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Ribann

How do you Corran?

29 posts in this topic

What are the leading theories as to how to maximize Corran's effectiveness in a match?

 

Just want to hear some ideas, as I won the E-wing and want to test it out at a local group tomorrow night.

 

Cheers!

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Marksmanship definitely if you want to use his special ability often. It grants you the bonus for his 2nd attack too! Put also a FCS and you will have something quite solid on him!

Edited by Jagd
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As excited as I am that Expose might finally have some potential, I have yet to see the mathwingers weigh in on the issue.

Edited by WonderWAAAGH

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My ideal Corran build is

 

Corran Horn (35)

+ Engine Upgrade (4)

+ R2-D2 (4)

+ Marksmanship (3)

+ Fire Control System (2)

 

On the turns you fire, two attacks of 3+ with "super Focus" and Target Lock for one or more (if you picked up the TL earlier).

On the turns you don't fire, one of your many green maneuvers regenerates a shield and Engine Upgrade can help you get away.

 

Unfortunately, that's 48 points in a small ship. However, I just threw it together with this, and I like it (on my computer screen at least):

 

Chewbacca (42)

+ Luke Skywalker (7)

+ Decoy (2)

+ Millenium Falcon (1)

 

With Luke on board, Chewie can use the Title to Evade while still having good firepower. And if Corran's on a non-firing run, Decoy can pull over his PS8. Since the E-Wing already comes with Barrel Roll, you could drop the Engine Upgrade on Corran for some more goodies on Chewie, or simply give Corran even more durability with Shield/Hull Upgrade.

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As excited as I am that Expose might finally have some potential, I have yet to see the mathwingers weigh in on the issue.

Yeah, that's why there is a if another pilot is giving tokens (TL or Focus) in the team.

 

if not, PtL + R2 + FCS sounds better for the same value, or just Marksmanship and FCS... But I so want to make Expose works! 

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I tried out corran with R2-D2, EU, FCS, and PTL and I definitely wish I had used an r2 instead of R2-D2, I was really missing those green 2 turns that I though e wings had...

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I ran him last night against my girlfriend, and basically the topic title popped into my head then too.

 

So last night I ran this 100 list:

 

Corran Horn

PtL

FCS

Engine

R2 Astro

 

Dagger + Adv Sensor x2

 

99

 

Corran never got hit once, because his off round moves consisted of him juking across the map with Boost + Barrel Roll. He is in no way invulnerable, but if you play right you can get nasty alternating the all in attack round and all in defense.round.

 

I think he will be better with a few cheap Z's to fill the list, but this list worked.

 

I played Corran like a PtL interceptor at deployment. Deploy straight forward from the extreme edges of the board. 5 straight, bank boost towards center of map, then barrel roll as far forward as you can and you're 3/5 across the board in the first round and angled 45 degree to start flanking shots either in the first or second round.

Edited by Skargoth
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As excited as I am that Expose might finally have some potential, I have yet to see the mathwingers weigh in on the issue.

I believe the math will support focusing for both attacks (AKA marksmanship) to be superior even with the FCS if you have Garven/Kyle/Lando passing a focus so you can have an extra attack die on the first attack and then a TL+Focus+Extra die on the second it may be useful

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So in the imbaar event final, I ran him with PTL, Engine, Droid that let's you target lock and boost and advance sensors... I then took cracken with wingman and Biggs with a couple of bits... Corran was so fast and could end up almost anywhere! He was prob more maneuverable then the Echo!

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Hmmm, expose and FCS with 2 attacks a turn. Lets compare with using ptl to start the round with TL&focus, also with FCS, an with opportunist (assuming you can use opportunist on the second attack) and FCS

 

At range 2-3:

Expose & FCS: 4 dice basic + 4 dice with TL = 2+3=5

PtL & FCS: 3 dice TL&F + 3 dice TL = 2.8125+2.25 = 5.0625

Opportunist & FCS: 3 dice TL/F + 4 dice TL = 2.25+3 = 5.25

 

At range 1:

Expose & FCS: 5 dice basic + 5 dice with TL = 2.5+3.75 = 6.25

PtL & FCS: 4 dice TL&F + 4 Dice TL = 3.75+3 = 6.75

Opportunist & FCS: 4 dice TL/F + 5 dice TL = 3+3.75 = 6.75

 

I did wonder whether the 2 attacks might actually make Expose viable. But no, it's still bad. Just not quite as much.

 

The comparison between PtL and Opportunist is perhaps more interesting, with opportunist better at long range but the same at range 1. The fact that they both give stress is another interesting part of the comparison. Personally I think I would still stump for PtL, as it adds a bit more flexibility to focus & evade or barrel roll, or boost and barrel roll with the EU (although personally I look at how pricey this build is and would go straight for hull or shield upgrade.

 

With either PtL or Opportunist, R2D2 make a lot of sense with the extra green manoeuvres you'll be making, and even more with a shield upgrade.

 

Cheerio,

 

Ben

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At his price range, I think EU is almost needed.  I've run him several times without it, and I keep WANTING it, especially for getting away on the second turn (or for closing to R1 for the double shot).  I'm torn between VI and PTL as an EPT.  VI helps with ensuring he moves last so he can arc dodge everything, but PTL allows him to arc dodge more effectively when there's no one at PS8/9.  

 

FCS is a good use of 2 points imo for his second shot, and as an end game closer since it frees your actions up for dodging.  And then if I'm going with PTL, R2 droid... but if I'm not, either no droid, or R2D2, depending on the other points.

 

Corran

FCS

VI/PTL

R2D2/R2

 

I'm not a big fan of marksmanship even with the second shot, as the FCS gives you a TL, and while not as good as a TL+F attack, at least you have an action to spend, plus it's a point cheaper and leaves the EPT slot open for better things.  Heck, I might want to try predator at some point in there.  A reroll is nice... two rerolls is even better... 4 rerolls is just rediculous.  But then that would negate the FCS... So maybe put outmaneuver in there - after all he'll be flown weirdly with his pewpew run away strategy.  

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Even with all the math, I think Marksmanship will ultimately guarantee those crits, which is what I'm looking for.

 

Actually, I think the maths support you:

 

Marksman + FCS:

Range 2-3: 3 dice marksman + 3 dice marksman & TL = 2.25+2.8125 = 5.0625

Range 1: 4 dice marksman + 4 dice marksman & TL = 3+3.75 = 6.75

 

So not only are the numbers the same as PtL on the number of raw hits, but its also it doesn't cost you the stress, and that's before you factor in the extra crits you're causing. It lacks the flexibility of PtL, but man it packs a punch. Good shout, sir!

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I hate 3 ship Reb builds, but I was pondering 

Cracken + SL

Horn + Marks + FCS + R2

Wedge + Outmaneuver + EU

Edited by Bohrdumb

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Is Corran priority target # 1 if you are against him? Even over Wedge and Wes? He could kill a B-wing in one go if you are lucky.

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Why did you need both Engine and the Astromech that lets you boost? Seems like a lot of points for a little gain.

You'd be surprised how advantageous boosting twice is... Gets him out of all sorts of trouble or in range 1 and put of arc etc of stuff... :-)

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I won the imdaar event using Horn

 

ran him R7-T1, PTL, FCS

 

you don't need engine because you can use the T1 defensively as well.  I think people forget that you don't need to have them in arc, they just need to have you in arc to get the boost. 

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Also, you cant boost twice.  R7-T1 lets you perform a free boost action.  So you can't do the same action twice...even if one of them is free.

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I probably would run him with PTL+R2+EU and then a FCS (I think Etahn i would go adv sensor on it or for the generics)  The biggest trick I would recommend tor people is saving their focus for the second shot if possible because then your opponent spends their tokens on the first attack, (although the rule still applies spend it when you see the Eyes I would say 2 or more is probably a good bet)

 

Another option you can try is that astromech that is the poor man's FCS it is less reliable, yes, but then you can have it and an advanced sensors

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Why did you need both Engine and the Astromech that lets you boost? Seems like a lot of points for a little gain.

You'd be surprised how advantageous boosting twice is... Gets him out of all sorts of trouble or in range 1 and put of arc etc of stuff... :-)

 

 

 

Also, you cant boost twice.  R7-T1 lets you perform a free boost action.  So you can't do the same action twice...even if one of them is free.

What he said. ;)

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if you had access to extra focus tokens somehow - Expose + R2F2 is somewhat interesting, as you have a defense boost action for the turns you're not attacking, and an offense boost action for the turns you are attacking.  While it may not be the best options - Corran does seem one of the best places to place multiple action upgrades that you wouldn't take normally, due to the contextual attack  / no attack  set up.

Though - I am guessing The best use of Corran will involve not taking the double attack every other turn, but only when it will finish an opponent off.

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For in-game effect, rather than calculations, you can never rule out advanced sensors as an upgrade. I think people playing against Corran are going to want to block him and generally mess up his actions, which is the downside of his high PS. I know I'd be putting all kinds of stuff in his way, especially if he was stressed and his moves were predictable. The moment he bangs into the ship he has his target lock on his efficiency drops away fast. Double shots missed hurt twice as bad.

 

I'd argue against PTL on Corran because stress is not at all your friend. Maybe it would be ok with an R2, but there are better mechs that you'd want instead. I expect that you'd often want to have Corran pull a long K-turn the turn after he did his double shot, so you don't want to already be stressed at that point. For sure you can pull 2 turns to get back if you've got the R2, and rolling helps, but that option to put an evade up with advanced sensors and then K-turn seems like it would be great to me.

 

So my set up would be to go with marksmanship and advanced sensors, plus other stuff if you want (engine definitely a good option). If I'm going to hit something but there are other targets behind it, I can just stick up marksmanship and then bang into the first ship. You could even use the e-wing's speed to do this deliberately, so that corran was touching the front shops, in range of the second line (I'm thinking of a swarm-type set up here) and took minimal return fire.

 

Instead of the advanced sensors you could  try someone who hands out actions. Lando would be by far my preferred option here, but then you're running a 2-ship build. That could be interesting, I suppose! It might work, if you stuck R2-D2 on Corran and really worked to keep him alive... well sometimes it might.

Edited by Mandragola

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