CR-90 with a U-wing escort [rebel, 500 points]

By Roller of blanks, in X-Wing Epic Play

Alderaanian Guard (146)
Ion Cannon Battery (6)
C-3PO (8)
Veteran Turret Gunner (8)
Bombardment Specialists (6)
Damage Control Team (3)

Airen Cracken (36)
Concussion Missiles (6)
Veteran Wing Leader (2)

Bandit Squadron Pilot (23)
Concussion Missiles (6)

Bandit Squadron Pilot (23)
Concussion Missiles (6)

Bandit Squadron Pilot (23)
Concussion Missiles (6)

Magva Yarro (50)
Pivot Wing (0)

Blue Squadron Scout (43)
Leia Organa (6)
Pivot Wing (0)

Garven Dreis (49)

Gray Squadron Bomber (31)
Proton Torpedoes (13)

Total: 500
View in Yet Another Squad Builder 2.0

The CR-90 is a straight gunship. Get your broadsides online, and open up at any range with Bombardment specialists and VTG. The Z-95s are the strike force to come in on a flank and put damage into damaged wings and huge ships. Magva looks like a good defensive buff against ordnance, while the other is the leia carrier (which is almost an auto-include for rebel epic) Garvin can boost the CR-90's attacks and the Y-wing is just cheap offensive power

What to you think?

Looks decent. But VTG is useless. You only get one Bonus Attack per weapon, which the ICB is already a labeled Bonus Attack. And you can only use the linked Calculate action once per round as well, so having both Bombardment Specs and Damage Control Team is a little redundant. I mean, yes, you can use the Damage Control Team to repair damage, but that eats an action, which even with two actions feels bad. Unless...I think you'd get some mileage out of putting a Tactical officer onto the Leia carrier and keep that little guy behind the CR-90. Then you could have the extra action economy to get the most out of those two Teams. Of course, that makes your Blue Squadron Scout a very juicy target, but any shot drawn away from your CR-90 is good?

19 minutes ago, Kleeg005 said:

And you can only use the linked Calculate action once per round as well, so having both Bombardment Specs and Damage Control Team is a little redundant.

Since you want to Reinforce every round having the Damage Control Team is nice to always link into the Calculate action, regardless of your second action. (Also it is very cheap.)

1 hour ago, Singulativ said:

Since you want to Reinforce every round having the Damage Control Team is nice to always link into the Calculate action, regardless of your second action. (Also it is very cheap.)

True. I prefer the flexibility that the Bombardment Specs give to the ICB. Getting that sweet double-modded Range 1 shot? Beautiful. I mean, yes, you do want to Reinforce every round, but you don't need the DCT to Reinforce. But without the lock shooting is often a literal waste of energy, and without B-Specs you can't get that ICB to Range1. Depends on your build and your playstyle.

Thanks for the gunner clarification! Saved me a lot of embarrassment lol.

I swapped the turret gunner for a Targeting battery, but then I started thinking that if I drop C-3P0, I could swap ICB for Turbolasers. Would that be worth it, though? I'm a bit apprehensive about turbolasers since they eat so much energy.

Alderaanian Guard (146)
Ion Cannon Battery (6)
Targeting Battery (9)
C-3PO (8)
Bombardment Specialists (6)
Damage Control Team (3)

Magva Yarro (50)
Pivot Wing (0)

Blue Squadron Scout (43)
Leia Organa (6)
Pivot Wing (0)

Garven Dreis (49)

Gray Squadron Bomber (31)
Proton Torpedoes (13)

Airen Cracken (36)
Cluster Missiles (5)
Veteran Wing Leader (2)

Bandit Squadron Pilot (23)
Cluster Missiles (5)

Bandit Squadron Pilot (23)
Cluster Missiles (5)

Bandit Squadron Pilot (23)
Concussion Missiles (6)

Total: 498
View in Yet Another Squad Builder 2.0

1 minute ago, Roller of blanks said:

Thanks for the gunner clarification! Saved me a lot of embarrassment lol.

I swapped the turret gunner for a Targeting battery, but then I started thinking that if I drop C-3P0, I could swap ICB for Turbolasers. Would that be worth it, though? I'm a bit apprehensive about turbolasers since they eat so much energy.

Cheers.

Me? Personally? I've not used Turbolasers yet. I've only seen it on the table once. Opponent only managed a single shot. Now, that shot *hurt*, but I don't know that it was in any way determinate in the game? Targeting Battery seems okay, perhaps especially so on a CR-90 with those big Broadside guns. I've yet to have any luck at all with Point Defense Batteries. The only big gun I've felt any kind of consistent success with is the Ion Control Battery. But man, that's me, right? I've only gotten in a handful of games. Give the Targeting Battery a shot. Try the Turbolasers. Tell us what happens.

But I think, especially if you do run Turbolasers, you're going to want Tibanna Gas and a coordinator running alongside to give you the extra action to use the Tibanna. Gut reaction. I've equipped Tibanna a couple times and never managed to use it, mostly because of feeling so action-starved - on a ship with two actions, mind you. Because by the time you *need* to use the Tibanna to get some energy back to fire that Turbolaser a second time, you're going to be in the thick of the fight, using your actions to reinforce and focus, to survive and hit harder.

Turbolasers aren't good IMHO.

Why aren't the Z95 a wing?