Epic head to head lists: input solicited

By BlodVargarna, in X-Wing Squad Lists

Hi guys,

I've attempted to make two balanced, fun to play & thematic lists.

Rebels have the potential for a devastating ordinance attack, but the CR-90 is vulnerable to close in attacks.

The Imperials Raider is equipped to fend off attacks close in, but is limited against long range attacks.

Imperials have a bigger fighter screen with an ordinance attack of its own.

Please let me know what you might change, but the guiding ideas (in order of importance) should be: Balance, Fun, Theme.

Rebels: (300)

CR90 Corvette (Fore) (90) - CR90 Corvette (Fore)
Weapons Engineer (3), Single Turbolasers (8), Single Turbolasers (8), Engineering Team (4), Sensor Team (4), Tibanna Gas Supplies (4), Dodonna's Pride (4), Optimized Generators (5)

CR90 Corvette (Aft) (47) - CR90 Corvette (Aft)
Targeting Coordinator (4), Engine Booster (3)

Green Squadron Pilot (21) - A-Wing
Snap Shot (2), Chardaan Refit (-2), A-Wing Test Pilot (0), Juke (2)

Green Squadron Pilot (21) - A-Wing
Snap Shot (2), Chardaan Refit (-2), A-Wing Test Pilot (0), Juke (2)

"Dutch" Vander (36) - Y-Wing
Dorsal Turret (3), Extra Munitions (2), Ion Torpedoes (5), M9-G8 (3), Guidance Chips (0)

Garven Dreis (33) - X-Wing
R2-D6 (1), Proton Torpedoes (4), Integrated Astromech (0), Swarm Tactics (2)

Rookie Pilot (26) - X-Wing
R2 Astromech (1), Proton Torpedoes (4), Integrated Astromech (0)

Rookie Pilot (26) - X-Wing
R2 Astromech (1), Proton Torpedoes (4), Integrated Astromech (0)

Imperials: (301)

Raider-class Corvette (Aft) (86) - Raider-class Corv. (Aft)
Grand Moff Tarkin (6), Weapons Engineer (3), Homing Missiles (5), Quad Laser Cannons (6), Gunnery Team (4), Sensor Team (4), Backup Shield Generator (3), Ordnance Tubes (5)

Raider-class Corvette (Fore) (61) - Raider-class Corv. (Fore)
Cluster Missiles (4), Gunnery Team (4), Engine Booster (3)

Academy Pilot (12) - TIE Fighter


Academy Pilot (12) - TIE Fighter


Academy Pilot (12) - TIE Fighter


Academy Pilot (12) - TIE Fighter


Royal Guard Pilot (28) - TIE Interceptor
Push The Limit (3), Hull Upgrade (3)

Royal Guard Pilot (28) - TIE Interceptor
Push The Limit (3), Hull Upgrade (3)

Gamma Squadron Pilot (25) - TIE Bomber
Homing Missiles (5), Extra Munitions (2)

Gamma Squadron Pilot (25) - TIE Bomber
Homing Missiles (5), Extra Munitions (2)

I think it looks good for a start. I might recommend a few things.

REBELS

  • I feel too much is put into the CR-90. I'd probably drop the title and both things in the Aft. I'd also move one Turbo Laser to the aft so that you can give a better broadside.
  • It would be nice if you can get another generic Y-wing in there with 2 Torpedoes. Maybe another Dorsal Turret for defense. I'm not sure what to cut. Maybe the EPT's on the A-wings? I find EPT's less important in Epic. Or, drop one Torp off Garvin, as he likes to Focus, anyways. He can fire normal and pass his Focus to a Rookie that will have a TL.

I think I'm happier with the Imperials. I normally don't give EPT's to Interceptors, but with just 2 of them, they will have a better chance of staying alive with Focus + Evade. I think I'd keep that to see how it goes.

Not sure how the weapons you selected on the Raider would work, but I think it's worth trying it out. It's more of a tool for everything as opposed to something that can hammer out at it's optimal spacing.

Give it a whirl! You never really know until you try it out. Always feel free to add in points if you want just a few more of....whatever.

Hey I've simplified the lists and removed unique pilots and crew.

Also to make it extra "thematic" I've made the Rebels all T-65s.

Rebels (301)

CR90 Corvette (Fore) (89) - CR90 Corvette (Fore)
Targeting Coordinator (4), Single Turbolasers (8), Quad Laser Cannons (6), Gunnery Team (4), Sensor Team (4), Tibanna Gas Supplies (4), Dodonna's Pride (4), Optimized Generators (5)

CR90 Corvette (Aft) (56) - CR90 Corvette (Aft)
Weapons Engineer (3), Quad Laser Cannons (6), Engineering Team (4), Engine Booster (3)

Red Squadron Pilot (29) - X-Wing
Targeting Astromech (2), Proton Torpedoes (4), Integrated Astromech (0)

Red Squadron Pilot (30) - X-Wing
M9-G8 (3), Proton Torpedoes (4), Integrated Astromech (0)

Red Squadron Pilot (29) - X-Wing
Targeting Astromech (2), Proton Torpedoes (4), Integrated Astromech (0)

Rookie Pilot (24) - X-Wing
R2 Astromech (1), Seismic Torpedo (2), Integrated Astromech (0)

Rookie Pilot (22) - X-Wing
R2 Astromech (1), Integrated Astromech (0)

Rookie Pilot (22) - X-Wing
R2 Astromech (1), Integrated Astromech (0)

Imperials: (301)

Raider-class Corvette (Aft) (79) - Raider-class Corv. (Aft)
WED-15 Repair Droid (2), Weapons Engineer (3), Homing Missiles (5), Cluster Missiles (4), Gunnery Team (4), Sensor Team (4), Assailer (2), Ordnance Tubes (5)

Raider-class Corvette (Fore) (62) - Raider-class Corv. (Fore)
Cluster Missiles (4), Ordnance Experts (5), Backup Shield Generator (3)

Saber Squadron Pilot (28) - TIE Interceptor
Push The Limit (3), Shield Upgrade (4)

Saber Squadron Pilot (28) - TIE Interceptor
Push The Limit (3), Shield Upgrade (4)

Scimitar Squadron Pilot (22) - TIE Bomber
Concussion Missiles (4), Extra Munitions (2), Guidance Chips (0)

Scimitar Squadron Pilot (22) - TIE Bomber
Concussion Missiles (4), Extra Munitions (2), Guidance Chips (0)

Academy Pilot (12) - TIE Fighter


Academy Pilot (12) - TIE Fighter


Academy Pilot (12) - TIE Fighter


Academy Pilot (12) - TIE Fighter


Academy Pilot (12) - TIE Fighter

Looks pretty good to me, except it might get confusing with all those X-wings, having to keep checking which have what upgrades.

For what it's worth, I haven't found Gunnery Team or Ordinance Experts very useful. Dropping one or both from the Raider would let you upgrade the bombers to Gammas or Gamma vets, so they don't get zapped by the corvette before they shoot.

I like the second list. The first I think a smart Rebel player will near cripple the Raider at range. I uh... Blew it with a Raider myself against a similar CR90. I love the Xwings.

Imperials... I would swap one cluster missile with a homing missile so you can combine fire on a single target better with the Raider. I have found the teams useful, counter to Robert, but it's such an expensive point combo. Considering the balance of both forces, I think higher PS bombers may be decisive in making this an Imperial victory. For fun factor, with the thematic looking lists, I think the low skill PS bombers are the right choice and keep the teams.

CAUTION: I obviously have not play tested your forces and may miss my estimation of the force balances. Player strategies may cause variance in performance. Do not ingest poor performing dice. If unsatisfied with advice provided you may return unused portion for a full refund.

Edited by LagJanson