Rebel Transport Strategies

By Viceroy Bolda, in X-Wing

With all of the new and exciting cards that have come out in the Rebel Transport expansion pack, combined with the existing cards, the posibilities seem endless.

Based on what has been released up to this point, what will your first Transport build look like and what will be your strategy?

I'm super hyped by the epic ships. But I'm not sure what to do with the Transport yet. It looks fun. But it's... Hard to say.

I think I'd do something like this for the Transport.

GR-75 Medium Transport (30)

WED-15 Repair Droid (2) Toryn Farr (6) Engine Booster (3) Ionization Reactor (4) Backup Shield Generator (3) Bright Hope (5)

Total: 53

Run it naked as a guided torpedo at their most expensive ship

Run it naked as a guided torpedo at their most expensive ship

If nothing else, it'll draw a ton of fire for 30 points.

Run it naked as a guided torpedo at their most expensive ship

I'm so doing this. Goodbye tie swarm.

That's why I'm thinking of running this build:

GR-75 Medium Transport (30)
Carlist Rieekan (3)
Jan Dodonna (6)
Expanded Cargo Hold (1)
Engine Booster (3)
Combat Retrofit (10)
Quantum Storm (4)
Total: 57
Rush up, crash into a few perhaps, launch alpha strike at PS12, with all escort fighters changing hits into crits, don't care about what happens to the transport afterwards.

Riekeen's ability only last through the activation phase. So everyone will be back to their original pilot skill after movement.

My first game will be a 200 pointer. I'm looking forward to trying out the new x-wing pilots! I haven't had much time to use the aces upgrades yet, so that's why I'm using opportunist a lot. I don't have a good idea yet if it's worth the 4 points...

GR-75 Medium Transport (30)
WED-15 Repair Droid (2)
Toryn Farr (6)
Shield Projector (4)
EM Emitter (3)
Backup Shield Generator (3)
Bright Hope (5)

Wes Janson (29)

Jek Porkins (26)
Veteran Instincts (1)

Wedge Antilles (29)
Opportunist (4)
R2 Astromech (1)

Biggs Darklighter (25)
R4-D6 (1)
Hull Upgrade (3)

Tarn Mison (23)
R2-D6 (1)
Opportunist (4)

Total: 200

View in Yet Another Squad Builder

played a team epic last night, yea that Space Narwhal moved 3 times and the bombers with adv pros droped it in a turn, my mistake for not getting the evades that round.

Riekeen's ability only last through the activation phase. So everyone will be back to their original pilot skill after movement.

I gotta start reading what's on the card instead of reading what I want to be on the card.

Well, let's drop him and still plow on. :P .

Here's a 300 point epic list I think I'll try with the transport. Needless to say it will require some tweaking. I'll also not have enough Flechette Torpedoes to make it tournament legal... but for friendly games we don't mind proxies for upgrades.

GR-75 Medium Transport (30)

WED-15 Repair Droid (2)

Toryn Farr (6)

Engine Booster (3)

Backup Shield Generator (3)

Ionization Reactor (4)

Bright Hope (5)

Tarn Mison (23)

Flechette Torpedoes (2)

R2 Astromech (1)

"Hobbie" Kilvan (25)

Flechette Torpedoes (2)

R2 Astromech (1)

Garven Dreis (26)

Flechette Torpedoes (2)

R2 Astromech (1)

Jek Porkins (26)

Push the Limit (3)

Flechette Torpedoes (2)

R2 Astromech (1)

Jan Ors (25)

Determination (1)

Ion Cannon Turret (5)

Nien Nunb (1)

Keyan Farlander (29)

Push the Limit (3)

Advanced Sensors (3)

Heavy Laser Cannon (7)

Blue Squadron Pilot (22)

Advanced Sensors (3)

Flechette Torpedoes (2)

Flechette Torpedoes (2)

Blue Squadron Pilot (22)

Ion Cannon (3)

Flechette Torpedoes (2)

Flechette Torpedoes (2)

Total: 300

Run it naked as a guided torpedo at their most expensive ship

LMAO!

Run it naked as a guided torpedo at their most expensive ship

Ionize their whole team and bulldoze them with the giant phallic thingy

Run it naked as a guided torpedo at their most expensive ship

Ionize their whole team and bulldoze them with the giant phallic thingy

I second the motion.