I suck at epic. Please help!!!!!!

By CoranTheSilver, in X-Wing Squad Lists

Alright.... I need some feedback. I keep getting destroyed in epic. I do better than average on 100 pt tournaments and I consistently lose on 300 or games. I only have scum and rebels and the only huge ship I have is the croc.

I played in a small tournament a while back and got dead last. The build was an ion based build and pretty similar to below but I had manaroo and a hwk with tlt instead of the starvipers and Jostero.

I played a friend last night with this build and got wrecked. Not a little wrecked but like pickle Rick Sanchez killing a rat wrecked.

Is Scum just not a good option for epic? Am I doing it wrong? Does anyone have any actually good epic build recommendations? I could always just be flying wrong and I definitely made some tactical errors last night but so did my buddy! It was only a 5 round game but I felt I had much better placement than Tyler the last 3 rounds. It ended up being 220 something to 70.

I'm open to buying ships but I want some good direction and a "new hope" before I cave and put the CROC on the shelf and go to buy the tantive or something.

C-ROC Cruiser: C-ROC Cruiser (35)
Ordenance Tubes (5)
· Zuckuss (1)
· Dengar (3)
Targeting Coordinator (4)
· Merchant One (2)
IG-RM Thug Droids (1)
Gunnery Team (4)
Frequency Jammer (4)
Supercharged Power Cells (3)
Assault Missles (5)
StarViper: · Dalan Oberos (30)
Stay on Target (2)
Autothrusters (2)
StarViper Mk.II (-3)
· Virago (1)
Advanced Sensors (3)
Glitterstim (2)
StarViper: · Thweek (28)
Autothrusters (2)
StarViper Mk.II (-3)
Kihraxz Fighter: · Captain Jostero (24)
Expertise (4)
Assault Missiles (4)
Munitions Failsafe (0)
Stealth Device (3)
Hull Upgrade (3)
Vaksai (0)
Scavenger Crane (2)
Y-Wing: · Kavil (24)
Expertise (4)
Twin Laser Turret (6)
Vectored Thrusters (2)
Unhinged Astromech (1)
Scurrg H-6 Bomber: Karthakk Pirate (24)
Extra Munitions (2)
Harpoon Missiles (4)
Twin Laser Turret (6)
Guidance Chips (0)
· Havoc (0)
Sensor Jammer (4)
· R5-P8 (3)
YV-666: · Moralo Eval (34)
"Mangler" Cannon (4)
Harpoon Missle(4)
Guidance Chips (0)
Mercenary Copilot (2)
K4 Security Droid (3)
Outlaw Tech (2)
Dead Man's Switch (2)
-- TOTAL ------- 288/300p. --

Notes

Two harpoon and expertise on Jostero added;

The math is off on the list. Don't worry. It was 299.

It seems to me that you are trying to do too many things with each of your ships and sinking too many points into them as a result.

Your croc is loaded to the gills with everything imaginable but doesn't need it. If you want to use missiles, harpoon missiles will be better for you than assault, too. And you can then free up Dengar for use elsewhere. But if you're planning on TL every turn, drop frequency jammer. You won't use it enough for the points you're paying.

Dalan Oberos, for instance, is not one I would consider a good pilot for epic, as he is intended to be a mobile arc dodger. With so many ships usually on the board, he really can't accomplish that.

Thweek is fine and would probably be a better pick for if you really want to use a viper.

Jostero will almost certainly be always focused down fast and hard, and he will die because ks are still fragile. And again, harpoon missiles will likely do better for you than assault missiles.

For moralo, mangler is okay, but hlc is much better. Yeah, anti combo with harpoons, but killing the ship still causes splash. And mercenary co pilot is not worthwhile on that. Same goes for deadman switch. The crit payoff just isn't enough for him, and the switch is just 1 damage when you die. Probably better to pick up another crew, or go to inertial dampeners to keep position better. Also, missile is not what moralo wants to use, so no need for it.

If you let us know what you have to build with, we can help more. Also, ideas on formation, deployment, and how you engage would probably help.

I agree: too many points on each ship; so not enough ships.

You have 5 ships, 3 of which die very quickly if shot at by multiple enemies. I have a 300pt list with 10 ships in including 2 huge ones...although I haven't tried it out yet and I'm worried that I don't have enough cheap ships in it!

Agreed. Epic is a game of Boyz Before Toys.

  • The thing is, in a 'normal' 100 point squad, saving a point is...who cares? you're only going to spend it on a 1 point upgrade somewhere else. Whereas that 1 extra point to let an ace keep using their ability on a red move, or whatever, is the difference between 'kill' and 'be killed'. It's fighter combat, and the 99% need not apply, which is why the game has trended inexorably towards unique pilots over the last half-dozen waves or so.
  • Epic is a different animal. With three times as much stuff, saving the odd point makes a big difference, because saving a couple of points across a dozen ships is another ship. And not just a 'look I had twelve points spare' academy pilot but a full-bore, mid-weight fighter like a B-wing or X-wing with upgrades to suit.
  • @DrakodaLord is right. Arc dodgers like Oberos suffer a lot in epic. Work through the situations:
    • If your opponent wants to take high PS ships, Veteran Instincts/Autothrusters Royal Guard Pilots come in at 25 points. Which means you could theoretically be facing twelve ships, all with 3-dice attacks, all at higher PS than you. What good is Stay On Target or Oberos' ability in such a situation?
    • Even if not, the enemy has 300 points of ships, in a double sized board (normally designed for 100 points) . That means they have 1.5 times the 'density' of ships, which means half again the number of fire arcs covering a given area of space. Finding a 'safe spot' becomes much harder.
  • Low PS ships with expensive upgrades is potentially a bad call. Remember again that a twelve-ship TIE interceptor or X-wing squadron is a perfectly viable choice. Under that situation, how often would you expect the PS1 Karthakk pirate to survive long enough to fire its missiles (given that to do so it won't have a defensive focus token, and the sensor jammer does precisely nothing when the attacker has a focus token themselves)

The CROC is not a bad ship. But it is a transport, not a corvette. Dengar + Zuckuss is a nice combination, and assault missiles a nice way to take advantage of them, but it does limit you to forward only shots and needs you to use the targeting co-ordinator every turn to get a lock to fire the missiles. Since that is done before you move, you'll have a real problem getting a lock on somone who'll be in your missile arc; because if they're at range 1 after you move they're too close to fire, whilst someone at range 3 after you move probably wasn't a viable choice to lock up. Sensor Team is probably a better choice than Gunnery Team as a result.

Also; Harpoons are frankly probably better than assault missiles, even in this case. It would mean you can spend your lock, so don't need dengar, so could take 4-LOM or a completely different crew (like an inspiring recruit or something)

Jostero is nice in a splash salvo force, but needs in improved pilot skill, or, as noted, he'll get focus fired down.

The YV-666 is a wierd mix. Don't bother with both cannons and missiles - epic tends to get decided heavily in the first couple of turns of shooting so multiple secondary weapons are wasted points.

Equally, merc copilot and mangler cannon? One uncancelled critical is generally enough; paying points for more seems like a waste.

Suggested alternate list

  • C-ROC Cruiser
    • Merchant One
    • 4-LOM
    • Zuckuss
    • Targeting Co-Ordinator
    • IG-RM Thug Droids
    • Sensor Team
    • Harpoon Missiles
    • Supercharged Power Cells
    • Ordnance Tubes
  • Kavil
    • Expertise
    • Seismic Torpedoes
    • Twin Laser Turret
    • Unhinged Astromech
    • Vectored Thrusters
  • Talonbane Cobra
    • Vaksai
    • Swarm Tactics
    • Harpoon Missiles
    • Scavenger Crane
    • Guidance Chips
    • Munitions Failsafe
    • Stealth Device
  • Viktor Hel
    • Vaksai
    • Veteran Instincts
    • Harpoon Missiles
    • Scavenger Crane
    • Guidance Chips
    • Munitions Failsafe
    • Stealth Device
  • Captain Jostero
    • Vaksai
    • Deadeye
    • Harpoon Missiles
    • Scavenger Crane
    • Guidance Chips
    • Munitions Failsafe
    • Stealth Device
  • Black Sun Ace
    • Vaksai
    • Deadeye
    • Harpoon Missiles
    • Scavenger Crane
    • Guidance Chips
    • Munitions Failsafe
  • Black Sun Ace
    • Vaksai
    • Deadeye
    • Harpoon Missiles
    • Scavenger Crane
    • Guidance Chips
    • Munitions Failsafe
  • Latts Razzi
    • Hound's Tooth
    • Harpoon Missiles
    • Weapons Engineer
    • K4 Security Droid
    • Scavenger Crane
    • Guidance Chips

You need more ships... way, way more ships. Here is an example of a list that I used in Epic and it performed quite well (won 300 to 45):

https://geordanr.github.io/xwing/?f=Scum and Villainy&d=v4!e!244:178,174,223,90,226,83,-1:51:21:;232:224,-1,-1,145:-1:-1:;138:143,194:54:25:M.7,M.32;138:143,194:54:25:M.7,M.32;138:143,194:54:25:M.7,M.32;138:143,194:54:25:M.7,M.32;138:143,194:54:25:M.7,M.32;248::50:-1:;115:241,-1:-1:25:;115:241,-1:-1:25:;115:241,-1:-1:25:;115:241,-1:-1:25:;115:241,-1:-1:25:;115:241,-1:-1:25:;115:241,-1:-1:25:&sn=Worrt's Rush&obs=

Bullet point advice:

- The C-Roc is not a devastating power house like the Raider or Corvette, so you need to bring a lot of guns to compensate.

- Low cost generics are very good in epic. Even the lowly Z-95 still throws 3 attack dice at range 1 (which games often devolve into). If you lose one, it's just 12 points (a bit more in my case, I had cruise missiles).

- The low the agility on a ship, the fewer points you want on it. Y-Wings and such? Try not to go above the 24 point cap (enough for a TLT and title). The reason is that a Raider or corvette can one shot it very easily.

- Forget arc dodging. It's not going to happen unless your forces are perfectly matched and go into the end game (rarely happens).

- Harpoons / assault missiles / tie defenders with Ruthlessness can be fun.

- The game will change a lot with the next wave because of bombs and trajectory simulators, so watch out for that.