Can Corran work? What lists do you have?

By Kijaucey, in X-Wing Squad Lists

Corran Horn — E-Wing 74
Predator 2
Fire-Control System 3
R4 Astromech 2
Ship Total: 81
Esege Tuketu — K-Wing 50
Barrage Rockets 6
Skilled Bombardier 2
Perceptive Copilot 10
Proton Bombs 5
Ship Total: 73
Sabine Wren — Attack Shuttle 38
Debris Gambit 2
Cassian Andor 6
Ship Total: 46

The idea here is Corran will lock the biggest threat to him and Esege will fly next to him, providing him with focus tokens on each of his attacks. He will get a re-roll or two if he has bullseye arc. These passive mods allow him to use his action to reposition, or take red maneuvers without hesitation. The K-Wing build is fairly straightforward, barrage rockets to the front, proton bombs out the back, and turret to the sides. Sabine can be a flanker and use Cassian to help spot bombing runs. Debris gambit is fun because you can use her ability to roll, then link to a white evade, move and then take a focus. What do you guys think?

TL;DR: Corran Horn might be viable with some support to help him reposition and line up his bullseye arc.

I flew this yesterday and it was above average for sure. Braylan B gotta keep unstressed if you are wanting a stress move next turn, but he seems more punchy. Ten can shed his stress so he is more maneuverable.

I really like R4 on Corran. I put hull upgrade on bc gotta get 4 hits in for half points and I had points left over.

B Wings seem to be a good distraction bc if opponent tries to focus Corran, he can run and the Bs could be in a flank position to soften stuff up.

(50) Braylen Stramm
Points 50

(50) Ten Numb
(2) Predator
Points 52

(74) Corran Horn
(3) Fire-Control System
(9) Proton Torpedoes
(2) R4 Astromech
(7) Hull Upgrade
Points 95

Total points: 197

On 10/2/2018 at 8:46 AM, gjnido said:

It seems to me Corran works best as hit and run.

Maybe something like this:

Corran Horn (74)
Predator (2)
Collision Detector (5)
R2-D2 (8)

Lothal Rebel (70)
Hera Syndulla (4)
Saw Gerrera (8)
Shield Upgrade (3)

Bandit Squadron Pilot (23)
Homing Missiles (3)

Total: 200

View in Yet Another Squad Builder 2.0

You have to choose to follow Corran (who can escape thru asteroids) and let Lothal shoot.

Or let Corran regen as you engage Lothal. The Z95 serves as a blocker.

Oof, I like this list a lot. Just started watching Rebels, and it makes me want to fly the VCX more.

Am I insane for trying this list this weekend?

-•-Sunday's List-•-

(74) Corran Horn
(3) R3 Astromech
(8) Afterburners
(8) Advanced Sensors
(1) Marksmanship
(9) Proton Torpedoes
Points 103

(62) Luke Skywalker
(0) Servomotor S-foils
(12) Supernatural Reflexes
(8) R2-D2
Points 82

Total points: 185

1 hour ago, xwingMinty said:

Am I insane for trying this list this weekend?

-•-Sunday's List-•-

(74) Corran Horn
(3) R3 Astromech
(8) Afterburners
(8) Advanced Sensors
(1) Marksmanship
(9) Proton Torpedoes
Points 103

(62) Luke Skywalker
(0) Servomotor S-foils
(12) Supernatural Reflexes
(8) R2-D2
Points 82

Total points: 185

Trying it? Nah. If you expect good things from a 15 pt bid here, that’s another question.

The problem with Corran is that he needs some upgrades to gain some surviveability, and even at 21 points over Luke, Luke is gonna live longer and do about as much or maybe more damage (depending on how you fly them and who your enemy is gunning for, obviously.)

Luke has 2 shields, so you want to either give him a shield upgrade to make best use of the R2-D2 charges, or drop the unit down to a basic R2.

I'm also not convinced that R3/AdvSen is the best build for Corran. I'm more of an R2(-D2)/FCS man myself ... but horses for courses.

17 minutes ago, Dreadai said:

Luke has 2 shields, so you want to either give him a shield upgrade to make best use of the R2-D2 charges, or drop the unit down to a basic R2.

I'm also not convinced that R3/AdvSen is the best build for Corran. I'm more of an R2(-D2)/FCS man myself ... but horses for courses.

Why does Luke’s shield count affect how useful R2-D2 is? You can still regen 3 times.

R2-D2 on Corran is a nice way to make the most of Corran’s pilot ability, though, for sure.

Luke has 2 shields, R2-D2 has 3 charges ... if you fly in, engage, lose shields and disengage to regen, you have to do that a second time to get maximum value out of the extra droid ... It's a fine margins thing, but I think you should either put R2 on Luke, or R2-D2 and a shield upgrade to allow you to do a full shield regen on a single disengage.

Yeah they are good points, I'll explain some of my reasoning (although like Dreadai says, horses for courses).

a 15 point bid is because there are a lot of good ships at I-5 that have good manoeuvrability (Guri for example, but plenty more), and they seem Pretty popular my way, and if I'm going to run 2 ships that also have good manoeuvrability then I need that bid (most around here seem to go for a 10+ point bid).

Advanced Sensors on Corran is purely about manoeuvrability too, I've seen plenty of Quadrijet around, tractoring ships in front of rocks, so being able to roll before moving really helps. Also good against blocking, or being able to take a Lock before moving into R1.

i understand your points though, and don't expect to do amazingly

3 minutes ago, Dreadai said:

Luke has 2 shields, R2-D2 has 3 charges ... if you fly in, engage, lose shields and disengage to regen, you have to do that a second time to get maximum value out of the extra droid ... It's a fine margins thing, but I think you should either put R2 on Luke, or R2-D2 and a shield upgrade to allow you to do a full shield regen on a single disengage.

Well he would have to disengage for 3 rounds, not a single one. Honestly makes zero difference

Yeaaaaah R2-D2 doesn’t allow you to spend multiple charges at once. That would make him way too powerful for his cost.

I get that ... it's more a single disengage and staying out for 2/3 turns rather than two disengages and maybe staying out for two turns on each ... 3 vs 4 turns disengaged. Such fine margins, it's probably not worth bothering about outside of top top tier play.

With both of them having weapons disabled abilities, you’re going to have to time things rather carefully. If you only put it on Corran, Luke might be able to cover for him more easily. *shrug*

Ultimately you can try it as it is, there are plenty of ways to play these two and when it comes down to what you want to fly, the only judge of what works or doesn’t work is you and your record with it.

Edited by SpiderMana
On ‎10‎/‎2‎/‎2018 at 3:39 PM, knute said:

A guy local to me went 3-0 on game night with Corran and two B-Wings. Had less luck with Corran and two X-Wings. I like Corran/Lothal, but I'd load up the Lothal with a shuttle, turret, gunner, and two crew.

Corran might also work with a mini swarm of A-Wings. You could also go with double-tapping ion turret y-wings.

@knute do you know what the b wings were?

I only played very casually in v1 (I loved B wings in that, so no I didn't do any competitions LOL!) and also liked E-wings (must be a glutton for punishment). I'd be interested to know what b wings that chap used, if you can recall.

Thanks.

I had some moderate success with this list:

(74) Corran Horn
(9) Proton Torpedoes
(3) Fire-Control System
(2) R4 Astromech
(4) Juke
Points 92

(42) Jan Ors
(4) Squad Leader
(2) Tactical Officer
Points 48

(52) Wedge Antilles
(0) Servomotor S-foils
(2) R4 Astromech
(3) Swarm Tactics
Points 60

Total points: 197

The first engagement had Corran lined up with a lock, a focus and a coordinated evade. With Swarm Tactics I allowed Corran to shoot torpedoes first, see the result (see if I spent the focus or TL) and have an option of using Jan on Wedge if Corran used up his tokens, or saving Jan for Corran's double tap if he still had at least a target lock and an evade for juke. It's dangerous to save an evade for the juke double tap, and it didn't always pay off.

In one match, I lit up Bossk in two rounds, on account of a Hull Breach followed by a five dice fully modded shot from Wedge/Jan. My opponent ended up drawing a Direct Hit, Fuel Leak, Direct Hit and some other stuff that wasn't great. Then came the double tap...

I'm going to try swapping Corran for Gavin. The intention is to have wedge shooting primaries that hit like proton torpedoes (or advanced proton torpedoes at range 1) every turn.

15 hours ago, Jychuah said:

I had some moderate success with this list:

(74) Corran Horn
(9) Proton Torpedoes
(3) Fire-Control System
(2) R4 Astromech
(4) Juke
Points 92

(42) Jan Ors
(4) Squad Leader
(2) Tactical Officer
Points 48

(52) Wedge Antilles
(0) Servomotor S-foils
(2) R4 Astromech
(3) Swarm Tactics
Points 60

Total points: 197

The first engagement had Corran lined up with a lock, a focus and a coordinated evade. With Swarm Tactics I allowed Corran to shoot torpedoes first, see the result (see if I spent the focus or TL) and have an option of using Jan on Wedge if Corran used up his tokens, or saving Jan for Corran's double tap if he still had at least a target lock and an evade for juke. It's dangerous to save an evade for the juke double tap, and it didn't always pay off.

In one match, I lit up Bossk in two rounds, on account of a Hull Breach followed by a five dice fully modded shot from Wedge/Jan. My opponent ended up drawing a Direct Hit, Fuel Leak, Direct Hit and some other stuff that wasn't great. Then came the double tap...

I'm going to try swapping Corran for Gavin. The intention is to have wedge shooting primaries that hit like proton torpedoes (or advanced proton torpedoes at range 1) every turn.

How can Corran have a coordinated evade? Squad Leader only allows actions on the coordinators action bar.

Shhhh... Don't tell my opponent I cheated! Well Corran can do the evade himself and get the coordinated focus.

Corran

(74) Corran Horn
(8) Advanced Sensors
(2) R4 Astromech
(2) Predator
Points 86

(52) Wedge Antilles
(3) R3 Astromech
(9) Proton Torpedoes
(0) Servomotor S-foils
Points 64

(45) Heff Tobber
(0) Pivot Wing
(2) Tactical Officer
(1) Trick Shot
Points 48

Total points: 198

Im going to try this. Been feeling the U Wings. Love em

I've finally found a Corran list that I'm absolutely loving:

[Rail Replacement Service]

(74) Corran Horn
(2) R4 Astromech
(3) Fire-Control System
(3) Daredevil
(9) Proton Torpedoes
Points 91

(38) Sabine Wren
(2) Jyn Erso
(6) Ion Cannon Turret
(2) Debris Gambit
Points 48

(38) Kyle Katarn
(12) Moldy Crow
(1) Trick Shot
(10) Perceptive Copilot
Points 61

Total points: 200

flying them all in R3 of each other is quite easy, so getting Kyle 1 (or 2) eva tokens via Jyn on the Shuttle, and for passing Kyle's focus onto whoever needs it, is all quite simple. I'm seeing a lot of Vader Crew my way, so token stacking isn't a bad way to go. Daredevil on Corran really helps with that bullseye, and R4 helps open up that dial too.

As you stated above forget R2. To get the most out of Corran, his bullseye ability needs more success. R4 and Daredevil sees him on target slightly more.

Edited by Gallanteer
On 10/2/2018 at 8:27 AM, xwingMinty said:

"... and an Xwing to."

AND AN XWING TO WHAT!?

1 hour ago, Dominguez Games said:

Should have been 'an X-Wing too'.

At the time I liked running Corran, Sabine in the Shuttle and Wedge, but it just didn't do it for me.