I was thinking supplyline attack are pretty common in any warfare. Given the timeperiod of the current armada model offering, we're not talking about the clash of two well funded militaries. Rebels are fighting a gorilla style warfare. They're going after high value targets and trying to scrap together whatever resources they can. I would imagine raids on spacestations, supply convoys, VIP transports, etc. On the flip side, Imperials might put higher priority on transport targets. That going to contain the lifeblood of the rebel resistance. Just a though. I'm happy the way the game plays now, but I can see the transports/stations bing a valuable part of the system, given such a focus on the mission types and not just that every game is a deathmatch.
Really want to see Rebel Transports soon
I could see a use for transport.
​They would be cheap.
They could activate 1-2 squadrons.
They could be upgraded with cards that buff the rest of your fleet.
They could ram other ships.
They could have title(s) that allow them to score points if they fly off the map on opponent side. Points could be based on amout of hull left once they get off the map.
The Transport was featured very heavily at Endor, outnumbering all other ship classes. Why would Rebels send unarmed transports against the Death Star?
Apparently, some were Fireships. IE, rammers with explosives. That could be one used for the rebel scum. Alternatively, IIRC one comic had an armed one packing a big ion cannon. Also, as fighter controllers they'd be quite useful, or possibly electronic warfare ships. Wouldn't you want to have a cheap ship that did stuff like reduce enemy damage output or interfere with their command dial?
Edited by KillionaireDefinitely could see them doing a Transports and support craft of Star Wars pack, including a couple different little ships and scenarios/rules/unique upgrades and abilities. You'd need a couple in the pack to make anyone want to buy it, but I sure would. Star Wars has some of the coolest looking transports in Sci Fi! Maybe they could tool out some kind of planetary invasion scenario/campaign. Oh man, would boarding actions be something that could be worked into the rules? Could be very simplified, something like dock with ship to basically Ion it, or reduce/increase some of it's command potentials - or even deal critical damage cards that only apply the effect and not the damage. Might be more suited to small fighter bases though.
I could see some kind of hybrid between being a capital ship and squad if it seems too small to be a capital ship and too large for a squad.
I'd imagine it doesn't HAVE to be completely unarmed, so it could have at least some kind of weak attack. Otherwise I'd be cool with it being a primarily support unit. I haven't played X-Wing but I have seen the info on their use of the ship. I think a smilar role would be fun. Being a very cheap and small ship with average defenses, buffs/debuffs to nearby ships, and a weak attack would be a good mix of flavor and playability.
It's one of the iconic rebel ships in both the movies, so I'd love to have it be an option to play with, since not having it as an option would make the Rebel roster feel a bit incomplete.
I see how it could work as an objective too, but I'd really prefer it be a playable support ship rather than just something you try to protect or blow up. I think it has too much interesting potential to waste it.
Darth, I disagree, even though the standard configuration did not have guns, an official variant had a quad laser cannon:
http://starwars.wikia.com/wiki/GR-75_medium_transport
Based on that, you could do something cheap, low shields, maybe 1 black die, but offer squadron 2... Standard use of the GR-75 was to escort them with star fighter patrols... so you could very logically make them star fighter (Squadron) based ships. I think they could play a role (small, faster ship with more than 1 squadron value). They could also give them a negative fielding cost (allowing the alliance to field more points at the risk of a liability in terms of points the empire could score, though I suspect a modified GR-75 with a gun is more likely). I would love to see them, especially as they are so integral to the Rebel Fleet in cannon.
I hear a lot of people speculate that FFG would not go past 2 or three waves... However, I suspect that FFG has a solid plan for the next few waves of ships/squadrons with no intentions of stopping if it stays profitable. You do not license, design, market, and release a game like this with only 2-3 waves. People said the same thing with Xwing after wave 3... and we're looking at wave 7? So I think we're looking at just the beginning.
As for the GR-75, I don't know... but I can see there being a place, a want, a use, and a demand for it. Keeping in mind that FFG is a business and that business's goal is to make money, and one way to do that is to provide people something they are interested in, if there is an interest I am sure they can find a way to make it happen... I for sure would love it for immersion purposes.
I would be ok with it as a squadron-type ship like those in wave 2, but not with a negative cost. In X-Wing, that's been used to remove functionality (Chaardan Refit), or fix over-costed ships (X1 title). Nothing's broken (yet) in Armada. Yes, FFG is in business to make money, but they also have to make the GR-75 work within the game, and it would have to make sense to add it. Despite it being an iconic ship, it's not in Waves 1 or 2. That says something, I think.
I would expect that FFG is already working on Waves 3 and 4 for Armada, and probably Waves 9 and 10 for X-Wing. I haven't seen anyone on this board say anything about FFG stopping after Wave 2 or 3.
[Edit: completed thought]
Edited by DarthSidiousI think the transport would be a fairly weak, cheap ship whose real utility comes in support options via titles, or as a cheap way to grab objectives or fuss up line of sight.
3 Hull, 1 Shield (each facing)
No attack (But B side has one blue anti-squadron)
Command 1, Squadron 1, Engineering 2
I'm thinking IVO 20 points for the unarmed version.
*Bright Hope
+1 hull (Alternatively, "Gain 1 Brace Defensive Token")
*Dutyfree
Enemy ships at close-medium range cannot spend command tokens.
*Quantum Storm - 3pts
After resolving your command dial, one friendly ship at distance 1-5 may gain a matching command token.
Fireship (Non Unique title)
After resolving an overlap of a ship or obstacle, deal damage to this ship's fore section until it is destroyed; the overlapped ship/obstacle takes an equal amount of damage.
Edited by WhatSomone... Utar? has models of the GR75 up at Shapeways. I think they're configured for the small ship base?
I'd like the GR75 to be useful in standard games. It's the same desire I'd like to see for the BFF-1, the Action IV transport, and others. Some kind of neat support abilities would be great to bring them into the game as legitimate, tactical, additions to the game that one would want to take to lists.
The following missions could use these : Convoy Raid, Free the Prisoners, Capture Components, etc, etc.
This reminds me of a thread from back a few months. They'll basically make great objectives to fight over ![]()
I would love to see support ships in Armada. FFG could easily include a new keyword in the game on a rule card denoting a Support Ship designation, which would then work with the standard upgrade icons in order to restrict upgrade cards (as well as ship titles).
In addition to their use in providing extra squadron activations, it's also useful to have an extra cheap ship during the setup phase in order to let you see more enemy deployments before you have to deploy your key ships.
Plus there are all kinds of battle effects they could have even if they don't attack - maybe provide a critical effect option for any friendly ship within close range, or enemy ships within close range must reroll 1 die showing a hit, or allow a squadron attack to set 1 die on a hit result, or allow a friendly ship to refresh 1 defense token. Etc. Call it electronic warfare or something...
I would love to see support ships in Armada. FFG could easily include a new keyword in the game on a rule card denoting a Support Ship designation, which would then work with the standard upgrade icons in order to restrict upgrade cards (as well as ship titles).
In addition to their use in providing extra squadron activations, it's also useful to have an extra cheap ship during the setup phase in order to let you see more enemy deployments before you have to deploy your key ships.
Plus there are all kinds of battle effects they could have even if they don't attack - maybe provide a critical effect option for any friendly ship within close range, or enemy ships within close range must reroll 1 die showing a hit, or allow a squadron attack to set 1 die on a hit result, or allow a friendly ship to refresh 1 defense token. Etc. Call it electronic warfare or something...
ja Ja JA!....support ships!! (transports = support ships and not capital ships...wunderbar!)
I like quite a few of these ideas but the one that has me most interested is an "Objectives Pack". Have a GR-75 or three in the pack as objective targets (escort missions etc), a new type of obstacle, 6 new objective cards and a couple of cool new ship upgrades.
An Imperial version of this idea could feature the Interdictor with different obstacle, objective cards and upgrades.
After all, Objectives are part of fleet list building just like fighters and cap-ships. Surely we need expansion packs for them as well! And by doing this as faction based objective packs, we might get faction specific objectives! I don't know why but I have a dream of an Imperial objective called "You overestimate their chances." that adds 5 victory points per squadron destroyed.
Wonder if something like this could be a "mold on demand" type of project and the model is supplied unpainted to cut price and delivery times?
I like the idea, but a lot of folks will cringe at the thought of buying a model that is mostly going to be an objective.
I don't see how you can give transports a purpose in Armada. They can't run, they can't hide and in Armada, you have no way to protect them. Points given for blowing up transports are just a gift.
Something like:
Objective: "Evacuate the Transport"
Setup: Rebels (or Player 2, if same-faction) have the GR-75 Medium Transport card and miniature (no fleet point cost) added to their fleet. Somehow add an objective marker on the play area to mark the evacuation point. Deploy as normal.
Scoring: The player controlling the transport gains X points (smallish #) at the end of each round the transport is still in play, and will gain Y points (big number) if the transport is alive and within distance 1 of the evacuation objective at the end of the round. The other player will gain Z points (pretty big number) if the transport is destroyed.
This is way too easy for the attacker. Even if you don't park a Stardestroyer on the evacuation point, six rounds are ample time to blow up a transport, which will certainly go down before the attackers are eliminated.
I think the transport would be a fairly weak, cheap ship
No attack (But B side has one blue anti-squadron)
Could degenerate into a flak escort.
Not sure if this has been mentioned, but I also wanted to have some transports available for my game. I bought some of the "Star Wars Miniature Starship Battles" Rebel transports from Miniature Market.
Does their scale fit?
As it is, I'm already hoping that supply or transport ships be included. I don't mind.
Definitely with that, you can play missions such as "Save PQ17" or raiding. If scum and villany comes to play, you can have piracy or a battle where all 3 factions battle for control of the GR75 convoy.
But speaking of boarding, any suggestions how to do it or resolve the boarding action? You can reenact Leia's escape in A New Hope with the core set though this time round, Rebel HQ dispatches NebB and a squadron or 2 X-wings to rendezvous with CR 90
I went with Micro Machine Rebel Transports and mounted them on 20x60 bases. Planning on running a Derra IV inspired scenario tomorrow using what I think would be reasonable stats.
But speaking of boarding, any suggestions how to do it or resolve the boarding action? You can reenact Leia's escape in A New Hope with the core set though this time round, Rebel HQ dispatches NebB and a squadron or 2 X-wings to rendezvous with CR 90
I'm working on a custom card for DX-9 Stormtrooper Transports, which will include a boarding ability. Still need to polish it some more, but watch this space ![]()
Not sure if this has been mentioned, but I also wanted to have some transports available for my game. I bought some of the "Star Wars Miniature Starship Battles" Rebel transports from Miniature Market.
Does their scale fit?
The MicroMahcines one is ~2 inches - too big.
The SWMB WotC model looks to be almost the same size (if the base is the same size base as their other small ship miniatures).

But speaking of boarding, any suggestions how to do it or resolve the boarding action? You can reenact Leia's escape in A New Hope with the core set though this time round, Rebel HQ dispatches NebB and a squadron or 2 X-wings to rendezvous with CR 90
I'm working on a custom card for DX-9 Stormtrooper Transports, which will include a boarding ability. Still need to polish it some more, but watch this space
Use similar rules for boarding torpedoes in Battlefleet Gothic ![]()
I dont see a use for transports in this game at all unless like some have suggested specific missions/scenarios are set up for them. Adding abilities and functionality to them outside of what they were built for seems a bit silly to me.
As someone who plays naval wargaming (ww2, modern, etc) transports/cargo ships with little to no combat value are everywhere there's people. They are usually used in scenario games, I have several cargo and super tankers. We don't use them most of the time because most forces would remove them from the scene before any battle begins. But convoy attacks, attacks against shipping lanes and logistics support are a large part of war.
I think the idea of maybe no cost but in victory points has merit. I personally would equip them with sensor or ECM bonuses (with a cost) but including them. Not to mention I want them because they're in the movies!
But Phxcmd, if they were no points to set down, but scored my opponent points if he kills them, and they have no effect except minor self defensive abilities... why would I, as a rebel player, bother to field them at all. Its like saying you can put a little old lady in the middle of a shooting battle between 2 forces, doesn't cost you anything to have her there but if she's killed your in trouble... if you are going to put something in the game that has no benefit to the person fielding it, but a potential benefit to the opponent, the person fielding it will never play it. It has to offer some incentive for the rebels, else why would I ever put each to capture points on the board for you. I have 0 incentive.
My point is there has to be some pro/benefit for the faction playing them (and "another thing for the bad guys to shoot at that has little to no defense" I don't think is strong enough a reason). If you look at it from the perspective of game design, something that offers me 0 benefits and only liabilities but offers you the imperial player an easy target and easy points doesn't make sense from a game standpoint (even if its thematic). Now I could see a "if they survive 6 rounds they give points to the rebels, but are worth 0 points to either faction if killed makes some sense... imperials deny rebels points by killing them, but wasting time killing them delays the killing of other rebel ships that can shoot.
I dont see a use for transports in this game at all unless like some have suggested specific missions/scenarios are set up for them. Adding abilities and functionality to them outside of what they were built for seems a bit silly to me.
Well, you do see several transports in the Rebel fleet in Return of the Jedi, so there is a movie precedent set for them being involved in big capital ship battles... but according to the Wookieepedia the transports were just loaded up with explosives and used as suicidal fire ships. Given how many people already dislike the ramming rules in the game, I doubt FFG will bring transports to the game with that attack method in mind.
But I think it's inevitable we'll see them introduced sooner or later. Since FFG has already added the transport capital ship to their spaceship game not about capital ships, surely they'll want to add them to their game that is about capital ships. And the ship is just too iconic and recognizable for FFG to be able to resist capitalizing (no pun intended) on the nostalgia appeal.
Just spitballing, but you could have 2 different cards for it like the Neb. One would be a troop transport ship with 2-3 squadron rating and the offensive retrofit slot to upgrade your hangers. The other could be a Gunship refit with light attack(2 blue dice) and light shields but have two of each turbolaser, ordinance, and defensive retrofit slots to make it more field-able.
As someone who plays naval wargaming (ww2, modern, etc) transports/cargo ships with little to no combat value are everywhere there's people. They are usually used in scenario games, I have several cargo and super tankers. We don't use them most of the time because most forces would remove them from the scene before any battle begins. But convoy attacks, attacks against shipping lanes and logistics support are a large part of war.
I think the idea of maybe no cost but in victory points has merit. I personally would equip them with sensor or ECM bonuses (with a cost) but including them. Not to mention I want them because they're in the movies!
But Phxcmd, if they were no points to set down, but scored my opponent points if he kills them, and they have no effect except minor self defensive abilities... why would I, as a rebel player, bother to field them at all. Its like saying you can put a little old lady in the middle of a shooting battle between 2 forces, doesn't cost you anything to have her there but if she's killed your in trouble... if you are going to put something in the game that has no benefit to the person fielding it, but a potential benefit to the opponent, the person fielding it will never play it. It has to offer some incentive for the rebels, else why would I ever put each to capture points on the board for you. I have 0 incentive.
My point is there has to be some pro/benefit for the faction playing them (and "another thing for the bad guys to shoot at that has little to no defense" I don't think is strong enough a reason). If you look at it from the perspective of game design, something that offers me 0 benefits and only liabilities but offers you the imperial player an easy target and easy points doesn't make sense from a game standpoint (even if its thematic). Now I could see a "if they survive 6 rounds they give points to the rebels, but are worth 0 points to either faction if killed makes some sense... imperials deny rebels points by killing them, but wasting time killing them delays the killing of other rebel ships that can shoot.
I didn't say there wasn't benefit to having them. Most of my suggestions are scenario based. As others have thought, maybe have victory points for Imperials if they destroy/capture them. Victory points for rebels for getting them off the board. Costs could vary depending on if they have crew slots and what you can use them for. Even maybe have a negative cost since you're opening up a target for the enemy. I'm just throwing out ideas. I'm sure FFG has some of their own and I look forward to them.