Let's Talk Epic

By garciaj113, in X-Wing Squad Lists

what would u say is the ur preferred pilot skill for your swarms/squads

for rebels it's mainly a debate on settling for the PS2 or PS4 generics

for scum it can between PS1, PS3 or PS5 genericd

for empire I honestly don't know since I don't play empire that much

also feel free to comment any epic ship builds, in particular Rebel Transport builds since I want to try running one

That really depends. My last Team Epic match, my opponent brought ships more for their pilot ability than their PS, and I brought PS 3 TIE fighters to fly cover for my Raider for no other reason than I had 4 points to spend, and didn't want to make my Raider any more expensive. I'm a little leery of PS 1 in Epic because your opponent can fit a lot of ships equipped with Predator, and that would just ruin your day. But if you have a better use for the points, taking Academy Pilots, Delta Sq. Pilots, etc. is not a bad call. I used to be a proponent of PS 4 generics, but with Roark boosting the CR-90 to PS12, and Decoy Howlrunner boosting the Raider to an 8, I'm not sure it's worth it, unless it opens up Elite upgrade options you'd like to use.

Here is a simple Rebel Transport build that I like. I mean, I hate it because I primarily play Imperial, and it terrifies me, which means it's good for Rebels.

GR-75 Medium Transport (30)
- Bright Hope (5)
- Automated Protocols (5)
- Toryn Farr (6)
- Tibanna Gas Supplies (4)
TOTAL 50

It's nothing fancy, but it does a killer job disrupting enemy tactics with Toryn Farr. Are they going for an ordnance-based alpha strike? Strip their target locks. Are they executing evasive maneuvers with focus and evade tokens? Take away their defenses. Bright Hope is there mostly to increase the energy capacity of the GR-75 from 4 to 6. But it has an added benefit of increasing the effectiveness of reinforcing the fore section of the ship. Of course, you're already taking Toryn Farr's action, so you need Automated Protocols to let you Reinforce, too. Tibanna Gas Supplies are there because some of the crits sap your energy, or decrease your ability to regenerate energy, and you want this thing fully powered to the bitter end. Except for Automated Protocols, all of these upgrades come in the Rebel Transport Expansion Pack. Another fun upgrade I might include is Cluster Bombs for an additional 4 points: "After defending, you may discard this card. If you do, each other ship at Range 1 of the defending section rolls 2 attack dice, suffering all damage and critical damage rolled." It's a nice bonus to make your opponent think twice about shooting this ship at close range, and is fun because the GR-75 has very few ways to directly inflict damage on enemy ships.

If you're looking for Epic squads for rebels:

  • the Bright Hope is a nice battering ram - either Toryn Farr to cripple enemy tokens, or Shield Projector to turn it into a nice 'bunker' (a breach specialist isn't a bad buy here).
  • Lieutenant Blount with XX-23 S-Thread Tracers is worth his weight in gold. He ideally needs Deadeye (because it's easier to generate focus tokens than target locks) and someone to Swarm Tactics him up to a useful pilot skill. Even at PS8 with veteran instincts, he's still pretty easy to kill before he fires. Roark Garnet is a good call if you can fit him in.
  • Equally, Etahn A'Baht is awesome in epic games; essentially handing your entire force mangler cannons.
  • That's more than enough support ships - other than that I'd load out on generic fighters. PS4 is nice if you can afford it, but at the same time, PS2 across the board is likely to save enough points for an extra ship - something you don't get in 'normal' games.

What do u guys think of this, I like flying the classic ships and have been looking for a way to get use out my synced turrets and transport

GR-75 Medium Transport(60) [GR-75 Medium Transport(30), Bright Hope(5), Expanded Cargo Hold(1), Frequency Jammer(4), Slicer Tools(7), Raymus Antilles(6), Automated Protocols(5), Cassian Andor(2)]

Blue Squadron Pilot(28) [Blue Squadron Pilot(22), Fire Control System(2), B-Wing/E2(1), Operations Specialist(3)]

Blue Squadron Pilot(28) [Blue Squadron Pilot(22), Fire Control System(2), B-Wing/E2(1), Operations Specialist(3)]

Gold Squadron Pilot(24) [Gold Squadron Pilot(18), Bomb Loadout(0), BTL-A4 Y-wing(0), Targeting Astromech(2), Synced Turret(4)]

Gold Squadron Pilot(24) [Gold Squadron Pilot(18), Bomb Loadout(0), BTL-A4 Y-wing(0), Targeting Astromech(2), Synced Turret(4)]

Gold Squadron Pilot(24) [Gold Squadron Pilot(18), Bomb Loadout(0), BTL-A4 Y-wing(0), Targeting Astromech(2), Synced Turret(4)]

Gold Squadron Pilot(24) [Gold Squadron Pilot(18), Bomb Loadout(0), BTL-A4 Y-wing(0), Targeting Astromech(2), Synced Turret(4)]

Rookie Pilot(22) [Rookie Pilot(21), R2 Astromech(1), Integrated Astromech(0)]

Rookie Pilot(22) [Rookie Pilot(21), R2 Astromech(1), Integrated Astromech(0)]

Rookie Pilot(22) [Rookie Pilot(21), R2 Astromech(1), Integrated Astromech(0)]

Rookie Pilot(22) [Rookie Pilot(21), R2 Astromech(1), Integrated Astromech(0)]

I don't see any glaring weaknesses. It's fun running lots of ships like that. Actually, Synced Turret gives me pause because with so many guns firing, you may blow up a target with concentrated fire and lose all your target locks so the rest of your Y-wings can't shoot their turrets. Just be careful about which ships you target lock with the Y-wings - you don't want to lose out on a 3 dice attack.

maybe I should swap out the x-wings for some z-95 or A-wings with thread tracers to allow for some multiple target devastation?

No way, I'd keep the X-wings. You'll probably see quite a difference in the maneuverability of the X-wings compared to the slower B-wings during your first game. And I think the 3-dice on the X-wings is really nice. A-wings and Z-95's have a place, but your squad has a strong sense of original trilogy. If I were to change anything, it would be dropping one X-wing and one Y-wing to put a pair of A-wings in, just so you have all of the OT starfighters.

As an aside, one of the things I like about Epic is that without a meta, you aren't building a squad to stand up to other squads, you are building a squad that works well within itself. To me, squad building in Epic seems to be more active and less reactive. Once you start getting a few games in, you will start to tailor your squads to face things that commonly pop up in your opponents' squads, but it's good to just throw some ships down and see what happens.