Protecting the transport, epic Rebel lists

By Dagonet, in X-Wing

Soon the first Transports will be in dire need of protection, the Imperials are already plotting and scheming

What lists are you thinking of fielding to ensure the Rebellion will live to fight another day?

In my mind there are two ways to go with the transport. Load it up and put it in command of the battle, or keep it empty and dump 270 points in the escorts.

Fully loaded with what we know now, the transport will cost about 60 points.

GR-75 Medium Transport (30)
Flight Instructor (4)
Toryn Farr (6)
Comms Booster (4)
Slicer Tools (7)
Shield Projector (4)
Bright Hope (5)
Total: 60
For crew, there are at the moment 5 known possibilities.
Toryn Farr, Flight Instructor, Chewbacca, Saboteur and Intelligence Agent. All other crew members refer to attacks, movement or actions that are unavailable such as focus or evade.
For the example above, I've gone for one of the most expensive options, not the best fit (Chewbacca might be better, of IA).
This provides a maximum energy reserve of 6, a bunch of energy related offensive and defensive actions and the regular actions available to the transport such as recover, reinforce and jam.
It also leaves us 240 points to build a fighter screen in order to defend this beast.
The biggest danger to the huge ships will be energy disruption, and that means the transport will face ion cannons, turrets and missiles.
I'm thinking, initially for a list like:

GR-75 Medium Transport (30)
Flight Instructor (4)
Toryn Farr (6)
Comms Booster (4)
Slicer Tools (7)
Shield Projector (4)
Bright Hope (5)
Wes Janson (29)
Outmaneuver (3)
R3-A2 (2)
Shield Upgrade (4)
Wedge Antilles (29)
Opportunist (4)
R7-T1 (3)
Shield Upgrade (4)
Dagger Squadron Pilot (24)
Advanced Sensors (3)
Flechette Torpedoes (2)
Flechette Torpedoes (2)
Engine Upgrade (4)
Dagger Squadron Pilot (24)
Advanced Sensors (3)
Flechette Torpedoes (2)
Flechette Torpedoes (2)
Engine Upgrade (4)
Dagger Squadron Pilot (24)
Advanced Sensors (3)
Flechette Torpedoes (2)
Flechette Torpedoes (2)
Engine Upgrade (4)
Green Squadron Pilot (19)
Push the Limit (3)
Ion Pulse Missiles (3)
Hull Upgrade (3)
Green Squadron Pilot (19)
Push the Limit (3)
Ion Pulse Missiles (3)
Hull Upgrade (3)
Total: 299
GSP's sweep in and function initially as disruptors and then harassment.
The Daggers are there to stress Defenders and Bombers and general tankiness.
The Wedge Wing strips tokens and kill, kill, kill.
This list doesn't take into account the coming E-Wings or even the relatively known Z95's, I think the latter may prove to be a little outmatched to defend the transport, but I'm open to suggestions.
Edited by Dagonet

I *was* going to wait until we saw more of the customisation options for the transport, but I did tinker with this list yesterday:

Idea being that Han and the transport soak the fire and dish out support and damage respectively. The 4 X-Wing's are unique pilots, and operate at 3xPS5 and 1xPS6, which I think will be ideal for the large imperial fleets we will see in epic play. They will be on one flank, with the B's and A's on the other (where both ships have been upgraded to suit their strengths).

GR-75 Medium Transport (30)

Comms Booster (4)

Shield Upgrade (4)

Tarn Mason (23)

R2-D6 (1)

Veteran Instincts (1)

Biggs Darklighter (25)

"Hobbie" Klivian (25)

Garven Dries (26)

Green Squadron Pilot (19)

Chardaan Refit (-2)

Push the Limit (3)

Stealth Device (3)

Green Squadron Pilot (19)

Chardaan Refit (-2)

Push the Limit (3)

Stealth Device (3)

Dagger Squadron Pilot (24)

Fire Control System (2)

Dagger Squadron Pilot (24)

Fire Control System (2)

Han Solo (46)

Luke (7)

Chewie (4)

Millennium Falcon (1)

Shield Upgrade (4)

I am seriously dying to try Epic Play out!

Don't forget that the Chardaan Refit is a long way away, so unless you want to use proxies...

A Shield Upgrade can't be put on the Transport, huge ships may only equip huge ship only modifications, we don't know them yet.

Doh, I used Voids builder for that one, I guess he'll have to edit that out!

Drop the shields, remove the Chaardans. Done! ^^

This provides a maximum energy reserve of 7

How are you getting 7 energy? Unless I missed something, the max is currently 6 (4 base + 2 from Bright Hope).

This provides a maximum energy reserve of 7

How are you getting 7 energy? Unless I missed something, the max is currently 6 (4 base + 2 from Bright Hope).

Whoops, I got mixed up with the CR 90. I'll amend the OP.

I'm thinking, initially for a list like:

GR-75 Medium Transport (30)
Flight Instructor (4)
Toryn Farr (6)
Comms Booster (4)
Slicer Tools (7)
Shield Projector (4)
Bright Hope (5)
Wes Janson (29)
Outmaneuver (3)
R3-A2 (2)
Shield Upgrade (4)
Wedge Antilles (29)
Opportunist (4)
R7-T1 (3)
Shield Upgrade (4)
Dagger Squadron Pilot (24)
Advanced Sensors (3)
Flechette Torpedoes (2)
Flechette Torpedoes (2)
Engine Upgrade (4)
Dagger Squadron Pilot (24)
Advanced Sensors (3)
Flechette Torpedoes (2)
Flechette Torpedoes (2)
Engine Upgrade (4)
Dagger Squadron Pilot (24)
Advanced Sensors (3)
Flechette Torpedoes (2)
Flechette Torpedoes (2)
Engine Upgrade (4)
Green Squadron Pilot (19)
Push the Limit (3)
Ion Pulse Missiles (3)
Hull Upgrade (3)
Green Squadron Pilot (19)
Push the Limit (3)
Ion Pulse Missiles (3)
Hull Upgrade (3)
Total: 299

I would love to fly this list. To bad that B-Wing and A-Wing is out of stock. :( .

I just looked up Prices for X-Wing article in Germany. A trader on amazon has high demands ...

Y-Wing - 273€

Tie Fighter - 131€

Core Game - 102€

X-Wing - 144€

Just ******* crazy.

Edited by SchLoTTiX

I would love to fly this list. To bad that B-Wing and A-Wing is out of stock. :( .

I feel your pain. I just noticed that one of the webshops I keep track of has 30 B-Wings in stock so I'll be ordering some before they're gone.

ORS with APL. LOTS of ORS with APL. You can't kill the transport if you can't get into range of the transport.

ORS with APL. LOTS of ORS with APL. You can't kill the transport if you can't get into range of the transport.

:D .

8 YT1300's screening a transport, keeping a minimum of range 2 from it.

That's going to take up half the board just fielding your list. :D .

ORS with APL. LOTS of ORS with APL. You can't kill the transport if you can't get into range of the transport.

:D .

8 YT1300's screening a transport, keeping a minimum of range 2 from it.

That's going to take up half the board just fielding your list. :D .

ORS with APL. LOTS of ORS with APL. You can't kill the transport if you can't get into range of the transport.

:D .

8 YT1300's screening a transport, keeping a minimum of range 2 from it.

That's going to take up half the board just fielding your list. :D .

You can only throw down 6 of a large base ship.

Well, 8 if you play 2v2 and you both have 4 ORS ;)

But with 240 points, I'd probably look at having at least 8 ships, or two flights :)

XXXX

AAAA

as rookies and greens (because I know I want to upgrade them) puts us at 160 points, leaving 80 for upgrades.

PTL on all of the greens takes up 12 points. Upgrading one to Tycho takes another 7.

Meanwhile, the Xs will probably want to be upgraded as well... Lets go with Luke, Tarn, Porkins, and Hobbie... I don't particularly want anyone that so dangerous that the enemy goes after the flight of X wings before the transport... or do I? But those upgrades cost 18 points.

I now have 43 points remaining. I could put two more ships in, or I could further equip these... R2D2 on Luke seems logical, might as well put DTF there as well. Lets throw some Flechette on all of the X wings... That leaves 30 points. While I would normally say lets add Roark at this point, I'm thinking having a single person shoot higher (which would likely be an A wing) won't be that important, so let's actually put Jan out in the field... She can hang back in the protection of the transport handing out extra dice. Oh, and an Ion Cannon Turret on her obviously.

So, final list

GR-75 w/ 30 points of upgrades

Flight 1

Luke w/ DTF + R2D2 + Flechette

Porkins w/ Flechette

Hobbie w/ Flechette

Tarn w/ Flechette

Flight 2

Tycho w/ PTL

Green w/ PTL

Green w/ PTL

Green w/ PTL

I need the article for the E-Wing, if only to make an informed "BYE BYE TRANSPORT, TRANSPORT BYE BYE" team epic list. Two B-wings, Y-Wings, E-Wings at the lowest levels and an empty transport leave 36 points for upgrades per team.

I apologize to the Bay City Rollers. :P .

The Dutyfree, combined with Frequency Jammer is going to hand out a lot of stress tokens, two on one ship at range 1 to 3 and one to a ship at range 2 or beyond...

12 Tie Phantoms for the win ;-p

I mean the poor transport is going to get hit with 60 dice at range 1

(Yes I know you can only have 8 small ships but I can still dream)

Edited by Cubanboy

These lists kind of scare me... At 100 points, I want around 4 rebel ships, and at 300 we all have about 8 or so ships + the transport... Not sure if our fighter screen will be able to hold off the inevitable swarms.

For myself I'm thinking something around the lines of:

4x Red Squadron with proton Torps = 108

2x Gray Squadron Pilots with ion cannons = 50

2x Dagger Squadron with Advanced Sensors = 54

Lando in the YT stock = 44

Which adds up to 256 leaving 44 points for the transport.

I would try to focus on keeping the B-Wings and Lando covering the transport and use the X's and Y's in a 3 ship wolfpacks (2x's 1Y) to focus down threats. Stealthed ships aren't so scary after they do a white 1 forward into your guns after all ;)

Edited by Battalia

Well, sure, you are going to see some swarms, but at most you'll face 21 ships. One swarm of fighters plus howlrunner and 9 bombers.

But even without an escort the transport could make life hard for such a list. Especially the Dutyfree. Stress out Howlrunner through the jam action. Spend 3 energy on the slicer tools and Howlrunner is dead, taking all those rerolls with her. Then there is the handing out of stress which inerceptors aren't going to like as it renders PTL a pretty accessory.

So the imperial list as well will be smaller and more diverse, with support ships coming into their own.

Well, sure, you are going to see some swarms, but at most you'll face 21 ships. One swarm of fighters plus howlrunner and 9 bombers.

But even without an escort the transport could make life hard for such a list. Especially the Dutyfree. Stress out Howlrunner through the jam action. Spend 3 energy on the slicer tools and Howlrunner is dead, taking all those rerolls with her. Then there is the handing out of stress which inerceptors aren't going to like as it renders PTL a pretty accessory.

So the imperial list as well will be smaller and more diverse, with support ships coming into their own.

Oh crap, you seem to be right. Ah well, still a powerful card.

Honestly the biggest question here should be why you need to protect the transport at all when it doesn't count as any kind of victory condition. It's potentially a force multiplier, sure, but that only matters if your protection strategy doesn't reduce the effectiveness of the rest of your force by so much that the transport's bonuses are wasted on bringing your conventional ships back up to the level of a 300 point conventional squadron. IMO the best protection strategy is probably going to be putting it in the back and considering it 40ish points worth of extra HP for the rest of your ships if your opponent is really determined to kill it.

That's about as boring as bumping two yt1300's to keep them in the same place.

Besides, the transport packs a punch by itself.

Besides, the transport packs a punch by itself.

But for how long? All of its damage abilities require energy, and if you're spending actions and energy trying to kill stuff then you're not repairing your shields and you're going to have a dead transport very quickly. Obviously there are reasons to take it, but I don't think you should change the rest of your list too much to protect it. Use it while you can, but bring the most effective ~250 point list to go along with it, not a dedicated escort list.

Besides, the transport packs a punch by itself.

But for how long? All of its damage abilities require energy, and if you're spending actions and energy trying to kill stuff then you're not repairing your shields and you're going to have a dead transport very quickly. Obviously there are reasons to take it, but I don't think you should change the rest of your list too much to protect it. Use it while you can, but bring the most effective ~250 point list to go along with it, not a dedicated escort list.

Here are three different loadouts:

GR-75 Medium Transport (30)
Toryn Farr (6)
Frequency Jammer (4)
Backup Shield Generator (3)
Combat Retrofit (10)
Dutyfree (2)
GR-75 Medium Transport (30)
WED-15 Repair Droid (2)
EM Emitter (3)
Backup Shield Generator (3)
Shield Projector (4)
Combat Retrofit (10)
Bright Hope (5)
GR-75 Medium Transport (30)
Jan Dodonna (6)
Carlist Rieekan (3)
Expanded Cargo Hold (1)
Slicer Tools (7)
Engine Booster (3)
Combat Retrofit (10)
Quantum Storm (4)
Total: 176
The Quantom Storm is designed to wade hip deep into the fray, soften up some targets and then have the support ships launch an alpha strike at PS12 and a whole bunch of crits. What happens after isn't that important as it should be crippling enough.
The Dutyfree hangs back a little, stripping and stressing.
The Biggs Hope keeps its nose to the enemy, reinforces and pulls attacks away from the most important fighters as needed.

And that's without fine tuning to particular play styles and different squadrons.

12 Tie Phantoms for the win ;-p

I mean the poor transport is going to get hit with 60 dice at range 1

(Yes I know you can only have 8 small ships but I can still dream)

Oh be off with ya! :P .

Imperialist pig! http://community.fantasyflightgames.com/index.php?/topic/104491-300-point-epic-imperial-lists/

There are some great lists there

Allied Swine, your mother was a hamster and your father smells of elder berries. :-p