Poll: Thoughts on Epic (now that you've played)

By Wazat, in X-Wing

1 hour ago, Blail Blerg said:

Frankly though, I think the huges need more cards, I feel like I've figured out strong builds already.

Yeah, it's kinda disappointing to not have titles and commanders specific to FO and Resistance ships, as well.

In 1.0, I would have been terrified of the notion of "When??"

But now, we just need a Huge Card Pack to drop. :)

(Well, and the Raider to re-drop, the GR-75 and Gozanti to show up, and an entirely new Huge release.)

1 hour ago, Blail Blerg said:

The CR90 seems to be underwhelming in firepower compared to the Raider. Especially since long range a lot of the turbos are not as strong as they used to be. (Turbo being 3 dice instead of 4 and not able to use two at once)

I feel like that actually enhances the flavor of the two ships and makes them really feel different. Raider can bristle with weapons, and really wants to utilize Ordnance Tubes to get the most out of its Torpedo and Missile slots. It's the only Huge ship that can even take Torpedoes, so that's a pretty solid bonus. If you're flying the Raider, you want to dive into the fight and punish enemies up close.

The CR-90, by contrast, is long-ranged artillery with crew. You start with two crew, two teams and a gunner slot, and various titles all add more. Rebels have many of the best crew options in the game, so this is right in their wheelhouse. There's nobody on the Imperial side of things that can add as much damage potential to a Raider that Saw Guerrera does for the Rebellion.

Has anyone expirimnted with Luke Gunner? I know, I know, but hear me out. :3

The Rotate action only rotates 1 turret. Luke is not a rotate action. So he's a Force point on an unused slot at worst, and the ability to rotate two turrets in a single round at best.

17 hours ago, Blail Blerg said:

The CR90 seems to be underwhelming in firepower compared to the Raider. Especially since long range a lot of the turbos are not as strong as they used to be. (Turbo being 3 dice instead of 4 and not able to use two at once)

The CR90 plays differently, though. It's a run and gun. It likes to skirt the edges and give broadsides. The main guns fire at longer range. The Raider likes to charge ahead and blast, especially with ordnance. It's one of the things I like that gives each of them character.

16 hours ago, Rakaydos said:

The Rotate action only rotates 1 turret.

I believe this is not true. In the huge ship rulebook I think it says the rotate action lets you rotate one or both of your turrets. I’ll check for sure when I get home today. That’s how we’ve been playing and I don’t think we would have just decided that for no reason.

2 hours ago, TasteTheRainbow said:

I believe this is not true. In the huge ship rulebook I think it says the rotate action lets you rotate one or both of your turrets. I’ll check for sure when I get home today. That’s how we’ve been playing and I don’t think we would have just decided that for no reason.

You're correct. Last statement in the Turret Arc Indicators section of the Huge Ship Appendix of the Rules Reference (page 32) :

"When a huge ship is instructed to rotate its turret arc indicator—such as via the rotate Icon action rotate action—it can rotate either or both of its turret arc indicators."

Does a 200 v 200 "standard" 3x3 battle with 1 huge ship each count? Did that last week and had my proxied Quantum Storm get nuked (2x Ionizing crits that don't clear till you've completed the Ion maneuver for 4 tokens + action lock out crit + energy loss crit = OW!!!) by a Merchant One build with Damage Control Team, IG-RMs, 88D crew, Lando, Point Def Battery, and Dorsal Turret (I'm kicking myself right now for pointing out the net effect of DCT/88D/Lando to him a bit back).

5 hours ago, heychadwick said:

The CR90 plays differently, though. It's a run and gun. It likes to skirt the edges and give broadsides. The main guns fire at longer range. The Raider likes to charge ahead and blast, especially with ordnance. It's one of the things I like that gives each of them character.

It’s not like I don’t understand that sheesh

On 12/2/2019 at 2:30 PM, PhantomFO said:

I feel like that actually enhances the flavor of the two ships and makes them really feel different. Raider can bristle with weapons, and really wants to utilize Ordnance Tubes to get the most out of its Torpedo and Missile slots. It's the only Huge ship that can even take Torpedoes, so that's a pretty solid bonus. If you're flying the Raider, you want to dive into the fight and punish enemies up close.

The CR-90, by contrast, is long-ranged artillery with crew. You start with two crew, two teams and a gunner slot, and various titles all add more. Rebels have many of the best crew options in the game, so this is right in their wheelhouse. There's nobody on the Imperial side of things that can add as much damage potential to a Raider that Saw Guerrera does for the Rebellion.

Actually, I had Saw on mine. And surprise, I actually think I'm taking him off. Especially with the linked coordinates from upgrades, surprisingly doesn't seem to need Saw as much as expected. Its more an issue of stuff getting lots of green dice to use at range, which makes ranged attacks less powerful than expected.

Also fleeing from raiders closing is a thing.

Is there a reason why you can't have two Targeting Batteries? YASB doesn't seem to indicate limited.

15 minutes ago, Blail Blerg said:

Is there a reason why you can't have two Targeting Batteries? YASB doesn't seem to indicate limited.

No more than one copy of any upgrade per ship still applies to Epic.

4 minutes ago, DR4CO said:

No more than one copy of any upgrade per ship still applies to Epic.

ugh. more rules lol

Still don't get this. How does attacking with a Huge ship work if you choose to use a secondary weapon? The bonus attack header makes me confused what parts of the attack/requirements apply vs which ones don't.

Can I attack with standard attack via Targeting Battery, then do it again as a bonus attack?

Do I spend 1 energy for the first attack?

Also, could use some more answers in the consolidated epic thread in the rules question subform.

6 minutes ago, Blail Blerg said:

ugh. more rules lol

The one-copy-per-ship rule has been there since launch. I'm honestly wondering how you missed it.

2 minutes ago, DR4CO said:

The one-copy-per-ship rule has been there since launch. I'm honestly wondering how you missed it.

By not being a rules oriented person. I post helpful tips about strategy. So sue me.

1 minute ago, Blail Blerg said:

Still don't get this. How does attacking with a Huge ship work if you choose to use a secondary weapon? The bonus attack header makes me confused what parts of the attack/requirements apply vs which ones don't.

Can I attack with standard attack via Targeting Battery, then do it again as a bonus attack?

Do I spend 1 energy for the first attack?

Also, could use some more answers in the consolidated epic thread in the rules question subform.

All hardpoints say "Bonus Attack" instead of "Attack". These bonus attacks can only be performed as a bonus attack -- hence the name -- never as your standard attack. A huge ship can make any number of bonus attacks, but each bonus attack header can be used only once, so no firing the turbolaster twice. Your bonus attacks and standard attack can be used in any order, so you could fire targeting battery, then your primary, then your turbolaser, then up to four shots from your point-defense.... The only limit is your energy and how many bonus attacks you equipped.

So a huge ship can fire each of its weapons once per Bonus Attack on the card, plus one standard attack to fire a primary weapon or other equipped non-epic weapon like a Dorsal Turret, which amounts to a lot of potential shots. And great synergy, like targeting battery before turbolaser.

58 minutes ago, Wazat said:

All hardpoints say "Bonus Attack" instead of "Attack". These bonus attacks can only be performed as a bonus attack -- hence the name -- never as your standard attack. A huge ship can make any number of bonus attacks, but each bonus attack header can be used only once, so no firing the turbolaster twice. Your bonus attacks and standard attack can be used in any order, so you could fire targeting battery, then your primary, then your turbolaser, then up to four shots from your point-defense.... The only limit is your energy and how many bonus attacks you equipped.

So a huge ship can fire each of its weapons once per Bonus Attack on the card, plus one standard attack to fire a primary weapon or other equipped non-epic weapon like a Dorsal Turret, which amounts to a lot of potential shots. And great synergy, like targeting battery before turbolaser.

Yep. The main limiter for your bonus attacks is generally going to be how much Energy you have, and how much each shot costs.

Targeting Battery, Ion Cannon Battery: spend 1 energy per attack.

Point Defense Battery: 1 energy per attack, but can make up to four attacks per round at a cost of four energy.

Ordnance Pods: Does not require energy to fire, but ordnance can now ONLY be fired as a bonus attack. You will probably want to have Ordnance Teams on there to help with the reloads, and those will consume energy.

Turbolaser Battery: 3 energy per attack.

You are also limited to two turret weapons per ship, so you can't do a Corsair C-ROC with the Merchant One title and take Point Defense, a Dorsal and an Ion Turret.

1 hour ago, PhantomFO said:

You are also limited to two turret weapons per ship, so you can't do a Corsair C-ROC with the Merchant One title and take Point Defense, a Dorsal and an Ion Turret.

citation, please?

12 minutes ago, Rakaydos said:

citation, please?

🤨 Similar to the way Ved Foslo can't 6 straight or 4 turn due to the lack of official templates for it, there are only 2 pegs for the turret arc indicators on a Huge base. Pair that with "When a huge ship is instructed to rotate its turret arc indicator—such as via the rotate Icon action rotate action—it can rotate either or both of its turret arc indicators." from the Huge Ship appendix in the Rules Reference (Turret Arc Indicators Section on page 32) and it is certain that 2 turret weapons per Huge Ship is the maximum permitted.

On 12/2/2019 at 8:20 AM, TasteTheRainbow said:

Has anyone found any use for the FO Gozanti? Like any use at all?

This is what I came up with for anti-wing tech. Posted in another thread, but I'll just copy and paste here.

First Order Sympathizers (60) (Gozanti)
Petty Officer Thanisson (4)
Captain Phasma (5)
Damage Control Team (3)
Optimized Power Core (6)
Tibanna Reserves (3)

Ship total: 81 Half Points: 41 Threshold: 8

View in Yet Another Squad Builder 2.0

It doesn't do a whole lot of damage. The idea is that bigger threats in the squad draw fire because this thing is only shooting once per round. But at the end of the engagement phase Captain Phasma kicks in to deal a stress to each enemy ship at range 0 that isn't stressed. If they are in the Gozanti's forward firing arc, Petty Officer Thanisson says, "I'll double it," taking a stress on the Gozanti to deal a second stress to one of those ships. But wait! Stress takes away energy first on huge ships, so if another ship is in arc range 0-1, Gozanti is not stressed, so Petty Officer Thanisson can do it again. And again. And a FOURTH time! Now that the Gozanti is finally stressed (it only has 3 energy), he can't double up any more stress. But this leaves up to 4 enemy ships double stressed, and really unhappy during the next activation phase.

Optimized Power Core helps recover energy to do the trick again, and Tibanna Reserves, too just in case. Damage Control Team is nice for the reinforce -> calculate because then the Gozanti has defense and some measure of dice mods.

3 hours ago, Blail Blerg said:

By not being a rules oriented person. I post helpful tips about strategy. So sue me.

I would imagine one's strategy advice would be assisted by knowing basic list building requirements.

24 minutes ago, DR4CO said:

I would imagine one's strategy advice would be assisted by knowing basic list building requirements.

No way. That’s what the list builder is for. Surprise some people have different strengths

I don’t cheat lol. I go over any rule I’m not clear with with the opponent and a judge or bystander lol.

3 hours ago, Parakitor said:

This is what I came up with for anti-wing tech. Posted in another thread, but I'll just copy and paste here.

First Order Sympathizers (60) (Gozanti)
Petty Officer Thanisson (4)
Captain Phasma (5)
Damage Control Team (3)
Optimized Power Core (6)
Tibanna Reserves (3)

Ship total: 81 Half Points: 41 Threshold: 8

View in Yet Another Squad Builder 2.0

It doesn't do a whole lot of damage. The idea is that bigger threats in the squad draw fire because this thing is only shooting once per round. But at the end of the engagement phase Captain Phasma kicks in to deal a stress to each enemy ship at range 0 that isn't stressed. If they are in the Gozanti's forward firing arc, Petty Officer Thanisson says, "I'll double it," taking a stress on the Gozanti to deal a second stress to one of those ships. But wait! Stress takes away energy first on huge ships, so if another ship is in arc range 0-1, Gozanti is not stressed, so Petty Officer Thanisson can do it again. And again. And a FOURTH time! Now that the Gozanti is finally stressed (it only has 3 energy), he can't double up any more stress. But this leaves up to 4 enemy ships double stressed, and really unhappy during the next activation phase.

Optimized Power Core helps recover energy to do the trick again, and Tibanna Reserves, too just in case. Damage Control Team is nice for the reinforce -> calculate because then the Gozanti has defense and some measure of dice mods.

I like this silly quirk. That's packing on a lot of stress, spending your energy on utility instead of weapons; this fits a gozanti well. It's too bad you can't fit a Stalwart Captain to make sure you live to stress one final time. ;)

You do have to get up close though, so ramming speed! It's just too bad you don't have bombers for herding.

4 hours ago, Wazat said:

I like this silly quirk. That's packing on a lot of stress, spending your energy on utility instead of weapons; this fits a gozanti well. It's too bad you can't fit a Stalwart Captain to make sure you live to stress one final time. ;)

You do have to get up close though, so ramming speed! It's just too bad you don't have bombers for herding.

Thanks. Yeah, the First Order is missing some utility pieces, but you do have Upsilons that can cause some serious hurt to ships that have no tokens for defense. I've tried this once and ended up sending my Gozanti after the opposing huge ship, which was the wrong call. I'm looking forward to giving it another chance.

I’ve been using Phasma on Tavson as the battering ram for breaking up wings.