Am I right in my thinking that, if I add a Saboteur as a Crew for the Transport, I suddenly have a *very* large amount of space that would qualify as Range 1 for any enemy ships to stray into? To extrapolate, wouldn't this be even more useful than the Corvette as the crew there are Front and Aft slots.
Transport + Saboteur Crew
Saboteur on the transport gives you a huge area of effect. So yes, that works the way you suggest.
The entire ship can perform only one action per round. With four actions already available to choose from, saboteur might not be the best choice.
Edited by dvorAgreed on the action limitation.
I was just pondering in building a list where someone like Tycho, with the Rebel Aces upgrades, has A-Wing Test Pilot coupled with Push the Limit and Squad Leader, or perhaps using someone like Lando or Airen. Situational, due to the limited range of their action-granting, but it could be useful. The matches I've had with the Transport thus far, it always seems like the TIEs end up swarming around it at close range.
Huge ships cannot perform free actions. So squad leader, Cracken or Lando do not work. Dutch does, but the transport may not consider a target lock useful.
Edited by dvorBah. I forgot that part. Back to the drawing board.
Am I right in my thinking that, if I add a Saboteur as a Crew for the Transport, I suddenly have a *very* large amount of space that would qualify as Range 1 for any enemy ships to stray into? To extrapolate, wouldn't this be even more useful than the Corvette as the crew there are Front and Aft slots.
The crew on the Corvette are assigned to Fore and Aft slots, but check the rules for the Corvette, page 4, Performing Actions from Sections. It states that "when a player performs an action or uses a card from a section of the CR90, he measures range from the closest point of the CR90 to the affected ship(s)."
So while you might have Saboteur assigned to the Fore section, you can still determine range for its effect from any part of the CR90, including the Aft section.