Transport upgrade choices

By Duraham, in X-Wing

Just want to make a thread to see what are the general guidelines when it comes to beefing out the transport with upgrades.

So far, I really love Navigator with the transport. Turns it into a sort of guided missile, and I can often choose between getting more energy or RAMMING SPEED at the last possible moment.

Other than that, I'm really stumped. Should I go all the way and get it fully tricked out (and costing nearly 70 points)? What are some good combinations? Any **** upgrades to avoid?

Sorry to burst you bubble man, but in the huge ship rules it says you can't use navigator.

"Gunner, Luke Skywalker, and Navigator cannot be equipped to huge ships."



From the Epic play rules PDF.



Unfortunately you should not be equipping Navigator on your CR 75 for Epic play.


Edited by Sergovan

just saw that, and it didnt appear in the GR75 rulebook at all dang....

If Biggs cant be used, then EM emitter is quite useless

Title

Dutyfree: I like the added range for jamming.

Crew

Chewbacca: should help keep the Transport alive.

Crew

Nien Nunb: will be helpful when going on "ramming speed" to make the forward maneuvers green.

Cargo

Tibanna Gas Supplies: because you never know when you might need 3 extra energy. Not to be used lightly.

Cargo

Comms Booster: removing stress and giving a focus to a nearby ship will help that ship protect the transport.

Cargo

Slicer tools: well I can't always rely on ramming and friendly ships. Got to give the transport some teeth.

Modification

Retrofit: For the extra 2 hull and 1 shield

62 points

Without using the transport myself I'm only guessing how to use it. Plus, Nien Nunb and Chewbacca are my go-to "Lando" Millennium Falcon upgrades. So if the falcon was flying, I'd probably replace those crew with Wed-15 and Flight Instructor . This will come to 63 points so not too bad an exchange.

If Biggs cant be used, then EM emitter is quite useless

but EM emitter works with every ship - wouldn't that mean you could park the thing infront of your tantive 4 and give your tantive the extra 3 agility dice too?

For 50 points focused on jamming

Dutyfree

Repair droid

Expanded cargo hold

Frequency jammer

Backup shield generator

Combat retrofit

There's plenty of energy to go around and jamming 2 ships per turn, with one at range 2 to edge of space.

If Biggs cant be used, then EM emitter is quite useless

but EM emitter works with every ship - wouldn't that mean you could park the thing infront of your tantive 4 and give your tantive the extra 3 agility dice too?

but when your Tantive fires back at the target, the target gets +3 green dice too

What use is Nien Nunb on a transport? Transports can never have stress tokens anyway.

Title

Dutyfree: I like the added range for jamming.

Crew

Chewbacca: should help keep the Transport alive.

Crew

Nien Nunb: will be helpful when going on "ramming speed" to make the forward maneuvers green.

Cargo

Tibanna Gas Supplies: because you never know when you might need 3 extra energy. Not to be used lightly.

Cargo

Comms Booster: removing stress and giving a focus to a nearby ship will help that ship protect the transport.

Cargo

Slicer tools: well I can't always rely on ramming and friendly ships. Got to give the transport some teeth.

Modification

Retrofit: For the extra 2 hull and 1 shield

62 points

Without using the transport myself I'm only guessing how to use it. Plus, Nien Nunb and Chewbacca are my go-to "Lando" Millennium Falcon upgrades. So if the falcon was flying, I'd probably replace those crew with Wed-15 and Flight Instructor . This will come to 63 points so not too bad an exchange.

I'm pretty sure you cannot - but has anyone found a ruling on weather or not you can use regular ship modifications, like Engine Upgrade, Stealth Device, etc on the huge ships?

I have a hard time imagining you can put too many points into a Transport, as long as you make sure your upgrades are compatible and focused.

Comms Booster is a must. Incredible card.

Without weapons, you don't burn through energy much quicker than you can use it, so the Gas Supplies might be unnecessary.

Backup Shield Generator is excellent, especially when combined with Quantum Storm. Lets you recoup your shields slowly without draining your whole supply of energy.

Toryn is excellent, especially with Opportunists on your team.

Name escapes me, but the right build of transport can do well drawing fire from your other ships. They live forever and recover a lot of damage.

Chewbacca does work very well, especially if he and the WED droid work on a Target build.

I'm pretty sure you cannot - but has anyone found a ruling on weather or not you can use regular ship modifications, like Engine Upgrade, Stealth Device, etc on the huge ships?

It's stated in the rules that come with the transport that you can only use modifications labeled "huge ship only", so no engine upgrade.

I'm pretty sure you cannot - but has anyone found a ruling on weather or not you can use regular ship modifications, like Engine Upgrade, Stealth Device, etc on the huge ships?

It does seem wrong to engine upgrade it.

Edited by saturnflight

Bright hope is pretty amazing if you plan your approach right. Having two automatic evades is flat out broken when it's the only place your opponent can attack. That said, I would avoid more than 15 points of upgrades on the Transport. It suffers from too much cardboard as much as the nwxt ship. And Jamming never seemed very useful to me. Even with range 1-3 between reinforce, recovery actions, and actionn passing, blocking other actions seemed less than useful. That said, the extra energy cap that came with the other Titles was immensley helpful. Made it so that with low energy use cards I always had enough to pull my shields back. Even if it took energy to use my actions. (Late game crit)

Bright Hope is indeed great, HOWEVER it isn't that hard for your opponent to position in a way that they can attack a different section. Still it is quite useful. I think in the case that my opponent uses Bright Hope, I'm more likely to simply ignore the transport and focus on their fighters instead.

From the Epic play rules PDF.

Actually it doesn't.

That comes from the Epic Tournament rules, not the play rules. So unless you're playing in an official sanctioned event, or chose to play by the tournament rules, those restrictions don't count.

Bright Hope is indeed great, HOWEVER it isn't that hard for your opponent to position in a way that they can attack a different section. Still it is quite useful. I think in the case that my opponent uses Bright Hope, I'm more likely to simply ignore the transport and focus on their fighters instead.

That said, there were some upgrades I was pretty Meh about. Slicer tools is a lot of points. Shield projector didn't seem worth the energy cost. Beyond that, no more than 15 points in upgrades, focus on supporting your ships, and run it with Kyle Katarn. :P . He loves the extra focuses, action passes, and the like. It really makes for a potent center to a focus heavy team strategy.

From the Epic play rules PDF.

Actually it doesn't.That comes from the Epic Tournament rules, not the play rules. So unless you're playing in an official sanctioned event, or chose to play by the tournament rules, those restrictions don't count.

While true, those rules are there for a reason and it pays to stick close to tournament rules during friendly play. They're a little more fair.

Bright hope is pretty amazing if you plan your approach right. Having two automatic evades is flat out broken when it's the only place your opponent can attack. That said, I would avoid more than 15 points of upgrades on the Transport. It suffers from too much cardboard as much as the nwxt ship. And Jamming never seemed very useful to me. Even with range 1-3 between reinforce, recovery actions, and actionn passing, blocking other actions seemed less than useful.

One build I'm itching to try out as a base is:

GR-75 Transport – 30

Dutyfree - 2

Frequency Jammer – 4

Comms Booster – 3

Rather than being front and center, it hovers around the edge of the fight and uses the Jam action to lock out two fighters (hopefully followed with being ion'd by the escorting y-wings). I can still pass out a focus token and clear stress from my own fighters through Comms Booster. As an added bonus, this is extremely energy light, so I can either maneuver more freely or throw on some extras, like Backup Shield Generator and WED-2 Repair Droid to patch up the holes that get made if I get to ram some of the ion'd ships.

One build that was suggested to me was using Bright Hope w/ Shield Projector and Tibanna Gas Supplies along with Biggs. Unless the other side is able to get shots on the section that isn't reinforced, you can pull off two shots from Biggs in the initial exchange.

They're a little more fair.

That may be true. But with that line being in the Tournament rules, a lot of people aren't going to see it, until it's pointed out to them. If they're not interested in the Epic Tournament rules they'll make their list based on the epic ship PDF or the rules that come with the Transport.

IMO putting those restrictions in the tourney PDF is a mistake. Either those cards are OP'ed or they'r not, so they should be restricted from all formats or none at all.

I can see the following happening quite often, heck it happened in this thread...

Sit down to play a epic match at your, LGS and the guy pulls out a transport with Gunner and Navigator and you tell him he can't use those cards on the Transport. He will ask where it says that, and when you say in the tournament PDF, he'll say 'well we're not playing a tournament are we?'

I still can't see why Gunner is an issue though. I've looked at it can can't see a case where I'd consider it to be OP'ed really.

Edited by VanorDM

Slicer tools is indeed a lot of points if you expect to actually use it to cause damage. However, it works great as a tool for limiting your opponent's options. There is a significant advantage when you can K-turn or PtL freely, but your opponent will be punished with automatic damage if he responds in kind.

Slicer tools is indeed a lot of points if you expect to actually use it to cause damage. However, it works great as a tool for limiting your opponent's options. There is a significant advantage when you can K-turn or PtL freely, but your opponent will be punished with automatic damage if he responds in kind.

Yeah, they make it so that your Transport and it's 40-50odd points ends up in flames first. Not always a bad thing, but keeping it alive until late game makes it nigh on invulnerable.

I want to try maximizing the damage the Transport can do with the following build:

Transport+ Dutyfree + Frequency Jammer + Slicer Tools + Combat Upgrade

In addition to this, I am running 4 Xwings and 4 B-wings, all with Flechette Torpedoes and one with R3-A2.

The plan is to try stressing as many things as possible, so the Transport can dish out the damage! No idea how it will go, but should be fun to try.

I want to try maximizing the damage the Transport can do with the following build:

Transport+ Dutyfree + Frequency Jammer + Slicer Tools + Combat Upgrade

In addition to this, I am running 4 Xwings and 4 B-wings, all with Flechette Torpedoes and one with R3-A2.

The plan is to try stressing as many things as possible, so the Transport can dish out the damage! No idea how it will go, but should be fun to try.