So how good have you found the transport!

By Krynn007, in X-Wing

200 point game, standard area. I flew 4 Pilot 2 Bombers with PTs, Jonus with PT, 4 Academy Ties and Jendon. He had 55 points into the Barge but the real damage came from the 5 top x-wing - Wedge, Guy who costs same as Wedge, Biggs, Luke and the other guy I can't remember. First game x-wing slaughter of empire, second games, barge crashes into pile up of ships killing shuttle and 3 bombers instantly.

No need to worry about steering the 75, opponent just drove straight through everything, taking crits and such along the way but replenishing shields and repairing damage with droids. Removing target locks and focus tokens really sucks for the Empire.

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.

Ah yes, hadn't thought of that. Still doesn't seem like it could take out all that much, requiring a) stress, b) spending energy, and c) the ship's action for the turn. Ramming seems more likely, but in the games I played it was pretty easy to stay out of the way of the transport.

Just finished a 300 point game that got handed to me hard. Had the Bright Hope title, Frequency Jammer, Comms Booster, and Engine Booster. Kicked myself the entire game for not taking Splicer Tools. Had several supporting X-wings with Flechette Torps and used the Hobbie/R3-A2 combo to keep his ships stressed. Used the transport to Jam almost every turn, but since I didn't have splicer tools he basically ignored it the entire game. Way too many points to only hand out 3 stress a turn (plus the effect of Comms Booster). He was smart enough to not fly in front of it, and it turns so slow he would be gone by the time I turned, so I was not able to ram any ships. Splicer Tools would have forced him to deal with it instead of flying around it and focus firing on my other ships.

It happened via ramming. That 2 Bank can cover quite a bit of ground when your opponent is trying to line up shots. Ramming is an exercise in using your other ships to force your opponent into not shooting you, or risking being crushed. Neither of us ran Slicer Tools. Too situational for the cost.

We played two games. Comms Booster was the star of the show. And Torryn Farr laughs at Kyle Katarn and his silly Blaster Turret.

The first was 200 points.

He had a 6 ship build with Ibtisam, Garven, Wes, the 3 Skill Xwing, Quantum Storm, and a prototype A-wing. There were a lot of upgrades involved that didn't see much use.

We both kept our Transports back behind early match, where focusing fire just wasn't possible. We lost a lot of fighters very quickly, putting it down to the situation I described earlier.

I killed my own full Health Kyle when I forgot what I was doing with my Transport. He ran over Porkins, who despite an engine upgrade, couldn't fly for crap past his very first Kturn into a boost. I think he got dizzy. He never got shot at all game, but lost 2 shields before getting crushed.

I killed the 3 Skill Rookie in a virtual suicide attempt 4 forward with my 1 Hull Transport. By the end of the next turn my shields were full and he'd lost 2 of his remaining 3 ships, making focus fire impossible.

The Hull recovery is absolutely amazing.

The next match we tried a similar force on my end, Another focus passing build, but with two Rookie B-wings with FCS instead of two of the X-wings and Dutch rather than Roark. He ran an Interceptor List with a Buzz Saw and Bomber.

This match was much harder on him.

The Interceptors couldn't hold up in a straight fight despite excellent use of abilities. 4 on the field was just too little Hull. Meanwhile thanks to Comms Booster I could out manuever him with free K-turns, and really screw up his flying by barreling my Transport through everything. He didn't kill a single ship, and my Transport only lost 3 Hull all game. One to an Asteroid that Chewbacca handily ignored for me. Speaking of which, Chewie on a Transport is pretty awesome for eating that crit you know will happen when you wipe an obnoxious asteroid off the map. This match the Transport ran over one repeatedly ionized interceptor(Poor Lorrir never cleared his stress), and one tie fighter.

As far as the transport goes.

Shield recovery is amazing if you plan ahead.

Repair Robot and Chewie make shooting it a hard decision, combat retrofit seems far less efficient, but being able to recover up to 5 shields might be better than I'm thinking.

Reinforce is surprisingly useful. It's hard to line up a shot.

Comms Booster should be on every Transport known to man. The options it gives are AMAZING!

Jam never seems worth the action(used it once to forestall a bomber using APT, but coordinate does, as it gives some amazing firepower.

The Star ability of the transport is easily the fear of ramming though. It can screw up formations and force awkward flying ALL over the place, while being a difficult prospect to focus fire. At least in a 200 point game. At 300 things might be forgiving, but it has a strange threat level balance of being completely unthreatening whille being the most dangerous thing on the board. It just can't shoot you, and killing it will probably put you at a greater loss of firepower than fighting your opponents fighters.

Edited by Aminar