I have had my GR-75 for almost a year now and have not had the chance to use it yet. What upgrades would be good to use on it? I know it is a support ship but what is the best way to do that?
GR-75 Question
Slicer tool. It makes your opponent pay dearly for using PTL.
Slicer tool. It makes your opponent pay dearly for using PTL.
GR-75 Medium Transport 30
Raymus Antilles 6
Comma Booster 4
Frequency Jammer 4
Slicer Tools 7
Dutyfree 2
Total 53
Supported by a couple of B-wings with flechette Cannons.
Edited by commodawg80
Is this a little overboard?Slicer tool. It makes your opponent pay dearly for using PTL.
GR-75 Medium Transport 30
Raymus Antilles 6
Comma Booster 4
Frequency Jammer 4
Slicer Tools 7
Dutyfree 2
Total 53
Supported by a couple of B-wings with flechette Cannons.
extremely.
Try and bring it down under 50. And you might need to do reinforce + Jam. Cuz you'll need the transport up front, but it will die in one turn if youre not careful.
Try and bring it down under 50. And you might need to do reinforce + Jam. Cuz you'll need the transport up front, but it will die in one turn if youre not careful.
Doesn't the GR-75 only get one action per turn? What do you mean by "Reinforce + Jam"?
Just read the rules. The GR-75 only gets one action because it only has one ship card.
SLICE AND JAM!
Ionization reactor is practically mandatory for any epic ship.
Does this look any better?
GR-75 Medium Transport 30
Raymus Antilles 6
Slicer Tools 7
Frequency Jammer 4
Ionization Reactor 4
Total 51
I know it is a little above 50.
Thanks everyone for the help.
The transport should be built to perform a specific task. Decide what that task is and build it to do that. Don't turn it into a swiss army knife, it will not be able to do all of those things.
I, personally, think that this is the best transport build:
Bright Hope (5)
Comms Booster (4)
Comms Booster (4)
Comms Booster (4)
Jan Ors (2)
49 points total
It can give out 3 focuses plus it can give out a coordinate action to someone. One of those focuses can then be an evade from Jan. It is support on steroids, which is what the Transport should be, let your offensive ships do the shooting.
I ran this in a game, and it did very well supporting a PtL Wedge. Took out a Howlrunner miniswarm handily. Slicer tools are evil.
GR-75 Medium Transport (56)
GR-75 Medium Transport (30), Dutyfree (2), Carlist Rieekan (3), Comms Booster (4), Slicer Tools (7), Combat Retrofit (10)
For me there's three ways to run a Transport. One is Dutyfree with Slicer Tools. Second is with Toryn Far, to remove all your enemies' buffs. Third is just taking the 30 point ship as a ram.
Also Rieekan is amazing in epic games. Suddenly your enemies Soontir is moving before your rookies, and allows you to move your ships in any order. He's perfect for a turn 3 surprise.
REBEL TRANSPORT: GR-75 Medium Transport (30)
· Raymus Antilles (6)
Targeting Coordinator (4)
· Bright Hope (+2 Energy) (5)
Backup Shield Generator (3)
This is my standard transport. It gets cheap versions of all its actions. Jam = raymus, coordinate = targeting coordinator, back up shield generator = recover. With its reinforce being worth two.
But really it's what you need in your squad. Bringing biggs to support bwings? Give your transport bright hope and shield projector to keep him alive. Want to bring a lot of missiles? Targeting coordinators will help get them off.
GR-75 Medium Transport (30)
Carlist Rieekan (3)
Shield Projector (4)
Tibanna Gas Supplies (4)
Expanded Cargo Hold (1)
Bright Hope (5)
Biggs Darklighter (25)
R4-D6 (1)
Shield Upgrade (4)
Corran Horn (35)
Draw Their Fire (1)
Fire-Control System (2)
R2-D2 (4)
Shield Upgrade (4)
Total: 123
View in Yet Another Squad Builder
this Is a good way to make the attacks from the corvette or raider almost useless. The transport always takes the reinforce action unless no energy then Jam Keep Biggs and Corran close then fill the rest of the list with as many ships as you can. with a lot of the fire power from the huge ships not doing a lot of damage take out there fighter support first then move onto the big boy. this is a hard combo to make work with out practice and a friend told me today when he took it to a tournament once he worked it out his MOV at the end of the game was high. to bad he didn't work it out till the last round ![]()
Antilles is great but my favourite is Saboteur. 2 points and you can mess with someones day. Also just try to ram people as much as possible. Popping a Decimator or a Lambda is so depressing for the controlling player.
Edited by CrawfskeezenDawg, since the RG75 has no attack I like to give it one role. Focus on each 75 performing one task. Look through the cards to see how that one task can be improved.
How do you envision your GR75 acting?
Dawg, since the RG75 has no attack I like to give it one role. Focus on each 75 performing one task. Look through the cards to see how that one task can be improved.
How do you envision your GR75 acting?
That's the issue I am having I'm not sure how I want it to act because I'm not sure how it should act. With everything that has been posted so far I am starting get a better idea on how to run it, I just need to find some people to run it against. Thanks for the help.
Dawg, since the RG75 has no attack I like to give it one role. Focus on each 75 performing one task. Look through the cards to see how that one task can be improved.
How do you envision your GR75 acting?
That's the issue I am having I'm not sure how I want it to act because I'm not sure how it should act. With everything that has been posted so far I am starting get a better idea on how to run it, I just need to find some people to run it against. Thanks for the help.
I felt the same way. I suggest putting one or two things on a GR75 to see how they play. Keep it simple.
My favorites are below
GR75 + Toryn Farr + Bright Hope. This build pisses off your opponents because it gives you two more maximum energy potential and negates their actions.
GR75 + Frequncy Jammer + Duty Free. If you have two GR75s, equip the second with Slicer tools. Again, irritate your opponent by giving him/her stress, then slice them for damage. This is a good way to finish off weak ships to have your fighters focus on deadlier targets.
Full tilt boogie: GR75 + Frequency Jammer + Slicer Tools +Tibanna Gas + Shield Technician + Wed-15 Repair Droid + Combat Retrofit + Duty Free.
Decide what you're running with it first, then kit it out to support them. It's not a bad buy with nothing at all: at a point more than Wedge a completely unupgraded Transport's good support, debuff and an unappealing target. Start kitting it out and it's more expensive, but can pull some serious weight in support.
The title's usually a good place to start. Each one lends itself to a specific GR-75 archetype, and most are either one of these or somewhere between Tank and Supporter.
Bright Hope is for the Tank. The tank's job is to stay alive and to keep its friends (including the CR90) alive too by taking fire on a reinforced fore. It likes Backup Shield Generator (so that it can reinforce), EM Emitter (to encourage attacking it by shielding ships behind it), Shield Projector (for forcing ships to attack it) for safeguarding its allies and maybe Shield Technician if you've got a point spare and a crew free. Quantum Storm synergises with Backup Shield Generator and therefore is also not a bad choice if you get flanked a lot and Bright Hope isn't pulling its five point weight.
Dutyfree is for the Jammer. This is the most aggressively minded transport and it chucks out a lot of direct damage for an unarmed transport. The Jammer wants Frequency Jammer, Raymus Antilles and Slicer Tools equipped, and exists to hand out stress like nothing else, shut down action dependent ships for multiple rounds make anything with stress pay dearly for it with Slicer Tools.
Quantum Storm is for the Supporter, and encourages you to burn through your energy quickly with lots of support-based Cargo upgrades and crew. A Support Transport is geared towards improving its escort with Comms Boosters (which aren't Limited so it can take up to three), Targeting Coordinators and Toryn Farr. Put Jan Ors on it and it can hand out Evade tokens with Comms Booster too. Bright Hope also isn't a bad call for Support for extra survivability and comes with more energy capacity. A very basic Transport loaded up with nothing more than three Comms Boosters isn't a bad call as it lends incredible action economy to the rest of your squad.
Comms Booster's pretty good on everything as is Backup Shield Generator.
There are two more archetypes that aren't title specific.
The TIE Swatter exists in all transports as they'll all splat a TIE when they can, but you could just strap an Engine Booster to an empty Transport and dedicate it to running ships over. This is usually better against inexperienced opponents who don't know how to avoid huges. Having no other energy considerations does give the Transport an easier time of merrily splatting TIEs, and it can still Coordinate and Jam as it goes along. Pair with ships that have Ion weapons or Conner Nets for maximum effect.
The Ram takes either WED Treadwell (crit repair, as you'll be taking loads), Combat Retrofit (allows it to outhull a section, making it more likely to cripple a two card huge or kill a one card huge before it dies), both or neither. It exists for one purpose: do horrible, horrible things to another Huge ship. Huge Ship crits are nasty and can ruin the 120 - 150 point investment in a CR90 or Raider and when two huge ships collide, they both get critted straight to the hull. The Ram acts like a Fire Ship. The aim is to fly it head on into the front of the enemy huge ship and position it such that no maneuver they have can clear it. This both stops that Huge dead in its tracks, making it a much easier target for the rest of your fleet, and deals it a faceup damage card. When it maneuvers it then hits you straight back, dealing it a second faceup damage card. You'll also be taking faceup damage cards like crazy, but you don't care as this ship's whole purpose is to trade your hull for their much more valuable hull and upgrades. Worse still, as far as I know Huge ships are still subject to the rule that collided ships can't shoot each other, meaning your opponent has to divert ships from the rest of their force to take this thing down. If they don't, there's a high chance that they'll lose their fore section (or his whole ship if it's a Gozanti or another GR-75) and regardless they'll take a ton of crippling critical hits.
So an Epic game with three or even four differently equipped transports sounds like a blast!! Add a Tantive and a dozen or two smalls and away we go!!
To be precise that wouldn't be Epic, because the Epic format has a 5 Epic Point limit (or three per player in Epic Dogfight). That'd just be a giant X-wing game.
Would be awesome though, even if it did take forever.
So an Epic game with three or even four differently equipped transports sounds like a blast!! Add a Tantive and a dozen or two smalls and away we go!!
Lets make it happen.
Lets make it happen.So an Epic game with three or even four differently equipped transports sounds like a blast!! Add a Tantive and a dozen or two smalls and away we go!!
This is why I need to buy a couple more!!! My goal is TWO EACH of the Tantive and Raider and THREE Gozanti! I want to have a "full" table! LOL!
Edited by PlainsmanOne of each FFG epic ship plus those which I made.
Ill have to buy at least one transport then, or two, before we play!
One of the most popular build for the GR-75 is the Slicer-ship or Q-ship as that is the only way the GR-75 can do damage.
Still I think the best build is a support build that cost as little points as possible. For 30 points if you can make something that tanks shots while the rest of your starfighters can do damage then that would be the best.