[Blog] Musings about Epic: Listbuilding the GR75

By Stefan, in X-Wing

I actually quite like the idea of Stalwart Captain + Point Defense Battery + Damage Control Team for 70 points. Anything can die in a single round (even the Raider) and tbh, if my opponent has to chew through 15 HP (reinforced if they're not jamming that off) for 70 points, I think I'm ok with it. Agree that it's not going to be as good as something similar on a C-ROC but backed by Drea for mods.

Luminous is expensive but opens up the possibility of using it as a battering ram. I've had an opponent set up a C-ROC close to my howlrunner swarm using Boba Fett crew and it made for an uncomfortable opening round or two making sure he didn't just wipe the whole swarm out with a single three-speed maneuver.

On 1/23/2020 at 4:10 AM, Stefan said:

F-Tier

What I said about Raymus goes double for the Stalwart Captain. You invest so many points and a slot to fire another 2-dice attack (maybe)? Simply don't.

Well, if you have enough energy and Adaptive Shields, you could save a few more hits on other ships. Still not the best option. I can't think of anytime I would want the Stalwart Captain, tbh.

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C-Tier

The Dorsal Turret likely allows you to shoot at the people who are going to kill you, but there's a chance you can fire off a 3-dice attack once. Hooray.

See, I rate this higher. Mainly because you are wrong about a 3 dice attack. You get an extra red die at R1 for the special rule of the turret, but you also get another one for being at R1 (like all weapons, but ordnance). So, you are getting a 4 red die at R1. Also, it's only 3 pts. It can point any direction. I can think of a lot worse things for 3 points.

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C-Tier

Jyn Erso (Rebel Alliance) might help a nearby wing that really, really wants to survive by handing out Evade tokens. This might be especially relevant for jousting superior wings; however, it requires the GR75 to be essentially part of the joust due to the range requirement, and...why?

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There are some uses for Toryn Farr (Rebel Alliance). While you usually don't want to Target Lock with a GR75, it being red and all, the following red Coordinate (that's two energy for everyone that keeps counting) allows any ship to lock on whatever you just locked. I don't see many uses that aren't incredibly circumstantial, but there may be some nice combo out there I haven't yet found out.

I will say that if you are playing Epic Battles, there are scenarios where this is more useful than just 500 pt slogfests. You have objective ships that need to escape. Also, in the matches that have transports that need to escape, the transport gets a free Evade if there is another friendly ship in the same firing arc. You might want to keep that one spare ship alive that is escorting it. One lone Z-95 can help a transport survive a wing of Tie Fighter attacks. That would be a free Evade from each attack.

Toryn Farr can synergize with the Targeting Battery. Yeah, it's a lot of points, but it could allow that Torpedo ship to get that shot off. Or a Dreadnaught Hunter the same. Depends on how your list is built. Possible chain combos after that dealing with TL.

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B-Tier

If you have a wing that wants to stay close or are shadowing a CR90, the Adaptive Shields might justify their cost. I find the range 1 requirement very restrictive, but the ability to mitigate damage should never ever be denied.

Once again, if playing the Epic Battles scenarios, this could be top of the list, or at least A.

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Oh, there is also this build to try out one day.

Echo Base Evacuees (55)
Point-Defense Battery (9)
Nien Nunb (5)
Tibanna Reserves (3)
Optimized Power Core (6)
Quantum Storm (3)
Total: 81

Edited by heychadwick
11 hours ago, heychadwick said:

See, I rate this higher. Mainly because you are wrong about a 3 dice attack. You get an extra red die at R1 for the special rule of the turret, but you also get another one for being at R1 (like all weapons, but ordnance). So, you are getting a 4 red die at R1. Also, it's only 3 pts. It can point any direction. I can think of a lot worse things for 3 points.

You're probably confusing the rules with 1.0. Dorsal has no special rules.

Useful for keeping a 180 arc though.

14 hours ago, Octarine-08 said:

You're probably confusing the rules with 1.0. Dorsal has no special rules.

Useful for keeping a 180 arc though.

Well, kiss my grits....

On 1/24/2020 at 12:05 AM, eljms said:

I actually quite like the idea of Stalwart Captain + Point Defense Battery + Damage Control Team for 70 points. Anything can die in a single round (even the Raider) and tbh, if my opponent has to chew through 15 HP (reinforced if they're not jamming that off) for 70 points, I think I'm ok with it. Agree that it's not going to be as good as something similar on a C-ROC but backed by Drea for mods.

Luminous is expensive but opens up the possibility of using it as a battering ram. I've had an opponent set up a C-ROC close to my howlrunner swarm using Boba Fett crew and it made for an uncomfortable opening round or two making sure he didn't just wipe the whole swarm out with a single three-speed maneuver.

I updated the article, thanks!

On 1/24/2020 at 4:27 PM, heychadwick said:

Toryn Farr can synergize with the Targeting Battery. Yeah, it's a lot of points, but it could allow that Torpedo ship to get that shot off. Or a Dreadnaught Hunter the same. Depends on how your list is built. Possible chain combos after that dealing with TL.

What do you mean?

23 hours ago, Stefan said:

I updated the article, thanks!

What do you mean?

So, I went through the build to make sure I had everything right, but I realized I didn't even need the Targeting Battery. You only need:

  • Boosted Scanners - lets you Target Lock at R4 or R5 for 1 or 2 Energy. (8 pts)
  • Torryn Farr - changes your TL to White and allows a linked Coordinate action. (4 pts)
  1. Action 1 - Grab a TL at R5
  2. Linked Action - Coordinate to a nearby ship with Torpedoes (Y-wing, X-wing, etc.) on enemy target.

You can give a TL to another ship on an enemy at R5. All this for 12 pts. If you want to go further, you can add a Comms Team for 8 more pts. That will let you spend up to 2 Energy to give 2 other ships a TL. So, you can:

  1. Action 1 - Pop Tibanna Gas
  2. Action 2 - TL enemy Ship R5 for 2 Energy
  3. Linked Action - Costs another Energy - Coordinate to friendly Torpedo boat to give a TL. Spend 2 more Energy to give 2 more TL's.

Total cost = 20 pts extra (75 pts for ship total)

Total Energy = 5 Energy (you will need a title to get more than the 4 Energy)

The best part is you can do it again the next turn when everything is at R4 to give another wing of 3 ships TL.

So, if you build your list to be about ships with Torpedoes, this build can really assist in trying to get the max effect of your warheads with double modification. They will have TL's already and you can Focus for the turn you are going to fire. It can be an enemy capital ship or an enemy Wing leader. If you are firing fully modded Proton Torpedoes on a Wing Leader, they can only shunt off so much damage a shot. With 4 dice fully modded, you can still do 2 hits to the Wing Leader and then he will be spreading damage around. Also, if you really want to hurt him, you have a wing of A-wings that fire Concussion Missiles at the enemy wing after he spreads a bunch of Proton Torpedo hits to the rest of his squad, especially if they are un-shielded. One hit means every ship in that Wing will be flipping their damage card to a Crit. It can get ugly.

Echo Base Evacuees (55)
Toryn Farr (4)
Comms Team (8)
Boosted Scanners (8)
Quantum Storm (3)

“Dutch” Vander (40)
Plasma Torpedoes (9)
Veteran Wing Leader (2)

Gray Squadron Bomber (30)
Proton Torpedoes (13)

Gray Squadron Bomber (30)
Proton Torpedoes (13)

Green Squadron Pilot (32)
Concussion Missiles (6)
Veteran Wing Leader (2)

Phoenix Squadron Pilot (29)
Concussion Missiles (6)

Phoenix Squadron Pilot (29)
Concussion Missiles (6)


Total: 325 - still room for a lot with 175 pts to spare in a 500 list.

Nice thanks!