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Talism

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  1. SO IF some one is silly enough to place a infiltration unit in your deployment (first deploy), can i deploy a unit in base to base contact, thus starting round 1 engaged? From what i can see you don't start engaged as you cant be place in base to base? The thing that is making think maybe they can be, is the rules post has vaders might lets you place minis into melee (official rules post) Under Base contact on page 18 RRG *Minis cannot be in base contact with minis from enemy units, unless the unit leader has a melee weapon (󲉫), in which case the unit leader can perform a move into base contact with a mini from an enemy unit to start a melee.
  2. just another troll. dont feed it
  3. I belive the consensus is that we don't take them as soon as we have the chance. but aside from that. the side car clips in and.out with out having to do any thing extra. I'm going to glue the legs down. and just play swaps with the too half of the gunner
  4. I would like to get mace windu Yoda anikan with ashoka counterpart anything else is just a bonus
  5. in my opinion for rebels Leia shoud be the first for rebels for fun and competitive as she allows a good commander for cheap. for fun what ever you you enjoy thematically. for competitive 1. tauntans are super strong but need to be run as 2 squads minimum IMO 2. snipers are still a good cheap unit with pierce. 1 to 2 is a good number to allow for options 3. sabine is really strong but expensive
  6. This is what i would be running if it was my list 798/800 Leia Organa (90 + 5 = 95) --Esteemed Leader (5) Rebel Veterans (48 + 26 = 74) --CM-O93 Trooper (26) Rebel Veterans (48 + 26 = 74) --CM-O93 Trooper (26) Mark II Medium Blaster Trooper (38 + 0 = 38) Mark II Medium Blaster Trooper (38 + 0 = 38) Rebel Veterans (48 + 45 = 93) --CM-O93 Trooper (26), Rebel Comms Technician (9), HQ Uplink (10) Rebel Commandos (Strike Team) (20 + 34 = 54) --DH-447 Sniper (28), Hunter (6) Rebel Commandos (Strike Team) (20 + 34 = 54) --DH-447 Sniper (28), Hunter (6) Tauntaun Riders (90 + 14 = 104) --Tenacity (4), HQ Uplink (10) Tauntaun Riders (90 + 14 = 104) --Tenacity (4), HQ Uplink (10) 1.4 FD Laser Cannon Team (70 + 0 = 70)
  7. you do change of plans first turn and discard it then play notorious scoundrels to get it back
  8. this is something I theory crafted. basically stay at range 4 ++ Standard (Rebel Alliance) [793 Points] ++ + Commander + •Jyn Erso [119 Points]: A-180, Duck and Cover, Strict Orders + Corps + Rebel Troopers [84 Points]: 2-1B Medical Droid, DLT-20A Trooper† Rebel Troopers [84 Points]: 2-1B Medical Droid, DLT-20A Trooper† Rebel Troopers [84 Points]: 2-1B Medical Droid, DLT-20A Trooper† + Special Forces + Rebel Pathfinders [98 Points]: A-300, Duck and Cover, Targeting Scopes, •Pao Rebel Pathfinders [108 Points]: A-300, Duck and Cover, Targeting Scopes, •Bistan Rebel Pathfinders [76 Points]: A-300, Duck and Cover, Targeting Scopes + Support + 1.4 FD Laser Cannon Team [70 Points] 1.4 FD Laser Cannon Team [70 Points] + Command Hand + Command Hand: •Ambush, ••Push, •••Assault, ••••Standing Orders + Battle Cards + Condition Cards Deployment Cards Objective Cards ++ Total: [793 Points] ++ Created with BattleScribe
  9. i really think you need the coms upgrades for the vets as it makes your activation order much better. otherwise your going to run into activation order problems
  10. so since I only own 2 wookies squads I and ran this to test vets as well. it was suprising effective. I'm going to do more testing with different core options ++ Standard (Rebel Alliance) [800 Points] ++ + Commander •Leia Organa [100 Points]: Improvised Orders + Corps + Mark II Medium Blaster Trooper [38 Points] Mark II Medium Blaster Trooper [38 Points] Rebel Veterans [67 Points]: HQ Uplink, Rebel Comms Technician Rebel Veterans [67 Points]: HQ Uplink, Rebel Comms Technician + Special Forces + Wookiee Warriors [110 Points]: Bowcaster Wookiee Wookiee Warriors [110 Points]: Bowcaster Wookiee + Support + Tauntaun Riders [90 Points] Tauntaun Riders [90 Points] Tauntaun Riders [90 Points] + Command Hand + Command Hand: •Ambush, •Coordinated Bombardment, ••No Time for Sorrows, ••Push, •••Assault, •••Somebody Has to Save Our Skins, ••••Standing Orders + Battle Cards + Condition Cards: Clear Conditions, Hostile Environment, Limited Visibility, Minefield Deployment Cards: Advanced Positions, Battle Lines, Disarray, Major Offensive Objective Cards: Breakthrough, Intercept the Transmissions, Key Positions, Sabotage the Moisture Vaporators ++ Total: [800 Points] ++ Created with BattleScribe
  11. close assault rebel force. ++ Standard (Rebel Alliance) [798 Points] ++ + Commander + Rebel Officer [60 Points]: Improvised Orders + Corps + Fleet Troopers [85 Points]: 2-1B Medical Droid, Scatter Gun Trooper Fleet Troopers [85 Points]: 2-1B Medical Droid, Scatter Gun Trooper Fleet Troopers [67 Points]: Scatter Gun Trooper + Special Forces + Wookiee Warriors [77 Points]: Recon Intel Wookiee Warriors [77 Points]: Recon Intel Wookiee Warriors [77 Points]: Recon Intel + Support + Tauntaun Riders† [90 Points] Tauntaun Riders† [90 Points] Tauntaun Riders† [90 Points]
  12. I got beat by bounty. nerf pls I play rebs exclusively and have had no issue with bounty. they have alot of hoops .to.jump.through to.get it
  13. So i've started to do demo games to try recruit some of my friends who play other miniature war games into Legion. Now i've run across other gamers a few times, that they like to play area terrain as provides cover while inside to both teams, so if one team is inside the area terrain, it has say light cover if the other team then comes inside , they get light cover and so does the opponent rather then both having no cover. Does any one else play it this way or follow the rule that neither side would have cover while inside the light cover area terrain?
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