when fighting the transports since they can regen shields would it be best to attack other ships first to be able to concentrate fire on the transport without the escorts coming up behind you and blowing you to pieces?
fighting the transports
when fighting the transports since they can regen shields would it be best to attack other ships first to be able to concentrate fire on the transport without the escorts coming up behind you and blowing you to pieces?
We don't know. It'll depend on how the transport can get energy and such.
It really depends on what they are using the Transport for. And we have an incomplete picture of what the Transport can do. Until we know how fast it can recharge energy or what the new Crew and Titles do, it isn't a huge offensive threat. At the moment, it seems to me that it is a low priority target, unless stress is a big issue for your squad.
The rules are not released yet. So most of this is speculation.
I guess the best way to fight the transport depends on the cargo. Out of seven to ten cargo cards in the box only three are known to us.
While an empty transport may probably be safely left alone a transport with coordinate action, comms booster and shield projector can really help the escorts in a fight. With the support the transport can supply you may not be able to take down the escorts without suffering prohibitive losses.
One fact is for certain: The transport can regenerate four shields per round if it wants to.
After destroying the escorts you still need sufficient firepower to inflict more than four points of damage in a round. A single ship, even a firespray with full payload, cannot destroy the transport.
Edit:
In one way the transport is probably very much like the lambda: An empty one sucks. With the correct loadout ...
Edited by dvor
Edit:
In one way the transport is probably very much like the lambda: An empty one sucks. With the correct loadout ...
Which means I need to get a few as soon as possible to become the authority everyone turns to.
Question: The transport, and other big ships aren't standard rules, correct? I thought I read somewhere that they aren't tourney legal and are more scenario type ships.
Question: The transport, and other big ships aren't standard rules, correct? I thought I read somewhere that they aren't tourney legal and are more scenario type ships.
They operate under Epic Rules. What those Epic Rules are and whether they will be operable in tournaments is still unknown.
Question: The transport, and other big ships aren't standard rules, correct? I thought I read somewhere that they aren't tourney legal and are more scenario type ships.
They operate under Epic Rules. What those Epic Rules are and whether they will be operable in tournaments is still unknown.
Thanks I dug into it a bit more and found this: http://www.fantasyflightgames.com/edge_news.asp?eidn=4312
It mentions a new tournament format called "Epic" format, which is a larger format. Doesn't sound like they'll be doing away with standard format. I find it interesting they don't have a comparable ship on the Imperial side and would launch a new format. Either way, that's getting far afield but there it is.
I still can't wait because of the what looks like 5 new pilots for X-Wings.
Instead of a read attack value on the Transport ship card, it has a purple 4 value, which I believe must be the energy replenish value. I'm going to guess that the Transport gets four energy a round, of which it can spend on many things (possibly including turning movement). So, while it can replenish shields and other things depending on what upgrades it has, the ship will probably always be strapped for enough energy to do what it really needs to in a single turn. One of the biggest questions would be, can it bank energy it doesn't use on a given turn for later? Since there are only five energy tokens in the expansion for the Transport, I'm guessing no. But what we might need that fifth token for suggests some upgrade that might enhance the energy output. Another burning question would be whether there will be a limit to the number of Huge ships that can be used in a single Epic battle. That one needs to be answered soon, as I have only pre-ordered one of each until more info comes out. I'm really looking forward to messing around with the Transport and the Escort. From what I have seen so far, the rules look well thought out and with the upgrades the Transport seems highly customizable. And I think these ships will be just as fun to blow up as to play as part of a squad, so I don't think the Imperial side is going to miss out on the fun. The Imps are just going to have to learn how to stay out from in front of these giants.
Maybe, but I think it far more likely that there just wouldn't be a lot of Empire as people want to play with the new toys.
it has a purple 4 value, which I believe must be the energy replenish value. I'm going to guess that the Transport gets four energy a round,
It is actually known that the purple # is the total energy that it can hold at one time. We are still not sure how it gains energy. And ya...the extra energy token makes you think it has an upgrade card for more capacity.
Maybe, but I think it far more likely that there just wouldn't be a lot of Empire as people want to play with the new toys.
I for one am more excited to blow them up than to play with them. XD
I would think the transports would be mine magnets!!!