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  2. (from an earlier thread) Scum: Annoying mother****ers Empire: Get ****ed Rebels: Bet you can't **** us FO: **** you, and then **** you more Resistance: At least the dice won't **** us CIS: ****s everywhere Republic: Let's help eachother **** them
  3. After mucking around with several Imperial lists (read: getting Soontir Fel blown up in a variety of ways, often including rocks), I've decided to go back to flying Rebels. Here's an idea I've been turning over in my head: RZ-1 A-wing - •Arvel Crynyd - 39 •Arvel Crynyd - Green Leader (34) Intimidation (3) Predator (2) T-65 X-wing - •Wedge Antilles - 55 •Wedge Antilles - Red Two (52) Swarm Tactics (3) Servomotor S-foils (Open) (0) UT-60D U-wing - •Cassian Andor - 53 •Cassian Andor - Raised by the Rebellion (47) Fire-Control System (2) Tactical Officer (2) •Leia Organa (2) Pivot Wing (Open) (0) T-65 X-wing - •Garven Dreis - 50 •Garven Dreis - Red Leader (47) Swarm Tactics (3) Servomotor S-foils (Open) (0) Total: 197/200 View in the X-Wing Squad Builder The rough plan is for Arvel to attempt to flank, using his ability and intimidation to be a right pain in the neck. Cassian, Garven and Wedge move forwards as a group, attempting to maximise the benefits of firing at I6 to delete a given target. Cassian can then provide additional flexibility via his stress removal ability, especially once things devolve into a furball and Arvel (if he is alive) is boosting into things.
  4. Well that is certainly an indicator of how they intend this to work. A ruling stating that the revealed maneuver is the maneuver selected on the dial, after any modifications, would clear that up nicely. But until that is done, we will be having debates on how to handle it.
  5. Good job! Hopefully you can make the trek to worlds (which I assume will be at adepticon next year!)
  6. Depending on your play style I have seen people swap Han for Leia, you can use Luke as a distraction and get Han in peoples faces. Legion Command used this list to a great effect to win his RPQ. You could also swapping a couple of troopers out and putting a medical droid in and keeping this droid with in range of your commandos to keep them alive. I ran a sab list on my last RPQ and really enjoyed playing it, I didn't have any practice with it so lost every game but a couple were pretty close. In my games I struggled with the lack of range 4 so I am tempted with 2 snipers and 1 sab team just to mix it up a little bit. I thought I agree it seems like there are some boring lists and probably an optimal list for rebels just now, however I would guarantee that you would win with this list because it depends on a lot of things. Terrain seems to play a big part, if the terrain doesn't suit snipers or snipers on your side of the board your on a up hill struggle from the start.
  7. No problem...edit to say Paos trousers were Rhinox hide...not Thinox hide
  8. If you like that first list, I would drop chewie and give Luke stims and push. Take the extra troopers off and cram some more Z6 squads in there. 5-6 is preferable. Right now rebel lists should push 10-11 activations to help you place Luke last and get that extra movement in after your opponent has activated. Heres a modified version of your list: http://tabletopadmiral.com/legion/rebel/p04u09uEMu2bp0buEMu2cuEMp06u10u40uEMuEMp1cu4bu21uEMu3au49uEMp0eu2fuEMuEMuEMuEMp06u10uEMuEMuEMp06u10uEMuEMuEMp06u10uEMuEMuEMp06u10uEMuEMuEMp0eu2fuEMuEMuEMuEMc08 I tried to keep some of the things you had already picked to preserve the original flavor of the list. A few notes: 1. The Pathfinders should deploy in a position to support your army, not on their own. Leia can help manage their suppression so they aren’t wasting actions. 2. Luke needs push and stims to keep him in the fight. Use them to manipulate your opponent and keep him alive. 3. Improvised orders can fix an early Luke pull. Save it for when he comes up but you don’t need him yet. 4. The medical droid can get your snipers back up after they’ve been knocked down. 5. Embrace the variance with the Z6s. Sometimes they kill everything, sometimes they blank. Make sure you have more than one tool to accomplish a task Incase you get hit by the blank bat. Last thing I can say is play at least ten games with this list, then play ten more to actually get comfortable. It’s tough to be a rebel with krennic and DTs being so good, but they can still do work when applied correctly! Good luck!
  9. Awesome. Thank you for the advice. I have been practicing quite a bit with them and really enjoy playing them. I find that they engage really well at range 3. Then either disengage and come back round or go in for blocks. Not stressing the pilots is pretty key though as you are dead right that they become a bit wooden when stressed. Which matchups would you say would be the toughest to go up against?
  10. Today
  11. @BiggsIRL @Bertie Wooster Please be aware that Proprietary Limited in not in a position this turn to reassert control of the planet Quantadox this turn. The planet itself is of no value - its starting credit value of 2 has now been entirely destroyed by the Malarian Brood. We urge one of you to send a force to Quantadox this turn to eliminate the infestation. {I suppose we are really urging the Wookies since the Gungans are not supposed to have a force in the non-existent planet of P.} Best Regards.
  12. Racing in this system isn't great and I ran it similar to above and you are right, turn by turn make little difference. What I did instead was use a grid system, mapped out the course. Your speed is how many grids you travel in a turn. A roll is made each turn to maintain/increase/decrease speed. Rolls that are made are half-silhouette and speed as per standard piloting checks. Where's the challenge? If two characters are near each other they make opposed rolls to inflict setbacks on each other. Terrain on the track add setbacks. Corners add set backs. Aswell as any other actions other players may think of such as ramming, getting in front and slowing down etc... I know using a grid goes against the systems abstract nature but for me it was the best way to handle it.
  13. In my group we always joke that the character looks down the weapon like a scope (or pool cue) then lunges. Silly but enjoyable.
  14. What would you spend the other 6500 credits on? 260 stimpacks?
  15. I find in this system the great unbalancer can be equipment.
  16. I will echo the sentiment of players choosing species for their numbers. I think high agility species are generally favored because most combat skills and the piloting skills are linked to this skill.
  17. In spain we don't even get the landspeeder yet when the tank was released at least 3 weeks ago. I don't know if ffg is having some kind of delay or dispatch problems?
  18. Thank you! You sort of read my mind. I have a TIE fighter model that I bought when I first got into Legion and haven't used so I'm repurposing some of the walls from above (more like "using all the failed or inaccurate prints") to make a hanger. Will post pictures if it looks any good as I get further along. Thank you! some other stuff (life) got in the way but I'm currently printing out the 'final' version in white, will post final pictures soon.
  19. Rebels - For ****'s sake Imperials - **** you! Scum - What the ****? Resistance - Fancy as ****! First Order - Don't **** with us Republic - Holy ****! CIS - Cluster ****
  20. Masters of the Shadow 4 cost Dynasty card (scorpion) 4/2 Glory 0 Shugenja Shinobi Action: During a conflict, lose 1 honor - move this character to the conflict or home from the conflict (Max twice per turn)
  21. Plastic can tend to grab at the drill bit and it is very easy to over drill. With that said, if you have green stuff on hand, at worst the tank just took some damage. Hasn't anyone tried to pull apart the tank yet? The AT-ST did come apart with a bit of fuss.
  22. Yeah I'll give these a look. Mc40 is one of my favorite craft because it comes from TIE Fighter. I think my first impression is that it's trying to be a Rebel Victory but with better speed. Comparisons between the ship's Upgrade slots and Navigation Charts make it better than the Assault Frigate, yet it's supposed to be underneath the Assault frigate in terms of power, or on-par? Let's break this down. Battery is an interesting arrangement, well accomplishing what you'd like to do by being a lesser Liberty. The Escort version is the forward attacker of the rebellion by having all the slots it wants to be a gunship (Gunnery Team, Turbolaser of choice). With the Nebulon's Battery and better defenses than the Nebulon in many respects it might make that ship obsolete. This ship might be comfortable enough packing a TRC to use when it closes with it's target, which it can do with speed 3. The Patrol Cruiser stands out immediately with two ions and it's upgrade configuration. You can have D-Caps with two ion cannons of your choice and a choice weapons team (C&S unquestionably to get the crits you need off of blues). In both respects I kind of feel this ship is a bit powerful on the battery- it's certainly more attractive than the arc-shooting Assault Frigate. But the cost is lower. Hmm. The AA rating is what I'd expect from the MC40 by virtue of being a decent carrier every Assault Gunboat doesn't want to kite too close to. In terms of balance this also makes it stand out over the Assault Frigate by providing those two dice on a platform cheaper than it's cheapest. Your Command ratings are what I'd expect for the MC40 if it were smaller than the Assault Frigate. However with that bigger battery I'm not certain, and against the A/F Command 2 is more appealing. I do like you splitting the fighter rating 2/3 between the versions, and I like where they are in place. Engineering 3 is also interesting (as opposed to the 4 on the Pelta and A/F), which could leverage into an adequate Achilles' heel. Defense tokens being at one each doesn't get any special remarks from me, since it's the basic three most ships like to have. As an MC version I'm tempted to suggest flipping out the evade for a redirect to make it lean more into it's faux VSD role, and to set it apart from the A/F and Pelta. Taking away the evade also takes TRCs off the table in close-range combat for the Escort version. Your hull is the same as the Pelta's, less than the A/F's, but your shield rating is better. Moreover with that defense slot it's always going to have ECM, standing over the Pelta and remaining on-par with the A/F while having a better maneuver chart and battery and also commanding fighters. Maneuvering is another standout over the Pelta and A/F by being faster and having more clicks. I'd caution going overboard here as well, as I'm going down the list I'm mentally noting the advantages this ship has over the Pelta and the A/F. You're already outrunning the pelta and out-turning the A/F. It might need to be toned down here to necessitate a support team slot, which is also something the A/F doesn't have and might help the MC40 lean better into a carrier role it's remembered for. Upgrade suite as mentioned matches the A/F. The Escort version packs an additional torpedo slot and the Patrol version mounts the extra ion for more ion flexibility. So that you're still not making the A/F and Pelta Obsolite I'd try knocking out some of the upgrade slots and retain the things that make it unique, like the double ion slots. I feel like the ship does gunship and carrier roles equally well to the point of making the Assault Frigate and Pelta obsolete. If it were me I'd emphasize more of the carrier roles, maybe dropping a die out the battery of both versions and doing some switching around of the upgrades. Between the weapons team, Defensive Retro, and Offensive Retro... remove one from all classes, or increase the cost a little more to match with the Assault Frigate with an according increase to command 3. If it were me I'd drop the defensive retrofit if you wanted to keep the carrier and utility D-Cap roles present for the ship. If you felt up to it, knock speed 3 out and give it a support team slot to allow players to lean into either the gunship role or the carrier role. It's good that you've gotten this ship to the table, which is more than most other designs can claim. The best balancer, I think, is just to get the ship back to the table again and again and get feedback from the people who have tested it. Ask other rebel players if they see this ship as a replacement or alternative to other ships in play now. Ideally the game could use more alternatives.
  23. Untamed warrior Lion Dynasty Character 1 cost 2 mil 0 pol 1 glory Bushi Reaction: After this character is assigned to an attack against an opponent with the Imperial Favour - This character gains +2 mil.
  24. Target locks on TIE Fighters with a coordinating shuttle. Hello there.
  25. It's a good list. A fellow here in the UK won a couple large HS trials with it. We've run it ourselves, (before it was cool :D), it's a scary thing to face. It is actually very taxing though, it's not as simple to fly as I expected. They will lose a lot by failing range control, easily done at I1, and if you do guarantee a R1 engage with boost, they don't disengage well when stressed and can become a bit wooden. They just don't YOLO charge as well as you might think. There's also several hard counters that can make a game very difficult. But, with good practice, a solid approach plan and careful management of the linked actions, they can be very strong. I really enjoyed using them.
  26. Rebels: I'm fat and I love every second. Imps: I go fast, you go fast we all scream for ice cream Scum: I'm like,,, speshul First Order: What you don't all go to your conferences in fur suits? Resistance: Must resist... urge... to respond... to everything with "Every word you just said was wrong" Separatists: I like rocks. Do you like rocks? Republic: One plus one always equals two. Always. Two. (But 2+2=5)
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