
Avenger Squadron Pilot (20)
Autothrusters (2)
Commander Alozen (25)
Advanced Targeting Computer (1)
TIE/x1 (0)
Storm Squadron Pilot (23)
Advanced Targeting Computer (1)
TIE/x1 (0)
Tempest Squadron Pilot (21)
Advanced Targeting Computer (1)
TIE/x1 (0)
Total: 400

Raider aft section: I suggest replacing one of those missile / torpedoes with homing missiles. The reason; you'll get to shoot the homing missile and other ordnance at the same target using the same target lock, hopefully killing it. A dead rebel can't fire back ;)

...and a dead Rebel means 2 more Target Locks!

So....changed that. I dropped the Ion Torpedo as I want someone to have an Assault Missile. I prefer Ion Torpedo, but might want to just try the Assault.

Edited by heychadwick

Roark Garnet and Etahn Abaht are fantastic for Rebels in Epic. Put Etahn in range 3 of the CR90's target and the Corvette is now throwing lots of crits.

For Imperials ... bombers with ordnance ... torps, missiles, or bombs ... are really handy. Jonus can allow rerolls for the Raider's secondary weapons, making him a very effective wingman.

If you have ordnance tubes, definitely Weapons Engineer. Did you know with missiles/torps you can fire two with a single target lock? Use Homing Missiles first -- you keep your target lock -- then a second munition which uses the target lock.

Have fun!

I don't want to do the special combos with all the power stuff. I just want a fun and straight forward game. None of the crazy stuff.

Yes, I did figure out with Homing Missile and not using the TL that you can fire another missile. The Raider gets the title that whenever they kill an enemy, they get another TL (two with Weapons Eng).

I love this

What were your thoughts on the weapons engineer on the gozanti? Suppressor only triggers once per round and the gozanti only has one attack so I can't see the benefits of two target locks... unless I'm missing something. As an alternative construction droid could work well with your shield technician.

Or Darth Vader crew could be good too. Attack, dish out his crit, lose two shields then next round recover the two shields and automated protocols for target lock with suppressor.

Edited by Sasajak

OK....I played the mission. I've got some photos. I'll post up the photos and later I'll add commentary.

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Fantastic, how dud go? Who won?