So I feel like I really should like this ship. A high pilot skill, maneuverable, action efficient ace in a ship with more defensive options than the X-Wing and regeneration. This sounds right up my alley. Yet I find that I am always underwhelmed by this ship's performance. I think my problem with him is he is always stressed thanks to limit pushing (unless I am playing an anemic VI build) but does not have slow greens to take off the stress easily while keeping tight with his enemy. I'm not sure if I just need to get good or I just don't like the playstyle. Please advise.
Looking for help with Corran Horn
Corran is not really meant to stay close to the enemy indefinitely - he is designed to hit hard with his ability and then disengage, and his green moves are sufficient for that.
If he doesnt already, he should have R2-D2 to couple with those green moves.
Corran is more on the do something before you die side right now I think. However, he takes up a huge amount of points (45+) for him to be actually able to survive a round, so he is not the best at what he should be doing. Running into Parattani messes him up hard, because he cannot do damage fast enough to kill something before he dies (unless he gets extremely lucky), Fenn pretty much one-shots him at R1 and Asajj keeps him stresses, double stresses him and bye-bye Corran or she just uses BMST to kill him.
With the advent of Rear Admiral Kylo and his Decimator of Doom, Corran's pretty much on his last legs right now.
I've never been able to fly the **** thing, but I've taken notes when he beats me.
-You're in it for the long haul. Staying alive is more important than getting arc. Don't be afraid to just focus/evade and sit there some times.
-You want brief, impactful engagements, then a couple turns to regen.
-Corran is one of the best end game pieces, so bring wingmates that the opponent cannot afford to ignore while they focus him down.
-When in doubt, play it extra safe.
-If you see Kylo Ren, turtle up and pray. If you can burn him down before he Kylos you twice, you might have a chance. Gonna be extremely hard though.
Yeah if Wampa and BMST weren't enough. Now we have Kylo? It's hard to manage any two hull ship in this meta. Still his pilot skill is one of the best in the game, coupled with FCS.
To clarify, I do run R2-D2 and go run like hell when things look bad. The problem is I don't enjoy his playstyle at all, I feel like he is predictable when he runs and then his squad has no protection from him.
I actually really like Corran with Sensor Jammer and Predator. Makes him just a little harder to kill.
He is best paired with some other big threat so that he can be the finisher. Something like Fat Han or Rey/Finn or the crowd favorite, Super Dash.
Looking for help with Corran? Well, for starters if you think a 3 forward + regen will get blocked, do the 5 forward instead to escape. A BLOCKED CORRAN IS GENERALLY A DEAD CORRAN (unless it's 1 vs 1). Remember these words. Most of the time, your opponent isn't expecting Corran to do a 5 forward or a 3 hard when he is down on shields, so these maneuvers can sometimes get Corran out of your opponent's arcs if you think a green is too predictable. Just make sure that he doesn't land in anything else's arc when he does these maneuvers to escape, as it generally leaves him tokenless (PtL stress).
Other than that, hope you don't run into Kylo...Or Wampa.... Or stress control... Or BMST... Or Latzz crew...
And bring a wingman who can survive while Corran is running, otherwise Corran will be left by himself vs 2-4 ships most of the time. I would suggest Bomber Miranda as his wingman personally, but that list has a VERY high learning curve so make sure to get a lot of practice in with it.
Just practicing with Corran is probably the main thing you should focus on if you're already set on flying him. His play style isn't really similar to any other ship in the game so it takes roughly 10 or so games with him to really get a feel for how he should be flying.
Edit: Also, if you're using Corran with anything other than Ptl, FCS, R2-D2, and Engine you might as well just use Poe instead. If you're taking Corran, it's because you want an ace who is far more maneuverable amd hits harder than Poe. Poe hits almost as hard Adv. Sensors Corran with an Ept like Lone Wolf, has Autothrusters, is cheaper, can be PS 9, doesn't get immediately wrecked by stress control and has an extra hull for things like Wampa. The only thing Corran does better than Poe is kite the things he is running from and he has a double-tap which is crappy without FCS.
Edited by TitaniumChopstick4 hours ago, BlueMusketeer28 said:So I feel like I really should like this ship. A high pilot skill, maneuverable, action efficient ace in a ship with more defensive options than the X-Wing and regeneration. This sounds right up my alley. Yet I find that I am always underwhelmed by this ship's performance. I think my problem with him is he is always stressed thanks to limit pushing (unless I am playing an anemic VI build) but does not have slow greens to take off the stress easily while keeping tight with his enemy. I'm not sure if I just need to get good or I just don't like the playstyle. Please advise.
I'm right there with you. Every time I fly him, he either explodes quickly or runs for a while and explodes. He may or may not shoot before he explodes. I still keep flying him, though. I'm exponentially more effective with Poe.
11 minutes ago, gennataos said:I'm right there with you. Every time I fly him, he either explodes quickly or runs for a while and explodes. He may or may not shoot before he explodes. I still keep flying him, though. I'm exponentially more effective with Poe.
Yeah it's odd. By all rights he should outlast Wedge and Janson easily, yet the classic Rogues always seem to have a better run of it. Corran runs and hides behind focus and evades, and yeah he lives but then he needs a whole additional turn to get back around, except he is stressed and needs to green to get back those shields he lost.
Try Good Corrran: Push the Limit + Advanced Sensors + Engine + R2-D2. Insanely maneuverable and end your turn unstressed. He's less offensive, which can be a drawback, but he can also end up practically anywhere with no problem at all. Bumps don't scare him. Rocks don't even really scare him. All you've gotta really worry about is PS 9+.
Aside from that . . . fly better? I don't know, Corran takes a bit of getting used to. For one thing, you can't have everyone shooting at him; but you also want focus + evade as often as possible, which means it is fairly important to plan a good maneuver. In general, though, just remember not to be greedy. Take evades over foci. Don't assume the dice will come through. Use the double tap only when it's really optimal, because once you use it, your opponent has basically a free turn to reposition and so on.
6 minutes ago, Ailowynn said:Try Good Corrran: Push the Limit + Advanced Sensors + Engine + R2-D2. Insanely maneuverable and end your turn unstressed. He's less offensive, which can be a drawback, but he can also end up practically anywhere with no problem at all. Bumps don't scare him. Rocks don't even really scare him. All you've gotta really worry about is PS 9+.
Aside from that . . . fly better? I don't know, Corran takes a bit of getting used to. For one thing, you can't have everyone shooting at him; but you also want focus + evade as often as possible, which means it is fairly important to plan a good maneuver. In general, though, just remember not to be greedy. Take evades over foci. Don't assume the dice will come through. Use the double tap only when it's really optimal, because once you use it, your opponent has basically a free turn to reposition and so on.
I mean I fly my 3 T-65s against interceptors and defenders. Admittedly I like tight dogfighting, and the more I read my problem with Corran is that he moves too wide for my tastes. I have run the correct builds for him it seems, so that's something, and again it's not that I get skunked when I run him, he just seems much less effecient than a lot of lists where I don't use him. Maybe he just isn't my ship. As for the double tap, I know I'm using that wrong. I typically don't have a focus when I get the second shot, but I always have the TL, often behind 4 dice, hoping to kill a weak ship before it gets another turn. My dice seem to go abnormally bad when I use Corran... Ehh I'll try him again and see what I can do.
Try him with sensors for awhile. Then you can clear the ptl stress with your green. Add engine for insane maneuvering. It's great fun and completely hoses a lot of popular ships 1v1 or even 3v1.
Unfortunately though in this meta you kind of need the punch from fcs to really bust any of the hard targets. And most of those targets can sink him in 2-3 turns. So I've been running fcs, engine, ptl and pairing with dash, Chopper or some other bruiser that's guaranteed to soften a target or two. Then Corran exposes himself only when it'll be a kill on RAC, Asajj, Fenn, or a defender.
He's not in a great spot right now. But he can still do okay because none of your opponents are practicing against him or specifically building to handle him.
7 minutes ago, TasteTheRainbow said:Try him with sensors for awhile. Then you can clear the ptl stress with your green. Add engine for insane maneuvering. It's great fun and completely hoses a lot of popular ships 1v1 or even 3v1.
Unfortunately though in this meta you kind of need the punch from fcs to really bust any of the hard targets. And most of those targets can sink him in 2-3 turns. So I've been running fcs, engine, ptl and pairing with dash, Chopper or some other bruiser that's guaranteed to soften a target or two. Then Corran exposes himself only when it'll be a kill on RAC, Asajj, Fenn, or a defender.
He's not in a great spot right now. But he can still do okay because none of your opponents are practicing against him or specifically building to handle him.
I'll try it out!
5 hours ago, MalusCalibur said:Corran is not really meant to stay close to the enemy indefinitely - he is designed to hit hard with his ability and then disengage, and his green moves are sufficient for that.
If he doesnt already, he should have R2-D2 to couple with those green moves.
More or less but the key word is GET OUT. Some times you may want to immediately do a green move after an attack run (especially after you taken a few hits) but that often holds you in the fight where Corran does not want to be. Best is to white out of danger then green your way back for another attack run.
2 minutes ago, Marinealver said:More or less but the key word is GET OUT. Some times you may want to immediately do a green move after an attack run (especially after you taken a few hits) but that often holds you in the fight where Corran does not want to be. Best is to white out of danger then green your way back for another attack run.
I'd almost guarantee that's what I've been doing wrong with him.
Corran Horn (35)
Push the Limit (3)
Advanced Sensors (3)
R2-D2 (4)
Engine Upgrade (4)
Ahsoka Tano (17)
Veteran Instincts (1)
Rey (2)
Captured TIE (1)
Sabine's Masterpiece (1)
Gold Squadron Pilot (18)
Twin Laser Turret (6)
M9-G8 (3)
Total: 98
View in Yet Another Squad Builder
Thinking of trying this out. M9G8 gives corran a fake FCS, and Asoka follows Corran around giving PS12 repositioning or extra tokens.
Yeah, Corran is in a tough space right now I think. I am going to keep playing him for a while just to see if he can keep it together. The only answer I can come up with (and I don't know if it will work) is to be double Regen. That way one can try to die slowly and get the other to the endgame. I am settled on Poe Corran Rex. Rex will work as a real cheap Biggs because no one wants to shoot only 2 dice at Poe or Corran. Just slightly slowing down the damage race will help. I like Corran PTL R2D2 FCS for 44 points paired with PS9 Poe Lone Wolf Autothrusters R5P9 Pattern Analyzer for 42 and Captain Rex naked for 14 points. Corran has the benefit of kiting like someone said earlier, so if they hammer him, run and hope they pursue. That gives Poe a chance to whittle then down. I ran that Poe setup at regionals, and it just can't deal damage fast enough in 75 minute rounds when you are careful like you should be. Hopefully adding Corran back in will help spike damage through so Poe can close it out. No bid for this list is painful but I don't think you can go to PS8 Poe, particularly against Fenn Rau. That's what PS9 Poe helps with. At least you get to shoot before you die. And that can mean everything. Pattern Analyzer Poe helps Corrans biggest weakness when he doesn't have engine: turning around while regenerating.
Anyway, not sure if I can shoehorn it in, but this is my operating thesis. I just can't stay away from Corran and I am hoping this makes him just able to skate by.
Edited by willow560Typo
Double Post
Edited by willow560The best thing to do is run him with dash or another huge threat, such as a miniswarm, a decked out outrider(my favorite) or falcon that way they can't focus too much fire on him without taking a lot of damage and don't be afraid to use the E-wing's 5 straight to nope out of the conflict once you doubletap.
30 minutes ago, rafcpl6868 said:The best thing to do is run him with dash or another huge threat, such as a miniswarm, a decked out outrider(my favorite) or falcon that way they can't focus too much fire on him without taking a lot of damage and don't be afraid to use the E-wing's 5 straight to nope out of the conflict once you doubletap.
I'm really starting to think I just don't like the ship, because having read all of the advise this is honestly what I do. The 5 straight is used to get out of dodge before swinging around and his wingman is always something threatening. It might just be the hit and run style that bothers me, since Corran just can't stay in the fight and duke it out all the time.
3 minutes ago, BlueMusketeer28 said:I'm really starting to think I just don't like the ship, because having read all of the advise this is honestly what I do. The 5 straight is used to get out of dodge before swinging around and his wingman is always something threatening. It might just be the hit and run style that bothers me, since Corran just can't stay in the fight and duke it out all the time.
Just so you're aware, I've flown Corran more that just about any ship in the game and Ive more or less shelved him entirely at this point because regardless of how well you can fly him, he is countered by almost everything resembling a decent list in today's meta. Kylo has already won a regional and lists that win regionals tend to become fairly popular over the next few months, Paratanni wrecks him because Fenn moves after he does and Asajj can keep him from using PtL or just double stress him. Corran does alright against defenders if you fly him perfectly and can keep his wingman from getting focused too early, which is really the only reason I would even consider flying him anymore other than the fact that I love that little guy. I honestly just dont think he has what it takes anymore, which makes me truly sad.
Again I don't really fail with him I just never go the hype, he seems way less efficient than a good old fashion team of focus fire ships. He seemed to have this mythos of power behind him and I just don't see it.
18 hours ago, BlueMusketeer28 said:I'm really starting to think I just don't like the ship, because having read all of the advise this is honestly what I do. The 5 straight is used to get out of dodge before swinging around and his wingman is always something threatening. It might just be the hit and run style that bothers me, since Corran just can't stay in the fight and duke it out all the time.
If you want a duke it out style ship the ewing is good but it isn't quite optimal with corran specifically.