Do you think Sato turns on the CR-90B?

By Panzeh, in Star Wars: Armada

I think perhaps the ability to change blue dice into blacks might do a lot for these ships' firepower, allowing you not to have to use TRCs to get the most out of them, and with Bs, you can really get a nice swarm up.

I don't think so, no. CR90Bs equipped with SW7 Ion Batteries are already tiny little pockets of double-arcing pain and they don't need the same amount of setup Sato requires and their damage is super reliable. Run them with Rieekan to really see them go nuts, but Mothma or Cracken can do all right with them as well.

I prefer CR90A with Sato. Long range, double arcing black dice is stronger and very threatening. Run Tycho so you can always paint your target.

Sato sure turns me on.

Is ther ea reasonnot ot take the CR A?

Is ther ea reasonnot ot take the CR A?

The CR90B with SW7s dealing all the guaranteed damage is about as much as anything.

Agreeing with everybody else that I think the CR90B is still better with SW7s no Sato. Sato does however give CR90As a chance to shine without having to spend 7 points on TRCs.

Never understood the complete dismissal of the b by some. The cr90 has WAY more uses than just trcs. They are great support ships, blockers and auto damage ships. All the of which are better as Bs than As. Don't pidgeon hole yourself.

Is ther ea reasonnot ot take the CR A?

The CR90B with SW7s dealing all the guaranteed damage is about as much as anything.

Is that worth the 50 points? Also considering that the Cr90 doesnt really have defenses up close, i guess youd have to use activation advantage and kite with double arcs? Which limits engagement possibilities

Is ther ea reasonnot ot take the CR A?

The CR90B with SW7s dealing all the guaranteed damage is about as much as anything.

Is that worth the 50 points? Also considering that the Cr90 doesnt really have defenses up close, i guess youd have to use activation advantage and kite with double arcs? Which limits engagement possibilities

Honestly? Not a clue.

CR90As with TRCs are 51.. CR90Bs with SW7 are 44... There;'s a 7 point Differential.

The 90A has longer range, but trades absolute guarantee of damage to potential damage spikes at the cost of defence...

The 90B is absolute guaranteed maximum damage output, all the time. It too sacrifices defence by carrying the fight to medium range.

7 Points could make a difference.

For me?

I can't use them either.

I'm not "Lucky" enough to get anything out of a CR90A other than 2 Damage a turn.... And I don't own enough CR90Bs to be anything more than a Single Piece of ***** to the Enemy... So Totally the Wrong Person to Ask :D

Honestly, I think its more of a personal flavour - and what you can do with those 7 points... If its not much, the A might be better for you, especially if the rest of your list is Range-Skirting...

But if your list is down-and-dirty-in-close knife-fighting, the CR90B would work as well....

Is that worth the 50 points? Also considering that the Cr90 doesnt really have defenses up close, i guess youd have to use activation advantage and kite with double arcs? Which limits engagement possibilities

CR90B with SW7 is 44 points - the same cost as a naked CR90A. They take a little fancier flying, and really need to be fielded in multiples. But it's a guaranteed 6 damage, which is quite powerful. You definitely want activation advantage - first player too if you can. A last-first activation with double arcs and CF dials puts 12 guaranteed damage (all of it with 3 dice batteries, which almost neuters brace and significantly degrades other defense tokens). It's also a nasty anti-flotilla hunter, and cheap enough that it doesn't feel like a waste of points.

Is ther ea reasonnot ot take the CR A?

The CR90B with SW7s dealing all the guaranteed damage is about as much as anything.

Is that worth the 50 points? Also considering that the Cr90 doesnt really have defenses up close, i guess youd have to use activation advantage and kite with double arcs? Which limits engagement possibilities

Lots of options for protecting then tactically. I ran an 8x SW90B Rieekan swarm for a while. Target saturation, last/first, arc dodging, and forcing activation all work well.

Is that worth the 50 points? Also considering that the Cr90 doesnt really have defenses up close, i guess youd have to use activation advantage and kite with double arcs? Which limits engagement possibilities

CR90B with SW7 is 44 points - the same cost as a naked CR90A. They take a little fancier flying, and really need to be fielded in multiples. But it's a guaranteed 6 damage, which is quite powerful. You definitely want activation advantage - first player too if you can. A last-first activation with double arcs and CF dials puts 12 guaranteed damage (all of it with 3 dice batteries, which almost neuters brace and significantly degrades other defense tokens). It's also a nasty anti-flotilla hunter, and cheap enough that it doesn't feel like a waste of points.

You don't need first activation if you have Rieekan. Make it 8 guaranteed damage by parking it directly in front of a Speed 1 VSD or ISD, get that double arc, and then even if you die you're ramming and spitting damage, and they're ramming you too and not moving closer to your long range friends.

I always liked the CR90B with overload pulse then hit the target with a big hitter or 2 small ones then a pile of bombers if needed. :D

Everyone seems to have forgotten Dodonna's pride, but a CR90A with that title in a Sato fleet, with Toryn nearby, can be a real problem child.

Also guys it's a great pocket support ship. PE is really solid on them as trailer ships or flank protectors. Throw in tantillies and you have unrivaled token distribution from a ship.

Guys Guys, you are all missing the God Combo. - I know its a Sato CR90 thread but....

Neb-B support refit + Raymus + Optional Dual Turbolaser Turret (for extra help with the 1 red or if you get blank blacks) + Salvation. Blacks = 3 damage from Front arc and you are throwing 3 with Raymus + a reroll on 1 of them and then Dual Turbo for a little more insurance.

Sato + Salvation = Good times.

Every time I've used a CR90 except for one game that I can remember they just don't perform well enough compared to other things I prefer to field, maybe I should run them more but when I'm almost always vs Squadron lists and even worse now that Deci's are out Small Rebel ships get Destroyed pretty fast.

Edited by KovuTalli

Lots of options for protecting then tactically. I ran an 8x SW90B Rieekan swarm for a while. Target saturation, last/first, arc dodging, and forcing activation all work well.

I recall you using that list in a Vassal Tournament a while ago, and I watched a replay of you flying it. An interesting list to watch at any rate.

Going back to CR90s, I always preferred As as I felt (when I flew it) that the B version was on its last legs by the time it got into range. That said, I loved using them with SW-7s alongside my MC30s, and the B version is a cheaper alternative if you require a support ship, or a flagship that chunters along at the back while your glass cannons throw themselves at the enemy forces (a lot of my MC30 lists used the CR90B to do just that).

Is ther ea reasonnot ot take the CR A?

The CR90B with SW7s dealing all the guaranteed damage is about as much as anything.

Is that worth the 50 points? Also considering that the Cr90 doesnt really have defenses up close, i guess youd have to use activation advantage and kite with double arcs? Which limits engagement possibilities

Honestly? Not a clue.

CR90As with TRCs are 51.. CR90Bs with SW7 are 44... There;'s a 7 point Differential.

The 90A has longer range, but trades absolute guarantee of damage to potential damage spikes at the cost of defence...

The 90B is absolute guaranteed maximum damage output, all the time. It too sacrifices defence by carrying the fight to medium range.

7 Points could make a difference.

For me?

I can't use them either.

I'm not "Lucky" enough to get anything out of a CR90A other than 2 Damage a turn.... And I don't own enough CR90Bs to be anything more than a Single Piece of ***** to the Enemy... So Totally the Wrong Person to Ask :D

Honestly, I think its more of a personal flavour - and what you can do with those 7 points... If its not much, the A might be better for you, especially if the rest of your list is Range-Skirting...

But if your list is down-and-dirty-in-close knife-fighting, the CR90B would work as well....

I've also heard statistically or in general they seem to die a lot without recouping much.

They seem to be more activation tactical advantage.

I can see that they could be good. But I think only in certain situations and I'm not sure its easy enough to engineer the situations well enough were you don't simply lose 44 points or even worse, lose an even more higher point target because of how the engagement went worse.

Edited by Blail Blerg

Is ther ea reasonnot ot take the CR A?

The CR90B with SW7s dealing all the guaranteed damage is about as much as anything.

Is that worth the 50 points? Also considering that the Cr90 doesnt really have defenses up close, i guess youd have to use activation advantage and kite with double arcs? Which limits engagement possibilities

Honestly? Not a clue.

CR90As with TRCs are 51.. CR90Bs with SW7 are 44... There;'s a 7 point Differential.

The 90A has longer range, but trades absolute guarantee of damage to potential damage spikes at the cost of defence...

The 90B is absolute guaranteed maximum damage output, all the time. It too sacrifices defence by carrying the fight to medium range.

7 Points could make a difference.

For me?

I can't use them either.

I'm not "Lucky" enough to get anything out of a CR90A other than 2 Damage a turn.... And I don't own enough CR90Bs to be anything more than a Single Piece of ***** to the Enemy... So Totally the Wrong Person to Ask :D

Honestly, I think its more of a personal flavour - and what you can do with those 7 points... If its not much, the A might be better for you, especially if the rest of your list is Range-Skirting...

But if your list is down-and-dirty-in-close knife-fighting, the CR90B would work as well....

I've also heard statistically or in general they seem to die a lot without recouping much.

They seem to be more activation tactical advantage.

I can see that they could be good. But I think only in certain situations and I'm not sure its easy enough to engineer the situations well enough were you don't simply lose 44 points or even worse, lose an even more higher point target because of how the engagement went worse.

I guess the cheaper ou're going on points, the more activation advantage it is... And until Flotillas, they were the cheapest way to still get something with Teeth... Maybe?

Perhaps that's old-school, Pre-flotilla thinking on my part.

I'm an old-fart, after all :D

But I'm in agreeance with you - at least with my takes - I've had precisely 0 success with either flavour, and tend to either look down to a Flotilla, or up to a Neb-B in comparison.

3 CR90Bs with SW7s are a crucial component of one of our local top Rebel player's Rieekan fleet. They bum rush you, double arc you, and Concentrate Fire for 2 packets of 3 damage each. It's difficult to escape if you don't plan for it and you can maybe destroy one of them and the zombie CR90 is happy to sit there and keep firing until it realizes it's dead. Absolutely brutal against most targets but they can get quite obnoxious when teaming up against large ships where the defense tokens don't do much against death by a thousand cuts.

I can understand how if you haven't seen it done you might not think it sounds very impressive but it can get rather ugly. I've played against it numerous times and I'm mostly able to keep my ships from tasting the curb but it takes practice. At our local Regionals the first two guys he played against just didn't see that much raw aggro coming their way so fast and the game was basically over by turn 3.

I actually have only fielded the CR90B rather than the A in the couple of games I have played so far, and it did well. I now have two more corvettes, and will probably field at least two of them paired together as B's, with SW-7's and hopefully also being in the effect range of Toryn Farr.

Although I did like in my first battle using one with Overload pulse and Jaina's Light to fire unencumbered from the protective shadow of a larger ship to set up that larger ship's following shots.

Edited by Aegis

I'm a pretty big Rebel MSU player, and I've fielded a full CR90 list many times (one of the first to do the 3 CR90 list pre-Wave I in my area, and have never let it die!). I like to run a mix of A's and B's, and I pretty much never use Rieekan. I do love Cracken now though, and like to mix in an MC30 or two now that he's in the field.

CR90's, when comprising the main of your fleet, are a scalpel. You have to have your objectives in mind, and think of precisely what you are looking to do at all times. No, you're not going to down the Motti ISD with defensive upgrades, but you can kill everything else in the fleet. If that bomber ball is really bugging you, you can blue die it to death (up to seven per turn), but I usually just throw a few throwaway fighters in their way and "stay on target". The biggest thing with them is maneuver though. you have to really know how they're going to sit at the end of the move, and be able to squeeze them into really tight spots without ramming. You have to spam navigates, or they get into trouble they can't get out of (which for a CR90 is pretty much ANY trouble). You're not going to rip the enemy apart with your teeth, but by the end of turn six their fleet should be dispersed, on fire, and dying, while your ships are zipping around at speed three and four, changing targets on a whim as the situation dictates, and resembling more a school of fish attacking a predator together than a squadron in formation.

I absolutely love those little babies.

Edited by Admiral Theia

The main issue with CR90B is that when it can fire on any ship, that ship can certainly fire back at it. Plus its defense tokens are less valuable because evade causes only a reroll. A CR90 is too fragile if it's not staying out of harm's way.

Edited by Norell

Guys Guys, you are all missing the God Combo. - I know its a Sato CR90 thread but....

Neb-B support refit + Raymus + Optional Dual Turbolaser Turret (for extra help with the 1 red or if you get blank blacks) + Salvation. Blacks = 3 damage from Front arc and you are throwing 3 with Raymus + a reroll on 1 of them and then Dual Turbo for a little more insurance.

Sato + Salvation = Good times.

Every time I've used a CR90 except for one game that I can remember they just don't perform well enough compared to other things I prefer to field, maybe I should run them more but when I'm almost always vs Squadron lists and even worse now that Deci's are out Small Rebel ships get Destroyed pretty fast.

Black dice with Salvation are fun but I would recommend trying Blue dice instead and using Spinal Armament. They have 2 crit sides and no blanks. If you do not get either of the crits you still have at least a hit or accuracy.

It's my favourite in our CC campaign.

Once I have to disengage and fly past the enemy when Salvation gets low on hull and I can still throw at least the 3 dice out the back and likely the side armaments as well.

I say this as someone who tried rolling black dice with Salvation (with Targeting Beacons in play) and was rolling and rerolling into blanks A LOT.

Edit: forgot to mention - I like the Dual Turbolaser idea. Take 1 red, 2 blues on a Concentrate Fire command. If the one red blanks, take it out and roll a new one with the turbolaser. Then add another blue if accuracy would be useful or the number of hits is even (so the damage is 1 higher after bracing). It's cheaper too.

Edited by Polda