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The Strangest Finch
Nov 23, 2007

StashAugustine posted:

It provides all the bits an pieces you'll need, and both rebel troopers and Luke are good options (though with Luke you'll want the operative expansion for a better version and more cards for either option.) I'd also look at the battleforce box as a second pickup- idk if you can make a strong force using its special rules but the extra troops should get you most of the way to a solid 800 point list


I'm also looking to start out and have been eyeing either just the starter pack or the rebel battle force, so thanks for the clarification there. What do the special rules mean for play? Are they just unique command cards that are eligible if you use a commander from the battleforce? Are they something that both players need to opt into to use? Something else?

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The Strangest Finch
Nov 23, 2007

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.

This link has PDFs with the unit restrictions, force organizations, and command cards

Thanks! Now I just need to find out if any of my old paints are still viable.

The Strangest Finch
Nov 23, 2007

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.

The Strangest Finch
Nov 23, 2007

StashAugustine posted:

Bounty hunting is a... complicated profession

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

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.

The Strangest Finch
Nov 23, 2007

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.

The Strangest Finch
Nov 23, 2007

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

E:
shot in the dark here, using a few upgrades you might not have but all the plastic:

code:
Untitled
494/500 (6 activations)
Commanders:
 - Luke Skywalker (160): Force Push (10), Burst of Speed (3), Prepared Supplies (5) = 178
Corps:
 - 2× Rebel Troopers (40): Z-6 Trooper (20) = 120
Special Forces:
 - Commandos (48): DH-447 Sniper (28), Offensive Push (4) = 80
 - Commando Strike Team (20): Proton Charge Saboteur (23), Emergency Stims (8) = 51
Support:
 - AT-RT (55): Laser Cannon (10) = 65

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.

The Strangest Finch
Nov 23, 2007

StashAugustine posted:

I've made some actually pretty legit Rebel lists at 23 models (Han Chewie Lando Sabine Clan Wren and the rest naked corps and snipers)

This is very similar to the cheap-mode list I've been thinking about for Rebels as I work from Skirmish to Standard point values. I imagine I can actually drop a few of the extra upgrades on the Commando Strike Teams and I'm not at all married to the AT-RT. But it seemed like a reasonable inexpensive way to hit the full 800 points while providing some tools that'll probably be useful even when I have more options.

Cheapskate Rebels
800/800 (10 activations)
Commanders:
- Luke Skywalker (160): Saber Throw (5), Force Push (10), Environmental Gear (2) = 177
- Han Solo (100): Vigilance (5), Offensive Push (4), Ascension Cables (4) = 113
Operative:
- Chewbacca (90): Into the Fray (4), Offensive Push (4), Emergency Stims (8) = 106
Corps:
- 3× Rebel Troopers (40): MPL-57 Ion Trooper (17) = 171
Special Forces:
- Commandos (48): Duck and Cover (2) = 50
- 2× Commando Strike Team (20): DH-447 Sniper (28), Overwatch (4), Ascension Cables (4), Smoke Grenades (3) = 118
Support:
- AT-RT (55): Laser Cannon (10) = 65

Commands: ••• Notorious Scoundrels, ••• Change of Plans, • Sorry About the Mess, •• My Ally is the Force, • Sabotaged Communications, •• Reckless Diversion, •••• Standing Orders

The Strangest Finch
Nov 23, 2007

StashAugustine posted:

The units look good though I'd personally mess around with the upgrades (not a huge fan of MPLs, for one). I'd probably pick up operative Luke for the command cards if nothing else- though his unit card is also nuts. I also can't emphasize enough how quickly I'd take Son of Skywalker over Sab Comms. I do like some full commandos with snipers too, if you're wanting to experiment a little.

e: if you're looking to pick up a third corps vets might be useful since they're two units in one box, i'd just get one if you wanna get the battleforce later

Oh, I didn't know that. I'd been going back and forth on the battlebox and might pick it up regardless, but the Han & Chewbacca combination looked like a lot of fun.

(And noted on Son of Skywalker. It does look really good.)

The Strangest Finch
Nov 23, 2007

I've been bringing a skirmish list to my local shop for a few weeks now, and while I'm new and don't at all mind losing I'm looking to mix it up a bit while I buy / paint my way up to 800 points.

How does this look to people? Mostly I ditched the AT-RT from my list in favor of Chewbacca, but I have a few points un-used if there are useful upgrades I might be able to make use of.

Luke/Chewie skirmish
489/500 (6 activations)

Commanders:
- Luke Skywalker (160): Force Push (10), Force Reflexes (5) = 175
Operative:
- Chewbacca (90): Tenacity (4) = 94
Corps:
- 2× Rebel Troopers (40): Z-6 Trooper (20) = 120
Special Forces:
- Commandos (48): Duck and Cover (2) = 50
- Commando Strike Team (20): DH-447 Sniper (28), Duck and Cover (2) = 50

Commands: • Common Cause, • Son of Skywalker, •• My Ally is the Force, •• Push, ••• Return of the Jedi, ••• Assault, •••• Standing Orders

The Strangest Finch
Nov 23, 2007

StashAugustine posted:

Looks good with what you have- I don't really live commandos without snipers and the strike team might have trouble on smaller skirmish maps. If you get upgrade pack 2 (or proxy) I'd give Luke Burst of Speed over Reflexes as well as Prepared Supplies, and then give Chewie Protector. I think long run you might wanna swap the troopers and commandos for a vet/mk2 gunline, but depends on what you wanna buy towards

Yeah, when I hit 800 I'll be making some changes, Vets seem like a great idea and maybe dropping the strike team entirely and just adding the sniper mini to the main commando squad. Tonight's game went much better than my previous two though. Swapping in Chewie for the AT-RT was a really good call, did a nice job of splitting up my opponents attention -- though in retrospect keeping Chewie and Luke together might have been a better call given the objective. The Sniper Strike team did great work while they survived though.

On a different note, I really enjoyed painting Chewbacca, enough that I might pick up some Wookie warriors before the Rebel Battle Force drops.

I have the first upgrade pack, and will probably be picking up the second in a month or two as my number of miniatures increases.

The Strangest Finch
Nov 23, 2007

Han & Chewie Spec Ops
500/500 (6 activations)
Commanders:
- Han Solo (100): Improvised Orders (5), Offensive Push (4) = 109
Operative:
- Chewbacca (90): Tenacity (4), Into the Fray (4) = 98
Corps:
- 2× Rebel Troopers (40): Z-6 Trooper (20) = 120
Special Forces:
- Wookiee Warriors (69): Battle Shield Wookiee (26) = 95
- Commandos (48): DH-447 Sniper (28), Duck and Cover (2) = 78

Commands: • Sorry About the Mess, • Ambush, •• Reckless Diversion, •• Push, ••• Notorious Scoundrels, ••• Change of Plans, •••• Standing Orders

I don't quite have enough units to field a full 800 pt army, but I'm looking to take this into my local place at the skirmish level this week. Any thoughts? I've never used the Wookies before and while the Battle Shield upgrade looks great I don't really know what (if anything) else they should be strapped with for effectiveness.

The Strangest Finch
Nov 23, 2007

StashAugustine posted:

I think Offensive Push and Tenacity are honestly higher priority than the heavies imo. Shield is good, bowcaster is also great but you're short on points. I've been running full commandos and I think they want offensive push more than dnc, aims really make them sing. Han also probably wants Up Close and Personal and I think Chewie wants Protector first. Cutting his other upgrade and Improvised Orders probably gets you enough, unless you want to cut the trooper heavies

E: and to be clear, wookiees are super good and fun

Thanks!

Do you mean OP and Tenacity are better than the Z-6's on the Rebel Trooper Units? If so, I guess that makes sense, with all the power in other units on the table those extra white-dice aren't as critical as they are in other builds I've been able to throw together. DNC has served me well so far, but then again I've been getting most of its value out of placing it on a strike team and I'm not running one of them on this one, so I'll give the swap out a chance!

Given the Han & Chewie teamwork ability is dropping an Electrobinoculars in somewhere potentially a good idea as well?

Also yeah, Wookies look super fun. Physically putting them together was an exercise in tedium but I'm looking forward to actually playing them!

The Strangest Finch
Nov 23, 2007

Does anyone have any recommendations or experience with packing systems that can fit easily (or by design) into a backpack or tote? My current system is maybe 5 or 6 models from being completely full and if I'm going to upgrade I feel like I might as well figure out something easier to lug around than what I'm working with currently.

I also had my first full 800 pt game today. With a list titled "and the kitchen sink too" that held up remarkably well despite being constructed of every unit I currently own. Han and Chewie remain absolute monsters and the wookies are great fun (if they don't all explode because your opponent knows exactly what level of threat they are and focuses everything on them)! I lost, but it was reasonably close.

The Strangest Finch
Nov 23, 2007

Chill la Chill posted:

I’d play a Gungan army too. I loved them as a kid. I just hope that when Ewoks are released, we get Chewie on ATST and Paploo on bike too so we can have the whole Endor gang.

Seems like they heard your cry. Ewoks (with 3PO as a commander, which seems hilarious) and Chewie ATST in the near horizon.

I'm hoping 3PO and the Chewie ATST will be released as cards in a pack so that existing miniatures can be used (this may have already been officially stated, I'm kind of poo poo at following along).

e: typo

The Strangest Finch fucked around with this message at 01:31 on Apr 4, 2023

The Strangest Finch
Nov 23, 2007

Oh good choice! Rebels might still be in a rough spot competitively, however Echo Base Defenders lists are I think some of the best you can do.

Look up the Echo Base Defenders battle force rules and you'll probably be in good shape (there are unit limits to qualify for the battle force command cards). More generally, Han and Chewie are super fun to play together and have a ton of fun command cards all there own.

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The Strangest Finch
Nov 23, 2007

Also: The Summer Points update just dropped.

https://static1.squarespace.com/static/5ce432b1f9d2be000134d8ae/t/647e575526cca663f0b78f7f/1686001496766/2023+Summer+Points+Update..pdf

I'm looking forward to getting more use out of Clan Wren in the near future. My first experience playing an Ahsoka / Sabine list was super positive and a few more points for upgrades should only improve that I think.

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