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Posts posted by Barby007
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Hello everyone! I just got into Star Wars Legion. I picked up models strictly on what characters & models I like from the franchise. I'm a Star Wars fan so anything Star Wars I feel i must have/play. I'm hoping to get some help on building a list with these models. I'm planning to play some friends at first to get my feet wet but eventually want to play in tournaments. I would appreciate any assistance please.
Han
Leia
Chewbacca
2 Units if Rebel Veterans
2 Units of Wookie Warriors
1 Unit of Tauntaun Riders
What are good "pip" cards? What are good upgrade cards for these? What model/s should I take out? What should be my next purchase? etc.
Thank you,
Barby
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On 10/30/2019 at 11:22 AM, Donovan Morningfire said:For a starting out Dr. Aphra type character, I'd say you could go with Smuggler/Thief, as that provides you with Deception, Computers, Perception, Skulduggery, Stealth, and Streetwise, all skills that she'd be proficient with, as well as talents like Bypass Security, Black Market Contacts, and Street Smarts as entry-level talents. Use your two free skill ranks from being a Human for Ranged (Light) and a rank in Knowledge (Education).
Form there, you can hop into either Archaeologist to pick up more useful skills (Discipline, Know [Education] and Know [Lore]) as well as talents useful in the field, such as Well-Rounded to grab a couple skills that you might want to invest more than a couple of ranks in but otherwise aren't career skills, and Researcher to make your Knowledge checks a bit easier. To say nothing of extra ranks of Grit (more strain to fuel Dodge from Thief) as well as a bit of Toughened, Durable, and Enduring to make you better able to avoid getting taken out early in a fight. The spec itself does seem to lean quite a bit into the Lara Croft "tomb raider" aspect by itself, given that as action-orientated as Miss Croft is she's also not clueless about the intellectual side of her chosen profession (or at least that's the case in the video games).
Starting characteristics would probably be a 3 in Intellect, Cunning, and Agility, maybe also bumping up either Presence or Willpower, though I'd lean more towards Willpower (extra strain and boosts Discipline and Vigilance checks) as while she seems charming at first, she's got a nasty habit of eventually rubbing most everyone the wrong way).
I could see the appeal of Scholar, but there's not a lot there that really helps an active field explorer like Aphra. Maybe taken as a third spec down the road after filling out most of Thief and Archaeologist, but that'd be about it.
Having Computers as a career skill will let her do most of what she needs to regarding computers and slicing; she won't be as good as a purely dedicated Slicer would be, but she's still very competent with her Intellect of 3 (higher if boosted with Dedication, which I'd suggest doing) and a few skill ranks.
So after reading these posts & thinking, I came to the conclusion of starting out as a Smuggler - Scoundrel & then adding points in the Explorer - Archaeologist tree.
Thank you,
Barby
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On 10/30/2019 at 9:55 AM, hikari_dourden said:It depends what parts of Aphra do you want to specialize on. She is good at lying and cheating, resourceful when seeking for lost knowledge and adquiring intel and objects from others, and knows a lot about the underworld.
For the cheater/liar/ever smile on the face aspect, I would go Charmer.
For the the lost knowledge part, if you really want to specialize in intel, I would go Scholar, Archaeologist or Analyst (Age of Rebellion).
For the "tomb raider" part of her, I would go Scout.
For the underworld black market contacts, thief and action part of her, I would go Scoundrel.
As you see you have lots of options, and you can adapt a fictional character in a thousand ways. The problem with Aphra, as stated by @P-47 Thunderbolt, is that she is an advanced character and you start a new and fresh character that cannot start with all the options that Aphra displays, so the best way to start is to think whitch part of Aphra do you like the most and do you want to roleplay.
So, the real question you have to make to yourself is what do you like about Aphra that you want to play by yourself. The cheater part? The knowledge part? The tomb raider part? The underworld part? The pilot part? From here, your choice will be much easier.
Thanks a lot. This gave me a lot to think about. :)
Barby
hikari_dourden reacted to this -
1 hour ago, P-47 Thunderbolt said:Yeah, that's pretty good, I would suggest going with Archaeologist, Fringer, Scoundrel, and Slicer though. She shows proficiency with Computers and hacking more, in my opinion, than she does in Mechanics/modding.
Aphra is a hard character to build from the ground up as a starting character (more on that later on), but if you do so, I would suggest starting with Fringer, then Archaeologist, then Slicer. Scoundrel should probably be last, but that doesn't mean you shouldn't train those skills. Even if they are out of career, training relevant skills shouldn't necessarily wait until you get the corresponding tree. And as a Human, you can pick a rank in 2 general skills for free. These should probably be Charm and Deception. Fringer and Archaeologist are relatively interchangeable in order, and if the party has a pilot, you could consider dropping Fringer entirely. Aphra largely worked alone-ish, so she was her own pilot. Archaeologist has Well Rounded, which could be used to obviate the need for scoundrel.
A good alternate build to what I originally suggested would be Archaeologist, Slicer, Fringer,* and Scoundrel.*
*These are optional.
For Characteristic builds, I would suggest starting with 2 2 3 3 2 3 and putting your first dedication into either Agility or Intelligence.
Aphra is a fun character for an RPG, but if your intention is to try to replicate the character through an RPG, I would warn you that there is a difficulty there in that the main characters are often so advanced and diversified that it would take a significant amount of XP to replicate them.
If you are just going for an Aphra style character, this sort of progression should work well.
Another piece of advice, talk to your GM about your plan and ask them about the rate of XP. If it is going to be a relatively XP light game, you may want to reconsider as acquiring 4 spec trees, especially when 2 of them are cross-career, will take a very long time. 15 XP per session is a pretty average XP rate, an average of 20+ would be high. For this build, it will probably work best with a 20+ average, though I would advise you not to push too hard for it, because if the other players are not diversifying as much, it can cause some issues.
I hope this helps!
This is VERY helpful! Thanks a lot.
Barby
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23 minutes ago, P-47 Thunderbolt said:What exactly do you need help with? Figuring out a specific character build, or figuring out how to use the sheet/make a character?
Figuring out what tree or trees to follow. I feel like she fits Archaeologist, Scoundrel, and Outlaw Tech. I want to know what is smart to start with to head in the direction of being Aphra.
Barby
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Hey everyone! For my first ever SW RPG Edge of Empire game I would like to be a Doctor Aphra type character. Can anyone please help me in creating her on the character sheet? Ive never played an RPG before so I'm very lost.
Thank you,
Barby
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Hey everyone! I'm interested in learning how to play the game because I am a Game of Thrones fan (Daenerys Targaryen). I want to get start playing with minimal purchasing since I don't have a large gaming budget at the moment. What are some ways to start the game? Is this a lot like Star Wars LCG where you basically need to buy everything or is there a smarter way to get started? What should be auto buys? Any recommendations or deck building information? How do I get a community started & support from local game stores? There is literally no one playing the game at any of my LGSs so I would have to learn & promote the game to start a community.
Thanks,
Barby
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I have linked all the decks I pulled below. Feel free to comment on which you feel are better than others.
1. https://www.keyforgegame.com/deck-details/9e510b93-2c88-429a-8334-37fbec7e5c91
2. https://www.keyforgegame.com/deck-details/2c3de075-9308-424a-9713-1b207ab30048
3. https://www.keyforgegame.com/deck-details/0ce5519a-b27c-4808-9713-64c38c49a233
4. https://www.keyforgegame.com/deck-details/eb6b9022-d851-4d3a-a0d4-6cf55b227235
5. https://www.keyforgegame.com/deck-details/b8c6b80b-86fc-407a-b278-6c3534875f87
6. https://www.keyforgegame.com/deck-details/83e11dc3-7efb-4b8d-8a9c-67461317f002
7. https://www.keyforgegame.com/deck-details/01a984e7-ba10-4be6-909b-4f97d4aecc19
8. https://www.keyforgegame.com/deck-details/937f0df0-452e-4e63-bc9d-d5b9de3d0f78
9. https://www.keyforgegame.com/deck-details/94a750f1-4c93-46f2-b5bf-61626b6b23f4
10. https://www.keyforgegame.com/deck-details/4dc1252e-0636-4075-aeb4-13014873ee57
11. https://www.keyforgegame.com/deck-details/fded9d53-cb3f-46c2-8527-a73c6f5ed5b2
12. https://www.keyforgegame.com/deck-details/abbaecce-19d0-4b0d-a181-36690bee4e57
13. https://www.keyforgegame.com/deck-details/f91cc496-0532-4dcb-82c8-786d1dc9aac8
14. https://www.keyforgegame.com/deck-details/f98e0f44-3507-4237-bbce-418df5ab43c2
15. https://www.keyforgegame.com/deck-details/6cc6b953-498c-409c-9d11-1f0627074112
16. https://www.keyforgegame.com/deck-details/97308036-ab1f-494b-8774-7d5e7703b40a
17. https://www.keyforgegame.com/deck-details/fc8f216c-c869-4b18-b7e2-fab2cca42f24
18. https://www.keyforgegame.com/deck-details/e44cc624-c4d4-42de-a388-9b95af01c6e6
19. https://www.keyforgegame.com/deck-details/d63ae724-b54d-46c5-b081-0e542639b80d
Thank you,
Barby
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1 hour ago, TwitchyBait said:Well I would hardly say SAS is a bad system but yeah it’s never something you can trust 100% it just is a educated guess. What’s nice about it is it breaks down a lot of info about how your deck compares to other decks out there. Ie does it generate more or less aember than other decks, is it lacking in creature control or aember control? Etc. It gives you a glance at what the deck does good and bad and those metrics are what you should pay attention to more than just the overall SAS number (note the Aerc I find is often more important than the SAS) as the system is not always able to catch special nuances, combos and more importantly a players own decisions and thus play style all which impact the flow of any game.
Oh I totally agree that the break down of the deck on the system is awesome. I just really dislike that the SAS can fluctuate. I think looking at the cards & synergies is ultimately more important than just the SAS ratings.
Barby
TwitchyBait reacted to this -
A lot of card games have the "active player plus 2 turns" rule. I think this rule would work better. I also feel that the tournament organizer should give a 5 minute warning & a 2 minute warning. Time shouldn't be a "hidden" or "surprise" thing.
Barby
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20 minutes ago, TheSpitfired said:Here’s the other part of my anti-ratings rant...they keep changing the system! I got a deck for Christmas that I knew was bad. It played terrible, no consistency, nice cards but it will never come together. When I discovered SAS and looked it up it confirmed what I already knew. SAS 52 or something low 50’s. A month later the deck was a 60 and now suddenly it’s a 69. Pharaoh Charstep Lallement if you want to look it up. It is inconsistent, I can’t ever get a rhythm going with it, I don’t know why it chose me. It broke my belief that there were no bad decks because it is bad.
And now I could mislead someone by selling and telling them the deck has a 69 rating? I just found out the deck I mentioned in a previous post as a 63 is now a 61, and now that Pharaoh is a 69 that first one is my lowest rated deck, but still it cleaned a 75’s clock yesterday and I would still take it to a tourney.
So I will stand fast by my anti-ratings conjecture because like a bad deck they are proving ridiculously inconsistent. I’d say open up the whole box and play with them all, but if you know what you want then you have the freedoms to look for it. I’d be tempted to try and get first dibs on the ones you want to offload but at this point I’m pretty happy at 16 decks and am waiting for the next set.
Oh WOW!! I didn't know the SAS system fluctuated like that. That definitely clears my perspective of ratings. Out of the 12 decks there are at least 4-5 that I would sure not play. They are Mars, Sanctum, Brobmar ish & I am convinced I don't like those decks. I'm definitely willing to trade those out now. You can have first dibs @TheSpitfired lol. I think for the rest, I just may open them, sleeve them up, & play each 2-3 times & see how I like them & make my decision after the play testing. I'm also happy to take a screenshot of my Master Vault so that you can see my decks & let me know which you think I should definitely consider & which I should just trade out.
Barby
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UPDATE: Soooooo yesterday I kind of went a little crazy & bought a box of decks (12 decks). I pulled horrible SAS decks. Most were 70 SAS & under. I pulled 2 79 SAS & one 83 SAS. Sadly, none of the decks had any of the combinations that I like. About 4 decks had 2 houses (out of the 4) that I liked & 1 house that I didn't like. No crazy combo cards in them either. Like, no time traveller, lash of borken dreams or anything crazy like that. I'm thinking of trading these decks for decks with the houses that I like in them or just saying "screw it" & opening them all up & giving all of them a shot. Haven't decided yet. Just wanted to let you guys know.
Barby
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55 minutes ago, Simplegarak said:I'll note you'll probably never find that "perfect" deck. Even some of my favorite decks I always can imagine 1 or 2 cards that I wish would be removed for different ones. (i.e. I have a Brob/Dis/Shanc deck with Round Table & it bugs me that brob & dis didn't come with the knight creature in those houses) Every deck has its flaws and you'll need to learn to love those flaws.
I completely understand. I just want to find a deck I have good synergy with. Nothing is ever perfect! Thank you!
Barby
Simplegarak reacted to this -
2 hours ago, TheSpitfired said:Everything seems pretty well covered here. Only thing I would add (and this is very much a biased perspective so take it with a grain of salt if you want) is don’t put too much stock in the rating systems. It’s all about learning each deck and what it wants to do - in addition to what each house is and isn’t good at. Much like a wizard’s wand you didn’t choose your decks, your decks chose you. Play them and honor them.
Forgive me if this is a flex but I won a chainbound tourney against mid-high SAS 80’s and even a low 90 with a 70. One of my favorite decks is my very first one, and while it has an SAS of 63 and is my second lowest rated deck it took down a 75 last night with ease. Ratings are a barely-ok start for evaluation, but toss them out the window when you start playing. They don’t account for player decisions, combos, and heart of the cards luck of the draw swings.
I have secret theories about how the game is much more matchup-dependent and luck of the draw than we all suspect, but that’s neither here nor there. I think that is stuff you will pick up along the way as you learn your decks.
Play the ones you like, have fun, and put damage counters on top of your deck when it has chains or you will forget them. Also if you or your opponent plays the card Evasion Sigil, put it right in the center of the play area or it will also be constantly forgotten about.
I 100% agree with the wand concept. That's what I feel the problem I am having is as well. I feel like I jut haven't found the right deck yet. I totally see that I like houses though because I've played several decks with these houses in them & I find that I enjoy playing those houses when I can. I just feel I haven't found "my" deck sort of speak. Your wand explanation makes total sense because its exactly how I feel. I also agree that regardless of the deck, it also take a great pilot to maneuver it. It's not all about the deck. I too agree not just in Keyforge, but in many card games their is always he luck of the draw situation as well as the match-up situations. No matter how good you are or your deck, sometimes you just don't draw into what you need or you just go against a deck that counters yours on accident. Thanks for those last couple of tips as well!
Barby
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16 hours ago, Simplegarak said:It really can depend on the selection. The first horseman deck I got had amazing synergy with the brobnar house it was paired with because both of them had a ton of "use creatures" effects (anger, inspiration, etc). Conversely what made the deck so bad is that the Mars house in it just did not sync at all. Another deck I have has Carlo Phantom (play an artifact - steal an aember) which makes it synergize well with the other houses who at least brought 2 artifacts along as well.
Can't really tell you what cards you should look for until you know which ones you like. Bad Penny is nice if you have pawn sacrifice or seeker needle in your deck. Cards that bounce creatures to your hand (like wardrummer) are great with creatures that have "Play:" effects. Silvertooth is fun with upgrades that give you reap effects like Silent Dagger or Duskrunner. And don't forget that traits can go across houses. "Round Table" also buffs & affects 1 brobnar and 1 dis creature. Niffle Queen can pump some Mars creatures.
But if none of that gets in your deck, then you're out of luck.
Of course Library Access + Phase Shift is always gold.
Anyway, if you want to know like... common cards that are almost always useful...
Dis - Fear, Lash of Broken Dreams, Ember Imp, Succubus
Logos - Library Access, Phase Shift, Wild Wormhole, Mother
Shadows - Bait & Switch, Miasma, Shadow Self, Urchin
Untamed - Regrowth, Dust Pixie, Hunting Witch
With those cards in the deck you can usually build combos from or at least slow down your opponent to set up a combo.
This is awesome information. Thanks! I like the drawing of Logos, the board wiping & control of Dis, the elusive trait & stealing concept of Shadows, & the creatures & power of Untamed. I also like that Shadows & Untamed have a lot of cards that produce aember. The card list you gave is great! I definitely like the Time Traveler & search card for it from Logos too. I love Treasure Map from Shadows. I love Fertility Chant & the Niffle/Beast combo from Untamed. I love Gateway to Dis & Key to Dis from Dis. There are lots of cards I like so far. Maybe this will help narrow down my play style. Thanks again!
Barby
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18 hours ago, KandyKidZero said:What I tend to look for are:
1. # of aember symbols on cards in your deck - My favorite deck currently scores a 30 in aember, it has 2 Virtuous Work and 2 Ghostly Hand among other things. Essentially everything I am doing in that deck is generating aember. It also allows my creatures to focus on Action/Fight abilities since I am gaining most of my aember from my hand.
2. Board control cards like Tremor, Blinding Light, Lost in the Woods, etc. - Stunning a whole house, or being able shut down a couple cards from different houses, is going to give your opponent a bad time as they now have to take a turn off to get back on track or try to go with plan B with whatever is in there hand. Stunning a key creature can also lead your opponent to do what is known in other games as "over-extend", where they play more stuff to the board to try and make up for the tempo loss in a future turn. Then if you have a card like Coward's End or Gateway to Dis, you destroy all their plans, take your chains and then move on with the rest of your turn.
3. Cards that are not in other decks I have already - When I first started playing, I wanted to find and trade for decks with a maverick, the horseman, a Kelifi Dragon, etc. It gave me something to look forward to achieving (which I finally did last week by getting a deck with Kelifi Dragon!) I knew that some of these things were rare, but there is no real secondary market yet so it has been easy trading people deck for deck. This will change when power levels on decks start to matter as there will be an actual metric to go off of. You can grind to Power Level 4 in chainbound events and one of the decks that won a Vault Tour is Power level 8.
4. Decks with lots of a particular card - Having three or more of a card is going to be an easy indicator of what you can do in the deck. I think currently the most you can have of any one card is five. I have some with four. Having access to multiple copies can make it easier to mulligan/discard depending on what they are. Also, if your opponent has something that forces you to discard there are less feel bads if you are just going to draw more.
As for the houses, every house is good at something, but it is the combinations you find that are going to determine how well the deck actually plays. Sure Brobnar are not the best at generating aember, but they can be used to keep your opponent's creatures off the field so they are reaping slower than you. Thanks to the rule about "do as much as you can", some cards like Anger, Gauntlet of Command, and Relentless Assault can be used to ready your creature even if there is nothing to fight, and then you can reap after the action is done resolving since they are ready again. Even getting something simple as Wardrummer can turn 1 scary Brobnar bro into two. Ganger Chieftan and Smaash! are great to play, bounce with Wardrummer and then play again.This is great advice!! Thanks a lot!! I absolutely agree about seeing how much aember I can make by playing cards alone. That is something I too have noticed I look at. If I don't have many of those cards in there, I tend to not like the deck much. I 100% agree with the house combination being powerful. That was exactly what I was going for. I've found that the houses I like in combination are great for me but obviously not all 4 cause you can only have 3 houses. Just trying to find the right 3 houses for me. Unfortunately, I've experienced the houses I like independently or just 2 together with the decks I have. Great info! Thank you!
Barby
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35 minutes ago, Simplegarak said:Mars is really hit or miss. You'll either get a deck where they kill, or a deck where they flop, almost never seen one where it's even.
Don't discount Brobnar right away either (like I did). Remember that the fundamental rule of the game is "do as much as you can on the card." If brobnar clears the other side of the table (or can't fight because of foggify) then all their "ready and fight" cards just became "ready and reap" cards meaning a few brobnar creatures could suddenly flood your aember pool. Some of my biggest aember turns have been with Brobnar.
Oh I completely agree. Brobnar is no joke. I definitely saw how good they can be since I played several decks with & against Brobnar. I just don't think its for me. I'm just wondering which houses have better synergy with each other according to you guys based on the houses I like. What cards should I be looking for? I'm also willing to trade for decks. I think I just haven't found "my" deck. Although knowing the game & having good cards is important, I also feel that feeling comfortable with the deck is important to. I'm looking for any tips & advice. Thanks a lot for your response!
Barby
Simplegarak reacted to this -
16 minutes ago, Admiral Deathrain said:Horsemen decks are bad and only valuable because they are rare and have a cool theme.
Shadows is currently the best house since it has such strong Æmber control cards which are relatively common, so the average shadow deck will be strong. The other houses are relatively similar in strength and mostly differ in what they offer. Board control in some form is important, but whether you use 'ready and fight/use' effects in creature heavy Brobnar/Sanctum/Mars decks or 'easy' boardwipes like cowards end and gateway to dis in several factions. Finally Æmber generation from cards is something that can make a deck rather strong, Untamed and Logos excell at that.
Your favourite factions are on average pretty good, but don't dismiss others outright. Just because they may not be stronger in the average deck, doesn't mean they can't murder in above average decks. My favourite decks are Mars decks with good synery (Squawker + John Smyth + Ullyq Megamouth is so lovely).
I completely get what you are saying. In playing I found patterns in houses quickly. I like the very strong and boosting creatures in Untamed. I like the draw power in Logos. I love the elusive & amber stealing mechanic of Shadows. I like the control & board wiping abilities of Dis. The other houses were just not my play style. I felt uncomfortable playing the. Sanctum with healing, stun, & taunt was good but I personally didn't enjoy it. Mars I felt took too much work to set up. Everything had to be in a particular order or it didn't work at all. Bromar I felt was pingy but didn't do the object of the game of forging keys fast enough. It's not that the other houses are bad, I just don't feel they where my play style & personally don't like them.
Barby
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25 minutes ago, Hinomura said:Welcome to the game! I know you mentioned you didn't find a combination of houses that you liked in your first few decks, but I'd definitely recommend checking those decks out on a ratings site like decksofkeyforge.com. If any of them have a SAS rating above 80, they're probably at least decent to play, and that can really help you get a feel for how good decks work.
And if you get a deck with an above 85 rating, you might be able to turn into some decent cash to fund your new hobby
You can also browse the decks for sale while you're on there, but I'd definitely recommend playing some more with your better decks to see if your view changes.
Good luck!
Thank you for all this great information. I looked up my decks & these were my ratings...... 88 SAS, 83 SAS, 73 SAS, 70 SAS, 65 SAS, 60 SAS, 58 SAS
Funny enough I liked the 88, 83, & 70 ones lol
Thanks for the info!
Barby
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12 minutes ago, Admiral Deathrain said:You can't, because they aren't regular decks. They are just included as learning material (leaving out some mechanics like chains) and not meant for organized play.
Oh ok good to know. Thanks! I felt really comfortable with 1 of the starter decks & I didn't know I can't use them for tournament play or that hey were not redeemable on the app. Thank you for the response!
Barby
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In being quite new to the game, I was told about registering QR codes. Is there a QR code on the starter set box? I didn't see one anywhere on the box or in the box other than on the 2 sealed decks inside. If not, how can we register the 2 decks "not sealed" inside?
Thanks,
Barby
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Hi everyone! I just picked up Keyforge this weekend (Saturday). I went a little crazy & ended up buying the starter & 5 additional decks. EEKKK!! lol Anyways, I played about 3 games with each deck throughout the weekend. I found that I really didn't like a lot of the decks I played & ended up only liking 3 decks best. I obviously want to trade those decks I disliked for decks I would want to play. I did find that I like particular houses but I don't have the combined houses in any of the decks I got. I like the following houses....
Untamed, Dis, Shadows, Logos
With this in mind & looking into playing at local tournaments soon, what house combination from the houses I like, do you guys recommend is the best & most competitive? I saw talk about horsemen decks but I'm not interested in spending that type of ridiculous money.
I also added myself to some Keyforge groups on Facebook but am still awaiting approval from some groups. I'm located in Pembroke Pines, Florida so I'm looking mostly for South Florida players to meet up with.
Any advice from anyone on here would be great as well as trading possibilities &/or ideas.
Thank you,
Barby
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15 hours ago, Bohemian73 said:So do you have a case already? As mentioned above, get extra foam trays for your Legion. I like pull foam trays (Feldherr calls it Pick and Pluck) so I can do my own trays, but if the pre-cut work get those. There are other brands such as Chessex and Armytransport, some companies have their own brand, such as GW. Gun cases work too, but (my opinion) not for two armies, rules, dice, tokens, etc. Get a case that can store non-miniature stuff.
I have bags & foam for other games but not for Legion. Other games require a much higher model count than legion so far though & the models have also been quite larger. I was hoping to NOT go the foam & bag route but it seems to be the best option for transporting all models not just a list. I'm hoping for suggestions of websites that will have foam & bags cheaper. Will definitely look into Army Transport & Chessex. GW foam & cases are horrible! Highly NOT recommended.
Barby
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On 5/8/2018 at 4:42 PM, Orkimedes said:White dice with surge are actually decent (3/8). If you have five fleet troopers with the spoiled shotgun, you are actually looking at as many wounds at range 1-2 as the dreaded at-rt with a flamethrower (3.75 wounds to a 6 man stormtrooper squad, on average).
It will be interesting to see the stats on the grenade launcher. Blast applies to the entire dice pool, and it looks like it might have impact 2 to boot.
They are rather squishy for their cost, though. It would be much better if they had nimble, since standby seems kind of useless.
Yeah, I think like everything, it's going to take a while to master. I'm sure that 1 thing is reading about models & another thing is actually playing them. Sometimes they perform better or much worse than we thought when we play them. Right now they don't seem great on paper but maybe they will WOW us on the tabletop.
Thanks! :)
On 5/8/2018 at 5:01 PM, garciaj113 said:For playing rebels I feel there are two rules
1) Always run Luke: Luke is the only rebel unit that can consistently deal with Stormtroopers and his command cards are amazing. For his loadout I would prioritize Force Push and then filling him out with Force Reflexes, Mind Tricks or leaving the second slot empty. I recommend against scope as Luke will rarely aim, he should always be moving around an optimizing his melee attacks, Force Push is excellent for this as it serves as a free actionless disengage.
Luke also synergizes well with Leia, giving Luke dodges with her take cover ability and providing a rear courage bubble as Luke goes charging forward. Leia's two-pip can also give Luke that incremental bit of movement that could mean the difference of Luke being caught out of cover or tangled in an engagement.
2) Never take the airspeeder: the airspeeder is a horribly inefficient unit that dies to relatively little commitment, esp. against Imperial lists. The activations you give up and the opportunity cost of not running more troopers with Z-6s (avoid the MPL-57s exhaustible weapons are not good) or AT-RTs with your prefered loadout is too high.
Rebel Lists as of now should always include Luke (and possibility Leia) and have a combination of troopers (if you want to run fleet troopers I recommend running two of them as that seems like the optimal number) and AT-RTs.
The List I have had a lot of success with is Luke (Force Push + Force Reflexes), Leia, 3x Trooper (Extra Trooper, Z-6), 2x Troopers (Z-6) and 2x AT-RT (Laser Canon) 795/800
I find the framework of Luke + Leia, 5 trooper squads and 2 AT-RTs very effective
1. He just sooooooo costly!! He's great but the points hurt. lol
2. The thing with the speeder that I saw at the tournament is that as a Rebel player, it was VERY difficult to take own. Some people had 2 on the field & shooting from the front & the back can be very annoying. They can't handle AT-RTs but they can sure handle troops. I'm sure it's a different story against Imperials but our LGS is mostly Rebel.
100% agree with what you've said about Luke & Leia & troops. I'm definitely looking to build a similar list but just adjusting what Luke & Leia bring as far as cards & attachments go. I'm just hoping in the future that although we bring troops, we won't have to bring 50+ trooper models & that we have options to droids & other vehicles so as to not have to bring so many models. I don't want this to be another 40K troop swarm game.
Thanks,
Barby :)

It's Been a Long Time.... Rebels
in Army Building
Posted
Hi everyone. I started playing Legion right when it came out back in March of 2018 when our only choice was to buy 2 starter sets. lol I played for about 6 months but there wasn't much of a community, local game stores closed, & then of course, life happened. From time to time, I would visit local comic shops & if they had a model, I would pick it up, paint it, & store it. I'm a Star Wars fan so collecting these was just fine by me. I currently own 1 of everything in the Rebels line EXCEPT for Pathfinders, Commandos, Fleet Troopers, & T-47 Air Speeder. I just recently got back into playing because a local game store has a community for it but am clueless as to what is good in Rebels. I have seen spam of 4-6 of the same unit but I'm not about that life. I like variety. I don't mind playing 2-3 of things but 4-6 is a bit ridiculous in my opinion & lacks variety & fun. Any suggested lists that don't spam units that are somewhat competitive?
Thanks in advance,
Barby