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Shanturin

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  1. Like
    Shanturin got a reaction from ryanabt in Haven't played...theory crafting   
    As we don't know Veers' Command Cards yet, I believe these are placeholders  
    As for the above army, if you like your stuff fast and mobile, consider dropping some HH-12 for DLT's. The rocket launchers are cool and all, but they're cumbersome and a unit using them is usually turn-1-running-into-position, then just sits there. Also, with native Precise 1 stormtroopers don't really need that targeting scopes. Next, grappling hooks are extremely terrain-dependent and you should include them if you expect lots of climbable terrain on your tables.

    Overall, not knowing what Veers' cards are I would recommend dropping a few upgrades and consider a 6th unit of either stormtroopers or snowtroopers. Yeah, I know Snowies are technically slower than Stormies, but when suppression tokens start flying around, Snowies actually becomes more mobile, since they can run and attack even when suppressed.
  2. Thanks
    Shanturin got a reaction from Bohemian73 in Activation advantage and unit counts   
    I agree that it's not as important as in Armada because it is somewhat mitigated by command cards. Yet if you can play your command hand wisely, having a healthy dose of activations does help a lot. In many cases, especially in early game, you want to go last to protect your valuable piece or just lure the enemy into disadvantageous position. That said, most of builds I theorycrafted had around 7-8 activations, but the one I ended up playing had 9 (Luke, 3 ATRT, 5x troops with various upgrades). I believe 8 to be standard, with higher activation list being infantry spam, and lower vehicle-focused. Also it seems beneficial to take 5 small units over 4 with extra trooper.
  3. Like
    Shanturin got a reaction from Ghost Dancer in Leading from behind   
    Since at least one commander is a must, I guess we'll see a variety of them with different play styles. Vader and Luke obviously are more melee oriented and thus ten to get further upfield, and that a good thing. Killing either of them requires substantial investment on your firepower, especially with those Dodge tokens. I think it suits the core set well to have a frontline commanders, as it gives the games a more "heroic" feel. There will be times for more tactical/fragile/support commanders - Veers and Leia are just around the corner.
     
    I actually believe we might develop something akin to Warmachine&Hordes nomenclature (where you have to take a warcaster/warlock, a powerful piece that is essentially your commander), where players refer to frontline/midrange/support 'casters and 'locks. It might well be that we have such basic trio in Luke/Han/Leia respectively
  4. Like
    Shanturin got a reaction from FlyingAnchors in Leading from behind   
    Since at least one commander is a must, I guess we'll see a variety of them with different play styles. Vader and Luke obviously are more melee oriented and thus ten to get further upfield, and that a good thing. Killing either of them requires substantial investment on your firepower, especially with those Dodge tokens. I think it suits the core set well to have a frontline commanders, as it gives the games a more "heroic" feel. There will be times for more tactical/fragile/support commanders - Veers and Leia are just around the corner.
     
    I actually believe we might develop something akin to Warmachine&Hordes nomenclature (where you have to take a warcaster/warlock, a powerful piece that is essentially your commander), where players refer to frontline/midrange/support 'casters and 'locks. It might well be that we have such basic trio in Luke/Han/Leia respectively
  5. Like
    Shanturin got a reaction from Kieransi in First game!   
    Must have been some awesome rolls on your part! Assuming you didn't have Aim token, Luke throwing 12 dice with surge should roll about 8 hits, then Vader should've block half of them - so he should be ok unless previously wounded. 

    In my experience Luke rarely defeats his father in one-on-one fights. Sadly, he really IS the only one that can contest Vader on rebel part... but he doesn't have to do it the whole game. I found that if you don't kill papa right away (or in the course of two activations) the best course of action is Force Push him away (you didn't bring it? Why?), get a Dodge from Reflexes (you didn't... well...) then run towards some small unit of troopers, smash them with charge, hopefully killing them, than run away. You can even do it if you both Pushed and Reflexed last turn - rest, push Vader away, move and charge attack. Papa will still be slow enough not to get to you, and you may end up engaged so he can't throw his lightstick at you.
  6. Like
    Shanturin got a reaction from wintermoonwolf in 3rd imperial commander/ special forces?   
    Scout Troopers seems like a logical choice next to rebel commandos, yet it might be hard to choose the commander that works well with them. The most fitting choices are not the best known commanders, and some of them are not even cannon  If it would be further down he game's life I'd put my money on Kallus or some IA character like Kayn Somos, Agent Blaise, General Sorin, Captain Terro. But right now I believe The Grand Inquisitor might be the right pick.
    Or they just give us Krennic and Death Troopers.
  7. Like
    Shanturin got a reaction from SFC Snuffy in Imperial March - A Steel Command Quarantine Thread   
    Glad to see Steel's getting into Legion, I really like your Armada stuff (it's really superb!) and I'm looking forward to the same with Legion
  8. Like
    Shanturin got a reaction from The Jabbawookie in Imperial March - A Steel Command Quarantine Thread   
    Glad to see Steel's getting into Legion, I really like your Armada stuff (it's really superb!) and I'm looking forward to the same with Legion
  9. Like
    Shanturin got a reaction from Big Easy in Campaigns vs Tournaments?   
    I guess both. I like tournament play, but those mysterious Operations I keep hearing about seem super awesome
  10. Like
    Shanturin got a reaction from jgibbs2 in First army list, thoughts?   
    Drop grappling hooks on Luke, with Jump 1 he has no problem running around  Also, swap one MPL for Z-6 - with ATRT lascannon, Luke and Airspeeder you have enough anti-armor. Then change extra troopers and saved point into another corps unit
  11. Like
    Shanturin got a reaction from shlominus in Campaigns vs Tournaments?   
    I guess both. I like tournament play, but those mysterious Operations I keep hearing about seem super awesome
  12. Like
    Shanturin got a reaction from Ailowynn in Campaigns vs Tournaments?   
    I guess both. I like tournament play, but those mysterious Operations I keep hearing about seem super awesome
  13. Like
    Shanturin got a reaction from Matt3412 in Campaigns vs Tournaments?   
    I guess both. I like tournament play, but those mysterious Operations I keep hearing about seem super awesome
  14. Like
    Shanturin got a reaction from Hrathen in Activation advantage and unit counts   
    I agree that it's not as important as in Armada because it is somewhat mitigated by command cards. Yet if you can play your command hand wisely, having a healthy dose of activations does help a lot. In many cases, especially in early game, you want to go last to protect your valuable piece or just lure the enemy into disadvantageous position. That said, most of builds I theorycrafted had around 7-8 activations, but the one I ended up playing had 9 (Luke, 3 ATRT, 5x troops with various upgrades). I believe 8 to be standard, with higher activation list being infantry spam, and lower vehicle-focused. Also it seems beneficial to take 5 small units over 4 with extra trooper.
  15. Like
    Shanturin got a reaction from Ghost Dancer in Activation advantage and unit counts   
    I agree that it's not as important as in Armada because it is somewhat mitigated by command cards. Yet if you can play your command hand wisely, having a healthy dose of activations does help a lot. In many cases, especially in early game, you want to go last to protect your valuable piece or just lure the enemy into disadvantageous position. That said, most of builds I theorycrafted had around 7-8 activations, but the one I ended up playing had 9 (Luke, 3 ATRT, 5x troops with various upgrades). I believe 8 to be standard, with higher activation list being infantry spam, and lower vehicle-focused. Also it seems beneficial to take 5 small units over 4 with extra trooper.
  16. Like
    Shanturin got a reaction from FlyingAnchors in Going Commando with Han Solo and friends   
    As usual in such cases, in casual games fell free to do as you please, as long as you specify what is what to your opponent beforehand an he agrees  In any OP event though... well, let's wait for tournament rules document before we jump to any conclusions. 
  17. Like
    Shanturin got a reaction from The Jabbawookie in Vader a Core Commander?   
    It's hard to say whether we'll see him down the line. If FFG learnt their lesson from previous game they will follow the Armada path. Only a few of Wave I stuff is not regularly played (namely Tarkin), and what's getting left behind soon gets a boost in some interesting upgrade card.
     
    That said, I do believe people underestimate Vader's capabilities. Sure, he costs a lot, but he brings a lot as well. Not only he's a monster in dealing damage, he's the best area denial piece in the game that is mostly about being in the right place at the right time. He can get force push to move crucial troopers towards death/away from objectives, and Master of Evil is one of the best command cards shown yet, even if it requires a lot of practice. So his ability to play objective is really strong, stronger than anyone else right now. Playing him, one can and should abuse condition cards - since he doesn't care about suppression, he also doesn't care for Hostile Environment. Or you can abuse Limited Visibility to get him forward early without worrying for cover and then proceed with the destruction (possibly with Implacable turn 2, Master of Evil turn 3). Be mindful of your deployment also - Major Offensive and Disarray* are not beneficial, as forces are either further apart or spread out - not something that Vader wants. 
    Also note, that with New Ways to Motivate Them you can issue the order to yourself, even if you don't get the extra action benefit. It is useful in some cases. Also abuse NWtMT to push for victory points, unless you're crushing your opponent and you can table them.
    * - this one might be really hurtful, as with Vader you will struggle to get another Leader on the board.
     
    Just play to his strengths, pick and remember about the objectives/condition/deployment and treat him for what he is - a powerful centerpiece with both strong support and denial abilities far more important than his formidable staying power and offense.
  18. Like
    Shanturin got a reaction from Admiral Deathrain in Questions from a day of gaming.   
    Tell me more... in my group we keep calling suppression "stress", aim tokens "target locks" and surges "focus". It's hard to drop old habits - i still tend to sometimes refer to Armada's accuracies as focuses as well
  19. Like
    Shanturin got a reaction from veiv in Suppression   
    Well, to be honest, a single stormtrooper does not have the best chance of suppressing anyone  We start seeing trooper units with higher courage (albeit Spec Forces) that does not care for a single suppression (it's actually beneficial to them!) and if they get two, they only have to drop one in their Rally step to become fully operational again. Thus said, I don't get what you mean by "red die when in heavy cover" - as such defense boost would not stop suppression).
    As others stated above, if a unit is taking direct, accurate fire (you need to roll sth!), it deserves to get a suppression token. Also, in my games so far, if a unit was reduced to a single model it usually had better things to do (run away with claimed token, or if it had to stay in place near objective, just Dodge and sit there praying Luke will come to stop Vader from getting close and choking you). Single trooper means he got fired at least a bit, so there is a good chance of him being suppressed himself, and killing might not be a priority.
    For now i find the suppression mechanic a really cool addition to the game, though it worries me a bit how will they cope with inevitable droid units. If all droids will be getting a "-" courage value, than eventual CIS infantry would have to be appropriately terrible in other areas  Also, I love how Commanders interact with courage - last game I played the supply objective (one with troopers claiming tokens) and Disarray deployment. My Rebel Troopers manged to claim one token and duck for some heavy cover. Their defense rolls were superb, but they quickly amassed a ton of suppression (at critical point they had like 6 tokens) so I had to sprint Luke across the battlefield, forsaking the opportunity to kill some other stormies, just to lead by example and prevent my key unit from panicking
    That commander part is also where I see most people getting confused, I've seen on this forums a few times folks mentioning Vader's "no suppression bubble", which is simply wrong, as it's only "no panic zone" and only the Dark Lord himself cannot get suppressed - which is fitting in my opinion
  20. Like
    Shanturin got a reaction from UnitOmega in Questions from a day of gaming.   
    Tell me more... in my group we keep calling suppression "stress", aim tokens "target locks" and surges "focus". It's hard to drop old habits - i still tend to sometimes refer to Armada's accuracies as focuses as well
  21. Haha
    Shanturin got a reaction from Ailowynn in Questions from a day of gaming.   
    Tell me more... in my group we keep calling suppression "stress", aim tokens "target locks" and surges "focus". It's hard to drop old habits - i still tend to sometimes refer to Armada's accuracies as focuses as well
  22. Like
    Shanturin got a reaction from Ghost Dancer in Suppression   
    Well, to be honest, a single stormtrooper does not have the best chance of suppressing anyone  We start seeing trooper units with higher courage (albeit Spec Forces) that does not care for a single suppression (it's actually beneficial to them!) and if they get two, they only have to drop one in their Rally step to become fully operational again. Thus said, I don't get what you mean by "red die when in heavy cover" - as such defense boost would not stop suppression).
    As others stated above, if a unit is taking direct, accurate fire (you need to roll sth!), it deserves to get a suppression token. Also, in my games so far, if a unit was reduced to a single model it usually had better things to do (run away with claimed token, or if it had to stay in place near objective, just Dodge and sit there praying Luke will come to stop Vader from getting close and choking you). Single trooper means he got fired at least a bit, so there is a good chance of him being suppressed himself, and killing might not be a priority.
    For now i find the suppression mechanic a really cool addition to the game, though it worries me a bit how will they cope with inevitable droid units. If all droids will be getting a "-" courage value, than eventual CIS infantry would have to be appropriately terrible in other areas  Also, I love how Commanders interact with courage - last game I played the supply objective (one with troopers claiming tokens) and Disarray deployment. My Rebel Troopers manged to claim one token and duck for some heavy cover. Their defense rolls were superb, but they quickly amassed a ton of suppression (at critical point they had like 6 tokens) so I had to sprint Luke across the battlefield, forsaking the opportunity to kill some other stormies, just to lead by example and prevent my key unit from panicking
    That commander part is also where I see most people getting confused, I've seen on this forums a few times folks mentioning Vader's "no suppression bubble", which is simply wrong, as it's only "no panic zone" and only the Dark Lord himself cannot get suppressed - which is fitting in my opinion
  23. Like
    Shanturin got a reaction from Attackmack in Suppression   
    Well, to be honest, a single stormtrooper does not have the best chance of suppressing anyone  We start seeing trooper units with higher courage (albeit Spec Forces) that does not care for a single suppression (it's actually beneficial to them!) and if they get two, they only have to drop one in their Rally step to become fully operational again. Thus said, I don't get what you mean by "red die when in heavy cover" - as such defense boost would not stop suppression).
    As others stated above, if a unit is taking direct, accurate fire (you need to roll sth!), it deserves to get a suppression token. Also, in my games so far, if a unit was reduced to a single model it usually had better things to do (run away with claimed token, or if it had to stay in place near objective, just Dodge and sit there praying Luke will come to stop Vader from getting close and choking you). Single trooper means he got fired at least a bit, so there is a good chance of him being suppressed himself, and killing might not be a priority.
    For now i find the suppression mechanic a really cool addition to the game, though it worries me a bit how will they cope with inevitable droid units. If all droids will be getting a "-" courage value, than eventual CIS infantry would have to be appropriately terrible in other areas  Also, I love how Commanders interact with courage - last game I played the supply objective (one with troopers claiming tokens) and Disarray deployment. My Rebel Troopers manged to claim one token and duck for some heavy cover. Their defense rolls were superb, but they quickly amassed a ton of suppression (at critical point they had like 6 tokens) so I had to sprint Luke across the battlefield, forsaking the opportunity to kill some other stormies, just to lead by example and prevent my key unit from panicking
    That commander part is also where I see most people getting confused, I've seen on this forums a few times folks mentioning Vader's "no suppression bubble", which is simply wrong, as it's only "no panic zone" and only the Dark Lord himself cannot get suppressed - which is fitting in my opinion
  24. Like
    Shanturin got a reaction from ninclouse2000 in Generic Generals   
    Idk if anyone posted this earlier, but... yeah, don't get your hopes up for generic commanders anytime soon
     
     
  25. Like
    Shanturin got a reaction from Big Easy in Imperial March - A Steel Command Quarantine Thread   
    Glad to see Steel's getting into Legion, I really like your Armada stuff (it's really superb!) and I'm looking forward to the same with Legion
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