Epic points pdf is up

By Vykk Draygo, in X-Wing

I'm curious how the effectiveness will break down between one kitted out corvette vs two of the smaller ships. On the Scum side, you could run two CROCs with Corsair Refits and Turbolasers, but the low energy recharge means you could only fire them twice in a row before needing to wait for energy to build up. The same price would only get you one Raider or CR-90, but their faster energy recharge rates would let them fire off five shots in a row before they would need to recharge, and they can shoot once every other turn after that.

54 minutes ago, IceManHG said:

What is the release date of the Epic conversion kit?

The upcoming page does list the conversion kit and epic kit as "shipping" status. So it will be soon!

2 hours ago, heychadwick said:

I spoke too soon. Last page of Epic Rules Ref has guides for Epic Events.

"EACH SQUAD MUST INCLUDE AT LEADT 1 HUGE SHIP OR WING"

“Or wing” means small ships only is still on the table. It would mean you can’t take only medium and large ships, though.

FIRST!!!

Something odd is going on with cloaking. If your wing leader cloaks, only ships with cloak can stay in the wing - but RAW they do not and cannot cloak themselves.

The wording of what happens in the system phase also seems to contradict the assumed interaction of your wing mates following when you decloak.

Edited by Matanui3
1 hour ago, KCDodger said:

He was literally talking about The Resistance TV show yo.

Neat

This is fun:

Quote

In Epic games, each standard ship has one <command> upgrade slot in its upgrade bar in addition to its usual upgrade slots. Huge ships already have <command> upgrade slots in their upgrade bars.

This part of the rules means command-crew upgrades are epic-only, but not restricted to huge ships. One could put Captain Needa on a TIE Reaper, if one was inclined to do so.

(At first, I missed that Dodonna does have a Huge-ship restriction, which is a shame - putting him on a Moldy Crow HWK would be quite fun... but is also likely the reason why he's not allowed to!)

Edited by Freeptop

I'm very surprised the Wing Leader Commands are so cheap, considering how strong the ability to pass off damage from the wing leader is. It essentially turns every wing leader into Xizor.

7 hours ago, IceManHG said:

What is the release date of the Epic conversion kit?

November 8th. So a little while longer than I'd rather wait, but I think I can contain my excitement.

10 hours ago, LagJanson said:

Usually it’s a couple hours but I suppose the huge ships may impact the underlying coding unless he took account for huge ships earlier

It would have been a few hours but no one told me that the points were updated until like 3 hours ago! I have been low key setting up code for epic for the past few weeks as we've been getting announcements. I had to quickly implement a few last things when the rules and points were announced.

https://raithos.github.io/?f=Galactic Empire&d=v8ZeZ500Z373X261W270WWWWWWWY369XWWW270W273WWWWW298Y173XW240WWW257Y221XWY219XWWY222XWWY218X116WWY217X116WW&sn=Epic is a thing now&obs=

Just now, raithos said:

It would have been a few hours but no one told me that the points were updated until like 3 hours ago! I have been low key setting up code for epic for the past few weeks as we've been getting announcements. I had to quickly implement a few last things when the rules and points were announced.

https://raithos.github.io/?f=Galactic Empire&d=v8ZeZ500Z373X261W270WWWWWWWY369XWWW270W273WWWWW298Y173XW240WWW257Y221XWY219XWWY222XWWY218X116WWY217X116WW&sn=Epic is a thing now&obs=

Awesome work, so quick!

3 minutes ago, raithos said:

It would have been a few hours but no one told me that the points were updated until like 3 hours ago!

I thought about paging you on discord but decided you probably knew and wouldn’t want me to annoy you in working hours

2 hours ago, raithos said:

It would have been a few hours but no one told me that the points were updated until like 3 hours ago! I have been low key setting up code for epic for the past few weeks as we've been getting announcements. I had to quickly implement a few last things when the rules and points were announced.

https://raithos.github.io/?f=Galactic Empire&d=v8ZeZ500Z373X261W270WWWWWWWY369XWWW270W273WWWWW298Y173XW240WWW257Y221XWY219XWWY222XWWY218X116WWY217X116WW&sn=Epic is a thing now&obs=

****! Should have tagged you. Sorry. :(

@raithos I noticed something. C-ROCs have the Jam action instead of the Reload action you have on them.

swz55_separatist-privateers_card.png swz55_syndicate-smugglers_card.png

Edited by Hiemfire

Aaargh, just lost everything I already typed. So once again:

HYPED.

I had hoped though, it would have released under the holidays. Now it just so barely misses :( Could have had glorious new Huge battles at home with the kids.

Wow, between this and the updated rules reference so much info to process. Overflow warning, need more calculate tokens ;) Maybe Shuttle Tydirium and OCX make some cool breakdowns.

Some things I noticed at a first, very cursory glance.

-Coaxium injectors Cargo, wtf? Hint, that there is another Huge coming?

-things messing with setup/removal are expensive (Raymus, Luminous)

-Adaptive shields was rather weak already. Sacrifying whole 2 energy to maybe save a friendly standard, or a slightly more affordable 1 regenable shield (albeit putting your Huge at higher risk), all at range 0-1, where you risk running over your own? At wopping 10pys not for me.

-Tibanna at 3 is a steal. Esp Gunship Huges will be very power hungry. Unless Optimized Power Core is really good, Tibanna is probably an auto inlcude in the 1 cargo slot on gunships.

-Teams slots has higher competition, but Damage control Team at 3pts sounds like another steal, flipping your offlines back to action could be very valuable.

-Quick Release at 5 pts sounds cheap as well. Has 2 drops, and seems to be slightly larger template than the one from Rigged cargo chute, which is 4pts, but only one drop.

-Ordance battery only 2. We still do not know the text, or do we? Sounds like FFG slowly gets the insight that you cannot charge too mucn for abilities with require further point investments.

-Targeting battery 9pts. Might be useful on the military Huges, for shooting early far out and immmediately follow up with a TL modded shot, be it ordnance or not.

-Turbolaser at 15pts is hefty, put this thing can put 6 dmg/shot into other Huge ships.

Edited by Managarmr
Spelling
15 hours ago, PhantomFO said:

I'm curious how the effectiveness will break down between one kitted out corvette vs two of the smaller ships. On the Scum side, you could run two CROCs with Corsair Refits and Turbolasers, but the low energy recharge means you could only fire them twice in a row before needing to wait for energy to build up. The same price would only get you one Raider or CR-90, but their faster energy recharge rates would let them fire off five shots in a row before they would need to recharge, and they can shoot once every other turn after that.

I don't think CROCs (yo yo) and Turbolasers are the best match up. Still, you could have 2 CROCs and split them up and the RAIDER can only go after one at a time. So, maybe it is a good match up?

Still, Turbolasers take so much energy. Can't fire every round.

13 hours ago, PhantomFO said:

I'm very surprised the Wing Leader Commands are so cheap, considering how strong the ability to pass off damage from the wing leader is. It essentially turns every wing leader into Xizor.

Probably lost too many wing leaders to lucky Turbolaser blasts beyond range 3 in testing. I do like that wings should be pretty strong so their use is encouraged.

5 hours ago, heychadwick said:

Still, Turbolasers take so much energy.

I'm actually very happy about this. I was kind of disappointed with the mechanic they used for it (add 3 damage on hit feels kinda broken), but it does seem reasonably balanced by its high cost in both squad points and energy.

14 hours ago, raithos said:

It would have been a few hours but no one told me that the points were updated until like 3 hours ago! I have been low key setting up code for epic for the past few weeks as we've been getting announcements.

The real hero, right here.

Generally agree with @Managarmr 's initial takes. If huge ships want to reinforce a lot (and they do) getting a free calculate for their trouble is sweet. Especially nice for Corvus. If the other Raider titles aren't awesome I don't see myself running anything else. Moar calculates, MOAR! Also, the GR75 only having a red reinforce? That problem just got solved.

Targeting battery will be a must for CR90s and Raiders. Ion Batteries look like the go-to for smaller platforms. They work more like 1.0 ion, and with huge ships firing late in the order, the crit damage matters too, all at a very reasonable 6 points.

I wasn't crazy about the change-a-dial commanders, but then I remembered you can change a Wing Leader's dial, and that is rather more impactful.

56 minutes ago, ChahDresh said:

Generally agree with @Managarmr 's initial takes. If huge ships want to reinforce a lot (and they do) getting a free calculate for their trouble is sweet. Especially nice for Corvus. If the other Raider titles aren't awesome I don't see myself running anything else. Moar calculates, MOAR! Also, the GR75 only having a red reinforce? That problem just got solved.

Calling it right now: The default build for the CR90 will be:

Alderaanian Guard (146)
Turbolaser Battery (15)
Targeting Battery (9)
Tibanna Reserves (3)
Damage Control Team (3)
Comms Team (8)
Liberator (5)

AP-5 (32)

Total: 221
View in Yet Another Squad Builder 2.0: https://raithos.github.io/?f=Rebel Alliance&d=v8ZeZ500Z368XW273W270WWWW277W276WW292Y72XWWWWW&sn=Unnamed Squadron&obs=

Think about it. The average turn looks like this:

Activate at I8, and get a free coordinate action, linked to a calculate. If you want to coordinate two or three ships at I8, that'll just cost you an extra energy or two. Then you maneuver and get you actions. The first is a reinforce, linked to a calculate. The second is probably a Tibanna, focus, or rotate; you've probably still got a target lock from your targeting battery. Unless you want to lock at R4, I guess that would be a good choice too.

Then when you engage, you do a 4-dice R4 primary, then a targeting battery volley, and if you really need it, you can throw in a turbolaser attack.

In addition to the 6 energy you start with, you regen 2 energy per turn, and you can Tibanna yourself some more, which you can use to:

• Make additional R2-5 attacks with a free lock afterward (1 energy)

• Do red maneuvers (1 energy)

• Get hardpoints back online (1 energy each)

• Coordinate additional ships at I8 (1 energy each after the first one)

• Fire massive turbolaser shot (3 energy)

That's a whole lot of potential, both in sheer firepower and in support availability. There's basically no weakness here I'm aware of.

Edited by ClassicalMoser

I think the Single Turbolaser will eat all the Energy and the Targeting Laser will not fire. I say one or the other.

1 minute ago, heychadwick said:

I think the Single Turbolaser will eat all the Energy and the Targeting Laser will not fire. I say one or the other.

Maybe, maybe not. The Turbolaser seems like the easiest to pass up of the full suite due to the heavy cost. Without that, this thing almost fits in 200 pts.

I think the Turbolaser would be worth the energy cost and Tibanna together just for 2 or 3 1-shot uses. That'll put a lot of damage on a decimator or TIEPunisher.

9 hours ago, Managarmr said:

-Targeting battery 9pts. Might be useful on the military Huges, for shooting early far out and immmediately follow up with a TL modded shot, be it ordnance or not.

It could be interesting to try using Targeting Batteries on a GR-75 (50 pts), especially when combined with Toryn Farr (4 pts) and a Comms Team (8 pts):

1. Use Targeting Batteries to lock a ship at range 5.
2. Next turn, coordinate multiple ordnance carriers using Comms Team - have them take a Focus action.
3. Trigger Toryn Farr on each of those coordinated ordnance carriers to have each of them acquire a lock on the ship targeted in step 1.
4. Launch double-mod ordnance during combat.

Granted, that's 71 points in order to do this, but that could fuel an interesting alpha strike, at least!

Just now, Freeptop said:

It could be interesting to try using Targeting Batteries on a GR-75 (50 pts), especially when combined with Toryn Farr (4 pts) and a Comms Team (8 pts):

1. Use Targeting Batteries to lock a ship at range 5.
2. Next turn, coordinate multiple ordnance carriers using Comms Team - have them take a Focus action.
3. Trigger Toryn Farr on each of those coordinated ordnance carriers to have each of them acquire a lock on the ship targeted in step 1.
4. Launch double-mod ordnance during combat.

Granted, that's 71 points in order to do this, but that could fuel an interesting alpha strike, at least!

You want to see something better?

IMPERIAL ship with Tarkin and Sensor Team as well as a bunch of Tie Bombers.

1) Imp ship grabs a TL.

2) Tarkin activates and everyone, including Tie Fighters, grabs a TL.

3) Bombers Focus and get double moded attacks.

28 minutes ago, Freeptop said:

Granted, that's 71 points in order to do this, but that could fuel an interesting alpha strike, at least!

76 I believe. Base GR-75 is 55, not 50.

But... That's a pretty sweet support ship for just 76 points. Even the damage output is not bad .

I mean, a GR-75 with Comms Team is 63 points. That's cheaper than any VCX. That's like U-Wing prices.

I'll take three, thank you. And have 411 points worth of aces to push at I7...

Edited by ClassicalMoser
45 minutes ago, ClassicalMoser said:

Activate at I8, and get a free coordinate action, linked to a calculate. [...] The first is a reinforce, linked to a calculate.

You can only perform the calculate action once per turn, but that does not change the overall picture ([...] a ship cannot perform the same action more than once during a single round [...]).