So how good have you found the transport!

By Krynn007, in X-Wing

So those who received their transport ship, how does it play?

What size board have you been playing on? If something smaller than 4x6 how did it play out?

How well does it fly?

Did you win or lose?

How long did it take, from start to finish.

Feel free to share your thoughts.

I can't wait to get mine. Hopefully this week

Edited by Krynn007

She flies like a half beached whale.

Game was called due to time 4+ hours in. Rebels were down considerably.

So I ran my GR with WED-15 Repair Droid , Farr, Engine Boost , Combat Reinforcement , Bright Hope , Comms Booster, and EM Emitter. Totaled out at 63 pts for the ship and was impressed at the base abilities combined with Engine Boost. The she doesn't turn on a dime and by the time we called it she was out of position but repairing nearly all damage done with one shield recovery used to restore all shields. The upgrades in bold were the ones I used consistently and to great effect. Combined with Reinforcement (+2 evade thanks to Bright Hope) and Jamming made it a really fun play! I'd have to play test it but the Tibanna Gas Supplies, Slicer Tools and a Navigator/Carlist Rieekan would be my adjustments dropping Farr, Comms Booster, & EM Emitter.

Man I can't wait to get my hands on one.

Not to happy right now. My local game store didn't get any in and she told me their supplier doesn't have anymore.

"Guess we just aren't high priority" she said.

Kind of pisses me off as some stores probably got 10 or more.

Plus last week she called them and they told her April 30.

Now I'm browsing ebay,as that looks like the cheapest place since I'm located eastern Canada,and any other place with shipping is retarded price

Anyway end rant lol. Thanks for responding

Please let me know more.

4 hours is a long time, how many points were you playing?

She flies like a half beached whale.

Game was called due to time 4+ hours in. Rebels were down considerably.

So I ran my GR with WED-15 Repair Droid , Farr, Engine Boost , Combat Reinforcement , Bright Hope , Comms Booster, and EM Emitter. Totaled out at 63 pts for the ship and was impressed at the base abilities combined with Engine Boost. The she doesn't turn on a dime and by the time we called it she was out of position but repairing nearly all damage done with one shield recovery used to restore all shields. The upgrades in bold were the ones I used consistently and to great effect. Combined with Reinforcement (+2 evade thanks to Bright Hope) and Jamming made it a really fun play! I'd have to play test it but the Tibanna Gas Supplies, Slicer Tools and a Navigator/Carlist Rieekan would be my adjustments dropping Farr, Comms Booster, & EM Emitter.

Did you use it to ram into smaller ships?

I tried mine in a 150pt game on a 3x3 board with 3 of the named XWings from the box against 3 TIE Bombers and 2 TIE Interceptors powered up with Advanced Torps, etc.

One interceptor got 1-shotted by a good XWing roll at range 3 despite having a 5 dice evade with Stealth Device (whiff!) and the transport managed to ram another interceptor (a viable and important tactic, I think).

Powerups on the transport included the crew members that pull off focus/target locks and change hits to crits for allies, shield backup, slicer to cause damage to stressed ships (didn't get to use that), another powerup I can't remember, and the title card for 2 evade when reinforcing. Reinforce was important to use.

I failed to reinforce one round and got blown up badly by 2 TIE Bombers. I had already taken hull damage by barreling through 2 asteroids from before.

It finally ended with 2 TIE Bombers against 1 XWing which got blown up by lasers. Empire wins.

The game was disappointing, but that ramming of an interceptor felt good. However, we were playing the rules wrong and I was moving the transport along with the small ships instead of waiting until afterwards. Oops.

Would I use it again? I'd like to, if only to get better at flying it properly. I don't like requiring a 300 point game and a 3x6 board to be 'legal', but I don't know if 300 pts are necessary to use it in a balanced game.

Edited by Pygon

I had a run out with it against my daughters (6 & 9), I really wanted to see how the transport worked and to visualise the movement. Had bright hope, tabanna gas supplies and shield generator - I didn't really use the upgrades but I managed to ram Darth Vader though which demonstrated the effectiveness of ramming, getting into a position to ram takes some planning and an element of luck that ships meet at the right time.

The game didn't finish but my first use of the transport left me wanting more :-)

Would the Transport be better in an objective role?

Here is my silly idea:

Using a 3 X 6 board and deploy fleets on the 3 side rather than 6. Transport has a simple mission, to get from your board edge to off the Empire board edge. That way it only needs to move in a straight line, but still has all it's available options. Rather than make it part of a fleet list, have it in addition to the fleet list. So 100 points + Transport for example, with the Empire being allowed 100 points + extra ships to the points value of the Transport.

I don't like the idea of paying that much for a piece of scenery. But I do like the idea of playing missions around it.

Nice sounds good.

I want to hear more, for now I just have to play through hearing the stories until I get mine which sadly is going to be another couple weeks :(

Was going to ask

How hard did it seem to keep in the board?

When playing on 3x3 board did it seem hard to turn our keep on the board?

Edited by Krynn007

I started in the back right corner but had to be careful that the first turn didn't stick my back end over the edge. I think the game played about 6 rounds and by the end the ship ended up in the middle of the board facing the left side by doing 2-turns. 1-turns give it a respectably small turn radius, so I don't think keeping it on the board is all that hard.

Edited by Pygon

So with 150 squad pts, on a 3x3 surface you didn't have much problem, or felt that the board was to small?

That would be nice. That way I don't have to put in the extender piece for my kitchen table lol

How many squad points do you think a 3x3 surface can handle? 200? 300 would probably be too much for 3x3 I would assume and the 6x3 would probably work better.

For the missions what does it say or recommend?

Just wondering from those who have played with it so far how big was your play area, and how many squad points did others play with?

Anyone try just using the basic 100? If so how balanced does it feel?

i should be getting mine soon, but i just wanna know from the people who have one... Is it mobile enough to turn around on a 3x3 or 3x6?

Would the Transport be better in an objective role?

Here is my silly idea:

Using a 3 X 6 board and deploy fleets on the 3 side rather than 6. Transport has a simple mission, to get from your board edge to off the Empire board edge. That way it only needs to move in a straight line, but still has all it's available options. Rather than make it part of a fleet list, have it in addition to the fleet list. So 100 points + Transport for example, with the Empire being allowed 100 points + extra ships to the points value of the Transport.

I don't like the idea of paying that much for a piece of scenery. But I do like the idea of playing missions around it.

You've just about perfectly described the first scenario rules, except it's a standard 3x3 area and there are special "mine" tokens with certain abilities. The Rebels get a "free" transport with Combat Retrofit (+1 shield and +2 Hull) and 125 points to spend however they want. Empire only gets 100 points, but the ability to use the "mine" effects really augments that. In the game we played I was getting my butt handed to me as the Rebel player. Of course, that could just be cause I suck at this game...

In fact all 3 of the Evacuation of Hoth scenarios are on a 3x3 play surface. I think people have an exaggerated idea of just how big the ship is in relation to a 3x3 area. It didn't feel all that cramped in this case.

i should be getting mine soon, but i just wanna know from the people who have one... Is it mobile enough to turn around on a 3x3 or 3x6?

It needs less than a foot squared to turn around. It's surprising really.

Would the Transport be better in an objective role?

Here is my silly idea:

Using a 3 X 6 board and deploy fleets on the 3 side rather than 6. Transport has a simple mission, to get from your board edge to off the Empire board edge. That way it only needs to move in a straight line, but still has all it's available options. Rather than make it part of a fleet list, have it in addition to the fleet list. So 100 points + Transport for example, with the Empire being allowed 100 points + extra ships to the points value of the Transport.

I don't like the idea of paying that much for a piece of scenery. But I do like the idea of playing missions around it.

You've just about perfectly described the first scenario rules, except it's a standard 3x3 area and there are special "mine" tokens with certain abilities. The Rebels get a "free" transport with Combat Retrofit (+1 shield and +2 Hull) and 125 points to spend however they want. Empire only gets 100 points, but the ability to use the "mine" effects really augments that. In the game we played I was getting my butt handed to me as the Rebel player. Of course, that could just be cause I suck at this game...

In fact all 3 of the Evacuation of Hoth scenarios are on a 3x3 play surface. I think people have an exaggerated idea of just how big the ship is in relation to a 3x3 area. It didn't feel all that cramped in this case.

Awesome!

Why did I even waste grey cells when FFG have done that. [ EDITED ]

I will never include it in a list for games, but if I did buy it I'd use the Transport as the objective in a game to protect/destroy.

Edited by AgentShadow

I got mine last night, havent played with it yet, but regret not buying a second. I think they will be terrific in pairs.

One that jams every action possible, the other that slices each action.

Would the Transport be better in an objective role?

Here is my silly idea:

Using a 3 X 6 board and deploy fleets on the 3 side rather than 6. Transport has a simple mission, to get from your board edge to off the Empire board edge. That way it only needs to move in a straight line, but still has all it's available options. Rather than make it part of a fleet list, have it in addition to the fleet list. So 100 points + Transport for example, with the Empire being allowed 100 points + extra ships to the points value of the Transport.

I don't like the idea of paying that much for a piece of scenery. But I do like the idea of playing missions around it.

You've just about perfectly described the first scenario rules, except it's a standard 3x3 area and there are special "mine" tokens with certain abilities. The Rebels get a "free" transport with Combat Retrofit (+1 shield and +2 Hull) and 125 points to spend however they want. Empire only gets 100 points, but the ability to use the "mine" effects really augments that. In the game we played I was getting my butt handed to me as the Rebel player. Of course, that could just be cause I suck at this game...

In fact all 3 of the Evacuation of Hoth scenarios are on a 3x3 play surface. I think people have an exaggerated idea of just how big the ship is in relation to a 3x3 area. It didn't feel all that cramped in this case.

Awesome!

Why did I even waste grey cells when FFG have done that. I think part of the problem is that some people, not necessarily the OP, but some try to play the Transport like any other ship. But it is very different. Flying around at high speed, doing daring K-Turns, barrel rolling and evading are for the starfighters, not huge ships.

I will never include it in a list for games, but if I did buy it I'd use the Transport as the objective in a game to protect/destroy.

I do know the transport is not like any other small ship

A xwing also does not fly the same as a awing and etc.

I'm just really excited to play with this, but have to wait.

Like I mentioned above, my local store didn't get any and their distributor is out.

Just bought one in eBay last night

My only concern was how much room did it require to fly the thing.

I know it turns like a truck, but wasnt sure how much space was needed.

Someone showed with some pics and it wasn't near add bad as I thought

I think part of the problem is that some people, not necessarily the OP , but some try to play the Transport like any other ship. But it is very different.

I do know the transport is not like any other small ship

A xwing also does not fly the same as a awing and etc.

I'm just really excited to play with this, but have to wait.

Like I mentioned above, my local store didn't get any and their distributor is out.

Just bought one in eBay last night

My only concern was how much room did it require to fly the thing.

I know it turns like a truck, but wasnt sure how much space was needed.

Someone showed with some pics and it wasn't near add bad as I thought

I tried to leave you out of my comment but clearly didn't succeed. Sorry if you thought that was aimed at you.

EDIT: I'll actually remove most of that comment if people are going to take it personally.

Edited by AgentShadow

Lol, no worries, I knew it wasn't aimed at me, but I just wanted to point out that I do know the difference.

The reason I made this thread was so I can hear what people thoughts were and how well the ship moved

Hard to tell by just looking at it, but now that people are playing with it, I'm glad to hear that you don't have to have a 6x3 space, and that the game still seems balanced at 150 points.

On a side note, I'm also disappointed because I thought my lgs was going to get it in this week and now I have to wait another week or 2 before I can get mine through EBay.

I just hope it gets through customs ok

Edited by Krynn007

One issue I am finding with the CR75 is the template as it applies to performing a bank. That notch is so little that it is easy to misalign it as you try to line it up with the corner. That notch needs to have more surface contact area.

Does anyone else find the bank hard to do right?

My buddy and I are midway through a game. 200 points.

My Transport has 1 Hull and frequently regening shields.

His has 3. I have a Rookie X-wing missing 1 shield and Roark with 1 Hull.

He has an A-wing missing one shield. It has been slow going trying to end this.

Lol how long has your game been?

What size surface area are you using?

How does it play with both sides using huge ships? That is something I haven't heard yet, but is wondering that earlier

We conceded the match to Circling Hippos. 1 transport and 1 Ship apiece. The X-wing and A-wing cannot kill a Transport, not with reinforce and shield recovery. All in all the Transports rocked the match. Comms Booster is amazing. Clear stress and give Focus tokens after everyone has gone. That Transports killed 61 points in ships on their own and supported like champs All Game Long.

The game was played on a 3ftish by 4foot table. The Trasnports were surprisingly agile and hard to force off the edge.

That Transports killed 61 points in ships on their own and supported like champs All Game Long.

You'll have to explain how that happened, since the Transport has no offensive capability on its own and can't "kill" anything except by ramming.

That might well be how it did. The Huge ships move after everyone else does, so ramming other ships is a real possibility.

You'll have to explain how that happened, since the Transport has no offensive capability on its own and can't "kill" anything except by ramming.

And slicer tools.