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Made in us
Raging Ravener




Oklahoma City, Oklahoma

So I picked up a GR75 Medium Transport, and shortly thereafter got a second. I'm loving the new EPIC games, and if you get a chance to play out the Evacuation of Hoth campaign that comes in the rule book I highly recommend it. It's a boat load of fun for either the Rebels or the Empire.

I've been working out all of the tactics and uses for the GR75 I can think of, and I wanted to share, and see what other ideas the rest of Dakka-land can cook up.

1) Brute Ram Ships. For 30 points each, you can totally use the GR75 as a brute ram. Just try to hit as many ships as possible. This works out really well if you get 2, and use them to screen a unit of flanking fighters that can boost around the logjam of transports and hit from behind. They also can, and have in a game, wipe out an entire formation of Tie Fighters.

2) Hack and Slash. This one really only works if you are running 2 GR75, but it's pretty brutal. You run one with Frequency Jammer and the other with Slicer Tools. Passing out up to 3 stress a turn makes it harder for your opponent to maneuver, and you then get to follow it up by passing out damage to ships with stress. Add in a few of the Flechette Torpedoes that come in the box (you get 3!) you can really stress out an opponent on a critical turn. Down side is that your looking at at least 71 points spent on the 2 GR75, and they only get to do damage by ramming or using the Slicer Tools, so you've got less ships to shoot with.

3)Command and Control. This is the one that I think would see the most play...if you didn't need 3 GR75 to get the 3 Comms Booster upgrade cards...per GR75 your going to field as a C&C ship. You can put up to 3 of the new large ship upgrades on the GR75, and all 3 can be Comms Booster. Since using the booster doesn't use an action, just an energy, you could boost 3 ships and still use the new coordinate action to give a 4th ship a free action. if you were just trying to throw around as much focus as possible, that would be 4 focus from one ship, and removing all stress from 3 of them. Really good for a ship that would come in at a whopping 42 points. Drawback, like I said, is the $180 + tax dollar amount to field one. Only one Comms Booster per GR75.

That's what I've got for now, I'll add anything I can come up with, or see played around the town.
Good luck with your new toy!

pts tyranids
???? pts Imperial Guard
750 points Grey Knight Inquisitors
2500 FleshTearers
2500 pts Space Wolfs
1500 pts Eldar
Trades: Mark kelly, godswildcard, Uriels_Flame, Myrthan, Harakiri, jason2250, timetowaste85, Gav99, Alkaid
 
   
Made in ca
Blood Angel Chapter Master with Wings






Sunny SoCal

Haven't had the chance to play with mine yet, been on a painting kick first, but when they are done definitely want to give the hoth campaign a go... Will be keeping a close eye on this as I would love to discuss but at the moment still too unfamiliar -

   
Made in us
Krazed Killa Kan





SoCal

My tip is to not to try and get too involved into transport tactics involving a lot of complex action chains.

The reality with the transport is that it can go down in one turn of concentrated shooting, or two turns of moderate shooting.

You absolutely need to use the reinforce action if you want the transport to survive long enough, because once they get through the shields, the damage and crits start flowing. That backup shield generator isn't enough.

So, make sure to take some other ability that you can use without taking an action.

And when going against the transport, the best way to stop it from messing with your ships is just to shoot at it. Break the shields and then pop a little light damage on it.

   
Made in us
Dakka Veteran





That's where Bright Hope shines, pick a section to essentially be immune to TIE firepower. Interestingly we've been playing the campaign and stumbled upon the notion that technically we can put all three title cards and the most fitting upgrade cards into the 'Fleet Resources' column of the Rebel roster and have the most Ideal transport for each mission. Not saying you should do that but it is a different challenge if your looking for one. Really hoping there is more Energy phase uses for the transport bundled in the CR90. I'm assuming there are.


Automatically Appended Next Post:
P.S. I dont think the triple Comms Booster works. I think the ship still only gets one energy action in its activation.

This message was edited 1 time. Last update was at 2014/05/14 05:10:14


 
   
Made in us
Raging Ravener




Oklahoma City, Oklahoma

page 3, bottom right hand corner. USE ENERGY: The GR75 may use ONE OR MORE of it's upgrade cards or damage cards with the "Energy:" header. Each card with the header can only be used once per round

If you have 3 comms boosters, which since they are not limited you can, you can activate all 3, and still take an action as normal. So far the best Command and Control build I've done only uses 2 though (since I've only got 2) and it's Bright Hope, x2 Comms Booster, Backup Shield Generator, Jan Dodonna. It's kinda pricey, but the payout has been worth it so far.

Another fun use has been to use Toryn Farr and load up my ships with opportunist. use Farr to remove the tokens and all of my ships get an extra attack die.

pts tyranids
???? pts Imperial Guard
750 points Grey Knight Inquisitors
2500 FleshTearers
2500 pts Space Wolfs
1500 pts Eldar
Trades: Mark kelly, godswildcard, Uriels_Flame, Myrthan, Harakiri, jason2250, timetowaste85, Gav99, Alkaid
 
   
Made in us
Regular Dakkanaut





Not really a tactic response here but...

I picked up the GR75 earlier this week.

Buy this set.

It's worth it. Another X-Wing, plus X-Wing pilot cards, plus a crap ton of upgrade cards, and the GR75.

Definitely worth the cost, just a lot of stuff with this set. Can't wait to get the Tantive IV.
   
 
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