Gozanti builds for team epic?

By Sir Orrin, in X-Wing

Hey guys!

I'm planning on playing a team epic game this saturday with some friends. My buddy and I are going to play imperials. I really want to use my Gozanti, but I'm not sure what good builds there are for team epic. This is build I chose for standard 300 points epic, because that is waht we were origianlly doing, the more the merrier right?

Gozanti

Suppressor

Dual Laser turret

Weapons Enginer

Construction Droid

Automated protocols

points: 62

This is my idea of a tanky Gozanti (with automated protocols and construction droid), that could reinforce or recover every turn. With suppressor title and weapons enginner I could target lock every other turn, "supressing" one ship, and using the second target lock the next turn.

One thing I have heard a lot about epic, is it is good to have you epic ships have a specific purpose, rather than give them tons of options. So with this build, I figured my Gozanti could do this.

First round in range of enemy: Target lock twice, reinforce foreward section

second round: coordinate, reinforce (or recover if taken big hit)

repeat as necessary.

Not sure if this Gozanti is super useful, but I'm not really sure how to kit it out to be a great support ship, at least with the lack of epic crewmembers I have. Obviously, I can borrow cards from my friend, so what kind of Gozanti is good for team epic? I would really like a Gozanti that can support other ships, rather than just sitting there taking pot shots.

TL;DR What's a good Gozanti build for team epic?

So this build did bad things to me: Grand Moff Tarkin, Shield Technician, Dual Laser Turret, Sensor Team, Broadcast Array, Comms Booster, Automated Protocols, Suppressor (73).

The idea is support. The Suppressor title and Grand Moff Tarkin allow you to remove important tokens from your opponent's key ships - with the Sensor Team extending that meddle range to 1-5 for the title - and Jam can ruin a ship for multiple turns (So much for my Connor Net K-Wing...). Automated Protocols and Shield Technician together help protect your ship and heal up without spending all of your energy to do so. The gun is just what you should take for a token shot (and to maybe use your Suppressor Target Locks). The Comms Booster allows you to remove stress from a friendly ship AND give it a Focus token - perfect for a ship that just did a K-turn and has a great shot on an enemy model, or an ordnance carrier. This ship is an ultimate force multiplier: Buff (grant 2 focus tokens a turn! Remove stress!) debuff (remove focus! Remove TLs! Cause stress!) and be nearly impossible to remove, while still at least having SOME offense.

What made it worse is that I recommended it to him, and then he proceeded to tear us up.

Alternately you could get Docking Clamps on there and put cheap Interceptors for 3-dice attacks, but I think I'd rather forgo that for the power of the Comms Booster. If I were to cut something for points, it'd probably be the Sensor Team - Range 1-3 is still pretty big.

Shield Technician is the one key piece of every Epic ship. Choosing how much energy you spend instead of blowing it all can make a vital difference. Repair Droid is great, but man... recover 1 life for some energy, or recover 3-6 life every turn without completely losing all your Energy?

Edited by iamfanboy
2 minutes ago, iamfanboy said:

So this build did bad things to me: Grand Moff Tarkin, Shield Technician, Dual Laser Turret, Sensor Team, Broadcast Array, Comms Booster, Automated Protocols, Suppressor (73).

The idea is support. The Suppressor title and Grand Moff Tarkin allow you to remove important tokens from your opponent's key ships - with the Sensor Team extending that meddle range to 1-5 for the title - and Jam can ruin a ship for multiple turns (So much for my Connor Net K-Wing...). Automated Protocols and Shield Technician together help protect your ship and heal up without spending all of your energy to do so. The gun is just what you should take for a token shot (and to maybe use your Suppressor Target Locks). The Comms Booster allows you to remove stress from a friendly ship AND give it a Focus token - perfect for a ship that just did a K-turn and has a great shot on an enemy model, or an ordnance carrier. This ship is an ultimate force multiplier: Buff (grant 2 focus tokens a turn! Remove stress!) debuff (remove focus! Remove TLs! Cause stress!) and be nearly impossible to remove, while still at least having SOME offense.

Alternately you could get Docking Clamps on there and put cheap Interceptors for 3-dice attacks, but I think I'd rather forgo that for the power of the Comms Booster. If I were to cut something for points, it'd probably be the Sensor Team - Range 1-3 is still pretty big.

Shield Technician is the one key piece of every Epic ship. Choosing how much energy you spend instead of blowing it all can make a vital difference.

Wow! Shield Technician is awesome! that's one of the cards I don't have! I also do like the idea of using a couple PTL interceptors on the Gozanti, to send out after my TIE swarm drives through.

That's a pretty cool build. You may want to add a "Sensor Team" to it. This increases your range for Target Locks (and supression) from 1-3 to 1-5. This gives you a lot more range to support your escorting ships.

One small gotcha. I suspect you'll probably do Target Lock -> Reinforce and the Target Lock -> Recover.

The Recover action forces you to spend all your energy, so be careful about that.

  • 1 Energy - Turret
  • 1 Energy - Construction Droid
  • Remaining energy - Recover (up to your shield value)

There's a crew card -- Shield Technicians -- which gives you some flexibility on how much energy you use to recover your shields.

If you're feeling fancy you could use a Targeting Coordinator, which lets you acquire Target Locks during the Energy phase. That frees up an action for you to Coordinate -> Reinforce and use your Targeting Coordinator during the Energy phase. You'd need to drop the construction droid. So, less tanky but way more support options.

It's a cool tanky build. But you need to put some docking clamps on that boy and drop your Tie Fighters in the middle of the fight.

Was just fiddling with this stuff on (yet another) Xwing squad builder. It clicked team epic for the list, and It won't let me use the Gozanti. Are huge ships not allowed for team epic? :huh:

edit: Thanks for reminding Construction droid takes energy Randito, completly forgot!

Edited by Sir Orrin

Maybe instead of weapons engineer have broadcast array and Shield technician?

1 hour ago, Sir Orrin said:

Wow! Shield Technician is awesome! that's one of the cards I don't have! I also do like the idea of using a couple PTL interceptors on the Gozanti, to send out after my TIE swarm drives through.

I might actually try that, but instead of PTL Royal Guard I might try something like swarm leader on Canor Jax with 3 Interceptors.

1 hour ago, iamfanboy said:

What made it worse is that I recommended it to him, and then he proceeded to tear us up.

LOL. Let no good deed go unpunished :P

Do not forget Docking Clamps.

Weapons engineer? Not bad at all but as said before perhaps better a Shield Technician.

Lots of great ideas. I have also seen Gozanti with Single Laser Turret Turbo Laser sit on the edges and blast in on the other epic ships. You can also snip out some smaller ships on occasion. I have one shot a Tie Interceptor TWICE in the same round with Single Turbo Lasers (2 hard points not on Gozanti). It's especially easy to hit these other ships if they don't have tokens. Suppressor title and Tarkin are great for removing tokens. You can reliably damage an X-wing if it has no Focus token.

Edited by heychadwick

I didn't even realize that there are other turrets I could put on it... I only have the one.

17 minutes ago, Sir Orrin said:

I didn't even realize that there are other turrets I could put on it... I only have the one.

Not other turrets; I think @heychadwick accidentally typed that out. He meant what he said the second time: Single Turbolasers. Often described as inefficient because you double the defender's agility value, Suppressor improves the accuracy by stripping the defender's tokens. Not a bad little combo!

I'm a big fan of Targeting Coordinator. You will undoubtedly have ships with a focus token and a better shot than the Gozanti could hope for, so handing that ship a TL for one energy (and triggering the Suppressor title) is a really good deal.

Comms Booster is borderline essential if you're running self-stressing ships. Remove ALL stress tokens AND assign it a focus token! It's too good. Some players just load up all the cargo slots with Comms Booster and call it a day, but your energy will really take a hit.

Lastly, I think you can go either way with the Docking Clamps. Leaving them off opens up another Cargo slot, which can be helpful. But personally, I think there is huge value in dropping TIE interceptors after all small ships have moved. You can flank enemy flankers this way, and since you don't set the dial until the Gozanti has moved, you can practically guarantee they'll be at range 1 (Targeting Coordinator = super helpful right here). You don't even need PtL variety; just naked Alpha Sq. Pilots or Sabers with Crack Shot or something will do.

Of course, all my suggestions are biased by my limited experience with the cruiser. That is to say, I have yet to try out other titles and docked ships (like bombers) so I can't offer much advice in regard to those things. But Suppressor carrying TIE interceptors is fun and deadly!

So wait, can I, or can I not put a different turret on the Gozanti? I think the dual one is fine, but if there are better options...

36 minutes ago, Sir Orrin said:

I didn't even realize that there are other turrets I could put on it... I only have the one.

Yes....sorry. You can put on any hard point. Single Turbo Laser. Ion Battery is also good (it is battery, right? I don't have my app with me).

I think the Ion cannon Battery might be worth the extra point just for the increased range. though two enegery per attack is a lot for a Gozanti.

Edited by Sir Orrin
25 minutes ago, Sir Orrin said:

I think the Ion cannon Battery might be worth the extra point just for the increased range. though two enegery per attack is a lot for a Gozanti.

What I like about a Goznati with Suppressor title, Single Turbo Laser, and Sensor Team you can really dish out some damage to people. If they have epic ships, you can hit them from long range with a TL to modify your dice. If you want to attack small ships, you can strip a Focus/Evade from them before you fire with a TL to modify. As I stated, if they don't have a Focus for their dice, you can get a number of hits through with a Single Turbo Laser.

If you are worried about energy, you can go with Optimized Generators for an upgrade. This lets you get 2 free energy when you put energy on your Single Turbo Laser. You can have a free energy to modify one eyeball or for something next turn. Let's say the enemy comes for you, you can still move at high speed and even if you put 1 Energy on the Turbo Laser, you get 2 for free. Maybe skip one turn of shooting, but maybe not.

I think sticking with the turret is the best option. The firing arc on the Gozanti isn't all that great, and it's pathetically easy to get into blind spots with smaller ships, particularly if they decide to slap down a Super Dash or something similar.

TIE Interceptors riding it... I think the main argument for Royal Guard TIEs on the Docking Clamps is that they shoot before Epic ships, making them very difficult to destroy before they pump in 6-8 modded dice. But in my experience it isn't THAT hard to close with an Epic ship and my predator of choice is TIE/Ds with Ion Cannons. Cut their energy AND deal them damage? While backing them up with extra Focus from the Gozanti?

I personally just think that the Jam action and Comms Booster are both way too good to pass up. The usual formation of an Epic list seems to be:

1) Epic ship or several Large ships (I've only seen 3 Brobots + E at once, thus far... no four...)

2) 1-3 Aces to hunt other Aces (Han, Vader, Inq, Dash)

3) High damage swarm (K-Wings, Bombers, TIE Defenders)

Giving up an alpha strike that even if you left them off the clamps they'd probably still live to do in exchange for ruining their Aces seems really good. But then, I've only been on the victim end of Jam, so what do I know? :P

Tie D Defenders with Ion cannons definatly seem to be the best small ships to hit huge ships with. My current idea is to fly my Gozanti with a 6 TIE crackswarm. A swarm, in my opinon, will be good because it will be a lot of ships inbetween the Gozanti and the enemy. Also, I have a ton of experience with crackswarm in standard play. :D With a well equipped Gozanti, that leaves enough points for two PTL Autothruster Saber squadron interceptors. I think with Comms booster on my Gozanti, they could be deadly, especially if they are deployed after the crackswarm's inital run.

Don't neglect to ask what your partner is bringing, either. If they're not bringing any Aces, it's possible that you could be outmaneuvered and cut to pieces - one Ace is bad enough, but three can ruin any amount of days.

2 minutes ago, iamfanboy said:

Don't neglect to ask what your partner is bringing, either. If they're not bringing any Aces, it's possible that you could be outmaneuvered and cut to pieces - one Ace is bad enough, but three can ruin any amount of days.

In epic? I usually see Aces shot to pieces in the first pass. They tend to be a waste of points in most games.

1 minute ago, iamfanboy said:

Don't neglect to ask what your partner is bringing, either. If they're not bringing any Aces, it's possible that you could be outmaneuvered and cut to pieces - one Ace is bad enough, but three can ruin any amount of days.

I'm pretty sure I want to fly the swarm and the Gozanti. I think the swarm is pretty flexible, it can make killboxes for aces, or melt large ships. When I find out what my partner is going to bring, that will probably decide what my Gozanti is going to have/carry.

Just now, heychadwick said:

In epic? I usually see Aces shot to pieces in the first pass. They tend to be a waste of points in most games.

I tend to put one, maybe two in a list, deploy on the outside edges, and use them as cleanup - though they're also very useful as bait thanks to players having a huge focus on them from the standard game. The amount of fire that Countess Ryad and Inquisitor took when they should have been focusing on my Raider was... very gratifying. But it's not like they could have IGNORED the Aces either.

You can't use them like you do in the standard game. In standard, they're both hammer and shield - high PS defends them, and lets them kill things. In Epic they're a scalpel and bait - removing high value threats and staying out of reach, trying to draw the enemy out of position to focus on your Epic ship.

But then, we don't do a TON of Epic, so your meta is probably more developed than mine. :P

This is something that I've ran, though it fits in the entire list

Quote

2 Glaive /D Defenders

- Ion Cannon, Mk2 Engine, Marksmen, Replaced with Predator

Pretty much a self contained unit, that can benefit from support if required

2 Tempest Tie Advance,

- Title, Accuracy Corrector, pRockets, Mk2 Engine

2 Scimitar Bombers,

- Conc Missiles, Plasma Torps, Extra Munitions and Guidance Chips

Nothing much to say here

The Synergy starts here…..

Major Stryden (Basically, Synergy effects work to R3 rather than the normal R1 or R1/2)

- Systems Officer (SO), Fleet officer (FO), Pattern Analyser (PA), Reinforced Deflectors, Kylo’s Shuttle, Shield Upgrade

Gozanti – Targeting Coordinator (TC), Weapons Engineer (WE), Coms Booster, Ion Cannon Battery, Docking Clamps (Launch Bombers at PS 8 Title), Optimised Generator (OG), Sensor Team

Shuttle does a green move, SO allows a ship (Up to R3) to acquire a TL, frequently the Goz (Who will frequently acquire 2 Target locks due to WE at R5 due to Sensor Team)

For the shuttles action, it will give out 2 focus tokens again up to R3 due to the Major, it will gain a stress.

If the Shuttle did a red move (ex. Full stop) PA will allow the action before the Stress from the move, thus the Shuttle will have 2 Stress in this instance.

For the Goz – Assuming 2 Energy at start of turn and no Ion tokens

Does a move, gains 2 Energy (4), will recharge the Ion Cannon Battery for 2 Energy, OG will give back 2 Energy, 1 Energy is spent on TC, and giving the TL to a ship at R1/2 (Shuttle or a Bomber) and acquiring one itself if it doesn’t have any due to WE, 1 Energy is spent on Coms Booster on the Shuttle (R1/2), clearing ALL stress and giving it a Focus ( Now 4 Red Dice, TL and Focus). For its Action, it could be Reinforce or TL if it doesn’t have any, or if a Bomber launched this turn Coordinate so the it has TL and Focus for its Missiles/ Torps

So, in an ideal world/ turn

Both the Tempest’s will have Evade (action) and Focus (Shuttle – FO)

Shuttle will have TL (Goz TC) and Focus (Goz Comms Booster)

Goz will have a charged Ion Battery and a TL (Shuttle Green Move) – with 2 Energy remaining (Same as it started the turn with)

Bomber (if in play) Focus (Action), TL (Coordinate from Goz) and shooting at PS8 (If launched this turn)

With the Defenders doing their own thing

Edited by Shockwave
15 hours ago, Shockwave said:

This is something that I've ran, though it fits in the entire list

That's actually pretty interesting. I also like that the Bat-Wing can use the Co-ordinate action to give the Gozanti another action if it wants. Yes, it is normally that you give the free TL to the Gozanti, but if you really wanted, you can also give out another action with Coordinate from Bat-Wing so the Gozanti can end up with 3 actions a turn!

Hux is good on the Gozanti. No downside since you can't take stress. Then you take the upgrade that if you don't do a recover or reinforce action, then you get to do a free recover reinforce action.