Epic tourney question

By BlodVargarna, in X-Wing

We resolved things differently in our case for the current epic seaons with the following rule:

- Each army must have a "general" and "Lieutenant"

- The General must be a huge ship with unique upgrade (title or character) or a large unique pilot.

- The lieutenant must be a large unique pilotor a small unique pilot.

- The combined points of general and lieutenant must be 80 points or higher

- The general must be worth more than the lieutenant.

That way, scum armies could still be played (or other "swarm" type armies), but they had to invest the equivalent of a huge ship into a few elites. So far, it worked out pretty well and we had some nice feedback.

How often have you guys tested this system? Anybody bring some of the power combos to the table in this format? How do the capital ships fare against these lists? I'm really curious, as I'm attempting to get an epic tournament running locally.

A CR90 is typically best kitted out as a Gun Boat. A team mate of mine ran the following at OutRyder Cup V;

CR90 Corvette: CR90 Corvette (Fore)
Sensor Team (4)
Homing Missiles (5)
Proton Torpedoes (4)
CR90 Corvette: CR90 Corvette (Aft) (40)
Ordenance Tubes (5)
Gunnery Team (4)
Single Turbolasers (2 Energy) (8)

K-Wing: · Esege Tuketu (28)
Twin Laser Turret (6)
Advanced SLAM (2)
Recon Specialist (3)

HWK-290: · Roark Garnet (19)
Twin Laser Turret (6)

Z-95 Headhunter: Tala Squadron Pilot (13)
Homing Missiles (5)
Guidance Chips (0)
Z-95 Headhunter: Tala Squadron Pilot (13)
Homing Missiles (5)
Guidance Chips (0)

Z-95 Headhunter: Tala Squadron Pilot (13)
Homing Missiles (5)
Guidance Chips (0)

Z-95 Headhunter: · Lieutenant Blount (17)
Deadeye (1)
Assault Missiles (5)
Guidance Chips (0)

HWK-290: · Jan Ors (25)
Twin Laser Turret (6)

If you have the time, you can see what not to do setup wise here (i.e. don't joust a bomber's with missiles against a CR90.)

We resolved things differently in our case for the current epic seaons with the following rule:

- Each army must have a "general" and "Lieutenant"

- The General must be a huge ship with unique upgrade (title or character) or a large unique pilot.

- The lieutenant must be a large unique pilotor a small unique pilot.

- The combined points of general and lieutenant must be 80 points or higher

- The general must be worth more than the lieutenant.

That way, scum armies could still be played (or other "swarm" type armies), but they had to invest the equivalent of a huge ship into a few elites. So far, it worked out pretty well and we had some nice feedback.

How often have you guys tested this system? Anybody bring some of the power combos to the table in this format? How do the capital ships fare against these lists? I'm really curious, as I'm attempting to get an epic tournament running locally.

Right now, in our second season, we have 2 divisions (north and south) with 10 players each. We are getting close to finishing the qualifiers, which means each player players agains the other of his divisions (9 games). I played 8 games since 1 player had to leave in my division. I won 7 of them with my Raider, 1 with Scum. The qualifiers determine the matchups for the finals where it works on a double elimination (you need to lose twice to be out).

- So this system was tested a whole lot (think around 150 games so far with positive results).

- Power combos? Some tried a group of defenders with Kagi/palpatine acting as a general; it worked one game and got destroyed by a Raider the next.

- Currently, the player in the lead on the south division uses an ordnance raider with Howlrunner and a crap ton of academy ties. Really simple, but it works.

- I am in the lead division with a laser raider (146 points), 6 ties (some uniques) and 2 lambdas (including Kagi, very important). So far, in 8 games, I have a MOV of a bit over 4k, so on average, I destroy the enemy fleet and lose 100 of my 300 points.

So yeah, Raiders are doing very good in this system. I heard rumors that someone managed to figure out how to use the Corvette recently, so I'm looking forward to that.

I've never even played epic but this tournament seems like a great excuse to start!

Once you go Epic, you'll never go back! :lol:

Until you play against Howlrunner, Jonus and 7x Glaive with Ion Cannon + Ruthlessness, 2x Glaive with Tractor Beam + Ruthlessness.

They killed 5-6 ships in the first round. Having a Raider ourselves we had Raider and 3 Tie Advanced left after the first round of firing.

It was team epic with 200+200 lists. That game killed Epic for me, at least in tournament format. There was literally nothing you could do to prevent that.

And you could just throw in naked Gozanti for 40p instead of one Ion Glaive if a huge ship is a must :)

...and this is why I'm not so excited about Epic Tournaments. You just get more points to play with broken toys. If you want to really pull out crazy crap, you can make epic be epic-ally broken. I just prefer fun narrative events or casual match ups.

If you have the time, you can see what not to do setup wise here (i.e. don't joust a bomber's with missiles against a CR90.)

I'm confused by your grammar here. Which side do you think screwed up in that video? Should the Imperial player have avoided jousting the CR-90?

CR90 with single turbolasers will wreck huge ships at long range, but needs close fighter support. Some method to remove red target locks would help against raiders and bombers: is there any usable way to do this?

Janson. Black One title on a T-70. Toryn Farr.

I don't think anything beyond those three can help either epic ship lose target locks on it.

Thanks. I will have to remember to include at least one of those next time I play rebels in epic. Toryn Farr is limited in range - I don't want my corvette to be within range 2 of eg a Raider, but is likely to be on board a transport; Wes Janson is always a good pick; Black One would be the easiest to use if the T-70 were kept back to defend the CR90.

My basic load out of the CR90 is for the most part (fore): Title (if I take one), Sensor Team, Weapons Engineer, Ion Cannon, Ion Cannon, whatever cargo.

Aft: Han Solo, Engineering Team, cannon of sorts, Optimized Generators, whatever cargo.

If I am knowingly facing 300 of small ships I take Ion's and Quad's, if I have a huge ship to deal with I'll throw a Turbo Laser on the aft.

Usally if the enemy get's within R2 of your ship you are going to start falling apart, loading out with multiple Quads can help but means that you can only fight close range I want to smash as many ships at distance as possible.

I like to go for broadsides and backed up with heavy armed B-wings (four) and an ARC I tend to do some good damage.

Last battle was against a Gozanti (not loaded with ships) as an ordnance carrier, Tie Strikers, Scum Boba and Protectorates, I lost two B's and minor damage to the Corvette, they conceded with one Striker left flying.

Another encounter against a Radier with Tie swarm and Interceptors was left for dead, I lost two B's.

The only ship I have yet to fly is the GR75. I like the Raider and it has the feel of a missile boat than gun boat, Gozanti's are cool, I'm yet to try it as a jaming/stress ship and as a Turbo Laser huge ship hunter (ie sit back as far away from the smaller ships, cons though is no turret with this build!), The CR90 is mean I'd like another!.

Gozanti's are cool, I'm yet to try it as a jaming/stress ship and as a Turbo Laser huge ship hunter (ie sit back as far away from the smaller ships, cons though is no turret with this build!)

Eh, that's not so bad. My go-to squad has 0 weapons on the Gozanti, though it does carry 4 Alpha Squadron Pilots. I like the sound of Single Turbolasers on the Gozanti, and just sit back and fire away.

"Only the fighters are attacking; I wonder what that Gozanti Cruiser is waiting for...oh kriff! It's shooting!"

The way I see it is gunships do good against other huge ships. Support ships do good against a pure fighter wing, and pure fighter wing does good against gunships.

Although sometimes that is not always the case.

A CR90 is typically best kitted out as a Gun Boat. ...

...

If you have the time, you can see what not to do setup wise here (i.e. don't joust a bomber's with missiles against a CR90.)

So what ever you make of it. Good luck.

Edited by Marinealver

I like to go for broadsides and backed up with heavy armed B-wings (four) and an ARC I tend to do some good damage.

...

The only ship I have yet to fly is the GR75. I like the Raider and it has the feel of a missile boat than gun boat, Gozanti's are cool, I'm yet to try it as a jaming/stress ship and as a Turbo Laser huge ship hunter (ie sit back as far away from the smaller ships, cons though is no turret with this build!), The CR90 is mean I'd like another!.

I'll admit that I haven't used B-wings much in Epic. I'm kind of prejudiced against them as they knocked the X-wing out of game play for a while. I only own two. Also, if you don't deploy them and fly them right, then they are going to be out of the game. Still....I can see their uses. They have Torpedoes, which I love in Epic. They have a lot of shields. Most importantly....they have 3 attack dice! They also have a system slot. FCS or even Sensor Jammers are great in Epic. Sensor Jammers for the other epics are nice as they have no Focus.

As for the Gozanti, I agree that they are nice buff/spoiler ships. I was (and will again) test out a mission that was all about 4 Tie Punishers attacking a pirate base with a Gozanti and 4 Tie Fighters for support. I ended up with a build that proved particularly nasty as the Gozanti hovered on the edges. There were Turbo Laser turrets that the Gozanti needed the Punishers to blow up to get close, but then the Gozanti would mess with small fighters. I used:

Gozanti-class Cruiser (40)
Grand Moff Tarkin (6)
Weapons Engineer (3)
Single Turbolasers (8)
Sensor Team (4)
Suppressor (6)
Total: 67
Weapons Eng. with Suppressor title meant you were taking away 2 tokens a turn at R 1-5 (due to Sensor Team). Tarkin was then either giving or taking a token away from someone. If you can take away a Focus from someone, even Single Turbo Lasers are pretty nasty. Sure, they double their green dice, but with no Focus, that's not a lot of Evades (and you can use your TL).

A thought... would Hotshot Copilot be useful crew on a Raider/Corvette? Primary shot strips the focus and then secondary shots zero in? Heck, the Raider can make two primary shots at two different targets.

Gozanti-class Cruiser (40)

Grand Moff Tarkin (6)

Weapons Engineer (3)

Single Turbolasers (8)

Sensor Team (4)

Suppressor (6)

Total: 67

Weapons Eng. with Suppressor title meant you were taking away 2 tokens a turn at R 1-5 (due to Sensor Team). Tarkin was then either giving or taking a token away from someone. If you can take away a Focus from someone, even Single Turbo Lasers are pretty nasty. Sure, they double their green dice, but with no Focus, that's not a lot of Evades (and you can use your TL).

Reminder: Suppressor title says, "Once per round, so Weapons Engineer doesn't strip another enemy token. Regardless, Suppressor + Grand Moff Tarkin is one of my favorite Epic combos.

A thought... would Hotshot Copilot be useful crew on a Raider/Corvette? Primary shot strips the focus and then secondary shots zero in? Heck, the Raider can make two primary shots at two different targets.

A thought... would Hotshot Copilot be useful crew on a Raider/Corvette? Primary shot strips the focus and then secondary shots zero in? Heck, the Raider can make two primary shots at two different targets.

It could be neat, but I find that epic is a lot less about stripping tokens off of ships. When you can take such a large number of small based ships, you don't really need to strip that many tokens of one ship a turn. I think I'd rather spend those points on a better Crew.

This would be the cheapest CR90 I would run. It really needs that optimized generators modification to make two single turbo lasers work. It has crit protection from title and Chewbacca and has two range 5 targets so it can just cruise the long edge and fire into middle of battle field. I would recommend Biggs to protect your generic fighters and at least 1 assault missile. The rest of the list is as many generic fighters you can field with 140 points.

CR90 Corvette: CR90 Corvette (Fore) (50)

Optimized Generators (5)

Weapons Engineer (3)

· Jaina's Light (2)

Sensor Team (4)

Single Turbolasers (2 Energy) (8)

Single Turbolasers (2 Energy) (8)

CR90 Corvette: CR90 Corvette (Aft) (40)

· Chewbacca (4)

Tibanna Gas Supplies (4)

Quad Laser Cannons (2 Energy) (6)

X-Wing: · Biggs Darklighter (25)

· R4-D6 (1)

Integrated Astromech (0)

B-Wing: Blue Squadron Pilot (22)

B-Wing: Blue Squadron Pilot (22)

B-Wing: Blue Squadron Pilot (22)

X-Wing: Rookie Pilot (21)

R2 Astromech (1)

Integrated Astromech (0)

X-Wing: Rookie Pilot (21)

R2 Astromech (1)

Integrated Astromech (0)

Z-95 Headhunter: Bandit Squadron Pilot (12)

Assault Missiles (5)

Guidance Chips (0)

Z-95 Headhunter: Bandit Squadron Pilot (12)

XX-23 S-Thread Tracers (1)

Guidance Chips (0)

-- TOTAL ------- 300p. --

Last game I took Carlist Rieekan (3), along with Dodonna's Pride title (4), at 7 points for the two it can be rather expensive especailly as I like both Weapons Engineer and Ham Yoyo on board as well, though time before that I took Slicer Tools (7) and never used it as with Cluster Bombs, but then these are a special case - it a small insurance to help deter close in fighters.

So with the above list (post above) Carlist would be handy, swap out Jaina's Light, and maybe loose a Z-95, add maybe a Gunnery Team (total 296) or give the B's FCS's (298) that leaves either 2/4 points to upgrade a ship or the likes.

Play Carlist at the right time and have all your ships be at PS12 for that turn, that's a fair amount of fire power to hit the enemy with.

I've never even played epic but this tournament seems like a great excuse to start!

Team Epic is most fun! 400 points a side. Plus always fun to play with a friend.

I've never even played epic but this tournament seems like a great excuse to start!

Team Epic is most fun! 400 points a side. Plus always fun to play with a friend.

It also seems to be the perfered tournament method because you essentially cut the number of 1v1 matches in half when playing 2 v 2. Still I would like to see the 5 epic point 300 squadron point 1v1 match. Although with the 2v2 you can bring 2 raiders or cr-90s.

Play Carlist at the right time and have all your ships be at PS12 for that turn, that's a fair amount of fire power to hit the enemy with.

Sorry to be a stick in the mud again, but doesn't that PS 12 boost only last for the activation phase? When combat rolls around, everybody is back to their normal PS. I want to love Rieekan, but at this point I just like him. He's great with A-wings, B-wings and T-70s that can reposition. The other awesome thing is that Epic matches can get crowded, and an enemy may plan a maneuver to land where you currently are, knowing that you'll have moved by the time he activates. Rieekan forces him to move first, overlap, and lose an action. This has the potential to be a huge help to your squad!

Or let's say you have a bunch of low PS ships, and it's that awful moment when you realize that their K-turns are all blocked by your opponent's forces. Pop the good General and make all those Imperials move out of your way first, then you have unanswered shots on their aft. Pair with Leia crew for extra fun. So good, but EXTREMELY situational.

Play Carlist at the right time and have all your ships be at PS12 for that turn, that's a fair amount of fire power to hit the enemy with.

Sorry to be a stick in the mud again, but doesn't that PS 12 boost only last for the activation phase? When combat rolls around, everybody is back to their normal PS. I want to love Rieekan, but at this point I just like him. He's great with A-wings, B-wings and T-70s that can reposition. The other awesome thing is that Epic matches can get crowded, and an enemy may plan a maneuver to land where you currently are, knowing that you'll have moved by the time he activates. Rieekan forces him to move first, overlap, and lose an action. This has the potential to be a huge help to your squad!

Or let's say you have a bunch of low PS ships, and it's that awful moment when you realize that their K-turns are all blocked by your opponent's forces. Pop the good General and make all those Imperials move out of your way first, then you have unanswered shots on their aft. Pair with Leia crew for extra fun. So good, but EXTREMELY situational.

That's how I read him too. At the start of the activation phase... Until end of phase. He's not impacting shots.

What do you think is better as between Comms Booster or Gunnery Team on CR-90?

Play Carlist at the right time and have all your ships be at PS12 for that turn, that's a fair amount of fire power to hit the enemy with.

Sorry to be a stick in the mud again, but doesn't that PS 12 boost only last for the activation phase? When combat rolls around, everybody is back to their normal PS. I want to love Rieekan, but at this point I just like him. He's great with A-wings, B-wings and T-70s that can reposition. The other awesome thing is that Epic matches can get crowded, and an enemy may plan a maneuver to land where you currently are, knowing that you'll have moved by the time he activates. Rieekan forces him to move first, overlap, and lose an action. This has the potential to be a huge help to your squad!

Or let's say you have a bunch of low PS ships, and it's that awful moment when you realize that their K-turns are all blocked by your opponent's forces. Pop the good General and make all those Imperials move out of your way first, then you have unanswered shots on their aft. Pair with Leia crew for extra fun. So good, but EXTREMELY situational.

True! Thanks looks like he's best to use with low PS ordnance carriers so you can TL once the enemy has moved in close and then use coordanate to add a focus or the likes, or just repostition yourself to still unleash some heavy firepower.

Play Carlist at the right time and have all your ships be at PS12 for that turn, that's a fair amount of fire power to hit the enemy with.

Sorry to be a stick in the mud again, but doesn't that PS 12 boost only last for the activation phase? When combat rolls around, everybody is back to their normal PS. I want to love Rieekan, but at this point I just like him. He's great with A-wings, B-wings and T-70s that can reposition. The other awesome thing is that Epic matches can get crowded, and an enemy may plan a maneuver to land where you currently are, knowing that you'll have moved by the time he activates. Rieekan forces him to move first, overlap, and lose an action. This has the potential to be a huge help to your squad!

Or let's say you have a bunch of low PS ships, and it's that awful moment when you realize that their K-turns are all blocked by your opponent's forces. Pop the good General and make all those Imperials move out of your way first, then you have unanswered shots on their aft. Pair with Leia crew for extra fun. So good, but EXTREMELY situational.

True! Thanks looks like he's best to use with low PS ordnance carriers so you can TL once the enemy has moved in close and then use coordanate to add a focus or the likes, or just repostition yourself to still unleash some heavy firepower.

Actually, I hadn't considered that opportunity. I've been thinking along the same lines as Parakitor, giving everybody PS12 as ships are in close range so that Imperial arc dodgers didn't have an easy time boosting and barrel rolling out of my arcs. Using Rieekan when roughly range 4-5 with low PS ordnance carriers is pretty potent for getting range three shots.

Edited by LagJanson

Ok guys,

Saturday will be here soon and I won't be asking the community so many questions, but until then:

CR-90 beefed up and 6 escorts vs CR-90 trimmed down and 7 escorts?

Right now I'm dithering between upping the firepower and functionality of the CR-90 at the expense of dropping one of my escorts.