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Posts posted by yoink101
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I got the Death Troopers done just as Halloween came to an end:
There are actually two different squads. I'm not sure yet if I'm going to add the legion and squad markings yet. We'll see.
I also updated my ISF with the sniper loadout for Iden and the chest piece on all of my ISF in the first post.
Thank you!
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Honestly, with the token sharing of GAR and the order control of CIS, I’d love to see comms relay back on emplacement troopers. Rebels vets could use the boost as they don’t even have nimble. Having order control over 3-4 units is hardly game breaking.
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Would you mind sharing which blue or mix of paints you use for the shirts? I really like the muted color and would like to borrow from you for some of my stuff. Thank you in advance!
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On 10/29/2020 at 12:21 PM, 54NCH32 said:Ah strange, yeah I followed the above steps in a reply window and they came up no problem (i was using chrome on windows 10)
I still don't know what it was. It seems that blogger creates a permanent link to the photos if you post them there, so at least its working. Thanks for looking out!
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It must be the browser or OS I'm on? I'll see if I can sort it out this evening from home.
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2 hours ago, 54NCH32 said:Yo yo, click your links above, click the image (it'll isolate / go into a black bar preview) THEN right click and select "copy image address". Paste that in here.
If it doesn't show straight away, add an enter/return after the link and it should appear
Thanks! For some reason it wouldn't do it at all from google photos so I had to migrate things to photo bucket...
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Hello!
After keeping an eye on legion since its release, I finally felt like there was enough variety in the game that I was interested. Lists at tournaments had started to feel like they didn't just fit into 2-3 molds. That coupled with the fact that we got into a pandemic and shelter in place, I started painting my Legion stuff in July. With that, I present to you the troopers of the 442nd Legion and some Rebels.
Imperial Heroes
Krennic because I didn't get the model until later.
Rebel Heroes
Stormtroopers of the 442nd
Inferno Squad, Venom Squad, and Monarch Squad for my ISF
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On 10/2/2020 at 3:48 PM, cdavis89 said:Here is the list I am currently looking at, but I have no idea how viable it is.
790/800
Krennic -- Strict Orders (95)
Veers -- Commanding Presence (85)
Boba Fett -- Hunter, Targeting Scopes (150)
Stormtroopers -- DLT-19 Stormtrooper (68)
Stormtroopers -- DLT-19 Stormtrooper (68)
Snowtroopers -- Snowtrooper (60)
Snowtroopers -- Snowtrooper (60)
Death Troopers -- DLT-19D Trooper, Overwatch, Recon Intel, E-11D Focused Fire Config (124)
Speeder Bikes -- Long--Range Comlink (80)
The biggest issue I see is the snow troopers. Without a heavy weapon they are throwing white dice. With their surge, that’s a 3/8 chance to hit. With 5 dice, you’re not going to see a great attack pool. Snows can aim, move, and shoot in the same turn thanks to steady, which boosts their offense a little. They do really well with a heavy weapon though.
The flamethrower is fantastic. Chances are, you won’t get to use it because your opponent will focus on the unit until the flamethrower is gone. This means that your opponent won’t be focusing on your long ranged stuff as much though. If you do go with the flamethrower, frag grenades are a solid addition to improve the dice on the whole squad at range 1.
If you get ahold of an Imperial Special Forces box, the two characters in that can work well to make potent medium to long range snowtrooper squads. The addition of two red or two black dice to your attack pool is pretty significant.
I’d also add that I don’t think Boba rolls enough dice to warrant targeting scopes. Recon intel to get him a little closer to where he needs to be is phenomenal though.
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1 hour ago, arnoldrew said:Dodge tokens activate Deflect, and will mostly likely stop more than one wound from going through, as well as possibly damaging the enemy. Trust me, it would be too awesome to be good for the game. Most Force users have decent enough offensive output without aims, and if they really did need them they could just flip the card at the beginning of their activation.
Deflect only stops 1 in 6 hits. So, it’s not adding an obscene amount to defense. If it worked on 40-60 units, I’d say it would be way too good. On a 160+ point guy that you’re adding another 15 points to use, I don’t know.
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30 minutes ago, arnoldrew said:If it did work like that it would be absurdly good. Any force user eligible to take Force Reflexes and Defensive Stance would have to take them or be operating at a significant handicap.
It would be awesome! But it would also be reducing offensive output from stuff like tenacity or hunter. Two dodge tokens is going to reduce incoming damage by 1-2 extra in most cases, only if the model is being attacked more than once in a round.
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16 minutes ago, thepopemobile100 said:It doesn't. Reflexes isn't a dodge action, just the token. Defensive Stance requires it to be an action
Lame.
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Ah. It doesn’t work with force reflexes then. Bummer.
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3 hours ago, L_A_D said:You can only promote units with the rank of corps or special forces to the rank of commander. So no operative (I know because I ran into that wall before).
Darn.
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On 10/5/2020 at 1:57 PM, Mace Windu said:Also im not at all going to point out the massive gulf between the CIS Strike team and the GAR strike teams, nope not at all haha.
I know! Right? Those Droid Commandos with vibro swords and dioxis mines put some serious hurt on. 🤣
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The pair seem really solid together. Especially if Cassian infiltrates and becomes an operative and Luke then becomes the commander with a courage 4 bubble. Now if only rebel troopers could survive to get 8 suppression tokens...
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It seems pretty good for someone like operative Luke. The ability to deflect twice per turn is solid for such an expensive unit that can be focused on pretty heavily.
Scratch that. It doesn’t work with force reflexes, agile, quick thinking, or take cover. So, I guess it’s very disappointing then...
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I’m seeing two things coming up repeatedly:
-Wookies (and other close quarters units) are bad. (Obviously fleet troopers and Flamethrowers are strong by virtue of the volume of dice they can bring.)
-snipers and long ranged heavy weapons are really good. In fact, competitive lists seem to feature them a lot.
These got me thinking. Instead of worrying about rebalancing the units, maybe we should worry more about adjusting the terrain. If you had a spaceship interior with a couple of long fire lanes but a significant amount of LoS blocking bulkheads, doors, walls, and the like, I bet Wookies would be a powerful assault unit. Same could be said for a crowded urban or forest table.
RejjeN and Darth Sanguis reacted to this -
2 hours ago, Cruzer said:Lately, as a Rebel Player, I try not to go underneath 10 activations, simply by virtue of how easily rebel troopers die. Honestly, because of my high preference for Hero units, special forces, and supports, I don't often go above that either, though I could see it being a thing if I really wanted to shoot for something super meta.
How do you usually spread things out? 6 bare bones corps with the other four kittted to the max? More of a balanced spread? Are there any things that you feel pull their weight enough to always take them? Sorry for the barrage, I’m just getting into the game, so miming for ideas and thoughts.
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Is there a number of activations that you usually aim for?
Enough to get the mission done without being a hoard and prohibitively expensive to collect and unfun to play against?
Not so many that you can still bring some high quality badassery, but also with enough activations to still accomplish the mission?
Do you have a number you aim for? A range? Different numbers for factions? For play styles?
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Hello! I’m just getting into the game. Well, given covid, I’m getting the models and doing some painting before getting into the game post pandemic.
in any case, I am familiar with miniatures games, but I thought I’d ask a couple of questions for the benefit of us newbies.
1) What is (or are) a simple truth of the game that wasn’t apparent right away, but would have been useful to know when you started? I’m thinking, activations, dice, abilities that are particularly outstanding, mission types for factions, etc.
2) What is a hard won truth that you realize could have saved you some struggling if you’d known it early on?
3) What is your favorite thing about the game?
4) What is something you wish weren’t in the game, or at least could be adjusted?
5) Is there anything in particular that one should bring with them from other minis games? Or, more excitingly, are there any ideas one should absolutely ditch if coming from other minis games?
Thanks in advance!
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6 hours ago, EliasWindrider said:There is a difference between not auto killing and not auto hitting... not auto killing is easily justifiable.... but not auto hitting a human when you can auto hit a blaster bolt/bullet mid flight... I can't justify that. If you can, you're welcome to make a homebrew teepo Paladin spec, but for me it's a bridge too far.
Blaster reflection with a lightsaber is also substantially easier.... you "just" have to have the lightsaber in the right spot before the blaster bolt gets there (e.g. before the other guy pulls the trigger) and then wait for it. To shoot a bolt/bullet out of the air you have to get both position and timing perfectly right, since bullets can travel near ot at the speed of sound pulling the trigger at the exact right moment would be incredibly difficult even for a jedi.
From everything I’ve seen, blaster bolts seem to move considerably slower than bullets. Which means that a target might have time to react to a shot. So even someone auto-hitting a point in space wouldn’t necessarily auto-hit their target. Even with that in mind, a starting character with agility of 3-4 and two ranks in the ranged combat skill of their choice is outrageously unlikely to miss a minion. Even rivals and nemesis are unlikely to avoid the attack. But, I’d say when the Teepo Paladin misses, it’s an evade, an intercept, or an armor plate interjecting itself, not a miss.
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I don’t so why you have to. It’s space magic. If Jedi can block lasers with their laser swords and not kill everything with their first strike in every situation, then shooting blaster bolts down works fine in my mind.
Edit: I mean, lightsabers do damage instead of instant kill, so we can suspend our disbelief and say that the perfectly placed blaster bolt hit a badge/book/deck or whatever that was in the target’s pocket instead of a vital organ.

442nd Legion
in Painting
Posted
Officers and specialists. Could they be better? Yes. Are they done enough for a table? Also yes.