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Gozanti, C-roc and Rebel transport in normal play?

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Could it be done and be some what balanced? I own these ships but never play epic and has not converted to the new epic format, so I don't know if these ships would break a normal 200pts game, but I would probably be more inclined to play epic once in a while if I had a better feeling for these ships and could get some normal training and gameplay with them. Would it be bad for normal gameplay to include these ships? 

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2 minutes ago, Dwing said:

Could it be done and be some what balanced? I own these ships but never play epic and has not converted to the new epic format, so I don't know if these ships would break a normal 200pts game, but I would probably be more inclined to play epic once in a while if I had a better feeling for these ships and could get some normal training and gameplay with them. Would it be bad for normal gameplay to include these ships? 

Define "normal". Do you mean Extended/Hyperspace tournament formats or "Standard Format" casual play?

They're already "legal" for 200pt casual play if your opponent agrees to it (heck, iirc you can cram a corvette + 1 or 2 bottom points price filler ships into 200 pts). Have been since re-release of the Huge ships and release of Epic Battles (last Sept).

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18 minutes ago, Hiemfire said:

Define "normal". Do you mean Extended/Hyperspace tournament formats or "Standard Format" casual play?

They're already "legal" for 200pt casual play if your opponent agrees to it (heck, iirc you can cram a corvette + 1 or 2 bottom points price filler ships into 200 pts). Have been since re-release of the Huge ships and release of Epic Battles (last Sept).

I only play 200point games with everything allowed... old 1.0 normal ;). I know I can play whatever if the opponent agree, but are they balanced for the 200pts format? 

Edited by Dwing

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  • Last time I tried a Rebel Transport in standard play was 1e, and it was utterly NOT OK for standard play.  It was one of the most broken-feeling things I've flown.
  • For 2e, my guess is probably not, but that doesn't mean it'd be an unfun game with a friend, necessarily.  Might be a silly and humorous experience that you'll remember.
    • So, my standard C-ROC is something I call a "Smashmouth Smuggler" built like this: Syndicate Smuggler (IG-88 D, Boba Fett, Point Defense Battery, Damage Control Team, Tibanna Reserves), for 80 points.  Might throw on some other stuff, but that's not a fairly affordable ship.  It's kind of a beast.  It's throwing as many as 5 attacks (brutal at range 1), has Focus/Calc/Calc/Reinforce, regenerates shields, and can deploy pretty much anywhere so it'll really add a lot of instant pressure.
    • 80 points of Ghost gets you... Chopper with Saw, Zeb, and Passive Sensors.  A reasonable ship, but it's in a radically different class.

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58 minutes ago, theBitterFig said:
  • Last time I tried a Rebel Transport in standard play was 1e, and it was utterly NOT OK for standard play.  It was one of the most broken-feeling things I've flown.
  • For 2e, my guess is probably not, but that doesn't mean it'd be an unfun game with a friend, necessarily.  Might be a silly and humorous experience that you'll remember.
    • So, my standard C-ROC is something I call a "Smashmouth Smuggler" built like this: Syndicate Smuggler (IG-88 D, Boba Fett, Point Defense Battery, Damage Control Team, Tibanna Reserves), for 80 points.  Might throw on some other stuff, but that's not a fairly affordable ship.  It's kind of a beast.  It's throwing as many as 5 attacks (brutal at range 1), has Focus/Calc/Calc/Reinforce, regenerates shields, and can deploy pretty much anywhere so it'll really add a lot of instant pressure.
    • 80 points of Ghost gets you... Chopper with Saw, Zeb, and Passive Sensors.  A reasonable ship, but it's in a radically different class.

Yes 5 attacks seems a bit to brutal. Maybe it would work if it was kept to maximum attacks per round in 200pts play? 

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I put the C-ROC title that makes you regen two shields per round, and if it survives until your opponent has 1-2 ships left, it's been pretty much unbeatable every time I've played it. Especially given that it gets reinforce.

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11 minutes ago, Matanui3 said:

I put the C-ROC title that makes you regen two shields per round, and if it survives until your opponent has 1-2 ships left, it's been pretty much unbeatable every time I've played it. Especially given that it gets reinforce.

Yeah that  sounds bad to... Okay maybe not so suited for 200pts, a pitty, it could be fun somehow to be able to use them like that. 

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I have flown a C-ROC or two in casual 2.0 play.  They are as potent, I think, as a well played Ace.  They can have an outsized effect, or they can just burn.  They feel, in that sense, balanced.  At least they do to this filthy casual, who has only been on the dealing, and not the receiving, end.

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2 hours ago, Dwing said:

Yeah that  sounds bad to... Okay maybe not so suited for 200pts, a pitty, it could be fun somehow to be able to use them like that. 

So just don’t use that title. I think it would probably be fine without that title. They burn up something like 75 points out of your 200 and are slow to move around.

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Opponent agreed, had some tourney optimised Resistance list which I totally trashed with this build:

--------------

Syndicate Smugglers (58)    
    Stalwart Captain (6)    
    Targeting Battery (6)    
    IG-88D (3)    
    IG-RM Droids (2)    
    Deadman's Switch (2)    
    Merchant One (8)    
    Dorsal Turret (2)    
    Bombardment Specialists (6)    
Ship total: 93  Half Points: 47  Threshold: 8    
    
2x Mining Guild Sentry (22)    
Ship total: 22  Half Points: 11  Threshold: 2    

Captain Seevor (30)    
Ship total: 30  Half Points: 15  Threshold: 2    
    
Tansarii Point Veteran (29)    
Tractor Beam (3)    
Ship total: 32  Half Points: 16  Threshold: 2    
Total: 199   

-------------

However, opponent made also the mistake to attack the screen instead of straight go for the Croc and murder it as fast as possible. C-Roc was left against Obi-wan when it would have been time, no chance for Obi wan to ever kill the Croc, as it was over half-points, never had suffered any crits (crits are what kills the Huge ships) and was regenerating.

It feels good that finally the Huge ships are worth their points (unlike 1st ed), but in casual play it can be an uphill battle for the opponent, if only 200 points are on the board.

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I’ve never tried it, but I suspect that technically it would be balanced, if by balanced you mean that there’s a 50/50 chance that one of you will get wrecked and have a terrible game. Either the huge ship gets focused and burned down quickly and then the opponent mops up the filler ships, or it doesn’t and your opponent gets behind on points and has no chance of ever killing the huge ship. 
 

Rather, I suggest bumping the points up to 300 or 400 points, where the outcome of a single huge ship isn’t necessarily going to dictate a win or loss. 

Edited by Herowannabe

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5 hours ago, Herowannabe said:

Rather, I suggest bumping the points up to 300 or 400 points, where the outcome of a single huge ship isn’t necessarily going to dictate a win or loss. 

I absolutely agree; 300 points is definitely more fun.  Just because there are more ships on the table - more Star Wars is always better!

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I have used the Gozanti in solo play. The solo play scenario is to use around 6 npc ship[s against 2 player ships. All are around 2 quick-build points each.

 

I used the Imperial quick build that came in the huge ships kit.

It was against 3x 2-point quick build ships, and had a pair each of 1-point and 2-point TIE fighters ready to launch.

The Gozanti started opposite the 3 rebel ships, and launched a TIE whenever I rolled a crit on 2 attack dice.

 

It worked pretty well, and I managed to whittle it down for a close win for the rebels. I'm not a great player of X-wing, but it worked for me.

 

As for standard games, 200 points or so, I'd use the huge ships carefully. Over 200 points, go for it.

 

Edited by Aetherer
Words

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