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Npmartian

Joining Epic-Which Rebel Ship?

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I was considering buying into Epic; which of the two rebel ships would be best? I know GR-75 has the X-Wing "fix" which is really cool, but the CR90 would be useful for throwing death everywhere. Thoughts? Suggestions?

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Well the X-wing in the Rebel Transport was never a fix as it was more of a thematic release. This was released back in wave 2 or 3 so finding X-wings in Rebel tournament list was still very common. The only meta card in the Rebel Transport expansion is R3-A2 aka Stress bot.

My best advice is first see how much squadron points of Rebel ships do you have. If you can already make a 300 point list of nothing but small and large ships without the huge ship then go ahead and go with the Rebel Transport as it gives you about a 40-70 point huge ship along with a 21-35 point small ship. 

If you are barely scraping up 200 points (or even less) in Rebel ships then go with the Tantive IV as it will give you a large gunship that you can almost fill up 150 points with. Just don't expect to be wiping tables if half your list is in the huge ship. Give it a role and put upgrades only fitting to that role, you don't need to fill every slot unless you have dozens of points and no ships left.

Edited by Marinealver

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The transport is probably more sensible for 300pts games. But I like flying the bigger corvettes more.

Which would you  enjoy using more? A support ship, or a shooting ship?

For either, proxy the modifications upgrades found in the Gozanti, unless you already have them.

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25 minutes ago, Darth Meanie said:

Throwing death is fun, but the CR-90 is going to deliver it with broadsides.  No headlong charges; you want that, gonna need the Raider.

The Transport gets rave reviews as being very powerful, despite being unarmed.  OTOH, it is going to function much more in a support role.

What is said support role? Like, what does it offer to a list? How do you build for support?

 

1 hour ago, Gilarius said:

 

For either, proxy the modifications upgrades found in the Gozanti, unless you already have them.

I have a friend who owns the Gozanti and GR75, so no problem there.

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33 minutes ago, Darth Meanie said:

Throwing death is fun, but the CR-90 is going to deliver it with broadsides.  No headlong charges; you want that, gonna need the Raider.

The Transport gets rave reviews as being very powerful, despite being unarmed.  OTOH, it is going to function much more in a support role.

The transport is the cheapest huge ship at only 30 points (less than a VCX). Of course with no attack you can't expect much and now that Huge ships are mandatory you can count on that being the most common ship so that players can have the most points for their large star fighter wings. I wouldn't be surprised to see a few naked GR-75s out there so that players have 270 points to spend on other ships at least for 1 on 1 Epic dogfight.

I guess the larger question is are we going to see double GR-75 or even Transport/Corvette Combo in one on one. I think the answer is for 1 on 1 you are going to see a lot of lists with only 1 huge ship and many lists with just a single transport. OF course the Gozanti and C-roc won't exactly be naked as they have the ability to carry a weapon and the Gozanti can carry ships protecting Aces until the endgame where they can shine without getting blown up. But naked GR-75 is a strategic possibility.

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20 minutes ago, Npmartian said:

What is said support role? Like, what does it offer to a list? How do you build for support?

Jamming and slicing (cut to the chase below the link):

Right now this is what I have been using. Jam multiple targets at 1-3, slicer them the following round early on. Auto protocol to reinforce early, then WED later to shed damage cards. Breach Specialist keep them card face down when it gets bad. Tibanna optional. If you want to be mean, then switch out Cassian Andor (until he gets nerfed off Huge ships) for WED-15, and Tibanna for Engine Booster...

Dutyfree (55)

 

GR-75 Medium Transport — GR-75 Medium Transport 30
WED-15 Repair Droid 2
Breach Specialist 1
Slicer Tools 7
Tibanna Gas Supplies 4
Frequency Jammer 4
Automated Protocols 5
Dutyfree
Edited by Darth Meanie

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32 minutes ago, Darth Meanie said:

 

GR-75 Medium Transport — GR-75 Medium Transport 30
WED-15 Repair Droid 2
Breach Specialist 1
Slicer Tools 7
Tibanna Gas Supplies 4
Frequency Jammer 4
Automated Protocols 5
Dutyfree

How about this? I don't own Breach Specialist, so... What else to formation fly with Etahn and lay down some crits on enemies? Maybe even Dodonna on the Dutyfree for even more crits?

Epic Shell 93/300

GR-75 Medium Transport — GR-75 Medium Transport 30

WED-15 Repair Droid 2

Slicer Tools 7

Tibanna Gas Supplies 4

Frequency Jammer 4

Automated Protocols 5

Dutyfree 2

E-Wing-Etahn A'baht 32

Predator 3

Sensor Jammer 4

Flight-Assist Astromech 1

 

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11 minutes ago, Npmartian said:

How about this? I don't own Breach Specialist, so... What else to formation fly with Etahn and lay down some crits on enemies? Maybe even Dodonna on the Dutyfree for even more crits?

Epic Shell 93/300

GR-75 Medium Transport — GR-75 Medium Transport 30

WED-15 Repair Droid 2

Slicer Tools 7

Tibanna Gas Supplies 4

Frequency Jammer 4

Automated Protocols 5

Dutyfree 2

E-Wing-Etahn A'baht 32

Predator 3

Sensor Jammer 4

Flight-Assist Astromech 1

 

You're asking the wrong guy.  My job is to blow you up. ;)

I've run a Transport, but it was a long time ago.  Hopefully someone else with more experience can chime in. . .

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As an Imperial player, I'm terrified of Toryn Farr. It makes me have to mind my approach because I can't ignore it or it will debuff my key fighters, and I can't just focus it down to the exclusion of all else, or the heavy fighters will tear me to shreds because the GR-75 is a tough cookie.

Here's an idea that can support friendlies, hinder enemies, and has just a touch of durability:

GR-75 Medium Transport: GR-75 Medium Transport (30)
     Automated Protocols (5)
     · Toryn Farr (6)
     · Quantum Storm (+1 Energy) (4)
     Comms Booster (4)
     Backup Shield Generator (3)
-- TOTAL ------- 50p. --

Action to either Coordinate or Toryn Farr. Comms Booster helps friendlies stay stress free. Automated Protocols allows the transport to Reinforce if necessary. Quantum Storm grants an energy to enable Backup Shield Generator in the end phase as long as you have no energy. 

It's not very focused, but it's versatile, built with buff, debuff, and tank in mind.

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My 2 cents. I play mostly Epic.

In my opinion the "small" one card Huge ships are the "best". 

- Pts eficiency. Between 40 and 55 pts

- Unique roles. Gozanti as a Carrier and/or Command Ship. GR 75 more versarile as Command Ship.

- New easy to learn mechanics that are really good. Jam. Coordinate. Plus upgrade options to make this Actions more poweful. 

-2 card Huge ships can display an impresive ammount of firepower...but I strongly recomend that in a standard "kill them all" 300 pts battle if there is one Raider on the table... better if also there is a CR 90. Because 120 pts of Small ships obliterate one Capital ship.

And do not forget that not only that 1 card Huges are cheaper...the new pilots are cool. 

As a final note the GR 75 can kill some ships. No armed but upgrades like Cluster Bombs can ruin your opponet's day. And of course, ramming.

Play Cinematic if you can...and if you like this of course. Objectives and the like. Blockade Runners. Piracy. Commando insertion. Etc. 

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@Npmartian - I've flown both the corvette and the transport, but if I had to pick one it's the transport. You can fly it in different ways, and has never let me down. It's actions are Reinforce, Jam, Coordinate and well... regen shields. The first three are the biggest choices, and that's saying something as we all know how regen has warped standard play.

  • The Bright Hope - A very tanky transport title allowing for double evade when receiving attacks on the reinforced section. Always bring Advanced Protocols (even a proxy!) and from there support cards of your choice - Backup Shield Generator is useful, Comms Boosters are good, Targeting Coordinators can be handy, as is the previously mentioned Toryn Farr. Any global effect crew are best placed here as well for protection as only a concentrated effort will take the Bright Hope down.
  • The Duty Free - This ship excels at electronic warfare. A friend of mine swears by this one to the extent he'd bring it out in a 100 point list if he were allowed. Normally the jam action is limited to range 1-2. This ships kicks it out to range 3. The jam action also applies stress tokens until the target has 2 stress, so it's potent. Further, with Frequency Jammer equipped, you can ping a stress token on one of your target's friends within range 1 of him. Just the title, Frequency Jammer, and Advanced Protocols (really, this is a must on any transport) comes up to 41 points and is a threat on the field.
  • The Quantum Storm - My least favourite of the three titles. "At the start of the End phase, if you have 1 or fewer energy tokens, gain 1 energy token." Well, energy is certainly a major issue with capital ships, so it's not really a bad ability. Any energy hungry upgrades really can find home here. Advanced Protocols is still likely to be important, depending on your designated role. Toryn Farr also finds a home here, as @Parakitor has noted. Ionization Reactor can also be hilarious, but tough to actually pull off. Slicer Tools, for 7 points, is also wonderful if you have Duty Free or similar stress mechanic in your fleet. It allows you to deal 1 damage to a ship with stress for each energy you spend... as an action. Black Market Slicers, that's cute... This is military grade slicers. They don't even lose the stress tokens.

The big thing is, pick a role and build the ship for it. Don't try to do everything, and don't try to fill every slot. An expensive transport will cripple your own fleet. A cheap one that can provide a service to either boost your fleet or debuff your opponent's fleet is far more useful and difficult to deal with.

 

Edited by LagJanson
typo

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@LagJanson mentioned that Automated Protocols is a must on any GR-75. I tend to agree. There is a Combat Retrofit modification, but it's not quite as potent as "spend an energy to Reinforce," which Automated Protocols provides.

However, I've been thinking...huge ships are often energy-starved, right? Like, Toryn Farr, for example - she's an energy hog for sure. What about Optimized Generators. "Hold on, Parakitor," you're probably thinking, "isn't that just for powering up your hardpoints?" Well, what about Ionization Reactor as a tool to give you more energy? Here's how it might go.

GR-75 has a base of 4 energy capacity. Spend 1 energy for Comms Booster. Put 1 energy on Ionization Reactor. Optimized Generators kicks in, and puts two more energy on the transport, and now Toryn Farr can be used to take tokens away from 4 enemy ships! Thoughts? Is it trying too hard? I realize it's 9 points to get more use out of a 6-point upgrade, so it's expensive. Also, once Ionization Reactor is full, you can't use this trick any more, but at least you can disable a bunch of ships at range 1. I mean, usually we try to fill up Ionization Reactor as fast as possible, but maybe this could be another way. Just trying to think outside the box a little bit.

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I like it for Quantum Storm. If it's an energy reactive ship (ionization reactor) as opposed to using actions (Toryn Farr) I think it fits very well. That Reinforce is tough to let go otherwise. A huge ship without a reinforce takes damage very quickly.

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I think the GR75 is the better starting place.  It's much less of a points investment, so it's easier to "figure out" some of the basic of Huge Ships using it without 50% of your list being tied to its performance.  It also fits in far more lists than the CR90 will.  I think the CR90 is a powerful gunship, especially at 400pts in Team Epic, but I think the GR75 is the better all around purchase for a newer player.

That said, the GR75 also included Wes Jansen, R2D6, R3A2, and R4D6 which are all somewhat viable-ish in the Standard 100pt game.

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