rebel epic - does it hurt

By Wiredin, in X-Wing Squad Lists

Lothal Rebel (35)
Fire-Control System (2)
Twin Laser Turret (6)
Courier Droid (0)

Lothal Rebel (35)
Fire-Control System (2)
Twin Laser Turret (6)
Courier Droid (0)

Lothal Rebel (35)
Fire-Control System (2)
Twin Laser Turret (6)
Courier Droid (0)

CR90 Corvette (Fore) (50)
Weapons Engineer (3)
Harpoon Missiles (4)
Cluster Missiles (4)
Gunnery Team (4)
Sensor Team (4)
Tibanna Gas Supplies (4)
Ordnance Tubes (5)

CR90 Corvette (Aft) (40)
Single Turbolasers (8)
Engineering Team (4)
Backup Shield Generator (3)

Norra Wexley (29)
Veteran Instincts (1)
Rey (2)
R2-D2 (4)
Vectored Thrusters (2)
Alliance Overhaul (0)

Total: 300

View in Yet Another Squad Builder

This is my plan for my next epic game... am I insane? (yes I own 3 ghosts)

Agi 0 Large Ships are cannon fodder against Turbolasers.

Also, 5 models whilr playing Epic. Only 5...mmmm

I would agree - that is very few chasses. I think it'd melt.

Norra is fine, since you need to have some fun with someone in a game of epic. But I'd ditch the Vectored thrusters - you're not going to get anything out of it with so many ships on the board. That frees up 2 points.

The Ghosts can just ditch the TLTs. Their primaries are going to do more damage anyway. That frees up 18 points.

The corvette is all over the place - you've got both hardpoints and ordnance, so it's not very synergistic. CR-90s aren't like Raiders - they melt if they try to joust. I'd swap out all your missiles for two Ion Cannon Batteries, and replace ordnance tubes with optimised generators. Ditch the gunnery team, sensory team and weapons engineer. That frees up 7 points.

With your 27 spare points, I'd take Fenn Rau with VI/Weapons Engineer/M9-G8. If your opponent has taken a huge ship, Fenn shuts them down significantly. If they haven't, you target lock both sections of your CR-90 end enjoy free rerolls on every shot.

Your CR-90's effective range is now 3-4, meaning that you can fly it behind your Ghosts instead of in front, and hopefully Fenn will keep everything alive for a little longer.

@Astech makes a lot of good suggestions. I would add a couple more:

  • Concentrated fire in an Epic game removes ships fast. If you're anticipating your squad killing its target, then Fire Control System won't achieve much, and if you're not anticipating killing your target with 3 4-dice primary attacks & the broadside of a CR-90 corvette, I humbly submit that you're doing it wrong... :ph34r:
    • Therefore you could probably dump off the Fire Control Systems, too, in favour of either collision detectors or something defensive (reinforced deflectors, maybe?)
    • Because you don't want to clear rocks by running your corvette into them, consider putting a seismic torpedo or two on the lothal rebels. A spare action (co-ordinated from the corvette if need be) can 'clear the road' and might hurt an enemy ship with the splash damage into the bargain if you time it right.
  • Norra is fun but won't achieve much. Shield Regeneration, for example, relies on her surviving through a turn of shooting. If I see a shield regenerating ship, my default reflex - most people's default reflex - is to kill it first. With potentially something in the order of 250 points of rebel alphabet soup (A, B, X, E, K, Y, etc) lining up 3-dice primary weapons on her (if there was, for example, a cheap rebel transport + fighters), do you really think she's going to live through the shooting phase?
  • Rey is not a great crew choice for the same reason. With ships deploying at range 2 into the board, and big guns throwing fire out to range 5, you emphatically do not get a turn or two to bank away focus tokens before the fight starts.
    • If you want an ARC-170 - and they're great fun to use - consider Thane Kyrell. As long as he's not the biggest threat on the board, he gets a free action every time he 'sees' someone fire at a target other than him, and with the number of shots potentially being exchanged every turn that can give him action economy like Soontir Fel couldn't achieve in his wildest dreams... R7-T1 and Vectored Thrusters and he can get double-modified attacks and still dance like a demented dervish with na'er a stress token in sight.
  • The CR90 - I'd agree that the best plan is either taking missiles (and ordnance tubes) or energy weapons (and optimised generators). Probably the latter since you want to be side-on and hence staying at long range makes navigating easier.
    • Regardless, probably the nastiest thing you can buy for the ship is Maul (and slip Ezra in the squad somewhere else).
Edited by Magnus Grendel

all good calls. thanks