Outer Rim Patrol

By pakirby, in X-Wing Epic Play

I have yet to fly a huge ship in epic (I’ve flown small ships), I’m thinking about flying this list

EpicEmpireTies

(150) Outer Rim Patrol [Raider-class Corvette]
(9) Admiral Sloane
(15) Turbolaser Battery
(10) Point Defense Battery
(3) Damage Control Team
(10) Sensor Experts
(3) Corvus
Points: 200

(23) Academy Pilot [TIE/ln Fighter]
Points: 23

(26) Black Squadron Ace [TIE/ln Fighter]
(2) Veteran Wing Leader
(3) Swarm Tactics
Points: 31

(40) "Howlrunner" [TIE/ln Fighter]
(2) Veteran Wing Leader
(4) Swarm Tactics
Points: 46

(29) Scimitar Squadron Pilot [TIE/sa Bomber]
(6) Proximity Mines
Points: 35

(29) Scimitar Squadron Pilot [TIE/sa Bomber]
(5) Proton Bombs
Points: 34

(47) Lieutenant Sai [Lambda-class T-4a Shuttle]
(11) Emperor Palpatine
Points: 58

(23) Academy Pilot [TIE/ln Fighter]
Points: 23

(23) Academy Pilot [TIE/ln Fighter]
Points: 23

(23) Academy Pilot [TIE/ln Fighter]
Points: 23

Total points: 496

If I want to bring Vader along, but keep him docked until he’s needed

EpicEmpire

(150) Outer Rim Patrol [Raider-class Corvette]
(9) Admiral Sloane
(15) Turbolaser Battery
(10) Point Defense Battery
(3) Damage Control Team
(10) Sensor Experts
(3) Corvus
Points: 200

(67) Darth Vader [TIE Advanced x1]
(6) Afterburners
(2) Fire-Control System
Points: 75

(23) Academy Pilot [TIE/ln Fighter]
Points: 23

(23) Academy Pilot [TIE/ln Fighter]
Points: 23

(23) Academy Pilot [TIE/ln Fighter]
Points: 23

(23) Academy Pilot [TIE/ln Fighter]
Points: 23

(23) Academy Pilot [TIE/ln Fighter]
Points: 23

(40) "Howlrunner" [TIE/ln Fighter]
Points: 40

(29) Scimitar Squadron Pilot [TIE/sa Bomber]
Points: 29

(29) Scimitar Squadron Pilot [TIE/sa Bomber]
Points: 29

Total points: 488

Turbolaser Battery and Point Defense on the same ship, especially with no energy generation, seems not great. Both of those guns are energy hogs and they'll never hit the same targets. If you want to keep the Turbolaser, i strongly recommend you swap the point defense for a Targeting Battery, which has the carry-on effect of making the Sensor Team optional. Tibanna Reserves or Optimized Power Core would also go a long way to feeding the beast.

Why does the Black Ace have Veteran Wing Leader? In the second list, why DOESN'T Howl have VWL?

On 11/21/2019 at 11:43 AM, ChahDresh said:

If you want to keep the Turbolaser, i strongly recommend you swap the point defense for a Targeting Battery

Seconded... Particularly since the turbolaser needs the target lock to even fire... (I'm trusting you LaunchBay Next. Don't let me down.)

On 11/21/2019 at 5:42 AM, pakirby said:

(150) Outer Rim Patrol [Raider-class Corvette]
(9) Admiral Sloane
(15) Turbolaser Battery
(10) Point Defense Battery
(3) Damage Control Team
(10) Sensor Experts
(3) Corvus
Points: 200

Besides the hefty energy consumption of Turbolaser Battery and Point Defense Battery you need a way to aquire a lock at range 4-5 or else your Turbolaser Battery (requirement lock!) will only fire for a short period of time at range 3 targets. You could either include the Targeting Battery (1 energy to fire and aquire a lock afterwards) or Boosted Scanners (2 energy for range 5 lock) to enable that.

I would also recomment to take the Bombardment Team along to be able to spend one calculate for a range 0 or 4 primary attack or range 2 Turbolaser Battery attack.

While you’d think it Targeting Battery does not synergise well with Turbolaser Battery... Targeting Battery doesn’t ignore range restrictions so you can only lock to your normal range (compare with Toryn Farr or Dutch which explicitly say ignore range restrictions). Sensor Experts is the only way you can get those range 4-5 locks. Would love to be corrected on this though @LagJanson and @ChahDresh

In the few games I’ve played I’ve found the worst upgrade is the Point Defense Battery. Highly restricted range and 2 dice, usually unmodified, attacks don’t do much for price and energy drain. I’ve been preferring Ion Canon Battery on Wing Leaders to restrict their wings movements. Turbolaser can be horrifying though.

On 11/20/2019 at 8:42 PM, pakirby said:

150) Outer Rim Patrol [Raider-class Corvette]
(9) Admiral Sloane
(15) Turbolaser Battery
(10) Point Defense Battery
(3) Damage Control Team
(10) Sensor Experts
(3) Corvus

everyone else had pointed out the need for targeting battery so i will direct my efforts elsewhere. Corvus is great, you want the double calculate every round. I want to add something else, on another ship in the list, i would say a reaper as a sort of mobile command center, you want 0-0-0. i would put triple 0 on the raider, and sloane on another ship. Sloanes ability doesnt need to be on that exact ship, and it could make them split their fire. With 0-0-0, you get the calculate which just helps the raider, or give the enemy ship a stress which triggers sloane's ability. Sorry if thats jumbled.

TL;DR: Sloane on another crew carrier, 0-0-0 on raider.

2 hours ago, Sasajak said:

While you’d think it Targeting Battery does not synergise well with Turbolaser Battery... Targeting Battery doesn’t ignore range restrictions so you can only lock to your normal range (compare with Toryn Farr or Dutch which explicitly say ignore range restrictions). Sensor Experts is the only way you can get those range 4-5 locks. Would love to be corrected on this though @LagJanson and @ChahDresh

Well, it wouldn't be Sensor Experts.... they just let you lock additional targets when you take the action, so are wholly useless with Targeting Battery. Boosted Comms is what you have in mind.

That said.... it seems counterintuitive for that reading to be correct. Are we saying that Tarkin is range-limited? And Synchronized Consoles? I don't know, that seems contrary to how the thing is supposed to be used.

I quite agree on Point Defense Battery and Ion Cannon Battery.

1 hour ago, ChahDresh said:

Well, it wouldn't be Sensor Experts....

😂 ahh yes Boosted Scanners

1 hour ago, ChahDresh said:

seems contrary to how the thing is supposed to be used.

I agree but I’ve been told several times I’m wrong. To me Targeting battery states acquire a lock on the defender. Simple isn’t it. But the rules state “If a ship is instructed to acquire a lock, the object it locks must be at range 0–3 unless otherwise specified.” and as cards such as Dutch specify you ignore range restrictions and cards like Targeting Battery (and Tarkin) don’t they are range 0-3 only without some other ability.

I don’t like it. It feels wrong but does seem to fit the rules so I just go with rather than making any more fuss with my group.

4 hours ago, player3719000 said:

everyone else had pointed out the need for targeting battery so i will direct my efforts elsewhere. Corvus is great, you want the double calculate every round. I want to add something else, on another ship in the list, i would say a reaper as a sort of mobile command center , you want 0-0-0. i would put triple 0 on the raider, and sloane on another ship . Sloanes ability doesnt need to be on that exact ship, and it could make them split their fire. With 0-0-0, you get the calculate which just helps the raider, or give the enemy ship a stress which triggers sloane's ability. Sorry if thats jumbled.

TL;DR: Sloane on another crew carrier, 0-0-0 on raider.

Well I'll be. I just came to the exact same conclusion building a squad last night. Captain Feroph carries Sloane and Angled Defelctors, the Gozanti has other crew. I think it'll work well.

3 hours ago, ChahDresh said:

That said.... it seems counterintuitive for that reading to be correct. Are we saying that Tarkin is range-limited? And Synchronized Consoles? I don't know, that seems contrary to how the thing is supposed to be used.

Yes. Targeting Battery, Tarkin and Synchronized Console are range limited, unlike Vander (who specifies "ignoring range restrictions").

Last portion of the Lock ( Icon action lock ) section in the Rules Reference (page 13):

"If a ship is instructed to acquire a lock, the object it locks must be at range 0–3 unless otherwise specified."

Edited by Hiemfire
5 minutes ago, Hiemfire said:

Yes. Targeting Battery, Tarkin and Synchronized Console are range limited, unlike Vander (who specifies "ignoring range restrictions").

Last portion of the Lock ( Icon action lock ) section in the Rules Reference (page 13):

"If a ship is instructed to acquire a lock, the object it locks must be at range 0–3 unless otherwise specified."

Woah. So Tarkin's whole shtick isn't "anywhere on the board" it's "everybody lock, whether you have the action or not." Good to know. Never used him before.

I was a tad upset about targeting battery not ignoring range restrictions, but that would make it too powerful. Combining it with boosted scanners is risky, you could use up to 3 energy to get that attack and lock at range 5; it better be worth it.

On 11/23/2019 at 2:33 AM, Parakitor said:

Woah. So Tarkin's whole shtick isn't "anywhere on the board" it's "everybody lock, whether you have the action or not."

And that is why he doesn't really see use. Which is a shame, because Tarkin and because Peter Cushing. Also significantly limits the use of the Targeting Battery.

1 hour ago, PartridgeKing said:

And that is why he doesn't really see use. Which is a shame, because Tarkin and because Peter Cushing. Also significantly limits the use of the Targeting Battery.

The targeting battery is still handy on a CR90, which can acquire locks at range 4. Less inclined to use it on a Raider and totally disinclined to use it on anything else, I think.

Woah.....wait....you still have range restrictions on things like Targeting Battery and Tarkin?!?!?!? If so, that absolutely sucks. I'm going to email FFG on that one as it's potentially big.

13 minutes ago, heychadwick said:

Woah.....wait....you still have range restrictions on things like Targeting Battery and Tarkin?!?!?!? If so, that absolutely sucks. I'm going to email FFG on that one as it's potentially big.

That's always been my understanding. I really hope it's the other way around though! Do let us know if you hear differently!

29 minutes ago, heychadwick said:

Woah.....wait....you still have range restrictions on things like Targeting Battery and Tarkin?!?!?!? If so, that absolutely sucks. I'm going to email FFG on that one as it's potentially big.

Add it to the AMA question thread on page one as well?

The range restrictions on epic ships is painful. The need to have both a team and the energy to boost the range is a bit much, imo. I miss the old Sensor Team !

36 minutes ago, Tervlon said:

The range restrictions on epic ships is painful.

I'm not sure it's all that bad, depending on the build.

  • An ordnance tube Raider is likely to be limited to a maximum range 3 attack much of the time anyway.
  • CR90 naturally can lock out to range 4.
  • GR75 has a red lock action so I didn't actually use it in my one game with it.
  • Gozanti - not convinced that gunship platform is effective just yet
  • C-ROC... still experimenting on paper here
34 minutes ago, LagJanson said:

I'm not sure it's all that bad, depending on the build.

  • An ordnance tube Raider is likely to be limited to a maximum range 3 attack much of the time anyway.
  • CR90 naturally can lock out to range 4.

Not all Raiders are Ordnance Tubes.

Man, it's not until now that I realize the CR90 has a much better native ability than the Raider! It isn't always easy to get someone in your bullseye arc with a Huge ship.

Sorry for the wall but:

Corvette Patrol

(150) Outer Rim Patrol [Raider-class Corvette]
(8) Perceptive Copilot
(9) Targeting Battery
(2) Ordnance Tubes
(6) Concussion Missiles
(4) Ordnance Team
(3) Damage Control Team
(6) Instigator
(13) Proton Torpedoes
Points: 201

(48) Captain Kagi [Lambda-class T-4a Shuttle]
Points: 48

(43) Captain Jonus [TIE/sa Bomber]
(2) Veteran Wing Leader
(8) Barrage Rockets
Points: 53

(29) Scimitar Squadron Pilot [TIE/sa Bomber]
(8) Barrage Rockets
Points: 37

(29) Scimitar Squadron Pilot [TIE/sa Bomber]
(8) Barrage Rockets
Points: 37

(40) "Howlrunner" [TIE/ln Fighter]
(2) Veteran Wing Leader
(1) Crack Shot
Points: 43

(26) Black Squadron Ace [TIE/ln Fighter]
(1) Crack Shot
Points: 27

(26) Black Squadron Ace [TIE/ln Fighter]
(1) Crack Shot
Points: 27

(26) Black Squadron Ace [TIE/ln Fighter]
(1) Crack Shot
Points: 27

Total points: 500

This is probably the most effective build I could come up for the Raider. It's a brawling ordanace build that is very efficient. The only down side is the lack of R1 options. This thing has been my go to huge ship killer with the ability to line up the bullseye reliably (just aim the bullseye at the front of the ship and 9/10 they will still be in it after they move). For a total of a 3 dice attack, a 4 dice attack, and two 5 dice attacks with heaps of mods. The Instigator title is broken AF imho. Just use the targeting battery at range 3 and boom re-rolls for days (the lock token is considered a red token). With a Howlrunner and Jonus Swarm both getting double mods on there own the shuttle can coordinate the huge ship when it needs to reload. Also Kagi pulling locks off everything at range 3 is too good.

6 minutes ago, heychadwick said:

Not all Raiders are Ordnance Tubes.

Never said they were. All ships are build specific related, of course.

7 minutes ago, heychadwick said:

Man, it's not until now that I realize the CR90 has a much better native ability than the Raider! It isn't always easy to get someone in your bullseye arc with a Huge ship.

CR90 sacrifices that forward arc though... It's such a big arc on a huge ship. Managed to bullseye ships with the CR90 on the weekend... and just waved at them because I had no guns there.

I don't expect the Raider will bullseye much in the way of small base ships, but other huge ships better watch out... even large might be in trouble. The one advantage is that small fighters will have to pick whether they roll out before the Raider even moves. They won't be arc dodging after the fact.

5 minutes ago, AegisAngel said:

Sorry for the wall but:

Corvette Patrol

(150) Outer Rim Patrol [Raider-class Corvette]
(8) Perceptive Copilot
(9) Targeting Battery
(2) Ordnance Tubes
(6) Concussion Missiles
(4) Ordnance Team
(3) Damage Control Team
(6) Instigator
(13) Proton Torpedoes
Points: 201

(48) Captain Kagi [Lambda-class T-4a Shuttle]
Points: 48

(43) Captain Jonus [TIE/sa Bomber]
(2) Veteran Wing Leader
(8) Barrage Rockets
Points: 53

(29) Scimitar Squadron Pilot [TIE/sa Bomber]
(8) Barrage Rockets
Points: 37

(29) Scimitar Squadron Pilot [TIE/sa Bomber]
(8) Barrage Rockets
Points: 37

(40) "Howlrunner" [TIE/ln Fighter]
(2) Veteran Wing Leader
(1) Crack Shot
Points: 43

(26) Black Squadron Ace [TIE/ln Fighter]
(1) Crack Shot
Points: 27

(26) Black Squadron Ace [TIE/ln Fighter]
(1) Crack Shot
Points: 27

(26) Black Squadron Ace [TIE/ln Fighter]
(1) Crack Shot
Points: 27

Total points: 500

This is probably the most effective build I could come up for the Raider. It's a brawling ordanace build that is very efficient. The only down side is the lack of R1 options. This thing has been my go to huge ship killer with the ability to line up the bullseye reliably (just aim the bullseye at the front of the ship and 9/10 they will still be in it after they move). For a total of a 3 dice attack, a 4 dice attack, and two 5 dice attacks with heaps of mods. The Instigator title is broken AF imho. Just use the targeting battery at range 3 and boom re-rolls for days (the lock token is considered a red token). With a Howlrunner and Jonus Swarm both getting double mods on there own the shuttle can coordinate the huge ship when it needs to reload. Also Kagi pulling locks off everything at range 3 is too good.

A very interesting fix for this R1 issue i have found is cluster misses and ordnance tubes on the raider. you can make so many attacks with the front full arc granted by ordnance tubes. And it is a very nice counter to enemy wings. only downside is that you are going to have to reload it fairly often if you want to maintain the rate of fire.

3 minutes ago, player3719000 said:

A very interesting fix for this R1 issue i have found is cluster misses and ordnance tubes on the raider. you can make so many attacks with the front full arc granted by ordnance tubes. And it is a very nice counter to enemy wings. only downside is that you are going to have to reload it fairly often if you want to maintain the rate of fire.

I thought about it but in all honesty I was using the Raider as a huge ship killer with Howlrunner wing playing anti fighter and Jonus wing playing multi-role. Use the bombers to knock the shields once and the Raider can do the rest. In testing 3 double modded barrage bomber shots knocked 6 shields off in 1 go very reliably then the Raider just started chewing up the hull with multiple crits per turn. Then the bombers can peel off and do anti fighter passes.