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Vontoothskie

Do huge ships seem massively undercosted?

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To clarify turret rules, both turrets operate independently to point at one (or two if it's double turret) of the 4 arcs of the huge ship. The fore one can shoot backwards, and aft can shoot forwards. Pretend they are both in the middle of the ship.

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Based on the vid of the devs playing an Epic Battles game, turrets do still use the side arcs for the half of the ship they are on. So the fore turret can't hit something  that's too far back, while the Aft turret can't hit things too far forward on the sides.

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"Since the indicators correspond to different weapons, each indicator 
can be pointed at different arcs or at the same arc. Regardless of whether 
a turret arc indicator is on the front or rear mount, its firing arcs are always 
measured from the center of the ship, not from the mount. Additionally, 
regardless of which mount they are on, both indicators behave similarly and occupy the arc they are pointing toward: [fore], [port], [starboard], or [aft]."

That's from the rules reference. My apologies if my description above was not so clear.

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12 hours ago, Faerie1979 said:

The rules for Huge ships seems to do a good job representing the fact that starfighters are the single biggest threat to a capital ship in Star Wars. Starfighters can get in close, stay in close, and avoid most of the return fire. Thus why capital ships in Star Wars need their own fighters to act as a defensive screen.

 

7 hours ago, Cuz05 said:

My feeling is that, in a 200pt game, low health squads might struggle to deal with huge ships but a beefy list could win the damage race. Particularly if combined with good defence.

So, Imperials can't rely on TIE fighters to take down capital ships, and will need to bring one of their own brutes to deal out the Big Damage.

Rebels can field heavy-hitting fighters that can put some serious hurt on a biggie if allowed to run unopposed.

So the Imperials will still need some fighter escort, but they'll have to be cheap in order to field an effective number alongside a big capital ship.

That means the Rebels will likely have smaller numbers, which may struggle unless they have a capital of their own, although probably a smaller, weaker one, mostly there to support the fighters and deal an occasional sucker punch to enemy capitals.

That sounds like smart "real world" tactical doctrine, translating into viable gameplay tactics, as well as 100% on target for the lore.

Not like I needed anything else to get me excited about epic stuff in X-Wing, but that really ignites my lightsaber. 😍

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6 hours ago, ficklegreendice said:

If I remember right, you can Arvel even the most pathetic swarm ship into a huge base for up to five damage before they even activate

 

Quote

If a standard ship (a small, medium, or large ship) overlaps a huge ship, it resolves the overlap using the same rules used for overlapping a standard ship.

😢

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5 hours ago, Faerie1979 said:

Based on the vid of the devs playing an Epic Battles game, turrets do still use the side arcs for the half of the ship they are on. So the fore turret can't hit something  that's too far back, while the Aft turret can't hit things too far forward on the sides.

From the new Rules Reference:

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Edited by ClassicalMoser

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My Tantive IV just arrived a few minutes ago. As such I'm still punching out tokens and assembling dials. Haven't sat down to read the rules yet :)

But once I do, I'm calling up my friend and challenging him to a match. Since he flies Galactic Empire, I think he has to wait for his capital ships to be released. So I'll get a chance to see how the CR-90 holds up in a 200 point match. Then maybe a 500 point Epic match.

EDIT:

Yeah, I was right in my guess. Page 6 of the Huge Ship rules specifically states you can only activate a given Bonus attack once per turn, thus why Point Defense Battery has four different bonus attacks listed on it. Also, it looks like we were wrong. Ion tokens aren't converted into energy loss. It just takes six of them to ionize a Huge ship. :)

*wanders off to clean off table used for X-Wing battles*

Edited by Faerie1979

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Okay, after reading through the rules my friend and I decided to run a couple Threat 9 Quick Build matches. First with his imperial stuff flying against my CR-90 using the Republic quick build. The second match was me flying an Outer Rim Smuggler, Jek Porkins, and Braylen Stramm while my friend flies the CR-90 using the Rebel quickbuild. Our first match was rather inconclusive since my friend set up facing side instead of towards me, then had a brain fart and dialed in a set of right turns and banks which ended with all his ships exiting the battlefield on round one. In his defense, it had been a long day at work for him and he was feeling a little tired. After a pot of coffee was consumed we started the 2nd planned match.

If you aren't aware, the Rebel quickbuild for the CR-90 consists of the Alderaanian Guard ship card, Doldonna's Pride title card, Jan Dodonna command/crew card, Ion Cannon Battery and Rurbolaser Battery hardpoint cards, Boosted Scanners cargo card, Torynn Farr crew card, and the Team cards Sesnor Experts and Comms Team. The title card lowers shields by 2 (making max shields 5 instead of 7), adds extra team and cargo upgrade slots, and provides a white Evade into red Coordinate and white Focus into red Coordinate linked actions. Points wise, this is 209 points. The list I flew would total 223 points, although it's not legal anyway due to the rebel YT-1300 no longer having an ilicit slot. We had to double check the rules for Coordinate since neither of us have used that before. At first glance, this didn't look like a very good setup for such a match.

Anyway, he set up his side which consisted solely of the CR-90. Then I set up in the far corner, knowing that he has some range 5 weapons and not wanting to get shot at on turn 1. I began with everyone moving forward. Jek and Braylen moved forward 2, while the smuggler zipped forward at speed five. Since I still wasn't entirely sure if I was out of range, I decided to Focus with everyone. My friend chose to do a red 3 bank, and nearly hit an asteroid. Then seeing an opportunity, he declared (and paid the costs) an Ion Cannon shot on my X-Wing, hoping to ionize and force Jek to fly into an asteroid. But that was out of range. Measuring that though told my friend that Braylen was within range of the Turbolasers. So he gleefully paid 3 energy and rolled dem bones. Since both of his actions had been spent rotating turrets, he couldn't modify dice. But he did roll two hits. I rolled two Evades and two Focuses, so I entirely avoided the Turbolaser blast. Round one ended, i swept off my focus tokens, and he regained two energy. This put the CR-90 at 4 energy, full shields (5), and no damage taken.

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Round 2 I screwed up. I did a 3 right bank instead of a 3 Left bank, thus Braylen was facing the wrong way entirely. Jek preformed a 1 left bank, but I misjudged clearances and he flew into a debris field. No damage, but still stressed. My smuggler preformed a 3 left bank, then focused. Doldonna's Pride preformed a 1 bank to the right (smashing into a debris field in the process), rotated turrets to face left, and tried to target lock my Smuggler. But the smuggler was just out of range. But that target lock was linked into a Calculate. After seeing him try to target lock my smuggler, I knew Outer Rim Smuggler was out of range. I thought Jek was as well, and was proven right when I measured range to try getting off a shot. My friend started his volley off with a shot from the Ion Cannon Battery, costing him one energy. He rolled a hit, 2 focus, and a blank. He decided to spend the Calculate to make it two hits. Because the shot was at range 4 Outer Rim Smuggler had 3 defense dice (1 agility, 2 from range modifier). I rolled two focus and a blank, so I spent my Focus token to avoid the shot entirely. My friend then was about to take a shot with the Turbolaser Battery, but we double checked the rules for if a Huge ship hits asteroids or debris. We'd remembered it removed the debris, but weren't sure how it affected his ship. The 1 crit damage was easily absorbed by his shields, but the stress token meant he had automatically paid 1 energy to remove it. Thus Doldonna's Pride was incapable of taking a second shot using the Turbolasers. So he took a shot with his primary weapon and rolled 2 hits, a focus, and a blank. I got 3 defense dice again, and rolled an Evade, a Focus, and a blank. But since I'd already spent my focus token I only canceled one damage. Final state of round 2: CR-90 back at full shields and 4 energy and Outer Rim Smuggler down to 4 shields.

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Round 3 my Outer Rim Smuggler preformed a left 3 bank and plowed through a debris field. No damage, and managed to get through it safely. But it was stressful. Both Braylen and Jek opted to preform a 2 left bank. While Braylen was still feeling stressed, he preforms well under stress. And he managed to dodge a huge rock that he was close to flying into. Plus he was getting back on track after turning the wrong way earlier. Jek on the other hand had locked his S-Foils in attack position and was feeling rather chill and relaxed, so he tried to target lock Doldonna's Pride. But the Pride was just out of arc. The Pride preformed a 2 left bank, and was looking good up until it crashed into an asteroid towards the end of the bank. Shields took a hit, and energy went down to 3. Doldonna's Pride Reinforced the front (causing us to have to read up on that) and rotated the Turbolaser Battery to the front arc.

My friend was starting to look rather worried since he suspected my ships were too close for his hardpoints to hit him. Jek barely had the Pride in arc, but that was enough. Unfortunately, he missed. Badly. I mean, all blanks. My Smuggler also had a shot so he fired, rolling 2 hits and a blank. Since it was range 2, the Doldonna's Pride had no defense dice. And the reinforce failed to protect since the Modified YT-1300 was partly in the aft arc. So both got through, splashing on the Huge ship's shields. My friend decided to start his Engagement phase off by firing the primary weapon at my Smuggler, and rolled 3 hits and a crit. Ouch. I managed to roll an Evade, so that lessened things a little bit. He then declared a Turbolaser Battery shot at Jek, only to realize afterwords Jek was too close. And nobody else was in arc for the turbolaser battery. We're unsure if you still pay the energy cost though, so decided to error on the side of caution. Thus ended Round 3. Final state: the Doldonna's Pride is down to 4 shields and 2 energy, Outer Rim Smuggler is down to 1 shield, and my friend is cursing because the CR-90 is within range for the informant on my smuggler ship to reveal his planned maneuvers to my smuggler.

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Round 4 started off with my friend angrily throwing his maneuver dial onto the table face up due to my Informant. I looked at it, and saw he was planning on a speed 5 ramming maneuver on Jek. Seeing that, the Smuggler decided to swerve around behind the Pride with a right 2 Turn maneuver, and flew into another debris field. No damage, but the pilot is REALLY feeling stressed right now. He who dares, wins. So Jek opted to preform a 4 K-Turn, gambling that this will put him out of the Pride's flight path while giving him a devastating shot. Braaylen preformed a 2 left turn, still trying to get into the fight. Doldonna's Pride raced forward, hoping to crush Jek Porkins like a fly on the windshield. Jek let out a hearty sigh of relief when his gamble paid off. The Pride missed him by microns, but it still missed him. My friend was so angry about that, he forgot to take any actions. So Jek opened up into the side of the Doldonna's Pride, inflicting two damage. Braylen opened up with his Heavy Laser Cannon at range 3, and scored 3 hits. This depleted the Pride's shields and put a damage card on her. The smuggler was merely in a debris cloud so opened fire at range 2, scoring a hit and 2 crits. Due to agility 0, all of it got through to the Doldonna's Pride. This knocked both hardpoints offline, messed up the ship's circutry, and has shaken the crew thus gaining two Jam tokens. With no green tokens or target locks, the jam tokens did nothing. Unable to hit anyone else, and with the ion cannon battery offline, the Pride took a range 3 primary weapon shot at Braylen, depleting the B-Wing's shields by 2 points. Final state of round 4: Doldonna's Pride has 2 shields, 3 damage and one crit with both hardpoints offline, but has 3 energy. Braylen is down to 2 shields, Outer Rim Smuggler is down to 1 shield, and Jek Porkins has yet to be hit.

(yes, I'm recording this during the match)

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Side note, I forgot to take this pic until after we'd set dials for round 5.

Still annoyed about the Informant and within range for the maneuver dial to be revealed, my friend set his dial down face up. he'd chosen a 0 right bank, hoping to smash Jek. When I asked, he admitted he'd forgotten that would do no damage. Anyway, my smuggler  preformed a 2 left bank, but due to still being stressed was unable to rotate the turret. Jek did a 1 right boost to get out of the stationary bank's way and clear some stress. I considered doing a left banking boost as well, but in the end decided to just Focus instead. Braylen went 2 strait, also clearing stress. He then focused into a barrel roll to the right, becoming stressed all over again. But again, he likes stress since it gives him rerolls. As expected, the 0 bank failed to hit anyone, but Jek was out of position thus couldn't attack. With Braylen I opted to do a primary weapon attack even though I was in range for the Heavy Laser Cannon because I was hoping for a crit. Instead I had to use one of Bray's 2 rerolls since I got 2 hits and a blank. I then spent the focus token to turn it into 3 hits. The Pride was able to line up a shot with the primary weapon on Jek Porkins, and got 3 hits. Spending a focus reduced that to 2 however since Jek rolled 1 blank and 1 focus and had a focus token. Final state at the end of round 5: Doldonna's Pride has 2 shields, 3 energy, 4 normal damage, and 1 crit (total 5/18 hull gone). Both the hardpoints are still offline. Jek Porkins is down 2 shields, Braylen is down 2 shields, and Outer Rim Smuggler is down 4 shields.

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My friend measured it, and was out of range of Outer Rim Smuggler. Thus he no longer had to reveal his maneuver dial during the System phase. Since he'd tried it twice now I figured he was going to try ramming Jek again, which would require a banking maneuver. So I planned a right Talon Roll to try avoiding the expected move and get back into position to shoot. Braylen I lined up a 1 left bank so he'd still be able to shoot without risking hitting the Pride. And the Smuggler I planned a 2 left bank since I needed to start clearing the 2 stress from flying into debris repeatedly. Or at least, that's what I thought I'd selected. It turned out to be a 4 K-turn instead. Oh well, it still got Jek to safety even if it wasn't quite how I'd planned to do so. After Braylen's move I had him focus. My guess proved correct when Doldonna's Pride did a 2 left bank that would have hit Jek if he hadn't moved. For the engagement face I had Braylen open up with his Heavy Laser Cannon first, rolling one hit and 3 focus. So I spent my token and stripped both the shields and more of the hull from Doldonna's Pride. I forgot to open the S-Foils back up, so only rolled 2 dice for Jek's attack. Still I managed to get another hit in. And the smuggler was out of position to attack. Braylen was out of arc for a primary attack and Jek was too close for a Turbolaser shot, so my friend had to skip his Engagement. Final state of round 6: Doldonna's Pride has suffered 8 hull damage, has 2 shields, and has 6 energy. The ion cannon battery is still offline. Jek's shields are gone, Braylen's down to 2 shields, and Outer Rim Smuggler still has 1 shield.

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With Round 7 I decided that while Outer Rim Smuggler really needs to get rid of stress, the ship was entirely too close to the edge of the table. So a 3 left turn got things back on track, as well as got the YT-1300 turned around enough to maybe shoot something again. Seeing how close the Pride was to the edge of the table, I decided it was safe for Jek to move forward 1 to clear stress then I went for a target lock. This was the first time I had done so all match, so finally got around to putting ID tags on my ships :) I also remembered to open the S-Foils this time around. Braylen did a 1 bank, and almost bumped into the CR-90. I had to dig out a ship marking tool at this point since while the CR90's 0 left bank had no chance of hitting me, my T65 was in the way of the maneuver tool. For actions my friend brought the Ion Cannon Battery back online and target locked Braylen, linking into a calculate. At this point I was thinking "Ouch, this is going to hurt."

I lead off in the Engagement phase with Jek Porkins firing into the CR-90's front at range 1. I rolled 2 hits, a focus, and a blank. So I spent the target lock to reroll the focus and blank. This got me a couple more hits, for a total of 4. Braylen was at range 2, so fired his heavy laser cannon. But since I'd forgotten to focus or target lock, I had to settle for the 1 crit I rolled. Still, it's a crit. Outer Rim Smuggler was at range 3, so I fired with him too, getting two hits. Due to range the Pride got a defense die, and rolled one evasion. One damage got through. Doldonna's Pride started off firing the newly repaired ion cannon battery at Braylen, getting 2 hits. Braylen rolled one evade, so 1 ion token and a crit got through. The crit was Stunned Pilot. This was followed by a primary weapon shot that did 2 damage and a crit. This time Braylen was unable to avoid any of it. As I was applying that one I noticed Braylen still had 2 shields, so the first crit and 1 of the two hits didn't damage the hull. Unfortunately, the crit from the attack that did get past the shields was a Direct Hit. Yup, I was right. It hurt. Just not fatally painful. Final state of round 7: Doldonna's Pride has 2 shields, 5 energy, 11 damage, 1 crit (total of 12 of 18 hull), and all weapons are back online. Braylen is down to 1 hull and is ionized, Jek has no shields, and Outer Rim Smuggler has 1 shield.

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At this point, we're having to call it a night. He has work early in the morning, so has to go to bed. So we've done our planning, and will pick up after he gets off work tomorrow. But my thoughts so far? The ship is good. If you can keep range and keep your enemies within your firing arcs, it can be devastating. But if they manage to out maneuver you and get in too close, you'd better have turrets that can hit in range 1-2 or you're in serious trouble. I will say this though. The quickbuild card's setup would probably work best in a game where you have supporting ships that can take advantage of all your coordination shenanigans. My friend made some mistakes, and let frustration cause him to forget to take actions or become predictable a few times, which had a major impact. His worst one was flying his entire squadron off the board in round 1 by accident. On the other hand, I too made some mistakes. But the game's still up in the air.

 

EDIT: And as I'm going over the battle log, yeah Braylen is destroyed at the end of round 7.

EDIT the Second: My friend was told not to come in today since they were overstaffed. So he came over bright and early, and we finished our match. I didn't get any pics or track the play-by-play. Mostly cause I'd just gotten up and didn't think to do so. But he did win, barely. The game changer was when he accidently rammed Jek Porkins. Ironically every time he deliberately tried to do so, he missed. The one time he wasn't trying to ram my T-65 he smashed into Jek with a speed 3 bank. That and my Outer Rim Smuggler completely wiffing an attack allowed Doldonna's Pride to recover 4 shields. That kept the Pride in the match for another round despite only having 1 hull left. It also gave him a chance to take out my smuggler. Then I gambled that I could safely fly through a debris field, and paid for it. None of my exposed damage cards affected damage taken on subsequent hits, but the debris field caused a Direct Hit. Thus blowing up Jek's T-65 X-Wing.

Edited by Faerie1979

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Aces gonna hate, hate, hate, hate, hate these things.

Looking at it on the table that's so much arc coverage and it's not even that hard to swing it around. TBH I don't know if I prefer the Raider's 180° front arc or the CR90's range 4 Broadside Batteries. Either way this is gonna be so awesome to play with! My kit doesn't get until Tuesday, but you'd better believe it's getting used right away!

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3 hours ago, ClassicalMoser said:

Aces gonna hate, hate, hate, hate, hate these things.

Looking at it on the table that's so much arc coverage and it's not even that hard to swing it around. TBH I don't know if I prefer the Raider's 180° front arc or the CR90's range 4 Broadside Batteries. Either way this is gonna be so awesome to play with! My kit doesn't get until Tuesday, but you'd better believe it's getting used right away!

Actually, it wasn't that bad. The match I played was basically "Aces vs Capital ship." And yeah, I was caught flat footed by just how much range and arc coverage a range 5 turbolaser battery has. But the extra defense dice from being at extreme range (and possible debris and asteroids in the way) meant it was manageable. Sure, if those turbolasers did connect it hurt. But for most of the match ranges were 2 or less, thus making turbolaser batteries impotent. And while dodging those side arcs is a pain at long range, once you get in close it's much easier. Ideally you approach the ship from behind so you don't risk getting ran over. But my friend was getting really frustrated with my outer rim smuggler. That ship kept staying within range 1 or 2 in the rear arc. Meaning most of his weapons were useless. Actually, aside from a single ion cannon battery shot, all the damage ended up coming from the primary weapons because my ships were too close to use anything else or he was low on energy.

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On 11/8/2019 at 4:27 AM, Faerie1979 said:

Round 4 started off with my friend angrily throwing his maneuver dial onto the table face up due to my Informant. I looked at it, and saw he was planning on a speed 5 ramming maneuver on Jek. Seeing that, the Smuggler decided to swerve around behind the Pride with a right 2 Turn maneuver, and flew into another debris field. No damage, but the pilot is REALLY feeling stressed right now. He who dares, wins. So Jek opted to preform a 4 K-Turn, gambling that this will put him out of the Pride's flight path while giving him a devastating shot.

I think you're playing Informant wrong.

The player with the listening device on their ship doesn't have to place their dial face up, and you still all set dials at the same time. The ship with listening device reveals its dial during the system phase. 

You can't change your maneuver based on what's on their dial with Informant. Your dials should already be set as normal during the planning phase, and the one dial is only revealed after that during the system phase. 

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That's possible. First time I'd used Informant, and same for him.  That said, I'd been wary of staying where I was anyway. And I needed to move a good distance to begin with due to being almost directly in front of the CR-90. And my friend was rather pissed to find out he'd have to reveal his dial to begin with. I was thinking of doing a 4 strait K-turn to begin with.

EDIT:

Oh yeah, attempting a 200 point CR-90 vs the Empire match now. I ran the CR-90 with Turbolaser Battery, Point Defense Battery, Damage Control Team, and Luke Skywalker as gunner. Against me was Vader (equipped with Instinctive Aim, Fire Control System, Cluster Missiles, Afterburners, and Dreadnought Hunter), Iden Versio (equipped with Outmaneuver, Hull Upgrade, and Dreadnought Hunter), and Valen Rudor (equipped with Ellusive and Shield Upgrade). My friend was again flying the Imperials, although this time using stuff from my collection since he'd been over playing SW Battlefront 2 with me online. And he was curious how a 200 point tie squadron would do against a Huge ship.

Round One he set up on the opposite corner of the map as me. He moved, and Vader immediately split off from the others, thus putting him outside of range for Iden's ability. He'd underestimated the range of the turbolaser battery (just like I had previously). I did a 2 left bank, focused, and rotated my turbolaser's turret to front arc (it had been pointing to the side). I paid the energy and measured distance, Vader was barely within range at range 5. Good enough for me to at least attempt a shot, although I didn't expect much to happen. I rolled a hit, a crit, and a focus. So I spent my focus token to make it 3 hits. My friend then rolled his five defense dice. He got 2 evades and 3 blanks. Adding in the 3 extra hits from the turbolaser battery's ability, that made it 3 hits and a crit. Vader's shields went down, then he took the rest of the damage. And the crit was a direct hit. So round one Vader was taken out. O.o I hadn't expected that to happen.

Round 2 Iden swung towards the center of the board while Valen continued skirting along the far edge looking to get behind the CR-90, I guessed. My friend forgot to take any actions with them. I moved forward 1, focused, then Reinforced the front with a linked Calculate. Once again I fired my turbolaser battery, this time at Iden Versio. I rolled 1 focus and 2 blanks, so I spent the Calculate to make it a hit. My friend rolled 3 blanks and 2 focus. But since he forgot to take any actions, he couldn't mod the dice. Iden was forced to spend her charge to prevent the catastrophic damage.

Round 3 Valen banked hard to the left (1 turn) while Iden sped forward (4 strait). This time he did remember to focus with everyone. I chose to bank 1 to the right in the hopes of lining up a broadside. For actions I focused then rotated the turbolaser battery to the left arc. Concerned that Iden was too close, at the start of the engagement phase I spent Luke's force point to rotate the point defense battery to face left/right as well. My friend checked range, and opened up at range 2 with Iden, rolling a blank and a focus. Realizing that one point of damage wasn't enough to do anything effective against the CR-90, my friend decided not to spend the focus token. Valen was out of range, so didn't shoot. At this point I grinned maliciously and grabbed both my dice and the shield/energy tracker. I had five energy, and I was going to spend it. I started out with a Turbolaser Battery shot at Valen, but only rolled one hit and two blanks. my friend easily evaded it with strait roll of five evades. Next I opened up on Iden with a primary weapon shot, but to my annoyance I had to spend the focus token to get one hit. Which Iden evaded with ease. After that I spent my last 2 energy on a pair of 2 die shots with the Point Defense Battery. The first one I only rolled a single hit, but managed to get Iden's focus token due to my friend only rolling a single focus icon. Next shot I rolled a crit, while my friend rolled 2 focus and a blank. The crit was Damaged Engines (increase difficulty of all banks). All in all, not as good of a round as I'd like, but decent.

Round 3 started off with Valen flying through an asteroid. No damage, but he was rather stressed out by it. To make matters worse (for my friend) Iden banked into a debris cloud, and did take damage (fuel leak crit). I had thought my friend was going to try getting in closer, so lined up a left bank 3 maneuver. I was kind of hoping to ram Iden, but that didn't quite work out. Iden rolled a single crit with her attack, not that I could do anything about it. And Valen got 2 hits with his attack. Again, I couldn't do anything about it. I started my engagement phase off by spending 1 energy to fire the point defense battery, getting a single hit. This put the total damage Iden had taken at 3, but due to a Hull Upgrade she was still flying. Out of energy (3 banks are red), I moved on to the primary weapon. Hoping to take him out, I targeted Valen... and rolled a focus, 2 blanks, and a hit. One force point expendature later, it was two hits. Valen only rolled a single Evade, but used Elusive to reroll one die. Thus getting a second evade. Grr.

Round 4 began with Valen racing forward 2 strait, looking to clear some stress. He focused after moving. Iden tried a 2 left bank, also looking to clear some stress. But she ended up bumping the CR-90. Mwa ha ha! I revealed a 2 left bank, which caused my ship to plow into Valen and deal one crit after burning through Valen's single point of shields. I rolled the damage die, and the CR-90 didn't even notice what happened. Valen ended up directly behind the CR90 and facing the wrong direction. Amusingly, after everything finished moving Iden was just out of arc to fire upon the CR-90. I focused and rotated the turbolaser battery in preperation for making space between me and Valen. With no Imps able to fire, I checked arc, and could fire my main guns at Iden. So I did. After spending my focus token I had 2 hits. Iden only got one evade, so she knocked out of the battle.

Round 5 Valen preformed a 3 K-turn while I moved forward 3, plowing through a debris field. I chose to Reinforce the rear and link it into a Calculate. I then Focused. My friend checked range, and Valen fired at range 3, getting one hit. I rolled my one range granted defense die, and rolled an evade. At this point I decided to return fire with the turbolaser battery. I rolled a hit and a focus, so I spent the calculate to make it 2 hits. My friend couldn't modify his dice, so he only got one evade. Thus with the Turbolaser's ability, I scored 4 hits. Valen downed, and my victory.

Final verdict, I know I wouldn't want to be facing a CR-90 in a 200 point game if I'm only fielding only a small group of tie fighters. Vader could have been much more effective, but bad luck caused him to go SQUISH pretty much right away. That said, I think I'd prefer Targeting Battery in the future rather then Point Defense Battery for my second hardpoint. It'd limit my range 1 options to just the primary weapon, but it would give me more punch at medium to long range. Plus free target locks.

Edited by Faerie1979

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