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Simonsays3

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  1. Having come from imp swarms of great variety, I get challenges with the brain shift. My adepticon run was tie swarm in extended to vulture swarm in hyperspace and hoo boy did that flop But having gotten more time with the droids, I'll say that the straight into hard-turns with a barrel/calc to adjust the whole group has been a fascinating new way to look at swarms. They play so differently and have arguably better tools to set the location of the opening engagement that I haven't really been missing the banks. At least not when trading them for 5-8 range 3 3-dice attacks with a free crit attached
  2. As an all in Separatist player, what are "banks"?
  3. I think it might be a mistake to look at Droidekas as only 3 health, since those shield "dodges" basically function as health. So you really get 2x 7 hitpoint units that can then regenerate a percentage of that health and also have the highest speed in the game. Seems potent. But it'll depend on how easily you can get them up the field of course. The suppressive gun is a nice addition, as they can do extra work even if the damage output is low. Excited to see these guys (and the BARCs) in action!
  4. Had a good run with a sloane reaper paired with a howl/iden swarm (those two plus 3 academies) but since I run primarily hyperspace and sloane's not legal....CIS swarms for me instead But while I do think that it's a strong list against just about everything, it has a high-skill floor so it takes a whole bunch of reps for new players to get used to it and players who only ever fly 2-3 ships will struggle to get it to do the same of thing. With practice you get down a good rhythm and you only burn your brain when you're in the scrum, but with practice your approach is fairly straight-forward and asks a really tough question of your opponent - can you handle 6-7 double-modded shots and not die? If the answer is no, you better not land in front of my swarm. Of course it's also frustrating when you blank out twice on howlrunner's defense dice or re-roll blanks into blanks but welcome to X-wing. I'd rather have 6 attempts with my list than 1-2 attempts with a ace ship. Missing a 2-dice attack is annoying - missing a proton torp shot can actually lose the game for you
  5. I feel like the real question we need to be asking here is whether or not the snowies getting shot by all of those things outside of the tank would have faired any better. This is not to claim that the tank is the world best transport, but rather determine context. Transporting seems to do two things - it can move a unit up the board faster than it might normally, it can provide better defense with the combination of armor and red dice. The former is hard to deny, especially for a unit like snowies who only really need 2 units to survive the transport to make an impact. The latter can make a case for full scout trooper units, as their defense dice are bad but their offense good, making them a fairly decent transport target. This all comes at the cost of greater vulnerability - anything that can hurt the tank, can hurt it's occupants. There's a lot to be said as well for how the tank was used in the game - if Chewie is last/firsting the tank then what is the tank doing? If Chewie can hit it, it can hit chewie and chewie has far worse odds to live in that exchange. Also, did the other player have orders set up in such a way that the tank can deliver a unit in one activation and have that unit disembark and attack the next? If not, then why put anyone in the tank? Running into a proton charge also seems like a poor move by the tank as those things are specifically designed to affect vehicles. As noted above, the player basically doubled the value of the proton charge by letting it hit two units at once. We can save the listbuilding question for later (two rarer things showing up on opposite sides is a different discussion) but basically it seems like the tank wasn't used optimally. I'd argue that a range 4, 6 dice attack rolling 5-6 hits a shot that also has the strongest defensive abilities in the game thus far is still a good unit
  6. Yeah 90% of my SW knowledge is old canon stuff so now I just rely on the internet and other fans to tell me what's true I know they were Tatooine native in old canon for sure, but with the new stuff, idk if it's ever been confirmed. Still seems kind of funny that they'd have troopers specifically trained in Dewbacks if it's 1 planet only.
  7. Can we take a minute to appreciate how @Stormtrooper721's favorite Star Wars weapon is not any of the myriad of unique "Star Wars specific" things like light-based weapons or iconic blasters, but a semi-obscure repeating rifle from A New Hope? This is not a knock, I'm just genuinely happy that such a small detail can give you that much joy 😄 I'm personally stoked about getting Dewbacks in the game, as it's a fascinating aspect of the GCW that doesn't really get explored elsewhere (are Dewbacks native to Tatooine? Did they bring them in from offworld? Do they have livestock for this purpose on board imperial cruisers? Or are there troopers specifically trained on how to ride various beast of burden on different worlds?), so I can appreciate. Nothing else to add, just enjoying another fan's excitement - carry on!
  8. I can appreciate that adding ATST mortar dice to an attack is underwhelming. Instead, I'd encourage you to look at the Mortar as part of an overall list instead, if only so you can feel some of the hype You don't take the mortar for the dice. They're white dice. They'r terrible. Maybe you roll well and then woohoo for you, but on the whole they're not made for killing. But they are suppressive, and that's where it starts to fit in with the empire's emerging theme - suppression and action control. By adding another unit with "Suppressive" to the table, you can build a list entirely around panicking your opponent. Deathtroopers, Mortars, and Bossk, combined with normal fire from shoretroopers and DLTs can throw out a dizzying amount of suppression a turn and if you time your activations correctly, you can start selectively panicking things from the board. Pair with "Annihilation Looms" and Strict Orders and not only will your key units have full actions, they'll also be in a prime position to affect your opponent's activation order - do they leave that unit unactivated and risk it panicking, or do they move it now so at least it's not off the board or out in the open to get annihilated? Now if your hope was some sort of scatter fire thing like you might find in Warmahordes, you will probably be disappointed, as it seems like the development is steering clear of those mechanics (no true AOE's - everything is based on targeting a unit, regardless of nearby units). In which case, I'm sorry - it's never fun to expect A and get XYZ instead. But hopefully you can at least get a feel for what the intent is for the game and get excited about that instead? Or do what I've been doing and run the ATST with the new pilot and have decent odds of wiping a unit from the board a turn. It's super fun
  9. I think the intention is to make a suppression focused army, so between 3 ewebs with the generator, mortars, bossk, and DTs, you can throw out an insane amount of suppression in a given round. If you pick your targets carefully you can threaten multiple panics in one round with enough suppressive on the field. That seems potent.
  10. I magnetized both the pindles, the boxes, and the driver dude (mostly for fun). Pics can be found on the SW: Legion FB page, from 4/27. The boxes attach to the back of the tank - it's a small thing but makes it feel more legit
  11. Totally get not having/wanting to get the pieces for snipers/repair droids. I'm in the same boat as I have no interest in painting another squad of scouts, nor additional specialists I've always had great success with Veers between his stellar command cards and his abilities. Spotter is so incredibly strong in empire, and doubly so if you've got two big guns - it's hard to justify leaving at home. The big question you'll want to answer is what problem are your two heavies solving/what question are they asking your opponent? Since they're the focus of the list, you'd want to build around that. I like making my opponent answer questions, so I lean towards - "Can you safely ignore two vehicles throwing 6+ dice at range 4 while I capture objectives?" In that case I'd keep 2 snipers (cuz they're just dead useful in every list) and add another naked stormie unit instead. I'd keep 1 or 2 repair droids around to make it even more miserable to shoot at the big guys and then just be super cautious advancing my stormies to objectives, while raining death from above with the heavies. Not that it'll happen super often but the threat of a heavy wiping a unit from the board in a single shot asks a very hard question for your opponent so use that to create space for your stormtroopers to get to the objectives. So with that in mind, you don't need 10 activations as long as you make sure to remove an activation per round from your opponent
  12. I'd go a different track and commit on 9 activations instead. Had good success with the 88 TLBC and Mortar (always rolling 9 dice) so I'd recommend keeping that. Basically you're relying on your Heavies to do the majority of the lifting so why not make sure they have the support they need: Commanders: - General Veers (80) + Strict Orders (5) = 85 Corps: - 3x Stormtroopers (44) + R4 Astromech Droid (9) = 159 Special Forces: - 3x Scout Troopers Strike Team (16) + DLT-19x Sniper (28) = 132 Heavy: - AT-ST (195) + Imperial Hammers Elite Armor Pilot (10) + 88 Twin Light Blaster Cannon (20) + AT-ST Mortar Launcher (10) = 235 - Assault Tank (155) + Imperial Hammers Elite Armor Pilot (10) + DLT-19 Rifle Pintle (18) = 183 Total: 794/800
  13. Had a nice detailed response, then it got lost to the refresh gods 😥 Highlights - not a law thread, low odds on anyone here being a copyright lawyer, exact configs are different from general shapes, sort of a silly thread, let people have their toys.
  14. @TauntaunScout said it best, so not much point in discussing further but seriously folks, you can't copyright shapes otherwise the owner of a cube would be a billionaire. Not really worried about Disney's copyright in any way shape or form, for all of the reasons already listed just like I'm not worried about other organization's ability to create themed ships/models
  15. Hey everyone! I've been enamored with our big beefy friend since the start of the game and while it has underperformed consistently for me since, I believe that now is the time! I've got two lists I'm trying to decide between for this weekend and would love the community's thoughts. LIST 1 - Veers ATST Efficiency Spam Commanders: - General Veers (80) + Strict Orders (5) = 85 Corps: - 4x Stormtroopers (44) + DLT-19 Stormtrooper (24) = 272 - Snowtroopers (48) + Flametrooper (20) + Fragmentation Grenades (5) = 73 Special Forces: - 3x Scout Troopers Strike Team (16) + DLT-19x Sniper (28) = 132 Heavy: - AT-ST (195) + Imperial Hammers Elite Armor Pilot (10) + 88 Twin Light Blaster Cannon (20) + AT-ST Mortar Launcher (10) = 235 Total: 797/800 Commands: - Maximum Firepower (1) - Ambush (1) - Push (2) - Pinned Down (2) - Assault (3) - Coordinated Fire (3) - Standing Orders (4) Objectives: - Breakthrough - Key Positions - Sabotage Moisture Vaporators - Intercept Transmissions Deployments: - Advanced Positions - Major Offensive - The Long March - Battle Lines Conditions: - Clear Conditions - Rapid Reinforcements - Minefield - Hostile Environment The goal of this list is to run a standard Veers list with a big scary distraction that can nuke units off the map. Basically the ATST bullies one side of the field while the rest of the group gets work done. It's got 10 activations, everyone has the bits that make them good, and we've even got a little bit of Annihilation Looms counterplay with Strict Orders. Downside is there's no melee protection and the flamers are a bit of an after thought. Plus no room for medic, so double sad. Small downside is also that I don't own 3 strike teams and don't really want to, so there's that as well. LIST 2 - Veers ATST Specialists Commanders: - General Veers (80) + Strict Orders (5) = 85 Corps: - 3x Stormtroopers (44) + DLT-19 Stormtrooper (24) = 204 - Snowtroopers (48) + Flametrooper (20) + Fragmentation Grenades (5) = 73 Special Forces: - Imperial Royal Guards (75) + Electrostaff Guard (25) + Tenacity (4) + Environmental Gear (3) = 107 - 2x Scout Troopers Strike Team (16) + DLT-19x Sniper (28) + Recon Intel (2) = 92 Heavy: - AT-ST (195) + Imperial Hammers Elite Armor Pilot (10) + 88 Twin Light Blaster Cannon (20) + AT-ST Mortar Launcher (10) = 235 Total: 796/800 Commands: - Maximum Firepower (1) - Ambush (1) - Push (2) - Pinned Down (2) - Assault (3) - Coordinated Fire (3) - Standing Orders (4) Objectives: - Breakthrough - Key Positions - Sabotage Moisture Vaporators - Intercept Transmissions Deployments: - Advanced Positions - Major Offensive - The Long March - Battle Lines Conditions: - Clear Conditions - Rapid Reinforcements - Minefield - Hostile Environment Obviously on this one we lose an activation, which is huge, but we lose it to add in IRGs, which gives us that Luke/melee protection along with general protection against troublesome Range 4 shots. I ran a version of this earlier (swapping flamers for R4 storms) and it did an excellent job controlling the field, with it only losing oomph when I misplayed some sniper activations towards the end of the match. ATST was a rockstar and I think the Hammer is what finally pushes it into the "good" territory. Anything caught in the open gets eliminated and even cover can only do so much against 7+ hits. Any thoughts?
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