My friend has never used his and we want to go epic with it, we were thinking 2 players with Scum against the Rebel player.
Any ideas? It does not have to be 3 players, we just thought it might be fun.
My friend has never used his and we want to go epic with it, we were thinking 2 players with Scum against the Rebel player.
Any ideas? It does not have to be 3 players, we just thought it might be fun.
From my experience, I found going 200 points per side is a fun way to start. You get a decent Transpot, with a nice escort.
In my experience it's just there to run things over, it's enemy, it's friends, asteroids, Morris dancers, assorted cutlery whatever is in the way really.
It's a fun ship to fly, so long as you know it's a support vessel.
Fly it aggressively, try and ram stuff, and use it to buff the ships around you.
For funsies, Comms Booster, Frequency Jammer and Slicer Tools are all a good laugh.
It's cheep enough that it can be used in smaller point games - I've played it at 150 points on a 3x3 board and had a good laugh.
The Evacuation of Hoth campaign that comes with the the transport is a LOT of fun. You could easily tweak the campaign rules to have Scum instead of Empire hunting the Rebels
Torun Farr is no joke. She can really make it easy for your support fighters to nail down fighters that hide behind tons of tokens, like Fel and Push the Limit ships. On the other hand Jamming and Slicer Tools are great against the same ships, so it's hard to go wrong.
Fly it like a battering ram and run them over. Build to buff its defenses; repair damage and regenerate shields. Fly aggressively and they can't ignore it and while your transport absorbs hits your support squad gets to pick off targets.
GR-75 Medium Transport (30)
Toryn Farr (6)
Carlist Rieekan (3)
Frequency Jammer (4)
EM Emitter (3)
Comms Booster (4)
Dutyfree (2)
Total: 52
Add a fighter escort to taste, I like A-Wings, but anything that can Ion ships into the GR-75's path is going to give you some easy kills. If you do intend to play the ramming game an additional 10pts for Combat Retrofit is a good investment.
Ramming speed!
50 points:
Intelligence Agent (look at enemy dial r 1-2)
Raymus Antillies (look at enemy dial r 1-3, if it's a white maneuver, assign 1 stress token)
Dutyfree (Increase Jam action range from 1-2 to 1-3)
Frequency Jammer (when you perform a Jam action, assign a stress token to another ship at r 1 of your target)
Slicer Tools (choose 1 or more ships at r 1-3 that have a stress token, for each ship you may spend 1 energy to cause that ship to suffer 1 damage)
Jam (action): choose 1 enemy ship at range 1-2 and assign stress tokens until it has a total of 2 stress tokens.
Edited by Radarman5Ramming speed!
And attacks from the opposite side!!!
Keeping in mind always that these wonderful ships block enemy line of sight and such.
Wait for your targets to get into range two, then zoom around your Huge ship, from the safe side to the side your targets are approaching and let go with all of your missiles.
Nail That Coffin Shut... wait for it, wait for it...
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Why so called STAR WARS fans do not love EPIC is quite beyond my capacity.
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I find that its a little underwhelming. The R1-2 for Jam, Coordinate and Toryn Farr are pretty restricting.
Only having 1 action a turn also doesn't help. Basically you're paying 40 points for usually two "Coordinates": The best upgrade is Comms booster, which works nearly the same way. The offensive options are range restricted and pretty hard to use. Also, not as useful as you're likley focusing down ships with your own ships.
The Transport doesn't shoot. So your opponent is free to ignore it mostly as long as he doesn't move in front of it.
Its pretty fun to ram stuff though. You could go for a ramming option: take Engine Booster, do 4straight or 2slight all the time.
Ramming speed!
And attacks from the opposite side!!!
Keeping in mind always that these wonderful ships block enemy line of sight and such.
Wait for your targets to get into range two, then zoom around your Huge ship, from the safe side to the side your targets are approaching and let go with all of your missiles.
Nail That Coffin Shut... wait for it, wait for it...
Why so called STAR WARS fans do not love EPIC is quite beyond my capacity.
Just btw JBR7: its pretty hard to stay on the other side and face the other way, because hitting a huge ship (as a small ship) results in the same thing as hitting a rock.
Also, the transport has less HP than a Decimator. Yeah. It goes down really really fast if focused. Actually, it'll usually die in exactly 1 turn if focused by the opponent.
Also, EPIC's problem is the time constraint. I love it. Its just takes forever, and my friends don't like super long games. (sucks for them, nyah).
Ramming speed!
And attacks from the opposite side!!!
Keeping in mind always that these wonderful ships block enemy line of sight and such.
Wait for your targets to get into range two, then zoom around your Huge ship, from the safe side to the side your targets are approaching and let go with all of your missiles.
Nail That Coffin Shut... wait for it, wait for it...
Why so called STAR WARS fans do not love EPIC is quite beyond my capacity.
Just btw JBR7: its pretty hard to stay on the other side and face the other way, because hitting a huge ship (as a small ship) results in the same thing as hitting a rock.
Also, the transport has less HP than a Decimator. Yeah. It goes down really really fast if focused. Actually, it'll usually die in exactly 1 turn if focused by the opponent.
Dats why you have two or three badass B-Wings on the targeted side. Then them six Z's come out and eat asses up with missiles and such.
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Note the above works glorious like with Y's & Z's too...
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Now for the real question, is combat retrofit worth it?
Now for the real question, is combat retrofit worth it?
I think you'd have to look at what the rest of the squad has going for it, and if those 10 points could be better spent. In a standard 300 point game, I'd say yes, but since these guys are talking about 200 points, and the GR75 is taking up around 25% I might try to get more out of my fighters before increasing it's cost another 5%.
Now for the real question, is combat retrofit worth it?
I think you'd have to look at what the rest of the squad has going for it, and if those 10 points could be better spent. In a standard 300 point game, I'd say yes, but since these guys are talking about 200 points, and the GR75 is taking up around 25% I might try to get more out of my fighters before increasing it's cost another 5%.
Agreed, but if you do use the ship to block for the small ships it is worth taking.
I prefer to screen the transport to keep it in play as long as possible. The Jam action with the right extras is awesome and genrally completely underestimated. Run Bs, Ys or Xs as screens with procket As running behind it to dash out for the alpha strike once the enemy engages.
EPIC
52 points
PILOTS
GR-75 Medium Transport (52)
GR-75 Medium Transport (30), Dutyfree (2), Frequency Jammer (4), Engine Booster (3), EM Emitter (3), Combat Retrofit (10)
use it as a screen ship that obstructs attacks and stresses enemies up to range 3. Plus its not as cost prohibitive as a fat Han.
Doesn't bloody attack.
I'm very bloodthirsty.
Also funny story: tried to make a super synergistic and powerful transport build. Buddy tells me to brew something up to put it against. 3 games later it's actually the stupid powerful imperial brew that seems to be most powerful.