Some questions on the transport

By Krynn007, in X-Wing Rules Questions

Going to have my first game tomorrow with the new transport.

Just looking for some clarification on some of the rules

1) I know this is a big debate, but what is the census on starting with energy? I just assumed that you start with full. Otherwise by the time you get in range would you even have full energy?

How have most dealt with this?

Not looking to get in a debate, but just how do you start?

2) Some cards like bright hope says +2 energy. I assume this just increases your Max energy.

3) if I want to use an upgrade that requires to use energy, I first must allocate from my ship to the upgrade. Then I am able to do so?

This is done before the clean up and action step. What is clean up? (they taking about removing tokens like evade? I thought that was done at the end of the round)

4) Ionization reactor says to spend 5 energy from this card. So again I must allocate energy to this card before I can use it.

Is it possible to allocate 2 energy one round and then 3 the next for a max of 5?

5) I'm a little confused where it talks about when attacking the huge ships in the new rules

It states something along the lines like when attacking to measure from the center of the base of the attacking ship to the center of the section on the huge ships base, and so long as it does not cross the blue line it can attack that section?

What I'm confused about is wouldnt you just target the closest section?

I mean if I want to attack the front, then wouldn't I just measure from the 2 closest points?, and vice versa for the aft?

I think I'm pretty sure on some of these. The last question I think is where im most confused. But clarification would be nice.

Any quick tips on flying would be nice.

Think we will play 200pts.

Is a 3x3 playing area good enough? Or will things get really tight?

How big of a playing area has most been playing on?

Edited by Krynn007

1) Until we get a ruling or a statement otherwise, consensus is that you start with 0 energy and that that sucks.

2) Yes, that increases Max energy.

3) No. None of the current upgrades require you to put energy onto the card. They take energy from the main supply on the Transport. Cleanup is removing the templates from the board as well as the revealed maneuver dial.

4) Yes, you may put on parts of the energy until it is full. Note: This card isn't out yet (comes with the CR-90)

5) Yes, if that line crosses the blue line, you can't target that section. On a transport you usually want to shoot the nearest, though it that section is reinforced (especially with Bright Hope), you should want to shoot the unprotected section.

Standard map size for epic (though 300 v 300 or 200 + 200 v 200 + 200 points) is 3'x6' (two maps) with the players on the long ends.

1) Until we get a ruling or a statement otherwise, consensus is that you start with 0 energy and that that sucks is more challenging.

There, I fixed that for you... :lol:

1) Until we get a ruling or a statement otherwise, consensus is that you start with 0 energy and that that sucks.

2) Yes, that increases Max energy.

3) No. None of the current upgrades require you to put energy onto the card. They take energy from the main supply on the Transport. Cleanup is removing the templates from the board as well as the revealed maneuver dial.

4) Yes, you may put on parts of the energy until it is full. Note: This card isn't out yet (comes with the CR-90)

5) Yes, if that line crosses the blue line, you can't target that section. On a transport you usually want to shoot the nearest, though it that section is reinforced (especially with Bright Hope), you should want to shoot the unprotected section.

Standard map size for epic (though 300 v 300 or 200 + 200 v 200 + 200 points) is 3'x6' (two maps) with the players on the long ends.

Not 200+200 v 200+200

Just a straight up 2 player game with 200 pts each?

Will the 3' Sq be enough?

Anyone done this?

What about just a 200 point game?

Not 200+200 v 200+200

Just a straight up 2 player game with 200 pts each?

Will the 3' Sq be enough?

Anyone done this?

3x3' might work for 200 points each. One of the scenarios included has Imperials at 200 vs. Rebels at 140 + Transport, on a 3x3' area. It might feel a little crowded but that's what makes it fun...

5) I'm a little confused where it talks about when attacking the huge ships in the new rules

It states something along the lines like when attacking to measure from the center of the base of the attacking ship to the center of the section on the huge ships base, and so long as it does not cross the blue line it can attack that section?

What I'm confused about is wouldnt you just target the closest section?

I mean if I want to attack the front, then wouldn't I just measure from the 2 closest points?, and vice versa for the aft?

What is confusing you is that attacking huge ships actually require 2 steps.

First, determining which section you can attack, and second, determining range, as always.

The first step is the one that uses the blue line. You draw a imaginary line from the center of your ship's base (use your peg as reference) to the center (peg) of the transport's section you want to attack. The actual distance of that line doesn't matter. If that line crosses the blue line, you can't attack that section.

Once you have determined wich section you can effectively attack, you take your old, trusty, range ruler and proceed to measure from base's closest point to section's closest point, as you normally do for small fighters. Obviously, the range ruler has to reach the specific section you want to attack, not just any part of the transport.

Most of the time is not necessary to execute the first step (especially when you want to attack the closest section to you). But sometimes, you really want to attack the farther section, so you must pre-check if you actually can attack it, or if the closest section is in the middle of your aim.

Edited by Jehan Menasis

Two reasons I can think of to attack the farther section... First, as mentioned, is that only a single section can be reinforced. If you can hit either, you're certainly going to choose the non-reinforced one. Second is that the two sections have different damage decks, with different critical hit effects. Depending on how your opponent is using the Transport, it could be worth going for crits on one section over the other. With only 10 cards in each deck, getting those meaningful effects is far more likely.

Not relevant on the transport, but on the corvette you might also be wanting to focus fire on one section to cripple it.

3) if I want to use an upgrade that requires to use energy, I first must allocate from my ship to the upgrade. Then I am able to do so?

This is done before the clean up and action step. What is clean up? (they taking about removing tokens like evade? I thought that was done at the end of the round)

Rulebook, page 7 step 5 and 6.

Clean up is returning movement template and maneuver dial outside the play area.

So basically you move, return the movement template to its place outside the play area, gain energy (up to your max limit), allocate energy to other cards (like ionization reactor or hardpoints), then you may spend energy. And then take your action

Ok, great.

Thanks everyone.

Think I got it.

Will be playing in a few hours. Can't wait to see how this beast flies.

Hope I don't crash into my own ships. Hopefully I'll get a min to some quick moves with the ships, so how hard it is to fly in formation from the start