Transport builds

By StarWarsDad1138, in X-Wing Squad Lists

So I finally got a copy of the rebel transport. My question is this: how have you run it?

Obvious follow-up questions:

what works?

what doesn't?

Favorite builds?

Best support ships?

It seems that with a relatively low point cost, it should be totally viable in a well-built list. I'm not really sold on the CR-90, but I'll try to keep an open mind.

I'm about to post something long about the transport, but short: real life experience:

Has no attack. So, you better make it do something.

It tends to do good support, increases damage and action economy.

Also, cuz it has no attack, a good way to win against it is to kill the rebel fighters instead.

I tend to find you want to 4 straight it into the action and then get close with the enemy ships, as R1-2 for most actions is very short.

Putting too many upgrades isnt worth it as it just doesnt really pull enough weight i think with no attack.

You also want to plan that you'll only do ONE action. That means, do not put two upgrades that both require actions. you will be sad.

Picking upgrades that don't use actions are nice. for instance using only energy. Comms Booster is my fav.

So, in total: my transport build is only 40 points. Perfect amount for supporting, jamming, and ramming. That's it.

GR 30

Toryn Farr 6

Comms Booster 4

(Jan Ors) 2

Action each turn: Toryn or Coordinate if too far.

If you start taking lost of damage, thats good, that means your fighters arent. Then start recovering.

Also, use Comms Booster each turn to help out a friendly.

I'll give it a try. Thanks. Any other thoughts?