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StashAugustine posted:Arcs were busted as hell on release, got nerfed until they were strong but overcosted, then both they and the faction as a whole got hit even harder without getting points cuts; so yeah they're not that great right now. Padme is a strong option and honestly doesn't really need upgrades herself that much. A generic clone commander is also a strong pick up- cheap, you can fit one into any corps centered list easily, and the pack has generic command cards as well
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# ? Jul 7, 2022 23:14 |
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# ? May 24, 2024 13:33 |
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Rebels and clones get away with the basic minimum corps units easier because of their black dice default guns, whereas as an empire player for example I'd be fairly comfortable just stapling DLTs or T21s heavy weapons to my stormtrooper cards since they're so utterly non-threatening without an "anchor" of sorts for decent rolls coming from those weapons. Droids are in a similar boat. It's ultimately kind of trying to strike the balance between flexibility via more activations versus fewer activations with stronger dice pools.
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# ? Jul 7, 2022 23:30 |
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To be clear phase 1s get one slot for a heavy weapon trooper (z6, DC15, etc) and one slot for personnel (which can be a generic body but also an officer, medic, specialist, etc). Clones tend to max out around 4 maybe 5 corps since they're so expensive, using BARCs or strike teams to pad out their armies E: I do think naked clones and Rebels will have a very hard time breaking cover- weirdly naked b1s are about as good into heavy covet just by rolling crits. Storms definitely need the heavy to be effective for anything beyond pushing buttons though
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# ? Jul 7, 2022 23:31 |
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Gumdrop Larry posted:Rebels and clones get away with the basic minimum corps units easier because of their black dice default guns, whereas as an empire player for example I'd be fairly comfortable just stapling DLTs or T21s heavy weapons to my stormtrooper cards since they're so utterly non-threatening without an "anchor" of sorts for decent rolls coming from those weapons. Droids are in a similar boat. It's ultimately kind of trying to strike the balance between flexibility via more activations versus fewer activations with stronger dice pools. Depends Rebels tend to take minimum naked units when the list is heavy on special forces or heroes, but full packs of captain+dlt are prime hitters.
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# ? Jul 8, 2022 00:59 |
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that said naked fleet troopers are shockingly nasty offensively for 40 points. sure they die to a stiff breeze but something something burned so very brightly
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# ? Jul 8, 2022 01:07 |
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StashAugustine posted:Yeah basically you can choose to make a "battle force" which has a different force org (for Echo Base Defenders, you can combine up to 4 commanders/operatives, must take 1 support but can have up to 4), and restrict what units you can take; but also give you unique command cards on top of the force org (theoretically you could just really want to run 4 tauntauns and not care about the cards.) Some may have special rules or unique units as well. They're designed for general play so you should be able to play them in any scenario, they're not just for themed or paired events. I'd probably recommend both force and core set; Commander Luke is an option for EBD. Probably also pick up a specialist pack for the generic officer and Rebel command card options. I agree with this, there is no cross over between Rebel core and Echo base set so it really is just more options.
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# ? Jul 8, 2022 07:07 |
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Irritatingly difficult to photograph these on my desk compared to most other things I've painted over the years, but the tester unit is complete. I actually really like how fast these were to paint, so I might not bother doing any blue detailing on them and just leave them as Shineys. The later units will get some markings to differentiate them somehow and make them fit with Rex.
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# ? Jul 8, 2022 19:22 |
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Palp and the guard gang table ready, I'm playing in a few hours.
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# ? Jul 8, 2022 20:41 |
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Those look awesome. If you have time for a quick purple/dark red wash on the guard they'll pop a little bit, but even without it they're totally set for play.
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# ? Jul 8, 2022 21:53 |
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thanks. Unfortunately my opponent wants to play skirmish, and I can't find a way of squeezing Palp and the guards in to 500 points, even with two naked storm trooper corps, so probibly won't see play today. Oh well. E: Battle report. It was empire (Sheev, storm troopers and a ATST) vs. separatists (Maul, Sith Scout droids, B1s and a tank), lead by a T-series droid. He air dropped his Maul near my enemy lines with his scout droids, we got into skirmishing, and my enemy was getting picked off and I was taking out a bunch of his, but they had his tank parked on the center point. I used "Give into your anger" when he was activating Maul. I choose his commander which was far in the back, forcing him to move forward into view of my troops so he didn't' take the 4 (!!) suppression. Maul dove forward and slashed Palpatine for 1 damage which was a big mistake. I used "Now you will die" next round and took 2 damage and 2 suppression to attack 3 times, killing Maul in 1 round (I think maul had 1 damage already). We traded some more, we both lost our leaders, and it was down to a tank, two B1 squads (1 in the tank), I think 2 of the scout droids, vs. my ATST. at the last round there was no way I was going to eliminate both the tank and B1s and so we called it. Palp has some fun moves with Now you will die and give into your anger. Foolster41 fucked around with this message at 05:46 on Jul 9, 2022 |
# ? Jul 8, 2022 22:05 |
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Foolster41 posted:
Huh, beef loin Is on Sale
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# ? Jul 10, 2022 09:29 |
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Had a good skirmish game yesterday! Rep Skirmish (clone commander) (500/500) Republic Clone Commander (60) - Vigilance (5) - Portable Scanner (6) = 71 total points Phase II Clone Troopers (62) - Phase II Mortar Trooper (18) - Seize the Initiative (5) = 85 total points Phase II Clone Troopers (62) - Phase II Mortar Trooper (18) - Seize the Initiative (5) = 85 total points Phase II Clone Troopers (62) - Phase II Mortar Trooper (18) - Seize the Initiative (5) = 85 total points Phase II Clone Troopers (62) - Z-6 Phase II Trooper (27) - Seize the Initiative (5) = 94 total points AT-RT (Republic) (60) - AT-RT Rotary Blaster (20) = 80 total points Maul got utterly blown out by the AT-RT with the Z6 squad giving fire support, so I know at least that bit (and the commander giving out a free order token to support it/surges and dodges otherwise) is a solid little anchor.
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# ? Jul 11, 2022 11:35 |
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What squad builder are you using, because seize the initiative should be Commander or Operative rank only.
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# ? Jul 11, 2022 14:39 |
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hoiyes posted:What squad builder are you using, because seize the initiative should be Commander or Operative rank only. LegionAB, from the Apple app store. Not that I ever got to use those, but good to know
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# ? Jul 11, 2022 14:55 |
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The AMG Ministravaganza is streaming right now. They showed off Moff Gideon and Dark Troopers so far, although I missed the beginning of the stream.
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# ? Jul 14, 2022 18:13 |
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# ? Jul 14, 2022 20:20 |
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So I've got what is probably quite a beginner question. Picked up a box of rebel commandoes (in addition to the core box) to work towards a Skirmish sized force right off the bat. While I hadn't considered it before, it looks like there are enough miniatures in the box to run both a Squad and a Strike force as long as I don't use the same heavy weapon for both. Am I missing something obvious here or am I interpreting the requirements and available miniatures correctly? The box comes with: 4 Rebel Commandoes 1 Rebel Commando Leader 1 Proton Charge Saboteur 1 Dh-447 Sniper I think a big part of my confusion is that the "Strike Force" card lists the number of miniatures as 1 but the box has it listed as a two-miniature team.
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# ? Jul 14, 2022 21:38 |
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Why would Din be imperial 🤔
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# ? Jul 14, 2022 21:39 |
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GreenBuckanneer posted:Why would Din be imperial 🤔 Bounty hunting is a... complicated profession The Strangest Finch posted:So I've got what is probably quite a beginner question. Strike teams have the Heavy Weapons Team keyword that forces you to take a heavy weapon mini (and make it your unit leader). So you can run a 4 man squad plus optional heavy and a 1 man plus mandatory heavy squad from one box yeah
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# ? Jul 14, 2022 21:44 |
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StashAugustine posted:Bounty hunting is a... complicated profession Awesome, thanks. I've got basically no idea what I'm doing re:list making. But getting the strike team on the board would let me have an extra activation, which seems to be something to shoot for.
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# ? Jul 14, 2022 21:52 |
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The Strangest Finch posted:Awesome, thanks. I've got basically no idea what I'm doing re:list making. But getting the strike team on the board would let me have an extra activation, which seems to be something to shoot for. Yeah, strike teams are used to pad out activation counts in a ton of lists, particularly in Rebels and Empire.
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# ? Jul 14, 2022 22:04 |
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The one caveat is that they're less good in skirmish since shorter boards make them harder to hide. Though sniper full unit and a strike suicide bomber might be fun
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# ? Jul 14, 2022 22:06 |
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Unstoppable on the Dark Troopers were confusing the hell out of me before I finally parsed that it's saying they can double activate in a round when you draw their second token. I was reading it like you could just activate them without an order whenever initially.
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# ? Jul 14, 2022 22:39 |
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Yeah this wave has some complicated wordings for fairly simple effects. Din's rifle has a lot of words to make shooting it a special action so it won't add to arsenal - and it goes around a lot of stuff letting you reliably put wounds into extremely high value targets starting from round 1.
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# ? Jul 14, 2022 22:47 |
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Din's auto wound shenanigans are the one thing I'm genuinely kinda worried about. Slapping out whistling birds from a GAV or landspeeder is kinda nuts
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# ? Jul 14, 2022 22:52 |
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I rather enjoyed some of Boba Fett’s new cards. Especially the one where he flips out and smashes everyone around him.
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# ? Jul 15, 2022 01:30 |
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long-rear end nips Diane posted:Yeah, strike teams are used to pad out activation counts in a ton of lists, particularly in Rebels and Empire. I suspect that this is something I'll learn through playing, but is going from 5 to 6 activations generally considered better than having 5 activations and more buffed up units? I like the idea of having a sniper Commando squad plus a bomber 1-man, but in order to get that set up in 500 points I need to drop a lot of upgrades from the standard troopers. Plus side, the local shop I visited earlier this week is full of people ready to make an ad-hoc skirmish list and pulverize me, so I imagine I'll learn fast. But I'd like to at least make a good showing in my first explosive loss.
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# ? Jul 15, 2022 01:52 |
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The Strangest Finch posted:I suspect that this is something I'll learn through playing, but is going from 5 to 6 activations generally considered better than having 5 activations and more buffed up units? I like the idea of having a sniper Commando squad plus a bomber 1-man, but in order to get that set up in 500 points I need to drop a lot of upgrades from the standard troopers. Being roughly at activation parity with your opponent is a big deal since a player with more acts can react with multiple units to their opponents last move; and a lot of objectives care about number of units. The broad rule of thumb is 6 acts for skirmish and 10 for full games, plus or minus one or maybe two. So being at 5 acts in skirmish won't kill you but it could be a little risky, especially with a sab strike team that's probably gonna die and Rebel t shirt saves. That said, it's perfectly normal to run corps with nothing but a heavy weapon or even nothing at all E: shot in the dark here, using a few upgrades you might not have but all the plastic: code:
StashAugustine fucked around with this message at 02:06 on Jul 15, 2022 |
# ? Jul 15, 2022 02:03 |
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StashAugustine posted:Being roughly at activation parity with your opponent is a big deal since a player with more acts can react with multiple units to their opponents last move; and a lot of objectives care about number of units. The broad rule of thumb is 6 acts for skirmish and 10 for full games, plus or minus one or maybe two. So being at 5 acts in skirmish won't kill you but it could be a little risky, especially with a sab strike team that's probably gonna die and Rebel t shirt saves. That said, it's perfectly normal to run corps with nothing but a heavy weapon or even nothing at all Ah, that makes sense. Currently all I have is the Core Set + the Commando expansion. So I might be missing a card or two there. Is there a good resource to read about the relative value of Force abilities? I had already put Force Push on Luke, but hadn't thought Burst of Speed was worthwhile. I'm pretty stoked that my current local scene has a lot of folks who are super willing to put together a skirmish force to flatten a newcomer. At this point my thought is to flesh out my rebel force with maybe another commander and then get the Battle Force when that launches in awhile.
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# ? Jul 15, 2022 03:25 |
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The Strangest Finch posted:in order to get that set up in 500 points I need to drop a lot of upgrades from the standard troopers.
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# ? Jul 15, 2022 11:00 |
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Arquinsiel posted:It took me a while when playing X-Wing to grok that just because a ship has an upgrade slot doesn't mean that you need to use the upgrade slot.
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# ? Jul 15, 2022 11:04 |
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I bailed at the start of second edition and nothing I have heard has made me regret that decision.
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# ? Jul 15, 2022 11:06 |
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I haven't played in... wow, over a year at least but this has me interested in painting and getting more into it again. Explain Din to me like I'm a baby. How do I take him in a Reb, Imp list? Just like normal? Do I have to take that Underworld Connections card to issue him orders with my commander? How does Grogu work? Is he the first wound I have to take if I take them both? Seems a little fragile and unreliable if so if I'm reading it right. Like; on theme, but maybe better to keep him with the frizzy-haired mechanic.
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# ? Jul 15, 2022 15:58 |
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Owlbear Camus posted:I haven't played in... wow, over a year at least but this has me interested in painting and getting more into it again. Mercs are capped to 1 per slot, 2 for corps; if you have the Allies of Convenience keyword (ie UC upgrade) then you can take 1 additional merc- so you can take Din and two Pyke soldiers no problem, but adding IG11 or a third Pyke would require AoC (and you cant do both, only one or the other). Mercs can't recieve orders outside their affiliation (where their faction would be), but they can give orders out to anyone. Grogu is a counterpart like C3PO, which means you can assign wounds literally however you like (even ignoring LoS on attacks) as long as the leader (ie Din) actually dies last
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# ? Jul 15, 2022 16:21 |
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The Strangest Finch posted:Ah, that makes sense. Currently all I have is the Core Set + the Commando expansion. So I might be missing a card or two there. Is there a good resource to read about the relative value of Force abilities? I had already put Force Push on Luke, but hadn't thought Burst of Speed was worthwhile. The new upgrade card pack has a lot of the newer stuff, plus rewrites for the bounty hunters to bring them in line with the new merc rules. Wrt force powers, Push is stapled to all saber users; Saber Throw, Burst of Speed, and Choke see a lot of play; Battle Meditation, Anger, and Barrier can be good if you have a specific plan, Guidance and Reflexes are kinda marginal but never really bad; Fear and Hope are complete wastes of a slot. Force upgrades are the #1 thing you will almost always fill every slot since they're very strong overall. And good luck, glad you've gotten a group to play with!
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# ? Jul 15, 2022 16:28 |
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StashAugustine posted:The new upgrade card pack has a lot of the newer stuff, plus rewrites for the bounty hunters to bring them in line with the new merc rules. Wrt force powers, Push is stapled to all saber users; Saber Throw, Burst of Speed, and Choke see a lot of play; Battle Meditation, Anger, and Barrier can be good if you have a specific plan, Guidance and Reflexes are kinda marginal but never really bad; Fear and Hope are complete wastes of a slot. Force upgrades are the #1 thing you will almost always fill every slot since they're very strong overall. I quite like anger and fear on Maul, they don't need to be readied and keeps nudging enemy units closer to being suppressed. That leaves his actions for moves, attack and maybe a dodge or something. I guess if you go saber throw then there are other options that also need ready actions that would be more impactful.
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# ? Jul 15, 2022 17:32 |
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StashAugustine posted:The new upgrade card pack has a lot of the newer stuff, plus rewrites for the bounty hunters to bring them in line with the new merc rules. Wrt force powers, Push is stapled to all saber users; Saber Throw, Burst of Speed, and Choke see a lot of play; Battle Meditation, Anger, and Barrier can be good if you have a specific plan, Guidance and Reflexes are kinda marginal but never really bad; Fear and Hope are complete wastes of a slot. Force upgrades are the #1 thing you will almost always fill every slot since they're very strong overall. I had a game with Mind Trick and Fear on Anakin, dumping piles of suppression on a single unit was fun as a gimmick (at least, it was then )
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# ? Jul 15, 2022 20:20 |
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Mind trick is definitely fun but struggles into CIS, so it's a decent pick if you don't care about an all comers list. It's also pretty strong on Luke to set up You Serve Your Master Well. I think Push is just too vital to how saber users work to give up though- being able to manipulate engagement opens up so many new plays for them E: also to be clear Saber Throw doesn't exhaust when used, one of the reasons it's a great pick on Maul
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# ? Jul 15, 2022 21:31 |
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I painted some Battle Droids Contrast paints and some quick and dirty battle damage got these done super fast
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# ? Jul 15, 2022 23:05 |
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# ? May 24, 2024 13:33 |
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Endman posted:I painted some Battle Droids drat Those look great!
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# ? Jul 15, 2022 23:06 |