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clontroper5

Lets Talk Tactics Ep. III (CR90 Strategy Guide)

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With a whooping vote of 3 to 2 over the Imperial fighters, my next topic will be the CR90 Corvette

 

Once again, fill free to add any comments, suggestions or corrections as I am only 1 person and have a limited perspective, I will add new things to these post as I discover new approaches or they are suggested.

 

 

other topics

Victory-class

Gladiator-class

 

 

 

The CR90 Corvette Comes in the variants CR90 Corvette A, and the CR90 Corvette B. Te difference being that the CR90 A has red dice in each of its arcs while the CR90 B exclusively has blue dice but costs 6 points less.

 

The Cr90 will be used in 3 main roles, Support, Flanker, or in a swarm. 

 

IMPORTANT: Mon Mothma Is Awesome.

 

Support:

 

The Cr90 makes an excellent support ship to the rest of your fleet because of the upgrades available to it and its relatively low cost.

 

Load-outs:

 

an example load out to use when in the support role is...

 

[*]CR90 Corvette A(44 pts)
-Raymus Antilles (7 pts)
-Tantive IV (3 pts)
 
This load is excellent for  supporting larger ships such as the Assault Frigate mkII because it allows you to give a command token every turn to one of your allies, Alternatively you could use Leia Organa to flat out change the dial of a friendly ship.
 
 
Flanker:
 
The CR90 is not only the cheapest ship in the game, it is also the fastest and most maneuverable, making it an excellent Flanker.
 
Load-outs:
 
Example load-outs for a Flanker CR90 are...
 

[*]CR90 Corvette B(39 pts)
-Engine Techs (8 pts)
-Jaina's Light (2 pts)
--Overload Pulse (8 pts)

 

This load-out allows for maximum speed to outmaneuver any thing your foes may have using engine techs and jaina's light. overload pulse is a excellent choice for a corvette to increase damage from the rest of your fleet

 

[*]CR90 Corvette A(44 pts)
-Intel Officer (7 pts)
 
Another load out that could be used as a flanker, this cr90 has equal fire power in its side arcs as a victory and then intel officer of course increases the effectiveness of your dice making that lone 'vette on your opponents flank quite a nuisance, not quite worth chasing but to much to ignore.
 
Using a cr90 flanker:
 
Setup: You generally want to setup your flanker on, well, the flank... place it near the edge of the setup area apart from were the rest of your force is and in a position to circle around your opponent. Beware of Imperial GSDs because if your opponent brings one he will likely setup to destroy your flanker, and trust me 'Vettes can't repel Firepower of that magnitude. So if your opponent brings a gsd keep your flanker close to the rest of your force, or as far away from the GSD as possible.
 
Opening(turns 1-2): Get into position, start at full speed and move in a circle around toward the rear of your opponent. use navigate commands to get into position and bank a nav token just in case. 
 
middle game (turns 3-4): during this time the rest of your force should be engaging the enemy and so should the flanker, ideally entering range of the enemy at the same time as the rest of your force to split there focus and make the most use out of cards like overload pulse. During this time you want to be using concentrate fire to make the most use out of your ship, all other commands are generally wasted.
 
Late game (turns 5-6): Hopefully at this time you are completely behind your opponents main force and if all as gone well your main force is still intact to hold the enemy in place. use navigate to slow down as needed but concentrate fire should still be your goto command.
 
 
Note: vs gladiators stay with your main force for the opening turns and you can even use your flanker as bait to get the gsd to move to an unfavorable position, remember your 60 point flanker is well worth his 80-90 point GSD
 
 
Swarm
 
the Last role i will be discusing will be as a swarm ship. This means that the cr90 makes up the majority of your fleet with you bringing as many as 6 or 7 of them, these list will likely be very competitive list because of the general versatility of the cr90.
 
Load-outs:
 
Some example load outs that would work well in a swarm...
 

[*]CR90 Corvette B(39 pts)
-Intel Officer (7 pts)
 
Now running 3-4 of these bad boys would really be able to rip through just about anything with, the ion cannons adding extra damage to shields or removing hard earned command tokens, and then the mass intel officers make sure there is no good way to use your defense tokens
 

[*]CR90 Corvette A(44 pts)
 
Similar to the flanker from earlier throw a bunch of these guys on the bored and run circles around your opponents at throwing tons of dice at long range.
 
Other things you can do is have several naked 'vettes and then 1 or 2 of the flankers discussed earlier
 
Other upgrades to consider:
Overload pulse: Works great to minimize your opponents defense tokens especially since each one will only effect 1 or 2 damage.

 

Engine techs: Whats better than the fastest ship in the galaxy? AN EVEN FASTER SHIP IN THE GALAXY!!!!

 

Using a Swarm:

 

Note: Your Biggest advantage is activation order, you will generally be able to safely control when something activates and will likely get 2-3 unopposed activation's a turn.

 

Objectives: Opening salvo, most wanted, and Dangerous territory are great objectives for a swarm if your opponent brings one pick it.

 

setup: so a key to the swarm is to bring overwhelming firepower to bear on a single target, I recommend placing your ships in a relatively compact line (leave room to maneuver) or set up in a fan so that your ships can converge on a single point in the middle of the bored toward your opponent.

 

opening (turns 1-2): moving at speed 2-3 is probably a good idea to try and keep your ships from getting jumbled, set up mass volleys on one of their ships. I recommend banking a nav token just in case you need to avoid a collision. now is also the time to collect objective tokens

 

Middle game(turns 3-4): Open fire! During this time you should be easily able to destroy any ship of your choice, make sure to bring all of your weapons to bear on 1 target and even the mighty Victory will burn. Take concentrate fire commands.

 

Late game(turns 5-6): Focus down any remaining ships, I would consider ramming anything that is almost dead to ensure the kill, continue taking concentrate fire unless you absolutely have to take a nav command. retreat with any vettes that are on the brink of death.

 

 

 

So there you have it the CR90, I will continue to update the article as more information comes to mind and remember, YOU are my editors, if you notice any errors or strange wording let me now, and suggestions are appreciated :)

 

 

 

 

Vote For my next topic!!! Leave a like under the post with the one you want next and the post with the most likes will be my next topic.

Edited by clontroper5

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Another excellent write up Clon. The swarm sounds kind of scary to go up against....hopefully I don't have to experience that any time soon lol.

 

Had to vote for rebel fighters for next article, we have had 2 imperial and only 1 rebel review.

 

Keep up the good work!

Edited by kami689

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Hey Fives do you believe the days of Dodonna and Dodonna's Pride (CR90 B) are done? Need to play it some with wave one but when it was just Core I used it a bunch. Can be tricky to get in range before mid-late game but the Crits built up fast.

And yes, Rebel Squadrons next is my vote.

Edited by Beatty

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Hey Fives do you believe the days of Dodonna and Dodonna's Pride (CR90 B) are done? Need to play it some with wave one but when it was just Core I used it a bunch. Can be tricky to get in range before mid-late game but the Crits built up fast.

And yes, Rebel Squadrons next is my vote.

I love dodonna and dodonna pride, guess I forgot to add a tidbit about them didn't I... Will have to fix that later...

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One key thing wih a CR90 is the command value of 1. While yes you get to choose which command dial you get next turn, yuO can only have 1 command token. This leads to the following 2 points:

1 - Bel Iblis is a terrible admiral for CR90s.

2 - Veteran Captains are a great way to have a "second" token, just when you need it.

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One key thing wih a CR90 is the command value of 1. While yes you get to choose which command dial you get next turn, yuO can only have 1 command token. This leads to the following 2 points:

1 - Bel Iblis is a terrible admiral for CR90s.

2 - Veteran Captains are a great way to have a "second" token, just when you need it.

Good point, I will add a couple notes about this next time I'm on a computer (on my phone now)

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For the Nebulon, as people think they suck at it, here are some quick tips:

1 -Stop fearing the lose of the ship. If you try to save it, it will die anyways. You will get 2, maybe three rounds out of it. Plus, after three rounds the target will be out of your front arc anyways.

2 - Know why you brought it. Are you using it to escort squadrons on an attack run, or are you using it to focus fire on enemy ships (and here is where you see where the two titles line up)

If using it to escort bombers, Bring lots of Ywings and just keep driving toward the target. This will work much better when wave 2 comes out with the Intel ability. Bank a squadron command.

If using it to focus fire on a ship, keep it aimed at that ship no matter what. Bank cf token.

3 - don't just bring Nebulons. Or more simply, don't let them be the primary threat. By their very nature they are support ships, so you need to give them something to support. Think Galant haven and paragon.

For Galant haven, keep your Neb (Yavaris) in squadron range on the otherside of Galant.

With Paragon, yu want the Neb to start firing at the same time as Paragon. Even in the front arc of the vic, with a EA Paragon and Salvation Neb with cf commands and tokens, you throw 5 red dice and 4 super red dice, all wih reroll. The expected damage is ~10, or in other words absolutely absurd.

Put X17s on everyone and you are talking ~9 damage to one arc, with only 2 damage redirected. Or use H9s to stop them from using brace.

And your next turn the opponent has to make a terrible choice. Do they keep moving forward to engage the Nebulon, or start turnin to engage the AF.

Regarding the Demolisher. Yes it can kill you in one shot, with the right upgrades and luck. Either keep that side blocked with a CR90, or plan for the Demolisher to end its turn their so it dies during the squadron phase or the first activation of the next turn. You have now traded at ~60 point ship for an ~80 point ship, which is a good trade in this game.

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