Azmigoran in Epic

By heychadwick, in X-Wing

swx58-azmorigan.png

So.....how could this guy be used?

At the moment, we only have the C-ROC to even think about. I fully expect a bigger ship and I think he will come in handy there, but let's stick with just the C-ROC.

Don't forget that the Merchant One title will add another Crew and Team!

The quickest aspect to look at is the Teams switch. There are only 4 teams:

TEAMS

Ordnance - 5 pts

Gunnery - 4 pts

Sensor - 4 pts

Engineering - 4 pts

If you want to be simple, you can just avoid Ordnance and go with the other three, as they are the same points.

Sensor would be a great one to start with as you can grab TL's at people before they get in range. Then, you can swap to one of the other guys with no real problem. This is probably the best first one. If you don't start at full energy, then you might want Engineering, but otherwise start with Sensory. You can probably also combo with some Weapons Engineer early on and even swap out Weapons Engineer once you swap out Sensor Team. Another great one is Targeting Coordinator. Rarely seen, but you can spend 1 Energy to give a friendly at R 1-2 your blue TL token. So...you pick a target at R5 and then dish it out to your Y-wing filled with ordnance. Do it the next turn at R4, and by the time they are at R3, you can have 3 Y-wings with GC, Proton Torpedoes, TL, and a Focus!

Once you get into the thick of the fighting, you can go with Gunnery Team. Once per round you can spend 1 Energy to change one of your attack blanks. That's pretty good and allows you to modify some dice, but it uses up Energy pretty fast after a few rounds. Once you are low, you swap out for Engineering team and start going straight to get those bonus Energy tokens!

Seems pretty straight forward to me.

CREW

We don't know about other crew that might be in there, but we can at least start to think about what we have and what's good for an epic ship. The most expensive Crew upgrade is 4 pts that Scum can take (that we know of).

4 Points

Targeting Coordinator

Hotshot Copilot

These two are alone as the most expensive. Hotshot Copilot is also not going to be of much use on a ship with PS 1, unless you have a real swarm of PS 1 ships around. It's possible, but otherwise I don't think you will use it.

Targeting Coordinator would work great with Sensor Team early on to pass out valuable TL's for Ordnance carriers in your list, though. So, I could see you basically paying 1 pt for this ability. You then swap to other Crew for fewer points. You can also have 3 Crew slots with title that you can carry Coordinator with someone else.

3 Points

Weapons Engineer

Navigator

Construction Droid

Dengar

Operation Specialist

Weapons Engineer can be tied Targeting Coordinator to dish out 2 TL's a turn. This is great in an ordnance list. It could be a great one for early game and then swap out for someone later.

Navigator is one of those that you probably would never put on an Epic ship...but you just might find a use for it later on! You can change the speed of your ship once it's your turn to move. Epic ships move last. What if you think you might have a chance to slam into the enemy formation as you think they are going to go straight ahead. You think if you go 4 Straight you can hit a whole squad if they do it! If you are wrong, you are probably in a bad spot. So...end of the round, you swap out for Navigator and dial in a 1 Straight for the energy (tied with Engineering Team). See what they do....and change it for a ram if you think you can hit them! It's one of those clever tricks that you might not expect, but could work out well.

Ever take damage and swap out for Construction Droid. He fixes the damage, but then goes back in the closet!

Dengar is great for when you are shooting and you want to hit people. Don't need Gunnery Team if you have him....or you will real redundancy if you have Gunnery Team, too! Great as the one to stick on when you aren't doing something clever with the rest of them.

Operational Specialist isn't out yet, but neither is the C-Roc! Poo-pooed by most players, this card could be good in Epic. If you play your ships close, there are probably a lot of ships in R 1-2 (or there can be). If someone fires and misses, give someone else a Focus. It happen again? Do it again! I see this being really useful if you happen to have a swarm of Scyks nearby...especially Light Scyks. They do an Evade action to just stay alive. Then, you basically get 50% free Focus for the rest of them! Also useful for Z-95's or even TLT Y-wings. First shot doesn't hit, then give a free Focus for the 2nd hit! No limit to the number of times a turn that you can do this.

2 Points

Mercenary Copilot

Saboteur

Tactician

WED-15 Repair Droid

Bossk

Gonk

Latts Razzi

Boshek*

Now we start getting into a lot of useful guys that you can swap out at your leisure (well...for an Energy).

Merc Copilot is great to help get those Critical Hits that are so powerful during an Epic game. Not bad to throw in there when you need it.

Saboteur is one that people might not ever look at. It has very limited uses, but could be incredible if used right! He takes an action, and the C-Roc only has one. You have to roll a die and there is no guarantee. If you are facing another Epic ship, though, it could be crucial to victory. Let's say you damage an enemy ship, but they replenish their Shields back to full. It might be worth it to use Saboteur and try to go for that Critical hit on an enemy Epic. Also useful where you have a CR-90 that might be trying to ram you and you can't damage it's rear as the front is down. What can you do? If the rear has damage....flip one to a Crit! This guy is great because you don't really need to include him to start off with. You can dust him off from the back of the card stack for those rare times when he would be great.

Tactician can be very useful, but if Aces are gone, he might not be needed anymore. Time to go back in the closet.

WED-15 Repair Droid can get rid of Critical Hits on your epic!!!! This is one that it isn't hard to see when to swap out for him. Or....if you don't have Construction Droid, you can get rid of face down cards, too.

Bossk for Epic just means if you fire at someone and miss, you get a free TL on that ship. Not really so bad. You might want to swap out for him in the thick of combat.

Gonk? Well...maybe....just maybe he's worth it. What if you have a bunch of crits and you can't get Energy to replenish shields. You find some time to run away. You can Gonk up some shields and then put them on later. I admit it's a stretch, but you just might find a use for him if you get hit with a weird group of critical hits that make replenish awkward.

Latts Razzi can add an Evade to your defense dice! Yes, they have to be stressed, but you can always use the Jam action to get someone up to 2 Stress tokens. If there are more than 1 stressed enemy, you can use it more than once a turn! It can be like a free Reinforce action. Or used with Reinforce. If the rest of your list can drop Thermal Detonators around the enemy, you can take more advantage of the Stress!

BoShek usage would be very limited....but...you just might find yourself in that situation! For the price of just one Energy, you can have them change their dial! It even works for epic ships, too! Change it to something so they don't ram you. Or that they are still ramming, but don't get much Energy. Yes, it's not common, but that's what makes Azmigoran great. If you have a small ship that bumped you, maybe you can change their dial so that they end up wherever you are planning on going? Ramming speed?

1 Point

Intelligence Agent

Greedo

Shield Technician

Zuckuss

4-LOM

Boba Fett

IG-88D

Ketsu Onyo

Inspiring Recruit*

For most of these, you probably won't ever want to pick on their own, but let's consider them decent ones to swap in when you need it.

Intelligence Agent is pretty standard. Yeah, it's neat. It's also a little useful if you can combine with Navigator and perhaps change your speed to ensure you run someone over. Or it just helps your support ships get in the right spot.

Greedo is probably someone you would NEVER want to put on an Epic ship. What if you are at full shields and have a Reinforce. Also, most of the enemy support ships are busy or dead. The enemy epic is out of shields, but you aren't. There just might be a time when you want to swap out for Greedo. It could be a game winning Crit that gets dealt.

Shield Tech is always nice when you are wanting to do a few different things and not spend all your energy on Shield Replenish. Pop him in when you need it.

Zuckuss is probably a crew that is great to use for 1 pt....if he isn't used elsewhere in your list. He can force the enemy to reroll a lot of Green Dice and suffer no problem for it. That's great. Probably use him as your main and swap out for others if/when you need it.

4-LOM will ionize you to make sure you hit. Ionizing just means 1 less energy. If you aren't hurting, then it's not a bad thing to do, especially when you really need to get a hit through on someone. Maybe not the most obvious, but you might find yourself needing it. You can stop a Reinforce from being used.

Boba Fett will actually remove your Crew from the game, but....it just might be worth it. What if you hit that Ordnance filled Imperial Raider with a Crit and this card. Remove Ordnance Tubes from it!!!! It will be left with just it's main guns. It's things like that that could make this crazy good to use.

IG-88D is surely going to get overlooked, but....what about also having IG-88A in the list? This means every time the C-ROC kills something, you get a shield back!!!! This can be good in so many ways, including running people over. There is also the idea of loading up with Ordnance Tubes and Assault Missiles....or Ion Torpedoes. You will surely be killing people and doing splash damage. Get a shield back for every ship you destroy!

Ketsu Onyo is someone that you might not think of, as well. If you happen to have a lot of Tractor Beams in your list...from Quadjumpers or Heavy Scyks...then you can see the use of Ketsu Onyo. Your arc is pretty big. If you have people with Tractor Beam and they are in your front arc...you just might be able to Barrel Roll them to where the C-ROC will run them over! OK...maybe not a huge possibility, but definitely has potential.

Inspiring Recruit is also a great one. All your wingmen get to remove the stress!

OK...these are just some thoughts I'm throwing out there. It seems pretty cool to be able to swap things out on the fly.

Edited by heychadwick

Removing Ordnance Tubes with Boba Fett will not be enough to kill all missiles, would they? Does it now?

Removing the Ordnance tubes turns the missiles into one shots... since the ordnance tubes are what says you don't turn them over when fired.

Also - Navigator... I kinda frown on using this crew on an epic. The tournament rules say it shouldn't be equipped, which to me says that's because they saw something they didn't like in playtest, which further suggest something broken here. That and Biggs works differently for epic ships as well, because, well, his ability is rather thematically broken with epic ships.

I can see Azmigoran is going to be annoying to face off against. That ability is quite powerful, even just swapping teams. The crew on the Scum side are incredible though and this means you can replace offense with defense if things go wrong...

Edited by LagJanson

If you remove Ordnance Tubes, you can't even fire your ordnance anymore. The card lets you treat each of your Hard Point icons as either Trop or Missile. If you remove the modification, then you can't use the ordnance from the Hard Points. You just have missiles you can't do anything with.

If you remove Ordnance Tubes, you can't even fire your ordnance anymore. The card lets you treat each of your Hard Point icons as either Trop or Missile. If you remove the modification, then you can't use the ordnance from the Hard Points. You just have missiles you can't do anything with.

That's... uh... not how that works.

If the Slave 1 loses its title, it can still fire any torps that it has equipped. Losing the ability to equip an upgrade does not also remove said upgrade.

What it WOULD do, however, is remove the "extra munition" effect that Ordnance Tubes provides.

Hmm.....OK...I can see your point. I was thinking that the first part said you couldn't fire ordnance through the Hard Point, but maybe you guys are right. OK....you can't reload. Still....that's pretty brutal.

Hmm.....OK...I can see your point. I was thinking that the first part said you couldn't fire ordnance through the Hard Point, but maybe you guys are right. OK....you can't reload. Still....that's pretty brutal.

Yes. YES IT IS BRUTAL! A Raider without secondary weapons is very sad thing to see... and it's been done!

Heychadwick, it was great reading your brainstorm. I am definitely loving the Targeting Coordinator idea. I think it is an underutilized card, but I have it in my competitive Epic squad because it is really helpful. Azmorigan is awesome because you can trade that Targeting Coordinator for something more helpful later if, for example, you run out of ordnance, maybe there is a better crew. As you suggested, switching to a repair droid of some kind when you are damaged is pretty slick!

I agree with the critiques others have posted. I would like to add some thoughts. IG-88D crew with IG-88A flying wing requires that your attack destroys a ship in order for you to regain a shield, so running ships over won't work with that ability.

Saboteur still doesn't look great to me. The only time I can see it being a good investment is if there is a really defensive ship, and you got lucky to get a damage through, but just can't stack another damage on them. Saboteur could be enough to lower their defenses to score some more hits. HOWEVER, the C-ROC has the Jam action for that, so Saboteur is just taking up space, in my opinion.

I am really excited to put Ketsu Onyo crew on the C-ROC when Unkar Plutt comes out. So many Tractor Beam tokens! It will be glorious! (And by 'excited' and 'glorious' I mean 'terrified' and 'demoralizing', because I am an Imperial loyalist, after all).

Another great one is Targeting Coordinator. Rarely seen, but you can spend 1 Energy to give a friendly at R 1-2 your blue TL token. So...you pick a target at R5 and then dish it out to your Y-wing filled with ordnance. Do it the next turn at R4, and by the time they are at R3, you can have 3 Y-wings with GC, Proton Torpedoes, TL, and a Focus!

This just made me realize how much Drea Renthal would love Targeting Coordinator!

BoShek could also be a 2-point option, but it's moot as you most people will not end up in base contact with an epic ship when they activate.

BoShek could also be a 2-point option, but it's moot as you most people will not end up in base contact with an epic ship when they activate.

Nice call with BoShek. Sounds promising, but in practice will be extremely situational.

What about Inspiring Recruit alongside, for example, Drea Renthal? Inspiring Recruit seems really good on a huge ship to help it's fighter screen clear stress and fight more effectively.

Scum epic is going to be a very frightening match up - even if they don't get gunship huge ships. The crew is just so powerful. How about three of the IG88s and the IG88 crew on the CROC? Or just straight up the four IG88s and the CROC as a party bus?

Epic just got a whole lot more dangerous.

One thing to keep in mind; Azmigoran can replace himself. Switching him to a repair droid, gonk or latts could be worth it depending on the nature of the enemy fleet.

Saboteur still doesn't look great to me. The only time I can see it being a good investment is if there is a really defensive ship, and you got lucky to get a damage through, but just can't stack another damage on them. Saboteur could be enough to lower their defenses to score some more hits. HOWEVER, the C-ROC has the Jam action for that, so Saboteur is just taking up space, in my opinion.

I fully admit that Saboteur is very situational. As I stated, I think the idea situation is when you have an Epic ship that has taken damage and then raised it's shields back up. Epic critical hits are crazy powerful. If you end up in the rare situation where might be OK to use your action to flip one as a crit, it will be excellent to swap to Saboteur. You sure would never load it on your own, but now you have the option to pull him out.

So much in X-wing is situational. What's great about this guy is that he can allow you to pull out Crew when it's exactly the rare situation when you would want that card.

BoShek could also be a 2-point option, but it's moot as you most people will not end up in base contact with an epic ship when they activate.

Nice call with BoShek. Sounds promising, but in practice will be extremely situational.

What about Inspiring Recruit alongside, for example, Drea Renthal? Inspiring Recruit seems really good on a huge ship to help it's fighter screen clear stress and fight more effectively.

Yes, actually just thought of BoShek. I was using X-wing Companion, which is awesome, but not up to date. :(

BoShek usage would be very limited....but...you just might find yourself in that situation! For the price of just one Energy, you can have them change their dial! It even works for epic ships, too! Change it to something so they don't ram you. Or that they are still ramming, but don't get much Energy. Yes, it's not common, but that's what makes Azmigoran great. If you have a small ship that bumped you, maybe you can change their dial so that they end up wherever you are planning on going? Ramming speed?

Inspiring Recruit is also a great one. I didn't catch it for the same reason.

Ok, I'm trying to find something that works here. Let's assume the cuiser and that IG-88A is somewhere in the picture.


C-ROC Cruiser — C-ROC Cruiser 35

IG-88D 1

Zuckuss 1

Heavy Laser Turret 5

Gunnery Team 4

Backup Shield Generator 3

Azmorigan 2

Automated Protocols 5

Merchant One

Total 58 points.


If you face a high damage huge ship (Raider or Corvette) then the cruiser might suffer some high damage on the first round (because of its PS 1). You have the backup shield generator to recover 1 shield per round, you switch Azmorigan for a WED repair droid to recover 1 hull at the start of the next round, if you destroyed a ship (picking the right weakened target is easier at PS 1 than it is for an aggressor at PS 6) then you recover another shield and reinforce is maintained through automated protocols. So overall, you have a potential of 3 "recovery" (shield and hull) per round while maintaining reinforce. Not too bad. If it soaks up enough damage for a few rounds then it could be an interesting way to spend those points. A "stuck" frontal collision with the Raider must be avoided (it will eventually blow you up), but a few bumps might actually play in the Cruiser's favor.


If, however, you face a swarm, the enemy may instead focus on destroying your escort first. If that's the case, replace Azmorigan with 4-lom. Yes, an ion hit will cost you an energy per round, but if it ensure a kill then you recover a shield. If the enemy does not focus on the cruiser then energy should not be an issue anyway. The longer the cruiser stays in play, the harder it becomes to destroy.


I'm not sure that it's enough, but that's the best I can come up with at the moment.

Zuckuss on a C-ROC, I'm not convinced. The C-Roc is not what you might call a likely attacker.

Ok, I'm trying to find something that works here. Let's assume the cuiser and that IG-88A is somewhere in the picture.
C-ROC Cruiser — C-ROC Cruiser 35
IG-88D 1
Zuckuss 1
Heavy Laser Turret 5
Gunnery Team 4
Backup Shield Generator 3
Azmorigan 2
Automated Protocols 5
Merchant One
Total 58 points.

Well...I think a lot of things depend on what else is in your list. Zuckuss could be very useful to ensure that you kill a ship that turn and get a shield back.

If you want to go with some ordnance carriers, it might be overall worth it to spend a few more points on something higher costing to then switch to these results. Swap the 1 pt guys for Flight Coordinator and Weapons Engineer to give your Y-wings 2 free TL a turn. Load those Y-wings with GC and Ion Torpedoes. The ability to have a Focus while they TL will be big to ensure that you get dice modification. This means that you will most likely be able to either Ionize a swarm or a big ship for a good amount of damage. After a couple of turns of this, you can then probably swap them out for the 1 pt Crew you have above. It will cost you 5 more points, but those 5 pts might be worth it if they allow 4 Ion Torpedoes to go off with good effect.

Have Y-wings with TLT's? Operation Specialist would be a great addition. Give out a free Focus to someone whenever anyone misses. TLT's miss often enough to make it worth it and there is no limit to the number of times in a turn.

Overall, though, if you aren't using Zuckuss on another ship, that's a decent load out. I like the damage output to gain back shields.

Scum epic is going to be a very frightening match up - even if they don't get gunship huge ships. The crew is just so powerful. How about three of the IG88s and the IG88 crew on the CROC? Or just straight up the four IG88s and the CROC as a party bus?

Epic just got a whole lot more dangerous.

IG88 won't add much to the C-ROC. Only 88A has an ability that pairs with it. 88B requires a cannon upgrade, and 88C gives you an evade token that you'd have to discard after a boost that you can't do.

Zuckuss on a C-ROC, I'm not convinced. The C-Roc is not what you might call a likely attacker.

The C-ROC comes with a stock 5-point HLC turret. Why wouldn't you attack with it as often as you can, especially when your opponent is going to have such a hard time evading your shots?

Zuckuss on a C-ROC, I'm not convinced. The C-Roc is not what you might call a likely attacker.

The C-ROC comes with a stock 5-point HLC turret. Why wouldn't you attack with it as often as you can, especially when your opponent is going to have such a hard time evading your shots?

Keep it light and cheap, just suicidestrike at ramming speed or use it as support, leaving the escort to attack even more effectively?

Zuckuss on a C-ROC, I'm not convinced. The C-Roc is not what you might call a likely attacker.

The C-ROC comes with a stock 5-point HLC turret. Why wouldn't you attack with it as often as you can, especially when your opponent is going to have such a hard time evading your shots?

Keep it light and cheap, just suicidestrike at ramming speed or use it as support, leaving the escort to attack even more effectively?

In my experience (about 25 epic games in 2 seasons of a local league), I find that near vanilla transports fall too easily to the Raider or the Corvette due to a combination of raw firepower and positional advantage (2 rounds, 3 maximum). So far, the rebel transport Bright Hope with a backup shield generator is the only one that ever managed to actually come into contact with my Raider. I have even faced fleets that included 2 transports and neither even came close.

I'm not saying it can't be done but from what I have seen so far, vanilla configured huge ships have caused more problems to the controlling player than the opponent.

Interesting thoughts. Upon further reflection, I am not really a fan of using Azmorigan to switch a crew to a repair role. You'd have to be swimming in energy to make that effective because Azmorigan costs an energy, but I guess you do get to maneuver to gain energy before you have to spend energy to use the repair crew. And if you have Tibanna Gas Supplies you could definitely get away with it. Eh, I guess it could work.

Zuckuss. Great guy. I'm just not sure I'd confine him to transport duty. I think I'd rather he fly his Misthunter into battle in Epic. Really a tough choice. He could do work both ways.

What's the timing like for Azmorigan and Vizago? Could I use Azmorigan to change one of my crew to Vizago, and then discard Vizago to change my Tibanna Gas Supplies to Cluster Bombs in the same End Phase? Could be a nasty trick.

Still working out how I would kit this thing out. So many options! I'll post when I come up with something.

Um... I had not thought of that; Azmigoran transforms himself into Vizago who then transforms a cargo into something else. I don't see why both could not be done in the same round :)

Zuckuss. Great guy. I'm just not sure I'd confine him to transport duty. I think I'd rather he fly his Misthunter into battle in Epic. Really a tough choice. He could do work both ways.

I just realized how great Sensor Jammer is in Epic- only one card in the game allows a Huge ship to turn an eyeball into a hit. That's definitely something to think about when fleet building.

I know a really good use for him, you lift his card up on your left hand, and you raise a lighter up near it with your right. Flick the lighter on, to create a highly effective flame, that should in theory be now TOUCHING the card, creating new heat with the fire and paper synergy. Using this effective synergy, we can now forget that this fat tub of lard created by a mouse is trying to replace Jabba as a kid friendly "underworld evil"

Ok, I'm trying to find something that works here. Let's assume the cuiser and that IG-88A is somewhere in the picture.
C-ROC Cruiser — C-ROC Cruiser 35
IG-88D 1
Zuckuss 1
Heavy Laser Turret 5
Gunnery Team 4
Backup Shield Generator 3
Azmorigan 2
Automated Protocols 5
Merchant One
Total 58 points.

Man, I judged so hard when I saw that your ship was all the way to 58 points, and then - BOOM! - my build is even more expensive :( .

C-ROC Cruiser (35)

- Azmorigan (2)

- Dengar (3)

- Heavy Laser Turret (5)

- Frequency Jammer (4)

- Engineering Team (4)

- Automated Protocols (5)

- Merchant One (2)

- Latts Razzi (2)

TOTAL: 62

The main purpose of this ship is to keep using its Heavy Laser Turret, and stay alive as long as possible. To that end, Dengar allows the cruiser to fire fairly accurately without worrying about target locks. This leaves its action open to Jam, and use Frequency Jammer, which stresses ships and allows Latts Razzi to add some evade results if attacked (notably, not evade tokens, which huge ships can't use). Azmorigan can be traded out for Zuckuss to lay the hurt down even more, or any number of cheap crew (Inspiring Recruit and Tactician come to mind). Depending on the dial, I could easily drop the Engineering Team. That remains to be seen, but it could bring the total to 58, same as @dotswarlock 's build