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Subject: TIE-Swarms will never hit the Bright Hope... rss

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Moritz MacBenic
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...most of the time

I drew up some strategies for the upcoming game against my brother (the revance and this time I play rebels!) and I realised how awesome the Bright Hope title truly is:

Not only can your GR-75 hold two more energy, but it also adds TWO guaranteed evades to your fore section with the reinforce action.
A TIE-Swarm, even with Howlrunner, flying towards the Transport, coming into range three and starting to fire, will never hit it, if the face it's bow.

So basically this means If you want to field a TIE-Swarm against this whale, you have to either:
1. get dangerously close - remember that in this case the Transport MAY use his boost to crush you - to add an attack die, or
2. field additional bombers with heavy ordinance or TIE-Ints, or
3. field some Lambdas with HLC's. But you really need three to be efficient, otherwise the Transport will crash these slowpokes or regenerate his shields like the HLC's are just mosquito stings.

With Wave 4 upcoming we get the third option of using TIE-Defenders with HLC to snipe the Transport from afar and still be pretty flexible (not like the Lambda).

So , yeahh. I'm gonna fly the Bright Hope, and only the Bright hope from now on. Dutyfree is also nice with the addtitional use for slicer tools, but Slicer tools are good anytime!

I will make pictures of this session and make an extended session report from it. But first let me hear which title you favor for the Bright Hope!
Poll: Which title do you think is the most useful for the GR-75?
Which GR-75 title do you deem best?
Bright Hope
Quantum Storm
Dutyfree
      41 answers
Poll created by MOELANDER


 
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Jeff Dunford
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There are other reasons a TIE Swarm doesn't want to face the GR-75 head-on. I think a swarm is much better off if it can flank or tail a huge ship. Range 1-2 shots on the aft section work much better, and it's fairly easy to outmaneuver such a ship.
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Tim Pitsch
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I love flying the Transport with BH. mostly for the 2 energy. I have flown a Tie swarm VS a BH Transport and killed in in 3 attacking turns,so its not indestructible vs a Tie Swarm, but it helps
 
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Seraph TC
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iNano78 wrote:
There are other reasons a TIE Swarm doesn't want to face the GR-75 head-on. I think a swarm is much better off if it can flank or tail a huge ship. Range 1-2 shots on the aft section work much better, and it's fairly easy to outmaneuver such a ship.


This, although it's worth noting that Reinforce can be used on the rear of the ship (although even in the case of Bright Hope it only adds one evade to each defense roll when applied to the rear).

TIE Fighters aren't really designed for harassing large ships - they're built for dogfighting. You're better off including some bombers with torpedoes, or anything packing heavy laser cannons.

Always best to try and use the right tool for the right job
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Sam Cook
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The one time I played against the transport was my opponent's first time too. I had a swarm and they had Bright Hope, however they had positioned it so that I could easily attack it broadside. Pretty bad move since I could pick which section I fired at shake
 
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Andrew Watt
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Donkler wrote:
The one time I played against the transport was my opponent's first time too. I had a swarm and they had Bright Hope, however they had positioned it so that I could easily attack it broadside. Pretty bad move since I could pick which section I fired at shake


I haven't had a chance to play the Transport yet. I assume you want to attack it in the caboose. How do the different damage decks work out?
 
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Sam Cook
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adkwatt wrote:
Donkler wrote:
The one time I played against the transport was my opponent's first time too. I had a swarm and they had Bright Hope, however they had positioned it so that I could easily attack it broadside. Pretty bad move since I could pick which section I fired at shake


I haven't had a chance to play the Transport yet. I assume you want to attack it in the caboose. How do the different damage decks work out?


In my game I only attacked the back (aft) section, and all of the damage cards for that section seemed to be hindering movement and energy gain. I didn't attack the front at all so I didn't see what those cards did.

We were doing the first escape from Hoth mission, and I think I completely took it out in 2 waves of attacks, although we forgot to give it the free combat retrofit upgrade, and some of my mines in the scenario went off and did some decent damage as well.
 
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Greg C
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Tie Swarms can get to the Bright Hope they just need to hit it from the sides. Taking it in the fore is dangerous an pointless with the 2 evades it receives from being the Bright Hope Reinforce ability and potenially being run over... please note that the ship cannot Boost action into an overlap.
 
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Greg C
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adkwatt wrote:
Donkler wrote:
The one time I played against the transport was my opponent's first time too. I had a swarm and they had Bright Hope, however they had positioned it so that I could easily attack it broadside. Pretty bad move since I could pick which section I fired at shake


I haven't had a chance to play the Transport yet. I assume you want to attack it in the caboose. How do the different damage decks work out?


The trick is to hit it from the side as the Huge ships can only reinforce one section or the other. By hitting it from the side you can choose (as long as it is a valid target) to hit either side. This way you can hit the non-reinforced section. If you come at the ship from the fore or aft then you will be facing a section that is, likely, reinforced.
 
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Jeff Dunford
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shintaibane wrote:
Tie Swarms can get to the Bright Hope they just need to hit it from the sides. Taking it in the fore is dangerous an pointless with the 2 evades it receives from being the Bright Hope Reinforce ability and potenially being run over... please note that the ship cannot Boost action into an overlap.


While it can't "boost" into an overlap (via Engine Booster, below), it does the boost before moving, so it can cover a very large distance and end up overlapping a large group of ships if they happen to be directly in front of it... which is the real reason you don't want your TIE Swarm attacking head-on (that I alluded to above).

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Tom Tjarks
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I'm starting to wonder if Ram shouldn't have a little consequence for the large ship too. It feels a little too easy just to boost and ram around the board with it.
 
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Jeff Dunford
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Dreamshadow wrote:

I'm starting to wonder if Ram shouldn't have a little consequence for the large ship too. It feels a little too easy just to boost and ram around the board with it.


It does. You roll 1 attack die for each small ship and 2 attack dice for each large ship that you ram. It's a small price to pay to take out a full-health Firespray, for instance, but it might make a GR-75 think twice before boosting and going 4-straight onto a swarm of 8 damaged TIE Fighters.
(although that's still a pretty good trade, as it's only an expected 4 hits)
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Seraph TC
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When a Huge ship rams, it needs to roll 1x damage dice for each small ship it hits, and 2x for each large ship.

Edit: Jeff beat me to it
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Tom Tjarks
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Thank you. I've not gotten mine yet, so I hadn't played with it or read the rules.
 
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Moritz MacBenic
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I have to agree with all of you!

shintaibane wrote:
Tie Swarms can get to the Bright Hope they just need to hit it from the sides. Taking it in the fore is dangerous an pointless with the 2 evades it receives from being the Bright Hope Reinforce ability and potenially being run over... please note that the ship cannot Boost action into an overlap.


Yeah my wording was not entirely correct on that one. I meant that since the boos happens before the maneuver you technically CAN "boost" into overlap.

And of course you have to hit her with TIE's from the side. Thing is, if you cover the shi's flanks with enough fighters, that's pretty hard to do.

For this I have created this squad (be aware, that I only based this squad around ships I actually own):

GR-75 Medium Transport (30)
Toryn Farr (6)
WED-15 Repair Droid (2)
Frequency Jammer (4)
Slicer Tools (7)
Engine Booster (3)
Combat Retrofit (10)
Bright Hope (5)

Wes Janson (29)
Veteran Instincts (1)
R5-P9 (3)

Wedge Antilles (29)
Opportunist (4)
R2 Astromech (1)
Shield Upgrade (4)

"Hobbie" Klivian (25)
R3-A2 (2)

Luke Skywalker (28)
Opportunist (4)
R2-D2 (4)

Dagger Squadron Pilot (24)
Advanced Sensors (3)
Ion Cannon (3)
Flechette Torpedoes (2)

Dagger Squadron Pilot (24)
Fire-Control System (2)
Ion Cannon (3)
Flechette Torpedoes (2)

Kyle Katarn (21)
Veteran Instincts (1)
Blaster Turret (4)
Recon Specialist (3)
Shield Upgrade (4)
Moldy Crow (3)

Total: 300

View in Yet Another Squad Builder

For a reminder here is the Imperial pool of my brother:
5 TIEs
4 TIE Ints (2 from Imp Aces)
2 TIE Bombers
1 Lambda Shuttle
1 Firespray

My idea is to flank the Transport, going slowly (that's why no A-Wings) having the Moldy Crow help out with focus tokens and the occasional Blaster shot.
The Transport has one major function: Slicer Tools! That's also the reason for the many, many ways to induce stress.
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Ed Raz
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iNano78 wrote:
Dreamshadow wrote:

I'm starting to wonder if Ram shouldn't have a little consequence for the large ship too. It feels a little too easy just to boost and ram around the board with it.


It does. You roll 1 attack die for each small ship and 2 attack dice for each large ship that you ram. It's a small price to pay to take out a full-health Firespray, for instance, but it might make a GR-75 think twice before boosting and going 4-straight onto a swarm of 8 damaged TIE Fighters.
(although that's still a pretty good trade, as it's only an expected 4 hits)


I've flown the transport in only one game so far. Ran over an undamaged transport and firespray. Then fishtailed one of my own y-wings lol. The thing can be a wreaking ball.
 
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Moritz MacBenic
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edrazpgh wrote:


I've flown the transport in only one game so far. Ran over an undamaged transport and firespray. Then fishtailed one of my own y-wings lol. The thing can be a wreaking ball.


I agree. And if you have combat Retrofit, and a WED-15 droid onboard you can recharge ALL 5 shields (with Bright Hope's 6 full energy of course) And then repair the damage in the next turn.

Also since WED-15 is non-unique. Can I put two on this ship and use their ability at the same time?

I mean, that the repair action is taken once, but has twice the effect. What do you guys think.


Hmmm gonna post this in Rules, too.
 
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Greg C
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I have played a couple of epic team games one against one transports as the Imperials and one as Rebels with two transports. Both games we had 800 points (both sides) total on the table. Great games but long.

In both games the Imperials won, although we did call both games as the stores were closing. The key in both games is the Imps took out the fighter escorts.

In game one where I played Imperials I ran a bomber heavy list supported with Krasis, Jendon and Jonus in a bomber. I armed the bombers with cluster missiles and proton torps. My ally ran Interceptors, mainly. What happened is the Rebels, fearing the missle fire power of the bombers and Krasis HLC swarmed in and the transport focused on stressing my bombers and such. My ally had started his Interceptors on one edge of the 6' x 3' mat we play on and once he saw how our opponents force moved in to hit the bombers he moved in. The bombers tanked and the interceptors killed. In the end the interceptors put a hurting on the transport as my remaining bomber with a torp moved in for the kill on the transport. By then it was decided the imperials would win the day.

Second game had two transports frustrate the daylights out of one of the rebel players as my ally took Bright Hope for his transport and I took Duty Free. Between reinforced Bright Hope and me stressing his ships one of our enemies couldn't do anything and was very frustrated. Meanwhile a bulk of our fighter escort was squaring off against the imperials interceptor swarm... the imps won and then swept in to hit the transports. Again taking out the escort made the unarmed transports easy pickings.
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Greg C
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You can only take one action. So you will be taking the action on either one or the other WED droids.
 
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