A few Epic pics, nothin special...

By pickirk01, in X-Wing Epic Play

I've been trying to get more of the guys at the ole FLGS to play some epic. I'm one of the few with the big ships so I keep offering to let them use mine but it also hard to commit to the time a match takes so its been tough.

Finally convinced one of the guys last week. He goes back and forth between flying Imperial and Scum while I have fun with any faction. I told had him to bring a 200 point squad, then I built a 200 point squad for each faction for me to choose from so we could avoid a mirror match. Finally, I created a build for each of the smaller Huge ships ranging from 61-64 points and then builds for the Raider and CR-90 at around 150 points each.

He built himself an Imperial list and decided to try my Gozanti, a fairly janky Supressor build I was pretty proud of. I had yet to fly my C-ROC so I went with my 61 point Jabba carrying Merchant One.

It was a fairly even, back and forth match until we each got down to the huge and three fighters left. That is when he got a couple of key PS kills and may last two Vaksai's decided to hit the hyper drive and live to fight another day.

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First off, we thought the light side/dark side mirror image mats looked really cool. We went the long way just because...

He decided to use his Gozanti as a gun ship so he did not dock any of his ships to start. I have 4 Scyks and 4 Khiraxz, (I broke the peg off of a Scyk while setting up so subbed a Z model onto the base).

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Omega Ace is hit by S-Thread Tracers after being jammed. He narrowly avoided being run over, but his wingmate had not been so lucky.

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Getting a little too close for comfort.

And from a different angle...

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In the distance, a farm boy looks out his bedroom window and dreams of being a pilot one day...

That looks like a ton of fun! I can't wait to get my epic ships on the board!!

Wow oh wow!!! I loved how the scum fighters were paired as wingman.

1 hour ago, Ccwebb said:

Wow oh wow!!! I loved how the scum fighters were paired as wingman.

I love flying in squads which is why I love Epic so much.

The one Z-95 is subbing for a Scyk model (I broke off the peg insert on the bottom while setting up.) I was going for two 4 Ship flights. Each flight had 2 Vaksais with Tracers, a Mangler Scyk and a Tractor Scyk. Later in the game as I lost ships the remaining 4 reformed into a group again.

13 hours ago, pickirk01 said:

I love flying in squads which is why I love Epic so much.

The one Z-95 is subbing for a Scyk model (I broke off the peg insert on the bottom while setting up.) I was going for two 4 Ship flights. Each flight had 2 Vaksais with Tracers, a Mangler Scyk and a Tractor Scyk. Later in the game as I lost ships the remaining 4 reformed into a group again.

Smart. I learned real quick in epic your ships need roles. Just fielding a bunch of cool ships leads to disaster.

Speaks even more more about being able to regroup the squadrons! Most of my practice time is just flying ships in formation, breaking and rejoining.

I didn’t see the outcome.... who won?

1 hour ago, Ccwebb said:

Smart. I learned real quick in epic your ships need roles. Just fielding a bunch of cool ships leads to disaster.

Speaks even more more about being able to regroup the squadrons! Most of my practice time is just flying ships in formation, breaking and rejoining.

I didn’t see the outcome.... who won?

Yes, I set bases and asteroids up on the kitchen table and use the templates to see where different moves take me and how to come together and how to break apart and flank. Sometimes I set my ships up in what looks like a random patern but by turn 3 they have all formed up pointing at what I feel is the biggest threat on the other side.

My friend's Imperial squad beat me in a close one. It was very back and forth the whole game. We got down to each with our damaged huge ship and three fighters. He had the Pilot skill advantage and took out 2 of mine first in the last round including Jabba's C-ROC. Once Jabba died, the remaining two fighters jumped to hyperspace.

It was my first time flying the C-ROC and after the game was done, I realized I had only been rolling three dice with my Heavy Laser Turret instead of 4 the whole game. A couple more dice for Maul to modify early may have made a big difference.

Edited by pickirk01

C-Roc is my next purchase. How do you think it should be built, support or firepower?

10 hours ago, Ccwebb said:

C-Roc is my next purchase. How do you think it should be built, support or firepower?

I don't remember my exact build, or I would post it.

Its a very "scummie" ship. That is to say, like most of the rest of the faction, it is perfectly fine just wandering around doing its own thing. There is no real good support build for it other than to draw fire away from the fighters by being a big target. With only 1 hard point, its never going to be super offensive either. That said, it can be a little of both.

I was pretty happy with the way I had it and if I had read the Heavy Laser Turret card right and been rolling that 4th attack die, I probably would have won. All it really needs to have good fire power is the Maul crew card and Heavy Laser Turret. Its a 4 dice turret at Range 1-3 so no blind spots once you get in the fray and Maul lets you have rerolls so you never have to worry about Target Lock. (Throw Zuckass on there too and you can almost guarantee that you are landing hits on even the most agile enemy targets.) Just remember to keep it charged with 2 energy. I took the Merchant One title so I had an extra energy and an extra crew slot to fit in Jabba. This gave all 4 of my Khiraxz double Hot Shot Blasters. They were able to fly past and still get shots off on priority targets without having to depend on K-Turns. With the right upgrades, you can get some extra target locks or focus out to your squad or jam enemies so they are stressed making it easier for your fighters to track them down, but again, Scum are not really team players.

13 hours ago, pickirk01 said:

I don't remember my exact build, or I would post it.

Its a very "scummie" ship. That is to say, like most of the rest of the faction, it is perfectly fine just wandering around doing its own thing. There is no real good support build for it other than to draw fire away from the fighters by being a big target. With only 1 hard point, its never going to be super offensive either. That said, it can be a little of both.

I was pretty happy with the way I had it and if I had read the Heavy Laser Turret card right and been rolling that 4th attack die, I probably would have won. All it really needs to have good fire power is the Maul crew card and Heavy Laser Turret. Its a 4 dice turret at Range 1-3 so no blind spots once you get in the fray and Maul lets you have rerolls so you never have to worry about Target Lock. (Throw Zuckass on there too and you can almost guarantee that you are landing hits on even the most agile enemy targets.) Just remember to keep it charged with 2 energy. I took the Merchant One title so I had an extra energy and an extra crew slot to fit in Jabba. This gave all 4 of my Khiraxz double Hot Shot Blasters. They were able to fly past and still get shots off on priority targets without having to depend on K-Turns. With the right upgrades, you can get some extra target locks or focus out to your squad or jam enemies so they are stressed making it easier for your fighters to track them down, but again, Scum are not really team players.

Not quite right with heavy laser turret, it's 4 dice at range 2-3. With optimized gens, targeting coordinator, dual laser turret, merchant one and jabba. Costs 56pts to spend 1 energy a turn to target lock for mods, and reinforce for defense.

The jabba let's you load ps2 z95s (or kiraxh) with hotshotblasters and munitions failsafe. Munitions failsafe lets you keep the hotshot card/illicit token if you miss.

Also the new epic faq says ya can't use zuckuss and maul on epics.

Edited by Dabirdisdaword
23 minutes ago, Dabirdisdaword said:

Not quite right with heavy laser turret, it's 4 dice at range 2-3. With optimized gens, targeting coordinator, dual laser turret, merchant one and jabba. Costs 56pts to spend 1 energy a turn to target lock for mods, and reinforce for defense.

The jabba let's you load ps2 z95s (or kiraxh) with hotshotblasters and munitions failsafe. Munitions failsafe lets you keep the hotshot card/illicit token if you miss.

Also the new epic faq says ya can't use zuckuss and maul on epics.

Oops yep, I forgot the new FAQ, thanks. Luckily we were just playing casual this day. I had the PS 5 Khiraxz with the hotshot and failsafe, along with title, crack shot, tracers, chips and vectored thrusters.

My oponent took VI on his generic ties to make them PS 6 which turned out to be a good choice in the end as he kept getting PS kills costing me 3-4 shots during the match.