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Red Winter

Corran's Fat Friends

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? What would you have them change?

 

 

 

I don't want to derail the thread too much but; just make it so a decimator would lose the die at range 3 vs Wedge.  Not sure how that would be worded though. 

 

Swap "agility value" for "defense dice" adding Dice is different than adding agility or attack. 

 

Although that would actually be a strong buff to Wedge since in addition to ignoring the R3 bonus he ignores the Asteroid bonus and other obstacles that "add defense dice" basically it's giving him Dash (crew) combined with Outmaneuver.  

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? What would you have them change?

 

 

 

I don't want to derail the thread too much but; just make it so a decimator would lose the die at range 3 vs Wedge.  Not sure how that would be worded though. 

 

Swap "agility value" for "defense dice" adding Dice is different than adding agility or attack. 

 

Although that would actually be a strong buff to Wedge since in addition to ignoring the R3 bonus he ignores the Asteroid bonus and other obstacles that "add defense dice" basically it's giving him Dash (crew) combined with Outmaneuver.  

 

 

Only on Decimators though, as everyone else will be rolling one less agility in his current state, so they would all be rolling the same # of dice.  Only Decimators who have 0 agi would be affected, and only at R3 or obstructed.

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I'm just a newbie, I started last weekend, but I've been following along and I notice that no one said anything about the marksman upgrade. For 3 points thats not a bad card to have. Am i missing something here about this card or does if just work for certain pilots???

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I'm just a newbie, I started last weekend, but I've been following along and I notice that no one said anything about the marksman upgrade. For 3 points thats not a bad card to have. Am i missing something here about this card or does if just work for certain pilots???

 

Marksmanship is a strong card on Corran Horn. It's problem is it's lack of utility. It's very strong on the Double-Tap turns but it's useless on off-turns. Whereas PTL while less powerful on the Double-Taps is useful during the Off-Turns. This of course is not factoring R2-D2 and the greens which is added synergy through stress clearing.  

 

There's also hyper - mobility to consider, if you're giving him an Engine upgrade the ability to Boost/Barrel Roll makes Marksmanship a lesser choice. 

 

Basically if you Double-Tap every opportunity with him PTL is the stronger choice, if you save it for certain opportunities Marksmanship is a strong single-action. Since with it when you choose to Tap it potentially hits very strong. 

 

I've gotten lucky and 1-Shotted a Lambda one game and 3-rounded a Decimator with the following Corran Horn. 

 

Corran Horn — E-Wing 35

Marksmanship 3

Fire-Control System 2

Advanced Proton Torpedoes 6

R2-D2 4

 

Can't remember what the filler was might have been Ion-B's or ICT-Y's. 

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I've been thinking about giving Corran EI, Marksmanship and R2-F2. This would really make him flexible, since you can increase both his offensive and defensive power as the need arises. The only thing you're giving up is the ability to do focus+evade in one round, but that is offset somewhat by the possibility of focus or evade on top of four defense dice. That's Phantom proportion defense. And marksmanship+barrel roll in one round? Yes please!

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Like Merlin implied, it's personal preference. I'm a proponent of having a strategy for everything you fly. So, if you want a BIG round, go for it. I prefer the flexibility that PtL offers and I've found that Target Lock suffices most times to land the hits.

 

I'm glad there's been some conversation here. Corran is often relegated to the filler, support role for various lists, but has the moxy to stand in the spotlight.

Edited by Red Winter

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I flew a BBE list last night (blackmoon e-wing) and I will be changing my dagger e2/tactician adv sensor b's for blues to bring corran with VI r2-d2 and adv sensors. I found advanced sensors to be so valuable before I did a K-turn or was going to bump. I see the validity of FCS though, that second round on the double tap unmodified would probably be lackluster.

my 2 cents

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So, I'm back in action here. Corran has made more appearances. With the advent of the Autothruster, this list has had some small, but significant changes. In February I won a tournament flying Corran, Jake and two Protoypes. It was a lot of fun to fly. That many fast, agile ships really help to shape the battlefield as you want instead of responding to the movements of the enemy. The only real problem this list had was outlasting turrets. Enter Autothrusters and I believe this list now has the ability to fly against any other with a modicum of success. Hell, even before Autothrusters, this list worked over dual Decimators, so I know it has the chops.

 

New Iteration of Corran and his friends (who are no longer so fat):

 

Corran (PtL, Accuracy Corrector, Engine Upgrade, R2D2)

Prototype x3 (Refit, Autothruster)

 

I played it last night against a scum and villainy small ship list. Corran and his buddies ran the table. The great thing is that you can really dictate terms of engagement. The Awings have the speed and flexibility to keep the enemy guessing. Most of the time this results in choices that leave one or more ships open to retaliation from most of the squad (most importantly Corran). Accuracy Corrector is not an auto include by any means, but it provides Corran with statistical consistancy with both of his attacks. I find it to be more useful than FCS for that reason.

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Corran is back. We have a local Raider release tournament coming up this weekend and I've been practicing here and there with this list. I highly recommend it to anyone who enjoys not playing into the jousting trap. That's a box that many struggle to overcome! Autothrusters makes a huge difference against those two ship lists, so I'm pretty excited to go at it with the current meta. It's only against other "light" fighters (anything with agility 3 or higher) that this list really relies on the pilot's skill rather than any form of list chicken. That's ok, since I've practiced against both and understand the necessity of pure patience when playing with A-wings.

 

I want to emphasize the importance of dictating engagement instead of flying in, face first, to get the initial shots off. Awings and Ewings give you the power to draw enemies out of formation. You do this by extending the time to the first engagement. Let the enemy chase you. A few turns of maneuvering to try and get to grips with the Corran and his Awings will inevitably lead to the opponent making a mistake. He might crash into an asteroid, present his flanks/rear, or lose cohesion. All of these are possible and all of them benefit your fighter's abilities.

 

People are also, many times, impatient. They want to roll dice. They want to make use of their weapon systems. Understandable. The more you dance, the more they agitate, trying to get you into range. This leads to errors and opportunities. It also makes your opponent reactive, right where you want him to be!

 

Any way, I'll provide some reports after this weekend's event. It should be fun.

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I disagree on the "lack of green maneuvers." The E-wing really hits a median level with it's greens, maybe even above average. There are five of them after all.

 

Now the dial itself is one of the best in the game! It combines many of the best features of a Xwing and Awing, creating a ship that can slow play or keep up with interceptor archetypes.

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I disagree on the "lack of green maneuvers." The E-wing really hits a median level with it's greens, maybe even above average. There are five of them after all.

 

Now the dial itself is one of the best in the game! It combines many of the best features of a Xwing and Awing, creating a ship that can slow play or keep up with interceptor archetypes.

E-Wing has median greens: 1 pair of Banks, and 2-3 Forwards are "Standard". 

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I disagree on the "lack of green maneuvers." The E-wing really hits a median level with it's greens, maybe even above average. There are five of them after all.

 

Now the dial itself is one of the best in the game! It combines many of the best features of a Xwing and Awing, creating a ship that can slow play or keep up with interceptor archetypes.

 

Actually in Rebel fleet A-wings have good dial - all forward moves are green same as ultra sweet green speed 2 turn. E-Wing is at least medicore in terms of green maneuvers.

This is really huge weak spot as for 'most advanced fighter'.

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