Help with epic corvette builds, please!

By Estarriol, in X-Wing Squad Lists

Just getting into Epic and am a bit stuck at what constitutes an effective build for a Huge ship!

So, as a starting point, does anyone have any CR-90 Corvette builds they'd like to share? Assume the game is 300 points, so I'm guessing the ballpark is somewhere around 150 for the epic ship.

Here is what I used in an epic match recently:

Rebel Epic (300)

CR90 Corvette (Fore) (65) - CR90 Corvette (Fore)
•Dash Rendar (2), Tibanna Gas Supplies (4), •Dodonna's Pride (4), Optimized Generators (5)

CR90 Corvette (Aft) (52) - CR90 Corvette (Aft)
Construction Droid (3), Quad Laser Cannons (6), Backup Shield Generator (3)

Green Squadron Pilot (24) - A-Wing
Crack Shot (1), Cruise Missiles (3), A-Wing Test Pilot (0), Guidance Chips (0), Deadeye (1)

Green Squadron Pilot (24) - A-Wing
Crack Shot (1), Cruise Missiles (3), A-Wing Test Pilot (0), Guidance Chips (0), Deadeye (1)

•Garven Dreis (29) - X-Wing
•R2-D6 (1), Integrated Astromech (0), Stay On Target (2)

Rookie Pilot (22) - X-Wing
•R5-X3 (1), Integrated Astromech (0)

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

•Cassian Andor (33) - U-Wing
Adrenaline Rush (1), Fire Control System (2), "Zeb" Orrelios (1), Pivot Wing (0), Anti-Pursuit Lasers (2)

•Kyle Katarn (29) - HWK-290
Trick Shot (0), Twin Laser Turret (6), Rey (2)

CR-90 was placed in the corner with the HWK near by. HWK's job is to protect the aft section.

The U-wing was supposed to be my main blocker, however it turned into a major player.

A-wings had a very difficult time launching cruise missiles. They were going to fly around and flank; they ended up being the blockers.

X-wings were my main force. I started the off in the middle with the U-wing. This group took out the majority of my friends forces.

Keep in mind- go for the huge ship last! Take out the smaller ships first. I won because of this. My friend sent 3 TIE/B and TIE/D at my CR90, crippling the front section on round 2. Round 4 I finished taking out these 4 ships. All he had left was a Lamda and Gonzi with 4 TIE/F. I used my CR-99 as a battling ram while my forces focused on his small ships.

I finished with 1 X-wing, 2 A-wings, HWK and half cr-90

3 hours ago, Estarriol said:

Just getting into Epic...[snip]... I'm guessing the ballpark is somewhere around 150 for the epic ship.

Welcome to Epic! My long-standing guideline is to shoot for ~135 points for the corvettes. 150 points just makes them too much of a points sink. Looks like @Ccwebb went even lighter with just 117 points! Wow.

Tactician is often a fun choice for the corvettes.

CR90 Corvette: CR90 Corvette (Fore) (50)
Tactician (2)
Gunnery Team (4)
Engine Booster (3)
Quad Laser Cannons (2 Energy) (6)
Quad Laser Cannons (2 Energy) (6)
CR90 Corvette: CR90 Corvette (Aft) (40)
Optimized Generators (5)
Weapons Engineer (3)
Engineering Team (4)
Tibanna Gas Supplies (4)
-- TOTAL ------- 127p. --

This hands out plenty of stress at close range. Engine Booster is important for making sure you don't fall short of Range 2 on the approach. Imperials do it a little better because the Raider can Engine Booster -> execute maneuver -> Rear Admiral Chiraneau crew to really cover some ground. Anyway, you might be interested in trying Slicer Tools instead of one of the listed cargo upgrades in order to take advantage of the stress you're dealing out.

2 hours ago, Ccwebb said:

Keep in mind- go for the huge ship last! Take out the smaller ships first. I won because of this. My friend sent 3 TIE/B and TIE/D at my CR90, crippling the front section on round 2. Round 4 I finished taking out these 4 ships. All he had left was a Lamda and Gonzi with 4 TIE/F. I used my CR-99 as a battling ram while my forces focused on his small ships.

I do like the battering ram tactic. Ships often fly straight at the huge ships, succeed at crippling the fore section, and then realize it's still there, blocking a lot of their maneuvers. Always good to approach from the side of you can manage, so as not to end up as road kill.

Did you get a lot of use out of Dash Rendar crew with just you main gun and a short range hardpoint? I have had good success with him, but I double down on the long range weapons. I call it the "Sniper" build.

CR90 Corvette: CR90 Corvette (Fore) (50)
Weapons Engineer (3)
· Tantive IV (4)
Sensor Team (4)
Gunnery Team (4)
Tibanna Gas Supplies (4)
Single Turbolasers (8)
Single Turbolasers (8)
· Dash Rendar (2)
CR90 Corvette: CR90 Corvette (Aft) (40)
Optimized Generators (5)
Shield Technician (1)
Engineering Team (4)
Engine Booster (3)
-- TOTAL ------- 140p. --

No weapons on the aft section, so your fighters need to screen it appropriately. The idea is to choose a range 4 or 5 target, and concentrate fire with all three weapons. Dash let's you ignore obstacles when you shoot so your target gets no obstruction bonus. I chose Engine Booster because it helps me to navigate obstacles better. At 140 points, it's a little hefty, but not too bad if you can do enough damage from range.

One caution is that, as Ccweb said, your opponent will try to leave this ship for last, and then it's game over for you, because it has no short range defenses. So be mindful of that.

Dash was used 3 times; First was on the initial attack run then it took 2 shoots at the Gonzi as it was approaching. I keep toying with the idea of another quad laser cannon, but going against the empire I new I was facing lots of targets. (That and 3 x-wing in formation are cool!). So I kept the CR-90 as light as possible. I kept selecting 1-bank manuvers, left and right, and had that huge ship ancing along my edge of the mat.

Edited by Ccwebb
Grammar

I believe you are looking for my "Entitlement" series:

And my brother fielded a pretty mean Jaina's Light in this thread:

Edited by Darth Meanie