I played a Team Epic game over the weekend at 800 points a side. I was in command of an Imperial Raider, each of my 8-year-olds had an ace-led wing, and another teammate completed our force. The other side fielded 800 points of Scum, including a C-ROC affectionately called “the Crocodile”.
My Raider build was a slightly modified version from what I posted in this thread : Corvus, Admiral Sloane, Targeting Battery, Ordnance Tubes, Concussion Missiles, Proton Torpedoes, Ordnance Team, Bombardment Specialists, Optimized Power Core.
Here are my takeaways:
· We got through 7 turns in about 2 hours—not bad at all! It took us half an hour to setup, due mostly to component-sharing issues. We’ll do better next time.
o For comparison, we’d staged a pre-epic “big game” with 600 points a team, and got through about ~10-11 turns in about 2.5 hours. Epic let us add 200 points to the game and maintain the old-style pace. Wow.
· Wings are *wonderful*. The quality of life improvements alone are worth the cost of admission; my 8-year-olds had no trouble getting around the battlefield and contributing, particularly my daughter’s Soontir-led Interceptor wing.
· The combat utility of wings is real, too. The problem with aces in 1.0 epic was they couldn’t dodge everyone and got clubbed to death by generics. With wings, aces can keep themselves safer, longer—giving time for the field to thin out so they can really go to work.
o Case in point: my son’s Vader died when his wingmates got blocked—isolating Vader and leaving him unable to shift damage to the generics.
· The benefits of wings work both ways: Alpha Interceptors get to be dragged along (at Ini6!) as Soontir does Soontir things, then snap into place, unstressed, able to focus, and ready to kill. Hooray for wings!
· My Raider build was aesthetically pleasing in the way the bits all worked together. I used everything, and every upgrade seemed vital to the ship’s performance.
· If you’re a two-hardpoint huge ship, staple Targeting Battery to one of those hardpoints. The flexibility and bonus mods it grants are terrific, and any damage it deals (and it is a three-dice shot) is just gravy.
· Anything a Raider—particularly an ordnance Raider—bullseyes, dies. Poof.
· Ordnance Team was a last-moment flex, as I wasn’t sure if I wanted that or Damage Control Team. Consider me a believer. In part thanks to Optimized Power Core I had a good amount of energy when I burned my last munitions; cashing it in for two torpedoes, two missiles, and discarding the Disarm token kept me in the fight, hitting hard.
· That said, if you’re ever not reinforcing this thing, you’re either in a spectacularly winning position or you’re about to lose the ship.
· I am more skeptical than ever of Tibanna Reserves. Actions are at an extreme premium for Huge ships; spending one action for two energy seems a losing trade. Optimized Power Core is terrific if your dial and style support it.
I’m supposed to be skeptical of results that agree too strongly with my priors, and it was just one game. Still, even if some of these ideas get proven wrong with more practice, it was a thrilling game and a lot of fun. Yay Epic 2.0!