Boom just announced, some details on the Transport.

By newmagrathea, in X-Wing

Off topic - I thought I'd share with you Sable that I finally got to fly against a competent buzzsaw shuttle. It put out the hurt for sure, and I made sure to make it my primary target. Though I may reconsider that in the future. In two turns I got it down to 1 hull, but by then, I had maneuvered behind it, and it started its long arduous journey to turn around to rejoin the battle. And I proceeded to ignore it for those turns even though it just had 1 hull.

Have you experienced this at all with all of your flying?

Yes. Indeed, i generally want them to pound on the lambda until it's time to break off and sweep away. It might take a couple turns to return, but when it does, it usually pounces on something unsuspecting. If you don't think you can survive that long with your other ships, break them off too. Force your opponent to chase one ship while the rest of your herd regroups.

So then, have you found people are more successful ignoring the shuttle until later, and just sucking up the 2-3 turns of hurt?

How do you say, Engine upgrade and Shield upgrade? If you can put modification cards on these large ships, i think will be seeing those on them. ALOT

I saw when reading about movement that anything that flies into it is destroyed.
Couldn't one, in theory, just fly 5 of these like a wall and smash their enemies to bits?

Actually it said:

It’s certainly not as nimble as a TIE fighter, but any TIE pilot who fails to get out of its way will be immediately destroyed by the collision!

So I would think that if you fly into it, maybe you just suffer normal loss of action etc, but if it flies into you you are destroyed. And its possible that this could only apply to the front base or something as well. Need more details

I saw when reading about movement that anything that flies into it is destroyed.

Couldn't one, in theory, just fly 5 of these like a wall and smash their enemies to bits?

I would think FFG has thought of that already. Perhaps they require a title to fly, and as such you can only have two on the board. Or perhaps FFG wants you to do that so you'll buy 5 and give them 300 bucks :) Regardless, I'm 100% confident that FFG will have some sort of rule preventing that abuse - perhaps the transport destroys the opponent, but suffers damage equal to his remaining hull or something.

Wow, Slicer Tools for 7 points will completely ANNIHILATE a Push the Limit Interceptor list.

And Comms Booster is really, really good. For 4 points, you give a free action, and remove all stress from the target ship. Push the Limit ADDS a stress and gives a free action for 3 points.

Edit: Wedge + PtL + Engine Upgrade + Advanced Proton Torpedo. Boost + TL each turn, then the transport removes your stress and gives you a focus.

Edited by MajorJuggler

Off topic - I thought I'd share with you Sable that I finally got to fly against a competent buzzsaw shuttle. It put out the hurt for sure, and I made sure to make it my primary target. Though I may reconsider that in the future. In two turns I got it down to 1 hull, but by then, I had maneuvered behind it, and it started its long arduous journey to turn around to rejoin the battle. And I proceeded to ignore it for those turns even though it just had 1 hull.

Have you experienced this at all with all of your flying?

Aww, thanks. I'm flattered you thought i was competent. ;)

and yes...for those few turns, it laid down the beats for sure. Most effective damage dealer that match for sure.

I don't know why people think the Rebels will get all the fun. The Rebels will get to fly this space slug while Imperial players get to field larger then normal squadrons to kill it. Sounds fun for the Imps too.

I don't know why people think the Rebels will get all the fun. The Rebels will get to fly this space slug while Imperial players get to field larger then normal squadrons to kill it. Sounds fun for the Imps too.

Bring on the Shuttle vs. Transport!

Actually, now I'm curious if and how capital ships can be ionized and what that would effect. That would be what I'd be trying, as the Imperial player, if they were armed with Slicer Tools. Alternatively I'd be swarming with TIE Bombers, which was a legit tactic employed against these things.

I saw when reading about movement that anything that flies into it is destroyed.

Couldn't one, in theory, just fly 5 of these like a wall and smash their enemies to bits?

Possibly, but given the relatively low points cost for everything you can put on this thing, I expect there to be other limitations. For instance, the extra icon on the ship bar almost certainly marks it as an "Epic" ship. That will very likely mean it can only be flown in Epic battles, and you could very easily be restricted to one Epic ship in a build.

Have to wait and see, of course, but I hope they've dealt with that.

It may depend on whether the transport has any options at all for mounting weapons, too... If not, well, even 5 of these can only cover so much space, and once your opponent gets past you, you'll NEVER turn. If you want to take 5 ships with no guns that can only move forward in hopes of playing bumper cars, well... have fun with that :P

Speaking as a Rebel mostly player... My biggest issue with the Transport is that it seems to be a Rebel only ship. I know the Empire was never seen using one, and likely didn't have a huge need for such a thing when they have ISD's.

That makes as much sense as saying the Allies did not need merchantmen in WWII because they had battleships and/or carriers. ISDs can carry cargo, but they are warships first and foremost, and there are nowhere near enough of them to meet the logistical needs of a galaxy-spanning Empire even if they did not have a war to fight.

The Rebels will get to fly this space slug while Imperial players get to field larger then normal squadrons to kill it.

We don't actually know that...

Sure Epic rules are likely to have a higher point value, but that would be true for both sides. Even cinematic rules the point value on both sides is likely to be the same. The Imperials might get some sort of reinforcement rule.

But giving Imp's 150 points and Reb's 100, with 35-45 points of that spent on the transport hardly seems to make for a fair game.

The Rebels will get to fly this space slug while Imperial players get to field larger then normal squadrons to kill it.

We don't actually know that...

Sure Epic rules are likely to have a higher point value, but that would be true for both sides. Even cinematic rules the point value on both sides is likely to be the same. The Imperials might get some sort of reinforcement rule.

But giving Imp's 150 points and Reb's 100, with 35-45 points of that spent on the transport hardly seems to make for a fair game.

We can probably safely assume higher point limits. For now, there won't be any Imperial huge ships, so all the higher point value will allow them to do is field a ton more fighters (or more Firesprays). You'll still probably be able to field at least 3 TIEs for the same cost as a transport once you consider its upgrades.

We can probably safely assume higher point limits.

Higher point values for both sides? Sure that seems like a safe bet. Considering in a 100 point list it would be something like a Transport and 2 X-Wing's maybe.

But that doesn't mean the Imperials are likely to get more points then the Reb's. It's not like the Transport is so good that the Imperials need a point boost to make it balanced.

I didn't see this information in here yet, but from an article from a magazine that had similar information posted a while back, the X-wing pilots are a known quantity (not their text though).

Rookie/red squadron of course

3 PS Tarn Mison

5 PS Hobbie

7 PS EPT Jek Porkins, who it does look like has a wall of text that includes at some point the Regular hit symbol ( possibly a roll effect similar to some of the critical cards)

8PS EPT Wes Janson

There also appear to be 3 astromechs at least 2 of, but probably all 3 are unique ( most people prob wont be buying transports in multiples, also the reason I guess they decided against a "Rogue Squadron Pilot").

There are 3 copies of a new Torpedo. Tough to make out the name, but it looks to be an Electron Torpedo (it exists on wookiepedia and the painfully short description does match the image as well as the name).

There are crew upgrades of General Jan Dodonna and Toryn Farr. They definetly say Rebel Only, it appears there is some other italicized text there as well, possible transport only or huge ship only. Dodonna seems to have a cost of 6 points. There are a couple Modifications, and then the slew of the remaining new upgrade card type. It seems like there would possibly be a new EPT hiding in there for the Xwings, but unless it was unique (imagine that on PTL lol), there didn't appear to be another obvious duplicate (or even triplicate going off of the torpedoes), so they may have left that out. I would bet the modifications are transport or huge ship only as again, there doesn't appear to be multiples, but who knows. I would bet there may be a "Bright Hope" title card as well.

Edited by bobbywhiskey

Yeah, the Transport gives the Rebels some really cool support powers so far. We will see how much of an advantage that will give the Rebels vs the Imperials increased number of fighters. I imagine the Crew and Title cards will give us more strategic possibilities.

Though I dream of watching an Epic point level TIE Swarm just scatter in the face of an incoming Transport, or die.

Though I dream of watching an Epic point level TIE Swarm just scatter in the face of an incoming Transport, or die.

Alternatively, get in close and kill it before it can move next round. Just don't miss. Epic showdown.

At 150 points you've got 12 TIE Fighters, including Howlrunner. At 200 points that's 16.

Edited by MajorJuggler

My Thoughts:

-30 points was much cheaper than I thought it would be

-Slicer tools will be great against PtL

-Other Upgrades will be great to beef your own PtL

-I wonder how you get energy back, looking at the action icons, each is accounted for in the article and none of them give you energy.

-4 Shields and 8 Hull with 0 agility. I think this will be easier to kill than the falcon (depending on how hard it is to get back their energy and recharge their shields)

-I am intrigued by the new movement templates I can't see how they work.

-I am not sure how good the reinforce action will be. Compared to giving out actions, clearing friendly stress, or giving enemies stress, Reinforce doesn't seem that great. I imagine that you don't really want to be shot on either side. Won't your enemy just shoot the non-reinforced side?

-what are those things that that look like blaster fire with a firing arc.

-I wonder how long the Empire will have to wait before they get their Epic/Narrative style play ships.

I can just imagine ISD Action launch fighter: place an academy pilot so that its base is touching the base of the star destroyer. Will it happen probably not. But an Impy can dream.

I'm more excited for the new X-wing pilots. I wonder if Corran Horn and Whistler are in there too?

At 150 points you are going to have a lot of Imperial ships. Imagine 10 TIEs shooting at it in a single round. 20 attack dice would kill it in a single round. No chance to recharge those shields.

I'm more excited for the new X-wing pilots. I wonder if Corran Horn and Whistler are in there too?

You are excited to pay $60 for 1 more x-wing. I you like that you should play Warhammer.

What I want to know is how do bomb radii and the fore and aft sections work? If you plant a bomb very well and it's radius strikes both, do they both take damage/face up cards? does its size even make hitting both at once possible? The destructive capacity of a bomber run where the bombs can multi-hit makes me salivate….

Does it have a PS of 3? I am looking at the card and the base.

The jam action could/will be pretty deadly against higher PS ships--if you can guess when they're about to reveal a red maneuver (or if you know they're going to reveal a red maneuver via an intelligence agent or two), you'll be able to do some dasterdly things.....