Jump to content

Shanturin

Members
  • Content Count

    292
  • Joined

  • Last visited


Reputation Activity

  1. Like
    Shanturin got a reaction from edmund_pevensie in Well what do we have here?   
    I believe you know this, but the OP might not, so to avoid confusion:

    The rules actually does not allow you to build your force without a commander - you need at least 1. Without the Commander-type unit, required by army building rules you cannot build a hand of command cards, as each card can be picked only once, you need 7 of them and only 4 are not connected to a specific commander unit (i.e. you have to get that specific commander to include them, and he/she has to be on the table for you to play them). The promotion rules are there to explain how issuing commands works while all of your commanders are dead. Then again, in friendly games one can do as one wishes, as long as he has his/hers opponent's consent.

    With that in mind, one game is hardly any proof for anything
  2. Like
    Shanturin reacted to Kalandros in Luke comes in for the triple attack on Vader   
    Yea, first game we played ever, yesterday, Luke used Son of Skywalker while I was at full health (he didnt want to shoot at Vader at all because of my Dodge token) and I knew he was gonna SoS so I used Master of Evil to get a Dodge pre-activation, giving me defensive surges against one of his attacks - first attack did 0 damage, second attack got 3 wounds through... Then I activate, cause 3 wounds on Luke, force push him out of the way (he now has 3 suppression from Master of Evil) and kept shooting at him with other units that turn, he died to the missile launcher unit but would've had his 6th suppression token by then otherwise.
  3. Like
    Shanturin reacted to nungunz in Imperial Biker List   
    Hooookay, I proxied the triple bike list with Veers and it is insane.
    Force Choke, a set of concussion grenades on one squad, or two squads with grappling hooks fills out the points well.
    For the bikes, you really want to go for a one-two punch using Assault to get all three bikes going last in a round and then dropping Evasive maneuvers on the board the next round to help protect them.
    This is going to be best turn 2 into turn 3.
    But leads to trouble with Maximum Firepower, because MF is only useful turn 1 and 2 most of the time. If you use MF turn 2, you delay the punch.
    The punch:
    Turn X: Bikes go last in the round with: Move 3, Aim, shoot for dangerous 6 die, impact 2 attack with two rerolls.
    Turn X+1: Give bikes in the most danger dodge tokens. Move, dodge or Aim (pivot if you have to, but try to avoid this), shoot again.
     
    Most of the time on the bikes you’ll want to be doing: move, shoot, dodge.
    Depending on what the Imps get coming up, you may want to drop down to two bikes.
    If combining turn 3 into 4, you may need long-range comms and just drop Commanding Presence.
  4. Like
    Shanturin reacted to Undeadguy in Darth a bit meh?   
    Can't wait for everyone to drop Vader so Luke can starting using Pierce and killing commanders. 
  5. Like
    Shanturin got a reaction from Crawfskeezen in Well what do we have here?   
    Hello and welcome! Good too see the community growing

    1. If an X-wing core set was not enough for you, go ahead and buy 2 cores of Legion (and then ATST/T-47 if you won't starve at the end of the month because of it). I've played both X-wing and Armada a lot, and out of these 3 X-wing loses the least when playing on smaller points than suggested. Armada loses a lot (basically the whole order of activation business), but Legion looses even more.
    2. I'd say heroes are and will remain the crucial element of the game. Right now, the best counter to either Vader or Luke is another Vader or Luke. Also, loosing a commander might spell disaster for your forces (they panic much easier), if they're dead you can't play their command cards, that provide some powerful and often game-changing effects.  So yeah, they contribute a lot. That said, it is possible for non-hero units to combat them. You should expect some casualties, though. The fact that you saw claims for Vader both rocking and not is in my opinion a good proof of the game's balance and it being easy to learn, hard to master (Vader, Speeder Bikes and T-47 have the highest learning curve i'd say).
    3. The rules are streamlined enough that the flow of the game is naturally smooth. The start might be rocky, but that's true for any game  The game definitely feels more dynamic than Armada. Close do X-wing, I'd say, but obviously longer. If you have prior wargame or SW-FFG-game experience, you should be fine. You will call Aim token Target Lock, Dodge token an Evade and Suppression token a Stress, but it will pass.

    4. Depends on your local group. I'd say most of the time you should be fine with playing with unpainted minis, even at Organised Play events.
    5. Simply yes. Most of the terrain will do fine, though Legion tends to go better with a little bit more on the table than a standard 40k game.
    6. Get the core (or two) and go play it. Minis are easy to assemble and you don't need a lot to get started.
  6. Like
    Shanturin got a reaction from NukeMaster in Luke comes in for the triple attack on Vader   
    Master of Evil without a doubt, it's the best counter to SoS you can get. You improve your defenses without activating and without the risk of loosing the roll-off. If you played smart, you saw Luke coming and saved the Dodge token for his attack, so you should get like 1 damage last turn from him. Now, again, with Dodge the chances are that you will get 3 to 4 damage total, leaving you pretty safe and ready to retaliate. And after you attack, I you feel up to the task, Push Luke away and blast him to pieces with what's currently available.
  7. Like
    Shanturin reacted to Squark in Darth a bit meh?   
    Ironically, I think the release of Veers and Leia will actually help Vader, since Luke And other Vaders are his biggest counters. If people are spending points on cheap commanders and more troops, they're not spending points on the only things that can stand up to his lightsaber in melee combat.
  8. Like
    Shanturin got a reaction from kaffis in Darth a bit meh?   
    Is he really that underwhelming? I've been defending him vigorously for some time, pointing out to his strong sides, but people keep saying they don't like how he performs/looks on paper. For me (and I play rebels) Vader is the area-denial piece, and is one of the best when it comes to scenario - except the dreaded Breakthrough.
    So when you see your opponent pushing for that objective just pick the appropriate setup (i.e. eliminate Major Offensive, if possible push for Long March, as it is easier for him to intercept enemy units). I just fail to see how can he not work well when played properly - even if he is awfully expensive with Saber Throw, Reflexes and Push.
  9. Like
    Shanturin got a reaction from azavander in Captain Antilles' Finest - Fleet Troopers   
    What I find quite surprising is lots of people seem to consider various units in Legion in a vacuum, i.e. separate from possible scenarios, conditions, terrain features etc.
    Based on "naked" stats it is obvious that Fleet Troopers WILL suffer from shorter range on their weapons. No doubt in that. But one have to consider all applied options when evaluating their potential usefulness - even more so since it is also quite obvious that they won't be as flexible as standard Rebel Troopers.

    1. Terrain
    That part was somewhat covered already. I firmly believe that in order for Legion ruleset to work at its best there need to be one or two trooper-height terrain features that block LOS, if not more. That's usually easily done by using buildings or higher stacks of crates, etc. One of the keys to using FTs successfully will be proper usage of such terrain. However, since it's not a given that one will find favorable terrain, there should be other ways to utilize FTs.

    2. Conditions. 
    Out of 4 conditions currently in the game 2 directly support FTs playstyle, whilst also countering their vulnerability to long range attacks. Limited Visibility, paired with the right deployment, allows to cover the distance between units in relative safety, and then, starting turn 2, one may put FTs to their full use. 2 speed 2 moves are almost range 2 themselves, plus minimum of 1 of your deployment zone - your already in the middle of the table!  Even more beneficial is Rapid Reinforcement, which I believe anyone who brings Fleet Troopers should strife for playing. FTs are awesome parachuters! Both of these could be easily eliminated by your opponent during setup, if not for the next part...
    3. Objectives.
    3 out of 4 Objectives support FTs - in Recover the Supplies you have to get into base contact with the objective token. And one of these tokens is in the middle of the battlefield, so getting that in range 2 shouldn't be all that hard  Breakthrough literally forces players to close the distance between the armies, especially when Long March or Battle Lines deployments are selected. All good for FTs. And finally, Intercept The Transmission is an objective tailor-made for Fleet Troopers. You know where both you and your opponent have to get, you know you have to get there quickly, and you have to be quite close to that specific point - all pretty good circumstances for FTs to set up a kill zone.

    So between terrain, half of condition cards and 3 quarters of objective cards  you should be able to effectively use FTs despite their shorter range. Also, depending on standby vs suppression ruling (I'm on the side of standby happening before suppression is applied) their usability might drastically go up. They're kind of like Vader - an area control piece, just on a smaller scale.

    TL;dr - Try to pick either: Rapid Reinforcement or Intercept the Transmission during setup. Limited Visibility and Long March/Breakthrough combo works as well. Avoid Clear Conditions and Key Positions. Set up traps, and hope for a advantageous Standby ruling in the near future. 



    Also, on a somewhat unrelated note - think objectives, not kills! Unless you're killing objective-holder.
  10. Like
    Shanturin got a reaction from WAC47 in Captain Antilles' Finest - Fleet Troopers   
    What I find quite surprising is lots of people seem to consider various units in Legion in a vacuum, i.e. separate from possible scenarios, conditions, terrain features etc.
    Based on "naked" stats it is obvious that Fleet Troopers WILL suffer from shorter range on their weapons. No doubt in that. But one have to consider all applied options when evaluating their potential usefulness - even more so since it is also quite obvious that they won't be as flexible as standard Rebel Troopers.

    1. Terrain
    That part was somewhat covered already. I firmly believe that in order for Legion ruleset to work at its best there need to be one or two trooper-height terrain features that block LOS, if not more. That's usually easily done by using buildings or higher stacks of crates, etc. One of the keys to using FTs successfully will be proper usage of such terrain. However, since it's not a given that one will find favorable terrain, there should be other ways to utilize FTs.

    2. Conditions. 
    Out of 4 conditions currently in the game 2 directly support FTs playstyle, whilst also countering their vulnerability to long range attacks. Limited Visibility, paired with the right deployment, allows to cover the distance between units in relative safety, and then, starting turn 2, one may put FTs to their full use. 2 speed 2 moves are almost range 2 themselves, plus minimum of 1 of your deployment zone - your already in the middle of the table!  Even more beneficial is Rapid Reinforcement, which I believe anyone who brings Fleet Troopers should strife for playing. FTs are awesome parachuters! Both of these could be easily eliminated by your opponent during setup, if not for the next part...
    3. Objectives.
    3 out of 4 Objectives support FTs - in Recover the Supplies you have to get into base contact with the objective token. And one of these tokens is in the middle of the battlefield, so getting that in range 2 shouldn't be all that hard  Breakthrough literally forces players to close the distance between the armies, especially when Long March or Battle Lines deployments are selected. All good for FTs. And finally, Intercept The Transmission is an objective tailor-made for Fleet Troopers. You know where both you and your opponent have to get, you know you have to get there quickly, and you have to be quite close to that specific point - all pretty good circumstances for FTs to set up a kill zone.

    So between terrain, half of condition cards and 3 quarters of objective cards  you should be able to effectively use FTs despite their shorter range. Also, depending on standby vs suppression ruling (I'm on the side of standby happening before suppression is applied) their usability might drastically go up. They're kind of like Vader - an area control piece, just on a smaller scale.

    TL;dr - Try to pick either: Rapid Reinforcement or Intercept the Transmission during setup. Limited Visibility and Long March/Breakthrough combo works as well. Avoid Clear Conditions and Key Positions. Set up traps, and hope for a advantageous Standby ruling in the near future. 



    Also, on a somewhat unrelated note - think objectives, not kills! Unless you're killing objective-holder.
  11. Like
    Shanturin got a reaction from The Jabbawookie in Captain Antilles' Finest - Fleet Troopers   
    What I find quite surprising is lots of people seem to consider various units in Legion in a vacuum, i.e. separate from possible scenarios, conditions, terrain features etc.
    Based on "naked" stats it is obvious that Fleet Troopers WILL suffer from shorter range on their weapons. No doubt in that. But one have to consider all applied options when evaluating their potential usefulness - even more so since it is also quite obvious that they won't be as flexible as standard Rebel Troopers.

    1. Terrain
    That part was somewhat covered already. I firmly believe that in order for Legion ruleset to work at its best there need to be one or two trooper-height terrain features that block LOS, if not more. That's usually easily done by using buildings or higher stacks of crates, etc. One of the keys to using FTs successfully will be proper usage of such terrain. However, since it's not a given that one will find favorable terrain, there should be other ways to utilize FTs.

    2. Conditions. 
    Out of 4 conditions currently in the game 2 directly support FTs playstyle, whilst also countering their vulnerability to long range attacks. Limited Visibility, paired with the right deployment, allows to cover the distance between units in relative safety, and then, starting turn 2, one may put FTs to their full use. 2 speed 2 moves are almost range 2 themselves, plus minimum of 1 of your deployment zone - your already in the middle of the table!  Even more beneficial is Rapid Reinforcement, which I believe anyone who brings Fleet Troopers should strife for playing. FTs are awesome parachuters! Both of these could be easily eliminated by your opponent during setup, if not for the next part...
    3. Objectives.
    3 out of 4 Objectives support FTs - in Recover the Supplies you have to get into base contact with the objective token. And one of these tokens is in the middle of the battlefield, so getting that in range 2 shouldn't be all that hard  Breakthrough literally forces players to close the distance between the armies, especially when Long March or Battle Lines deployments are selected. All good for FTs. And finally, Intercept The Transmission is an objective tailor-made for Fleet Troopers. You know where both you and your opponent have to get, you know you have to get there quickly, and you have to be quite close to that specific point - all pretty good circumstances for FTs to set up a kill zone.

    So between terrain, half of condition cards and 3 quarters of objective cards  you should be able to effectively use FTs despite their shorter range. Also, depending on standby vs suppression ruling (I'm on the side of standby happening before suppression is applied) their usability might drastically go up. They're kind of like Vader - an area control piece, just on a smaller scale.

    TL;dr - Try to pick either: Rapid Reinforcement or Intercept the Transmission during setup. Limited Visibility and Long March/Breakthrough combo works as well. Avoid Clear Conditions and Key Positions. Set up traps, and hope for a advantageous Standby ruling in the near future. 



    Also, on a somewhat unrelated note - think objectives, not kills! Unless you're killing objective-holder.
  12. Like
    Shanturin reacted to UnitOmega in Captain Antilles' Finest - Fleet Troopers   
    @Shanturin I've been kind of talking around these points, but I think you said it way more clearly and in-depth than I have been, and I agree completely.
    If you want to play Fleet Troopers (or any other units being occasionally maligned, like the T-47, AT-ST, Vader, etc) then you need to remember there's theoretically a dynamic to this game after list building, but before you're actually in the game, rolling dice and moving minis. You should select terrain and work battle cards aggressively to suit the tactics of your list. I think the first run of Corps and Support units are designed to be well-rounded, and universally applicable, so they stay relevant because they're in the Core Set and FFG wants to address concerns or design issues with how often people don't end up using their "iconic core" units. They form a solid foundation to the factions, and I bet our first run of Special Forces coming up here will be similar. But units which expand from there and their specializations will probably make them better at certain things than our original bloc of units. You want to use those units you run them and the field in ways that suit them. 
    And also, while sure, 12'' on a battlefield typically 18 square feet seems small, but what do you do when people start building cool interior maps filled with blind corners and tight corridors? 
  13. Like
    Shanturin reacted to Nyxen in Things you don't want to see in this game.   
    So we're all excited by the things FFG could release for Legion, but the more I think about it, the more I think about the things that would really bother me if it were to exist. My short list
     C3-PO+R2-D2: this is a ground combat, not a tactical espionage game. We don't need random droids wandering about the battlefield hacking terminals for intel or whatever they do in every other game they're in.
    Scum & Villiany: I can see Boba as a special forces option for the empire, but a full faction of things that <20% of people playing will recognize is part of what's killing X-Wing.
    Non- Command Card Fighter Support: I feel like the command cards that have been spoiled for Leia and Veers are a great way to solve the issue of heavy artillery/ other off board support. Why add even more complexity.
    What are a few things you'd like FFG to avoid?
  14. Like
    Shanturin got a reaction from Muelmuel in Captain Antilles' Finest - Fleet Troopers   
    What I find quite surprising is lots of people seem to consider various units in Legion in a vacuum, i.e. separate from possible scenarios, conditions, terrain features etc.
    Based on "naked" stats it is obvious that Fleet Troopers WILL suffer from shorter range on their weapons. No doubt in that. But one have to consider all applied options when evaluating their potential usefulness - even more so since it is also quite obvious that they won't be as flexible as standard Rebel Troopers.

    1. Terrain
    That part was somewhat covered already. I firmly believe that in order for Legion ruleset to work at its best there need to be one or two trooper-height terrain features that block LOS, if not more. That's usually easily done by using buildings or higher stacks of crates, etc. One of the keys to using FTs successfully will be proper usage of such terrain. However, since it's not a given that one will find favorable terrain, there should be other ways to utilize FTs.

    2. Conditions. 
    Out of 4 conditions currently in the game 2 directly support FTs playstyle, whilst also countering their vulnerability to long range attacks. Limited Visibility, paired with the right deployment, allows to cover the distance between units in relative safety, and then, starting turn 2, one may put FTs to their full use. 2 speed 2 moves are almost range 2 themselves, plus minimum of 1 of your deployment zone - your already in the middle of the table!  Even more beneficial is Rapid Reinforcement, which I believe anyone who brings Fleet Troopers should strife for playing. FTs are awesome parachuters! Both of these could be easily eliminated by your opponent during setup, if not for the next part...
    3. Objectives.
    3 out of 4 Objectives support FTs - in Recover the Supplies you have to get into base contact with the objective token. And one of these tokens is in the middle of the battlefield, so getting that in range 2 shouldn't be all that hard  Breakthrough literally forces players to close the distance between the armies, especially when Long March or Battle Lines deployments are selected. All good for FTs. And finally, Intercept The Transmission is an objective tailor-made for Fleet Troopers. You know where both you and your opponent have to get, you know you have to get there quickly, and you have to be quite close to that specific point - all pretty good circumstances for FTs to set up a kill zone.

    So between terrain, half of condition cards and 3 quarters of objective cards  you should be able to effectively use FTs despite their shorter range. Also, depending on standby vs suppression ruling (I'm on the side of standby happening before suppression is applied) their usability might drastically go up. They're kind of like Vader - an area control piece, just on a smaller scale.

    TL;dr - Try to pick either: Rapid Reinforcement or Intercept the Transmission during setup. Limited Visibility and Long March/Breakthrough combo works as well. Avoid Clear Conditions and Key Positions. Set up traps, and hope for a advantageous Standby ruling in the near future. 



    Also, on a somewhat unrelated note - think objectives, not kills! Unless you're killing objective-holder.
  15. Like
    Shanturin got a reaction from Big Easy in Armada Refugees Check-In   
    I wouldn't call myself a refugee - I'm simply multitasking. A key to victory is coordination between all ranks of military. Surely, I started as fighter wing captain, then got promoted to an admiral, and I find myself often in a simulator (i.e. casual game) than in a real dogfight (X-wing tournament), unless the need for skilled pilots is dire (the tournament is big enough). While my duties as admiral are quite time-consuming I do regularly engage in practice maneuvers and keep my sector under control with occasional skirmishes and bigger operations. Recently, there has been some unrest on a few nearby planet and I plan to react swiftly, sending in my best troopers, both assigned to my fleet by the Army, Special Forces and my own. I definitely will be leading those troops myself, as I believe to lead by example, no matter the scale of conflict. I'm a Rebel, after all

    In other words, I playing X-wing since just a few days after Gencon '12, and engaged heavily into both casual and tournament playing, as well as judging and organizing events both big and small, heavy focusing on game promotion on local 'cons. Yet these days are over, at least until X-wing 2.0 comes out. Because X-wing  was a test ground for some new ideas thet FFG had, it also accumulated most flaws and design mistakes that are increasingly harder to fix. Also, the actual inability to successfully fly an X-wing in X-wing pulled me away from the game. I still play it and it's still a fun game, just not as much as it once was, and it needs some heavy reworking at this point.

    As for Armada, I set my eyes on this game from the very beginning.  I adore it, it's almost everything I ever wanted form a tabletop strategy game. Yet due to financial issues I got into the game with slight delay, and until recently there was little to no community in my area, so it was hard to line up games and the closest tournaments were held almost 20o miles away. Things are much better now  

    And there is Legion - I planned to approach this game slowly, see how it develop, but man... this game's AWESOME!

    So, it's gonna be equal time Armada and Legion for me, with occasional X-wing like once a month perhaps
  16. Like
    Shanturin got a reaction from Nihm in Customization and Conversions   
    I also believe that "snow"troopers are a little too specific for my taste, I think i'll simply go with a different paint scheme for them, making a variation on Clone Wars Galactic Marines --> https://vignette.wikia.nocookie.net/starwars/images/c/ce/Galactic_marine.jpg/revision/latest?cb=20051105040321

    Just say they're "hostile environment troopers", that;s what I do in my headcannon
  17. Like
    Shanturin got a reaction from TallGiraffe in Captain Antilles' Finest - Fleet Troopers   
    What I find quite surprising is lots of people seem to consider various units in Legion in a vacuum, i.e. separate from possible scenarios, conditions, terrain features etc.
    Based on "naked" stats it is obvious that Fleet Troopers WILL suffer from shorter range on their weapons. No doubt in that. But one have to consider all applied options when evaluating their potential usefulness - even more so since it is also quite obvious that they won't be as flexible as standard Rebel Troopers.

    1. Terrain
    That part was somewhat covered already. I firmly believe that in order for Legion ruleset to work at its best there need to be one or two trooper-height terrain features that block LOS, if not more. That's usually easily done by using buildings or higher stacks of crates, etc. One of the keys to using FTs successfully will be proper usage of such terrain. However, since it's not a given that one will find favorable terrain, there should be other ways to utilize FTs.

    2. Conditions. 
    Out of 4 conditions currently in the game 2 directly support FTs playstyle, whilst also countering their vulnerability to long range attacks. Limited Visibility, paired with the right deployment, allows to cover the distance between units in relative safety, and then, starting turn 2, one may put FTs to their full use. 2 speed 2 moves are almost range 2 themselves, plus minimum of 1 of your deployment zone - your already in the middle of the table!  Even more beneficial is Rapid Reinforcement, which I believe anyone who brings Fleet Troopers should strife for playing. FTs are awesome parachuters! Both of these could be easily eliminated by your opponent during setup, if not for the next part...
    3. Objectives.
    3 out of 4 Objectives support FTs - in Recover the Supplies you have to get into base contact with the objective token. And one of these tokens is in the middle of the battlefield, so getting that in range 2 shouldn't be all that hard  Breakthrough literally forces players to close the distance between the armies, especially when Long March or Battle Lines deployments are selected. All good for FTs. And finally, Intercept The Transmission is an objective tailor-made for Fleet Troopers. You know where both you and your opponent have to get, you know you have to get there quickly, and you have to be quite close to that specific point - all pretty good circumstances for FTs to set up a kill zone.

    So between terrain, half of condition cards and 3 quarters of objective cards  you should be able to effectively use FTs despite their shorter range. Also, depending on standby vs suppression ruling (I'm on the side of standby happening before suppression is applied) their usability might drastically go up. They're kind of like Vader - an area control piece, just on a smaller scale.

    TL;dr - Try to pick either: Rapid Reinforcement or Intercept the Transmission during setup. Limited Visibility and Long March/Breakthrough combo works as well. Avoid Clear Conditions and Key Positions. Set up traps, and hope for a advantageous Standby ruling in the near future. 



    Also, on a somewhat unrelated note - think objectives, not kills! Unless you're killing objective-holder.
  18. Like
    Shanturin reacted to Tvayumat in Darth a bit meh?   
    No, you can't.
     

    Your opponent is the one who places him, so he's far more likely to wind up farther away.
  19. Like
    Shanturin got a reaction from Tvayumat in Darth a bit meh?   
    I stand corrected. Than again, I don't thing Vader needs such a "push".
  20. Like
    Shanturin got a reaction from UnitOmega in Captain Antilles' Finest - Fleet Troopers   
    What I find quite surprising is lots of people seem to consider various units in Legion in a vacuum, i.e. separate from possible scenarios, conditions, terrain features etc.
    Based on "naked" stats it is obvious that Fleet Troopers WILL suffer from shorter range on their weapons. No doubt in that. But one have to consider all applied options when evaluating their potential usefulness - even more so since it is also quite obvious that they won't be as flexible as standard Rebel Troopers.

    1. Terrain
    That part was somewhat covered already. I firmly believe that in order for Legion ruleset to work at its best there need to be one or two trooper-height terrain features that block LOS, if not more. That's usually easily done by using buildings or higher stacks of crates, etc. One of the keys to using FTs successfully will be proper usage of such terrain. However, since it's not a given that one will find favorable terrain, there should be other ways to utilize FTs.

    2. Conditions. 
    Out of 4 conditions currently in the game 2 directly support FTs playstyle, whilst also countering their vulnerability to long range attacks. Limited Visibility, paired with the right deployment, allows to cover the distance between units in relative safety, and then, starting turn 2, one may put FTs to their full use. 2 speed 2 moves are almost range 2 themselves, plus minimum of 1 of your deployment zone - your already in the middle of the table!  Even more beneficial is Rapid Reinforcement, which I believe anyone who brings Fleet Troopers should strife for playing. FTs are awesome parachuters! Both of these could be easily eliminated by your opponent during setup, if not for the next part...
    3. Objectives.
    3 out of 4 Objectives support FTs - in Recover the Supplies you have to get into base contact with the objective token. And one of these tokens is in the middle of the battlefield, so getting that in range 2 shouldn't be all that hard  Breakthrough literally forces players to close the distance between the armies, especially when Long March or Battle Lines deployments are selected. All good for FTs. And finally, Intercept The Transmission is an objective tailor-made for Fleet Troopers. You know where both you and your opponent have to get, you know you have to get there quickly, and you have to be quite close to that specific point - all pretty good circumstances for FTs to set up a kill zone.

    So between terrain, half of condition cards and 3 quarters of objective cards  you should be able to effectively use FTs despite their shorter range. Also, depending on standby vs suppression ruling (I'm on the side of standby happening before suppression is applied) their usability might drastically go up. They're kind of like Vader - an area control piece, just on a smaller scale.

    TL;dr - Try to pick either: Rapid Reinforcement or Intercept the Transmission during setup. Limited Visibility and Long March/Breakthrough combo works as well. Avoid Clear Conditions and Key Positions. Set up traps, and hope for a advantageous Standby ruling in the near future. 



    Also, on a somewhat unrelated note - think objectives, not kills! Unless you're killing objective-holder.
  21. Like
    Shanturin reacted to Don Henderson fan club in 3rd imperial commander/ special forces?   
    If, or hopefully when, Chewie graces us with an appearance, I hope it will be as an upgrade to the Commander Solo unit.
    If Boba turns up, I hope it will be as a single mini special forces unit.
  22. Like
    Shanturin got a reaction from Qark in Darth a bit meh?   
    Is he really that underwhelming? I've been defending him vigorously for some time, pointing out to his strong sides, but people keep saying they don't like how he performs/looks on paper. For me (and I play rebels) Vader is the area-denial piece, and is one of the best when it comes to scenario - except the dreaded Breakthrough.
    So when you see your opponent pushing for that objective just pick the appropriate setup (i.e. eliminate Major Offensive, if possible push for Long March, as it is easier for him to intercept enemy units). I just fail to see how can he not work well when played properly - even if he is awfully expensive with Saber Throw, Reflexes and Push.
  23. Like
    Shanturin got a reaction from Ailowynn in Darth a bit meh?   
    Is he really that underwhelming? I've been defending him vigorously for some time, pointing out to his strong sides, but people keep saying they don't like how he performs/looks on paper. For me (and I play rebels) Vader is the area-denial piece, and is one of the best when it comes to scenario - except the dreaded Breakthrough.
    So when you see your opponent pushing for that objective just pick the appropriate setup (i.e. eliminate Major Offensive, if possible push for Long March, as it is easier for him to intercept enemy units). I just fail to see how can he not work well when played properly - even if he is awfully expensive with Saber Throw, Reflexes and Push.
  24. Like
    Shanturin got a reaction from UnitOmega in Darth a bit meh?   
    Is he really that underwhelming? I've been defending him vigorously for some time, pointing out to his strong sides, but people keep saying they don't like how he performs/looks on paper. For me (and I play rebels) Vader is the area-denial piece, and is one of the best when it comes to scenario - except the dreaded Breakthrough.
    So when you see your opponent pushing for that objective just pick the appropriate setup (i.e. eliminate Major Offensive, if possible push for Long March, as it is easier for him to intercept enemy units). I just fail to see how can he not work well when played properly - even if he is awfully expensive with Saber Throw, Reflexes and Push.
  25. Thanks
    Shanturin got a reaction from naitsirk in Vader   
    He also secures any objective he sets his eyes on. He also prevents your troops from panicking. He can also kill Luke/enemy Vader and sent enemy troopers fleeing with Master of Evil. He also allows Stormtroopers to push for objective/better chances to kill with New Ways to Motivate them.

    And maybe that the one trooper unit he killed was the one holding the objective.

    This game is not about killing stuff, it about securing objectives. Sure, to do that you'll likely have to kill some stuff. And Vader is THE best area denial piece in the game where you usually have to control certain areas to score/claim objectives. The only objectives where he's not great is Breakthrough, but you can use him to defend your own deployment
×
×
  • Create New...