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Star Wars: X-Wing Miniatures Game» Forums » General

Subject: how to build a cr90 for flying solo rss

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tom brown
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CROM THE INVINCIBLE, SAVIOR OF THE GRUNGE MASTERS DAUGHTER
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ive got a practice game 2moro with my cr90, ive never flown it before, although i used the transport today to very good effect and have the grips on the movement. Jam is fantastic and next time i will take the slicer tools card.

The problem is it will be flying by itself, so no escorts. Im not sure how to build it as a lot of the stuff it can take are buffs for friendly ships.

the points limit is basically open, and my opponent it going to take a balanced empire side to make the game last longer than if he took 4 or 5 fully kitted out bombers.

I was thinking to take as many of the short range guns as i can fit, and anything that will let me store and get more energy, the repair droid, shield generator and combat retrofit.

is there anything else i should consider?
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J Chav
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Han Solo, sensor team and weapon engineer. See my blog post below.

Tantive-izing IV Thought
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Jason Arends
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I would suggest:

CR90 Fore Section (50)
title: Tantive IV (4)
hardpoint: Single Turbolaser (8)
hardpoint: Quad Lasers (6)
team: Sensor Team (4)
team: Gunnery Team (4)
crew: Weapons Engineer (3)
crew: Han Solo (2)

CR90 Aft Section (40)
hardpoint: Quad Lasers (6)
team: Engineering Team (4)
crew: Chewbacca (4)
cargo: Tibanna Gas Supplies (4)

comes to 139 total. I don't know if you'll have the energy to spare for the repair droid, which also takes an action, or backup shield generator (I love that upgrade with the Quantum Storm, but the corvette is a lot more energy intensive), and I don't think there is a combat retrofit for the corvette.

some things I've noticed playing against the Corvette:
-try to bank energy on the guns before combat starts. if you don't have a round or two before you start getting swamped, you're in trouble.
-single turbolasers only have a chance against low agility opponents.
-use the extra die on the main gun.
-don't let a lot of ships get behind you or you're screwed.
 
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tom brown
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great blog post please take my geek gold. the only problem with the single turbolaser is that its only going to fire sideways, so maybe if i deploy sideways in a corner and use that and the main gun with a target lock for each it could be useful.

solo is great because i cant focus so it means both my long range shots will get target locks and can either use them to re-roll or focus which is very handy.

 
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J Chav
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ironman99 wrote:
great blog post please take my geek gold. the only problem with the single turbolaser is that its only going to fire sideways, so maybe if i deploy sideways in a corner and use that and the main gun with a target lock for each it could be useful.

solo is great because i cant focus so it means both my long range shots will get target locks and can either use them to re-roll or focus which is very handy.



Just make sure you are range 1 away from the edge if you decide to turn later (start facing the opponents deployment area) as you will fishtail off the board.

Also feel free to subscribe to my blog. I update it every Wednesday.
 
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tom brown
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So I ran this ship today, flying solo.

I had on the aft a quad cannon, weapons engineer, tibanna gas supply and sensor team.

On the fore I had jainas something title, han solo, quad cannon and signle turbolaser. I think that is everything. please forgive me for names I havent had much time to look things over.

I faced off against a bomber with some kit, 2 ties, 2 interceptors and echo with advanced cloaking device.

It got a bit hairy at the start, with the long range guns not doing a lot, i think I put 1 damage onto the bomber until everything got right up close to me. I then took a hell of a lot of damage, everything shot me from range 1 or 2 and stripped all my shields and nearly crippling the aft, with me just finishing the bomber before it could unleash its payload.

I deft manouver by myself caused me to crush a tie and a squint with movement, and then getting range 1 shots against the remaining tie and squint, in which they were both stressed because the kiogran turned to keep me in their firing arcs. I 1 shotted both of them.

After that it was a battle between me and the phantom, that lasted about 15 turns. Essentially my mission was to get off the other side of the board (about 4x4) and he had to take me out. With my rear blind spot and the manouverability of echo I was just trying evasive flying to keep him out of range 1 and recharging shields to keep myself alive. Eventually about halfway across the board he destroyed the aft section.

This in a sense was a good thing for me. I didnt need the weapons engineer or sensor team at this point, and the only action i could do was target lock. But the blue line on my ship base that had stopped me shooting him when he was in my aft, was now my saviour as he needed to fly into my firing arcs to shoot me. This put us pretty equally.

My tactic. fire a quad laser, hopefully strip the focus, if i dont and miss fire again but still dont use han solo. Hopefully with no focus, it is still 4 vs 4 with the main gun, I could save 1 energy and make this 5 vs 4 with han solo, i roll 2 crits, a hit and 2 eyeballs, so I solo them and thats 5 hits. he rolls 1 evade. blam! no phantom.

So my thoughts on the corvette.

1) single turbolasers are no good against fighters. I think against shuttles and falcons etc they would be useful, but even then the range is pretty tough to use.

2) relying on fancy combos is all well and good until you lose a section. you need to make sure the fore section can support itself. If you lose the fore section its pretty much game over.

3) A repair droid in the fore is not a bad idea, as you might not always want to target lock or hand out a focus, I spent about 10 turns not being able to shoot anything. I could have been repairing.

4) apart from phantoms and possibly some interceptor/a wing builds your slow speed can be an issue as fighters really need to avoid you and not be crashed into.

my thoughts on the phantom, based on this battle and a more normal dogfight

1) Its not broken. It is difficult to target, especially echo, and it has a very good damage output, but its not uncatchable, I think y wings are the rebels answer.

2) you can quite easily guess where your opponent will decloak and move to. Because they can go anywhere they are probably going to the best spot. They become and bit predictable.

3) even cloaked it needs to focus. It is in defense an a wing with an extra green dice. A couple of unlucky rolls and its gone. catch it uncloaked with wedge or another damage doer and its gone.

4) It is fun. to fly against. It is a new challenge and a great addition to the meta.
 
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