Epic Build Help: Rebels with a CR-90

By sucho23, in X-Wing Squad Lists

Playing in a friendly tournament soon where everyone has to field an Epic Ship. I drew the CR-90. There will be 5 other people (1 Rebel Transport, 2 Imperial Raiders, 1 other CR-90, and 1 Imperial Assault Carrier). It is a 300 point squad. I do not really play Epic so I was wondering if either of these options would hold up?

https://geordanr.github.io/xwing/?f=Rebel%20Alliance&d=v4!e!80:86,65,65,-1,-1,-1:-1:-1:;81:29,65,-1,-1:-1:-1:;202:214,-1,63,-1:2:-1:;65:13:-1:25:;65:13:-1:25:;2:-1,2:-1:20:;85:-1,70:-1:20:U.-1;156:36,-1,-1,-1,38,-1:-1:-1:;64:13:-1:25:&sn=Unnamed%20Squadron

or

https://geordanr.github.io/xwing/?f=Rebel%20Alliance&d=v4!e!80:86,65,-1,-1,-1,-1:-1:-1:;81:29,65,-1,-1:-1:-1:;202:214,-1,63,-1:2:-1:;65:13:-1:25:;65:13:-1:25:;85:-1,70:-1:20:U.170;2:-1,2:-1:20:;65:13:-1:25:;2:-1,2:-1:20:;9:135,-1,-1,-1:-1:-1:&sn=Unnamed%20Squadron

or any suggestions? The only thing I have to keep is the CR-90 and the only thing I would like to keep is Chewie TFA Falcon. Thank you for your time.

Edited by sucho23

I feel M9-G8 would be a better option for Tarn. In turn 1 you could lock the CR-90 and use the M9 reroll on all of its attacks to help with offense. I know you are packing QLCs but they require you to spend another energy to get the second and sometimes that's not energy you have to spare.

Tarn give a lot of offensive efficiency to a ship that will be shooting a lot and as a bonus he can switch the TL to an enemy using his own ability f he gets attacked.

Also I would question the wisdom of having to large ships in your squad. They are red dice magnets and even a VCX will go down quickly in a 300 pt match, especially if your opponent is packing turbolasers. I would ditch it and go with multiple smaller ships.

The most important thing with Epic though is just to have fun with it.

Thanks for the tip on Tarn. I will try to work in the points. Should I fill all the hardpoints on the CR-90 or just one set of guns for the fore and aft? I agree with the VCX and the more I was thinking about it the more I liked the other build.

The issue with the hardpoint guns is that you need to have the energy to fire them. (Unless you are using an ordnance loadout but that brings its own issues) That is the biggest change with epic ships, energy management.

There is no point in filling all of the hardpoints if you do not have the energy to fire them each turn. This becomes more of an issue in the late game when you are using recover actions too. While you start off with full energy you will eventually run dry and those extra hardpoints could become dead weight.

Assuming you are slow rolling in with speed 1 banks or speed 2 straights, you will generate three energy a turn. Potentially you are spending one to boost the CR-90 main gun which leaves 2 spare energy. I would try to fit in engineering team, optimised generators or Tibanna gas to help with late game energy generation.

Another thing to remember is that a Huge ship will draw fire from everybody so it will take damage faster than you might think. I would keep it lean with one hardpoint filled forward and back.

Edited by kayarn