How to play with a GR-75 Medium Transport?

By Seabook, in X-Wing

I recently acquired my first epic ship and I got some doubts about how to play with it :s

1) After you move, I see that you gain some energy depending of the maneuver you picked, but what happens after that? Do you spend the energy right after? Then can you do any action after spending energy?

2) I read Imperial Raider and Tantive IV can do 2 actions, how many actions GR-75 can do?

3) And finally, the action Jam says you can give stress tokens to an enemy ship until it have a max of 2 stress tokens. So, can I give 2 stress tokens at once if the enemy ship don't have any stress tokens or I must give only 1 stress token?

Thanks FACE_WITH_COLON_THREE.png :3

Man, I love Epic, but that energy step still gets confusing if I don't play for a long time. I'd have to look it up before answering for sure.

GR-75 gets only one action, and with the Jam action, you add the stress tokens one at a time until there are 2, so the target never gets more than 2.

1. After you move you gain energy based on your maneuver. The maximum you can bank on the ship is your energy value + energy value added by the title (Gr-75 + bright hope can hold 6 energy total). After you have gained that energy you can spend energy to power weapons or upgrades( such as Ionization Reactor.) or activate upgrades (such as comms booster.) You can do those once per card but all of them if you have the energy to do it. Keep in mind energy starts at full on your ship and upgrade cards that have an energy value (such as Ionization Reactor or dual laser turret).

2. GR-75 has one action.

3. Pick a target give it stress up to 2 if it has 0 it now has 2 if it has 1 it now has 2. if it has 2 or more dont use the jam action its a wasted action.

This is all tempered by not having played with epic ships either, but I will answer to the best of my ability (or until someone corrects me)

1) You can't spend energy unless something allows you to spend it. Some actions ask you to spend energy, some upgrade cards allow you to spend energy at points during the turn.

But you can't spend energy unless you take an action or have an upgrade card which allows you to.

2) I wasn't even aware that the raider & the cr-90 got more than one action...

As far as I know, the transport just gets one action per turn.

3) The "Jam" action:

What this does is put stress on the target ship until it has 2 or more stress counters.

So if the enemy ship starts with zero stress, then you'd put two stress on there.

And if the enemy ship starts with one stress, then you'd just put one on there.

If the enemy ship starts with 2 or more stress then Jam doesn't do anything.

I do have an interesting (and slightly absurd) question though... I don't expect a serious answer, but I thought it might be amusing to ponder for a second:

What would happen if a jam action were attempted against T-70 Nein Numb whilst he had an enemy ship in-arc at range one?

I mean... You're supposed to put counters on there until he has two, but he's discarding them as soon as he receives them; when does it stop?

I do have an interesting (and slightly absurd) question though... I don't expect a serious answer, but I thought it might be amusing to ponder for a second:

What would happen if a jam action were attempted against T-70 Nein Numb whilst he had an enemy ship in-arc at range one?

I mean... You're supposed to put counters on there until he has two, but he's discarding them as soon as he receives them; when does it stop?

Until one player or the other cries uncle and gives up? :)

Actually, I'm interested in learning more of the strategy of the transport in epic play. Going to be playing an epic game next month, and debating whether or not to include my huge ship in the list or if I should just fly small/large ships. On one hand, flying the transport could be fun because it's the rare chance to get it out on the board, but at the same time it's eating up a lot of points without offering direct offensive capability. I tried taking the combat retrofit mod off of it for point savings, but at that point I'm wondering if a low PS VCX is a better ship since it has the same agility, more hull and shields than a non-retrofit transport, and can dish out some firepower, for similar cost or less.

Anyone have thoughts on how to use the transport in a 400 point team game effectively, or should I just keep the transport relegated to "at least I got some good Xwings/astromechs for the regular game"?

The best way to play the GR is build it like a battering ram and run over all the enemies!

Or at least thats how I do it.. I'd have to look up my build, but it is fairly light on the upgrades.

Edited by Wiredin

The Transport might bit have any actions, but it is cheap as chips and can be a fun support ship.

Try and get in the way of enemy ships and look for the collision while buffing friendlies (co-ordinate, Targetting Co-ordinator, Comms Booster) or de-buffing enemy ships (Jam, Toryn Far, Frequency Jammer). Or pick enemy ships off with Slicer Tools.

But KEEP IT CHEAP - you only get one action per turn and limited energy, so choose one of the above options that fits with the rest of your list.

You can get good mileage out of the Transport, in fact it's probably a better option than the CR-90 for Rebels in epic games given how many points the Car-90 costs.

GR-75 - Duty Free, Frequency Jammer is just 36 points and can cause havoc.

Edited by FTS Gecko

The transport is an excellent ship in epic.

1. Ram. Keep ramming. It doesn't lose it's action either.

2. Bright Hope title. One half of the ship becomes immune to most attacks from TIE Fighters.

3. Backup Shield Generator.

4. Automated Protocols.

5. Toryn Farr, Slicing, Jamming. All are good, but don't pick more of them than you can afford in terms of points, actions, or energy.

6. Watch as your opponent has to either kill it, thus leaving himself open to the rest of your list, or ignores it whereupon it becomes MVP for you.

I often run dual GR-75s in our 500pts epic games,

[51] GR-75 Medium Transport 30 + WED-15 Repair Droid 2 + Frequency Jammer 4 + Backup Shield Generator 3 + Dutyfree 2 + Combat Retrofit 10

[57] GR-75 Medium Transport 30 + WED-15 Repair Droid 2 + Slicer Tools 7 + Tibanna Gas Supplies 4 + Quantum Storm 4 + Combat Retrofit 10

I fly them in formation down one flank backed up by a squadron of small ships

I've also flown them in the centre of my lines surrounded by a convoy of hwks, yt1300's, and yt2400's as a "relief convoy" themed fleet

In either case the two baguette's fly next two each other and cause as much chaos as possible, they will either draw a lot of fire off the rest of the fleet, or they will be ignored and allowed to disrupt your enemies fleet

Regards

I often run dual GR-75s in our 500pts epic games,

[51] GR-75 Medium Transport 30 + WED-15 Repair Droid 2 + Frequency Jammer 4 + Backup Shield Generator 3 + Dutyfree 2 + Combat Retrofit 10

[57] GR-75 Medium Transport 30 + WED-15 Repair Droid 2 + Slicer Tools 7 + Tibanna Gas Supplies 4 + Quantum Storm 4 + Combat Retrofit 10

I fly them in formation down one flank backed up by a squadron of small ships

I've also flown them in the centre of my lines surrounded by a convoy of hwks, yt1300's, and yt2400's as a "relief convoy" themed fleet

In either case the two baguette's fly next two each other and cause as much chaos as possible, they will either draw a lot of fire off the rest of the fleet, or they will be ignored and allowed to disrupt your enemies fleet

Regards

Frequency Jammer + Dutyfree transport followed with Slicer tool transport killed like 4-5 Tie fighters themselves just by stressing and slicing in our Team epic game.

They were rather occupied with my 5 Named x-wings (wes wedge luke biggs and hobbie). Biggs lived nearly 2 rounds of shooting from nearly all enemy fighters thanks to r4d6 and lukes draw their fire + kyle gave evade with jan ors crew. Gave a lot of room for our two transports to do their stuff and they did it well.

Edited by Hwarangdaem

The GR-75 is fun to play. It is an awesome support ship, you can clear stress tokens from one of your ships if it did 2 actions with Push the Limit and address it an additional focus token, combos nicely with HWK-290 with Moldy Crow. You can give max to 2 stress tokens to one enemy ship. You can give a free action to one of your ships. You can recover shields. You can have evade for whole round. You can remove all tokens from enemy ships that are near you. You can block line of sight from enemy ships and obstruct their attacks. And I laughed that you can ram against enemy ships like a mad bull to destroy ships. Who said the GR-75 can't attack? Slicer Tool looks awesome too xD

Put Sabine in there and drop a bomb!

Slicer tools and ramming speed.

Great. Now I want to get another one.

Great. Now I want to get another one.

I haven't yet had the opportunity to fly both of mine... :(

The next epic game will be featuring a stolen Scum Raider, with both Imps (Raider + Gozanti) and Rebels (incl. a CR90) trying to steal it back or deny its use to their enemy.

Actually, I'm interested in learning more of the strategy of the transport in epic play. Going to be playing an epic game next month, and debating whether or not to include my huge ship in the list or if I should just fly small/large ships. On one hand, flying the transport could be fun because it's the rare chance to get it out on the board, but at the same time it's eating up a lot of points without offering direct offensive capability. I tried taking the combat retrofit mod off of it for point savings, but at that point I'm wondering if a low PS VCX is a better ship since it has the same agility, more hull and shields than a non-retrofit transport, and can dish out some firepower, for similar cost or less.

Anyone have thoughts on how to use the transport in a 400 point team game effectively, or should I just keep the transport relegated to "at least I got some good Xwings/astromechs for the regular game"?

Unless you get to play epic regularly, include your transport. It's such a rare chance, it's worth including purely for fun.

When it comes to starting Energy on the epic ships the rules have been all over the place.

Originally Epic ships began with no energy at all. This meant a lot of time charging them up.

Some scenarios may specify starting energy so use those when appropriate.

Because epic ships were so useless without energy the rule was changed that the SHIP, but NOT the upgrades, began the game with full energy. Because you can't spend energy before you'd have a chance to gain/distribute energy this essentially meant your first move's energy is wasted but this still gave a big boost.

This starting energy was later expanded to include an epic ship's SECONDARY WEAPONS. Other upgrades that use Energy are NOT powered at the start of the game unless I'm missing another expansion of starting energy. Previously it was mentioned that an Ionizing Reaction would start the game with full (5) energy but because it is not a secondary weapon I do not believe that is the case.

I do have an interesting (and slightly absurd) question though... I don't expect a serious answer, but I thought it might be amusing to ponder for a second:

What would happen if a jam action were attempted against T-70 Nein Numb whilst he had an enemy ship in-arc at range one?

I mean... You're supposed to put counters on there until he has two, but he's discarding them as soon as he receives them; when does it stop?

Until one player or the other cries uncle and gives up? :)

Actually, I'm interested in learning more of the strategy of the transport in epic play. Going to be playing an epic game next month, and debating whether or not to include my huge ship in the list or if I should just fly small/large ships. On one hand, flying the transport could be fun because it's the rare chance to get it out on the board, but at the same time it's eating up a lot of points without offering direct offensive capability. I tried taking the combat retrofit mod off of it for point savings, but at that point I'm wondering if a low PS VCX is a better ship since it has the same agility, more hull and shields than a non-retrofit transport, and can dish out some firepower, for similar cost or less.

Anyone have thoughts on how to use the transport in a 400 point team game effectively, or should I just keep the transport relegated to "at least I got some good Xwings/astromechs for the regular game"?

If you allow proxying, I would strongly recommend adding some of the modifications from the Assault Carrier expansion. Automated Protocols is largely superior to Combat Retrofit. It lets you spend one energy to perform a free Recover or Reinforce action after you perform any action that wasn't one of those two options. That frees you to use your action on Jam or Coordinate, then spend a single energy to Reinforce or restore shields.

Between that and RAMMING SPEED, your GR-75 should cause a lot of chaos for a ship with no actual weapons.

Some clarification on epic ships and multiple actions: the ones that get two actions do so because each section has its own action bar, and each section is taking actions. Make sure that you don't accidentally take two actions from one section. Refer to each ship's section cards to see what action those sections can take... and remember, a crippled section gets no actions!

Some clarification on epic ships and multiple actions: the ones that get two actions do so because each section has its own action bar, and each section is taking actions. Make sure that you don't accidentally take two actions from one section. Refer to each ship's section cards to see what action those sections can take... and remember, a crippled section gets no actions!

Mostly true however a crippled section has no actions on it's bar but can still take an action. Important distinction as you could have crew with an action on a crippled section and still use that upgrade card as your action.

Edited by williamames3

When it comes to starting Energy on the epic ships the rules have been all over the place.

Originally Epic ships began with no energy at all. This meant a lot of time charging them up.

Some scenarios may specify starting energy so use those when appropriate.

Because epic ships were so useless without energy the rule was changed that the SHIP, but NOT the upgrades, began the game with full energy. Because you can't spend energy before you'd have a chance to gain/distribute energy this essentially meant your first move's energy is wasted but this still gave a big boost.

This starting energy was later expanded to include an epic ship's SECONDARY WEAPONS. Other upgrades that use Energy are NOT powered at the start of the game unless I'm missing another expansion of starting energy. Previously it was mentioned that an Ionizing Reaction would start the game with full (5) energy but because it is not a secondary weapon I do not believe that is the case.

For tournaments all upgrades and ships start at full energy, if I remember correctly.

When it comes to starting Energy on the epic ships the rules have been all over the place.

Originally Epic ships began with no energy at all. This meant a lot of time charging them up.

Some scenarios may specify starting energy so use those when appropriate.

Because epic ships were so useless without energy the rule was changed that the SHIP, but NOT the upgrades, began the game with full energy. Because you can't spend energy before you'd have a chance to gain/distribute energy this essentially meant your first move's energy is wasted but this still gave a big boost.

This starting energy was later expanded to include an epic ship's SECONDARY WEAPONS. Other upgrades that use Energy are NOT powered at the start of the game unless I'm missing another expansion of starting energy. Previously it was mentioned that an Ionizing Reaction would start the game with full (5) energy but because it is not a secondary weapon I do not believe that is the case.

For tournaments all upgrades and ships start at full energy, if I remember correctly.

StevenO is right had to check this myself as I thought it was all upgrade cards however...

Epic Tournament FAQ: Epic Dogfight Squad Deployment Procedure

8. Players assign Energy tokens to each of their Huge ships and their equipped secondary weapons up to their respective energy limits.

If you allow proxying, I would strongly recommend adding some of the modifications from the Assault Carrier expansion. Automated Protocols is largely superior to Combat Retrofit. It lets you spend one energy to perform a free Recover or Reinforce action after you perform any action that wasn't one of those two options. That frees you to use your action on Jam or Coordinate, then spend a single energy to Reinforce or restore shields.

Between that and RAMMING SPEED, your GR-75 should cause a lot of chaos for a ship with no actual weapons.

No proxying required - I'm playing with someone who has the assault carrier and is flying Rebels with me (2x 200 point squads vs 2x opponents doing the same). I just need to borrow a card :)

Although if I ever do get into Imperials more, an assault carrier will end up with me at some point.

Some clarification on epic ships and multiple actions: the ones that get two actions do so because each section has its own action bar, and each section is taking actions. Make sure that you don't accidentally take two actions from one section. Refer to each ship's section cards to see what action those sections can take... and remember, a crippled section gets no actions!

Mostly true however a crippled section has no actions on it's bar but can still take an action. Important distinction as you could have crew with an action on a crippled section and still use that upgrade card as your action.

Yes, but I believe this is only true if the "Crippled" side of the section card has that upgrade available. I suppose it may also be possible if the crippled section has any damage cards that have actions on them.

Bottom line I suppose is just pay attention to what is available to you.

Although if I ever do get into Imperials more, an assault carrier will end up with me at some point.

Gozanti = Dreamboat ^_^

Edited by That One Guy

Actually, I'm interested in learning more of the strategy of the transport in epic play. Going to be playing an epic game next month, and debating whether or not to include my huge ship in the list or if I should just fly small/large ships.

If you try to convert epic point to standard points based on firepower and effectiveness, the standard ships will win every time. However I would say forget that ratio and run your huge ships. It's way more fun in an epic game to have those huge ships and lose than manage a 300 point standard game.