I got to play my first game with the GR-75 last night, a 150 point dogfight, and I'm going to share some tips I got out of that game. This isn't a battle report as such, and my fighters were occupied elsewhere most of the game, so I'm going to concentrate on the transport.
GR-75
- Quantum Storm (+1 Energy Limit, generate 1 Energy in the End Phase)
- Toryn Farr ( Action: Spend Energy to remove enemy Focus, Evade, and blue Target Lock Tokens at Range 1-2)
- Saboteur ( Action: Roll 1 Attack Die. On a Hit or Crit, flip an enemy Damage Card face-up at Range 1)
- Backup Shield Generator (Spend 1 Energy to recharge 1 Shield at end of Round)
- Engine Booster (Spend 1 Energy to move 1 Straight before revealing dial)
I really wanted to get a handle on how the Energy system worked and use the ships command and control abilities, however I ended up spending most of the game using the transport alone to keep 2-3 character Interceptors occupied.
The combination of Quantun Storm , Backup Shield Generator, and Engine Booster, meant I could always recover at least one Shield or lunge forward to attempt a ram, even if I burned my energy on other actions or abilities. I wasn't able to hit anything, but just the threat of that extra distance threw my opponent's initial approach into disarray, forcing him to break to either side as I plowed down the middle. By moving as slow as possible, I both kept my Energy up and isolated half of his ships, so that my fighters could concentrate on the other half.
Toryn Farr is expensive, both in points and Energy cost, but her ability was absolutely amazing the one time I got to use it. Wiping away Focus and Evade tokens from all four Interceptors did wonders for my other fighters, but it also showed the value of the Shield Upgrades on each of his ships, as I wasn't able to finish any of them off.
I never got to use Saboteur, as the aforementioned Shield Upgrades meant there weren't any damage cards on his fighters until the very last turn we played, but for only two points it would have given me a fighting chance if my transport had been the last ship alive.
As for the transport's generic Actions; Recover was very useful because of my opponent's concentrated fire. Reinforce wasn't as effective because he had few ships, and their maneuverability let them threaten both sections. Jam managed to force an Interceptor to disengage for two turns, and Coordinate never saw any use because my fighters were either too far away or I needed Shields back too badly.
Quantum Storm and the Backup Shield Generator were definitely the stars of the show, and I highly recommend them, especially since their effects are entirely independent of actions, maneuvers, or other effects. My biggest mistake, upgrade-wise, was equipping multiple " Action: " cards, since there are no ways to give Huge Ships Free Actions.
I hope this helps you get the most out of your own transports!