[Epic List] 500 points Rebels CR90

By Stefan, in X-Wing Epic Play

I'm unsure about the B-Wing. The idea is to use the Z-95 as a Anti-Wing-Defense for the CR90 when needed.

Alderaanian Guard (146)
Targeting Battery (9)
Point-Defense Battery (10)
Perceptive Copilot (8)
Sensor Experts (10)
Damage Control Team (3)
Liberator (5)

AP-5 (32)

Tala Squadron Pilot (25)
Crack Shot (1)
Cluster Missiles (5)

Tala Squadron Pilot (25)
Crack Shot (1)
Cluster Missiles (5)

Wedge Antilles (55)
Crack Shot (1)
R4 Astromech (2)
Servomotor S-Foils (0)
Veteran Wing Leader (2)

Biggs Darklighter (48)
Servomotor S-Foils (0)

Thane Kyrell (48)
Crack Shot (1)
Servomotor S-Foils (0)

Ten Numb (48)
Elusive (3)
Fire-Control System (2)
Autoblasters (2)
Total: 497

View in Yet Another Squad Builder 2.0

I think you might be putting too many points into named pilots. Massed generics might be a bit better.

I kind of agree about the named guys. Also, the B-wing will be too slow.

Why use AP-5? I think I would just go with a Wing of Z-95's and Cluster Missiles. I wouldn't worry about Crackshot. I don't think it will get used enough. You might even be able to go with one named Z and the other two Bandits.

Not sure if you need all the named T-65 pilots. One named and then some generics work. I can see going with Red Vets for shooting first. Garven is also a good one to put in a Wing.

23 minutes ago, heychadwick said:

Not sure if you need all the named T-65 pilots. One named and then some generics work. I can see going with Red Vets for shooting first. Garven is also a good one to put in a Wing.

I think it's a case-by-case basis. Here, I'm not sure how much he gets by dropping to generics. Dropping the wingmates down to Red Sq. Veterans saves 13 points. I guess you could throw a Proton Torpedoes on Wedge. Or Dreadnought Hunter on Ten Numb. But the named pilots he chose both have good abilities. If Wedge gets pulled out of the wing by Tractor or Ion, Biggs can still pull a damage away, while Thane can do fun things with crits.

Not sure about the Targeting Battery. It has no synergy with Sensor Exports because they only work when you perform a lock action. I would consider Ion Cannon Battery instead. The one advantage Targeting Battery gives you I'd that after you take the lock action, you can fire at one of the locked targets, spend the lock, and still have the lock there afterwards. I guess it also lets you pick a different target to lock if one of the three is beyond range of the Point Defense Battery - shoot the closer target and then move the lock from a different ship.

1 hour ago, Parakitor said:

Not sure about the Targeting Battery. It has no synergy with Sensor Exports because they only work when you perform a lock action. I would consider Ion Cannon Battery instead. The one advantage Targeting Battery gives you I'd that after you take the lock action, you can fire at one of the locked targets, spend the lock, and still have the lock there afterwards. I guess it also lets you pick a different target to lock if one of the three is beyond range of the Point Defense Battery - shoot the closer target and then move the lock from a different ship.

...Or don't take the Target Lock action! With Perceptive Co-pilot you can Focus and Reinforce every round. You fire the TL Laser with a Focus for mods and get a TL if in R3. Then, you can fire main guns. Yes, a Sensor Team would be better to ensure you can get the TL on them at longer ranges.

6 minutes ago, heychadwick said:

...Or don't take the Target Lock action! With Perceptive Co-pilot you can Focus and Reinforce every round. You fire the TL Laser with a Focus for mods and get a TL if in R3. Then, you can fire main guns. Yes, a Sensor Team would be better to ensure you can get the TL on them at longer ranges.

Well, the CR90 already has the ability to lock out to range 4, so Boosted Scanners isn't necessary. I totally agree that this ship wants to Focus and Reinforce each round, so I think Sensor Experts can be ditched. I might pick Gunnery Specialists instead. Keep the Targeting Battery, but if you have to shoot at a ship you don't have locked, you can spend an energy to reroll. It can be an energy hog, so Tibanna Reserves or Optimized Power Core becomes necessary...and then it's too expensive. Oh well, just brainstorming here.

On 12/30/2019 at 6:51 PM, heychadwick said:

I kind of agree about the named guys. Also, the B-wing will be too slow.

Why use AP-5? I think I would just go with a Wing of Z-95's and Cluster Missiles. I wouldn't worry about Crackshot. I don't think it will get used enough. You might even be able to go with one named Z and the other two Bandits.

Not sure if you need all the named T-65 pilots. One named and then some generics work. I can see going with Red Vets for shooting first. Garven is also a good one to put in a Wing.

That's my problem. Dropping to generics doesn't free enough points to add ships. AP-5 is a cheap source of Reinforce, nothing more.

On 12/30/2019 at 9:44 PM, Parakitor said:

Well, the CR90 already has the ability to lock out to range 4, so Boosted Scanners isn't necessary. I totally agree that this ship wants to Focus and Reinforce each round, so I think Sensor Experts can be ditched. I might pick Gunnery Specialists instead. Keep the Targeting Battery, but if you have to shoot at a ship you don't have locked, you can spend an energy to reroll. It can be an energy hog, so Tibanna Reserves or Optimized Power Core becomes necessary...and then it's too expensive. Oh well, just brainstorming here.

Very good ideas! I'll give it a try. Tibana and Gunnery in, Sensors out.