Switch Theme:

Imperial Raider build  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in us
Longtime Dakkanaut




Minneapolis, MN

With the Gozanti release soon, the tactics of Epic will change. For now, my thoughts:

Your main tool will be the primary weapon's double-tap. You're going to want to use that every single round, which will cost 2 energy per turn (I'm going to keep a running tab on energy).

The Instigator title is good, and it combos well with Shield Technician. You'll never be wasting energy on excess shields, and will effectively be getting the opportunity to use 1 extra energy every other turn (later in the game, when you'll be using Recover a lot, it will proc almost every turn).

I like Captain Needa, lets you pretty much ignore obstacles when you're moving. Vader is probably be a better choice for your 2nd crew slot, since you can use his ability multiple times per turn, and then just regen shields next turn (doubly effective with the Instigator). WED-15 Repair Droid, Fleet Officer or Weapons Engineer might be good choices once Automated Protocols is released.

Engineering Team is an obviously good choice, which will usually net you 1 energy every other turn.

As for hard points:
I like Ion Cannon Battery on the front arc. 2 energy a turn, and does a deceptive amount of damage against unshielded targets.

I'm not a fan of QLC. Their range is too short, and without dice modifiers they often fail to do damage. 1 energy a turn (because every other turn, you won't be using them). I would put a Turbolaser on the back, and use it in conjunction with Gunnery Team to get 3-4 hits each round. That will cost 3 energy. It also sits far back enough on the ship that you can often get range 3 attacks. Putting a turbolaser on the front of a raider would be a mistake.

So, I would specifically suggest:

Raider-class Corvette (Fore) (50)
Quad Laser Cannons (6)
Sensor Team (4)
Tibanna Gas Supplies (4)

Raider-class Corvette (Aft) (50)
Darth Vader (3)
Shield Technician (1)
Ion Cannon Battery (6)
Single Turbolasers (8)
Engineering Team (4)
Gunnery Team (4)
Engine Booster (3)
Instigator (4)

Total: 147

View in Yet Another Squad Builder

You'll be gaining 3-4 energy per turn, spending 7 per turn on weapons, 5 per turn to fully regen the shields on your Fore. You'll enter your first combat with an energy reserve of 6 + 6 on your hardpoints, and you'll be able to pop Tibana to gain 4+3 energy once per game. That will give you 2 turns near the beginning of the game where you can fire all your weapons and still be able to fully regenerate your shields - use them wisely. Later in the game, you'll only be able to fire 1-2 of your weapons (since you'll need to be regening shields to keep your ship afloat), but you'll have some options for which weapons to use (e.g., turbolaser at enemy huge ships, primary weapon at range 2 targets).

Again, this will all change once the Gozanti cards are available. I've only played a few games of Epic, so I'm not expert on the topic. But you definitely need to think about what you're going to be using your energy for, what actions you ship is going to be taking, and what range your ship will be from potential targets. And, of course, the rest of your list needs to be good. Spamming lots of generics is not a bad idea - super aces like Fel and Vader tend to just bite it early on in an Epic game.

This message was edited 2 times. Last update was at 2015/12/08 15:53:47


 
Made in us
Longtime Dakkanaut




Minneapolis, MN

Under the standard rules, you start with 0 energy.

Under tournament rules, you start with max energy on your ships and secondary weapons.

Use the tournament rules. The standard rules lead to a super slow and boring early game.

 captain bloody fists wrote:
2) I thought that primary weapons don't need energy since there is no X energy number beside it. I could be very wrong and I'm unable to check currently.

You're right, but take a look at the Raider Fore pilot card. Firing your primary weapon costs no energy, and you have the option to spend 2 energy to fire twice.



For comparison, the CR-90 Fore has a special ability that lets you boost the primary weapon by 1 dice for the cost of 1 energy.



In neither case do you actually need to spend that energy - it's an optional ability.

This message was edited 1 time. Last update was at 2015/12/09 19:19:16


 
 
Forum Index » Atomic Mass Games (Star Wars & Marvel: Crisis Protocol)
Go to: