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Posts posted by Jedhead
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It would have been cool if they gave situational awareness the same treatment that they gave the scanners and electrobinoculars but for rebel troopers instead of droids. Allow rebel troopers to ignore the upgrade bar requirement and they might be ok again.
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2 hours ago, buckero0 said:Rebels have some of the best characters which hide the flaws of their other units. Luke and Sabine are powerhouses. Cassian and K2 are defensive and offensive juggernauts.
They may not want to fix any of the Rebel units because then everything else will be unbalnaced.
I'm just taking a look at the units and seeing that FFG has admitted these units were off, by altering point-costs, changing keyword explanations, or giving them a boost elsewhere. Rebels are way more represented by errata and point fixes than any other faction combined, and they still have big clunkers in their army.
As a rebel player, it is a profoundly depressing situation. Competitive listbuilding goes as follows:
Step 1: Decide which flavor of over-powered unit or combination of over-powered units to bring. Choose from Luke, Leia, Sabine, Tauns, Snipers, and Cassian, and hope playing them over and over doesn't get old (it does).
Step 2: Choose few mediocre to potentially solid options. Sadly, some of the interesting options in this slot such as turrets or AT-RTs must compete with tauns and are auto-exclude.
Step 3: Finish of the list by padding it with utter trash-tier corps units. Naked rebel troopers usually enter in here, and add zero fun to the game.
On the whole, you are forced to use the same few units over and over if you want to be competitive. I usually play for fun in friendly games, so I generally run off-meta lists, but every time I field fleets, wookiees, speeders of either variety, Han, or kitted out rebel troopers I am amazed by just how bad they are compared to the crutch pieces listed above. They are fun to put on the table, and it would be nice if you could have said fun and remain competitive, On a positive note, I do find Jyn and pathfidners to be much better now that Cassian has arrived. Probably not super competitive still, but much better. That said, competing with snipers is bad for pathfinders, so even if they are suddenly pretty good they will get left behind for pretty great.
TL, DR: I am a rebel player, and wish the rebels didn't have to rely on a few broken releases to carry the rest of their underperforming list. I usually run off-meta, themed builds in friendly games, and these lists are laughably bad by comparison to the top tier lists.
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1 hour ago, Nithorian said:This of course is another big factor into the points cost of a unit. They can't keep giving the Republic really expensive Commanders/Operatives, because they will be hard to put into Republic lists. So again the faction a unit is in, might also effect its point cost, so that Padme while she is stronger than Leia, can't be priced higher than Leia because then she'd be really hard to fit into the Republic faction if they kept costing consistent across all the factions.
Yeah, I really want them to release all of the Jedi options possible, including some generic, unnamed Jedi squads. Maybe something like a two-man strike team, master and apprentice style. The padawan can be a generic, and the heavy options could be different Jedi archetypes: Jedi Guardian, Jedi Consular, etc.
Unfortunately, if they are released they will likely not be taken, as they will not fit in with clone spam.
On the other hand, perhaps there will be some Jedi synergy or buffs coming in the future, who knows? One can always hope, I heard somewhere that rebellions are built on the stuff...😉
Vlad3theImpaler reacted to this -
14 minutes ago, Krakus said:It should be interesting if rebel troopers can spend dodge/surge token to increase a defense dice result. There is no need to redesign the unit card. Just to introduce a new personnel upgrade that come with such a rule.
Or maybe, give access to a "training" call "low profile" as an upgrade card for every unit that can access to trainings (including rebel troopers trough personal upgrade)
But after all, every unit has a different role in every army and I can understand that the rebel troopers are not designed to survive under constant fire unless they spend there action to dodge in cover
The problem now is that they die even when they spend the dodge in cover. If they had outmaneuver and could dodge crits they would be completely fine in my book. Right now, the wealth of critical means there is almost always at least a crit or two slipping through, against which you will almost inevitably fail your rolls.
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What I would actually like to see is a a way for surge tokens to interact with units that already convert surge, or at least a mechanic or ability that benefits units that already convert surges, allowing them to improve their defense. The rebels in particular are stuck at very crappy defense, and no amount of surge tokens can help this. Meanwhile, we rebel players have to watch the clones and droids eat up surge tokens like candy, and imperial shoretroopers follow suit. Unfortunately, nimble is not a sufficient defensive boost as it will not allow you to dodge the dang crits, and demands that you take a dodge action every round.
I guess all I am saying is that as a rebel player (many units already surge on defense, offense, or both) there aren't as many good uses for surge tokens, and this is particularly a problem on defense, where other factions essentially double their defensive value (droids), or end up with twice YOUR defensive value (stormies and clones comapred to rebel troopers).
#Feelsbadman
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44 minutes ago, arnoldrew said:I've never seen him run without Duck and Cover, so the table doesn't matter.
It does if the table is all heavy cover, as this lowers the value of low profile somewhat due to the fact that you can't take advantage of the free bonus given from light cover and just get the standard bonus every other unit already has from being in the heavy cover.
Even if in the open, duck and cover has a points cost and suppression cost, so it is hardly as free as just having light cover.
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I still love to run Han Solo (preferably with Chewbacca, of course).
I realize this is not a competitive option, but it is a lot of fun, and a well-timed Reckless Diversion or Change of Plans is pretty dang satisfying. If and when he gets a drop in price, I shall sing and dance in the streets!
SFC Snuffy and Darth Sanguis reacted to this -
On 5/14/2020 at 9:11 AM, Darth Sanguis said:I'm actually considering snagging one or two more when I do my clone basing. I want a lot of chopped up, blown up and blasted droids on the bases. lol
I'm sure the desire to render them into scrap has nothing to do with the aforementioned experience of building 10 squads of them...😉
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3 hours ago, KommanderKeldoth said:TauntaunScout rides between people's houses on his trusty snow lizard steed relaying their orders and command cards so that we can play by correspondence without breaking quarantine!
And as we all know, Tauntauns are speed three, so those orders are relayed faster than you would think possible!
Djaskim609 reacted to this -
+1 for the Master's Cleaner. It is the stuff of legends.
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8 hours ago, Alan Noir said:I like them a lot. They will take a little practice though, and don't work miracles. But they do speed things up. Tip: for white use 50:50 Apothecary white and contrast medium for better results
I, like Tauntaun Scout, have been resisting mightily, but white is the one color I was interested in trying out. I don't have any stormtroopers to do (I am 100% Rebel to the core), so thus far I have not pulled the trigger on it.
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7 hours ago, Krakus said:I agree with you the grey knights Terminator are beautiful minis, if you take them individually or as a squad.... But half of the body are covered by fabrics, medals it is what makes the color scheme to pop... The minis without such decoration are not my preferred (old tactical spaces Marines), specially if they are dozens on the table.
Yes, the fabrics and seals certainly make the scheme pop. Grey Knights also have their nemesis weapons, which allows for some eye-catching color if you paint them up with the psi energy on the blades.
I do like the look of their tactical marines as well, but I only play kill team, not the full version, so I am never running more than a squad or so. I think you are correct that a full table of them with only metallics would look a little boring. Stormtroopers would especially suffer from this, as they have no additional equipment, etc. to break up the scheme.
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7 minutes ago, Krakus said:I do think it should be interesting to have metallic stormtrooper. As we have black death trooper that contrasts with the rest of the army. But for one or two units (should represent elite), not for all the guys. Some w40k space marine chapter are 100% metal but they are not the ones I prefer.
Stop this blasphemy immediately! The only space marine chapter worth a lick is the Grey Knights chapter, and they are clad in blessed, glorious, gunmetal armor. Their terminator armor is, in particular, quite schnazzy due to the sweet helmets.
I don't go in for much of the GW lore, but I do like the Grey Knights and their aesthetic. To each their own, though.
OP, I recommend you look up some Grey Knights reference photos for ideas on metallic future-armor. I have painted a bit of it and quite like the way it looks, though I have not tried it on stormtroopers.
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Yeah, the ranged dice are fine, but the melee dice with ram and tenacity onboard makes them better suited to melee actions.
RyantheFett reacted to this -
On 9/11/2019 at 7:50 AM, Zrob314 said:Oops... NM
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40 minutes ago, Derrault said:I’m mostly loathe to invest in a different agent when the superglue is serviceable.
Good to know the old standard will work.
I also use superglue on my plastics and have never had any trouble. I actually prefer that it doesn't bond the plastic permanently like plastic glue, because if I make a mistake or glue an arm in the wrong position, I can snap the superglue arm back off easily, while said removal would be most dangerous to the health of the mini if it were plastic-glued.
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3 hours ago, syrath said:Now moving into your other claim about weapon dmg
Against Han her dmg is higher 2 red vs 2 red and white both have sharpshooter 1
Against Leia her DMG is higher when shooting into no cover, higher when shooting into light cover and equal when shooting into heavy cover (coming to the same average result due to rolling 2 red and a white Vs three black)
Against Luke she gets higher DMG regardless of the situation
Pierce she is equal to Leia so they are the same So she is better than Leia with her range 2 weapon hands down or equal into heavy cover
Han and Luke have pierce 2 against Jyns pierce 1 but only Han has Sharpshooter. So in no cover Jyn does more DMG than both due to higher DMG rolls but may lose one DMG in comparison due to saves. But in light cover luke loses 1 dmg whereas Jyn does not. So anything other than no cover shots against Luke Jyn wins out here. finally light cover doesn't bother Jyn or Han so Han gets his 2DMG whereas Jyn gets less but against heavy cover her 3 chances of getting a crit give her a better chance of landing a hit than Han does.
So in no cover Jyn is better in light cover Han is best with Jyn second and in heavy cover Leia and Jyn are equal first even accounting for pierce.
Now in the range 3 category
Jyn is the only one who can shoot
In melee Luke is clearly the best Jyn is second best. I don't think we can argue on that
Onto defense
Against a on "above average p" 5 hit attack
Luke is better due to his red dice , everyone else is equal. However as you ramp up the suppression Jyn is on par with Luke when getting to 3 suppression, albeit not counting his surge to hit, but at 4 she is actually better than Luke or similar to him with surge to block.
In melee it works out quite weird . Against 1 hit Luke is the best defender, but when Jyn has 1 suppression she is his equal. With more suppression she is better
Against 2 hits she is worse with 1 suppression, equal with 2 better with 3 or 4
Against 3 hits she is worse with 1 or 2 equal with 3, but better with 4 (see a pattern here)
Against 4 hits she is worse with 1 2 or 3 equal with 4.
So she tanks similar or better to Luke in melee as long as the hits dont get higher than her suppression. Obviously with only one suppression is better than the other commanders
Given the above I don't see how her DMG is lacklustre since it's the same or better lacklustre DMG that the other commanders give out except when Han shoots into light cover (because he has both sharpshooter 1 and pierce 2, however add a dodge into that and the DMG swings back to Jyn)
Some of this is accurate, but some of this seems disingenuous to me. Comparing her ranged damage favorably to Luke's is a bit silly, since nobody uses Luke to shoot. He will be in Melee, and he will wreck face there as you note.
Claiming her damage output at range is similar to Han's also seems silly to me--he has pierce 2 and gunslinger, so he will be shooting twice, and every hit he lands is guaranteed to get through. Each individual attack is better than hers imo (due to pierce 2), and he gets two attacks, so it is no contest overall.
Also, her damage shooting into cover is not great compared to Leia on a per-point basis since Leia has sharpshooter 2 and is so much cheaper.
Finally, Luke's defensive odds per die is actually not the best unless he has a dodge token. Han's reroll odds make his defense the best one a per-die basis statistically speaking.
Overall, Jyn is definitely not impressive in the least in the damage category, and her tankiness is too limited by fickle white dice to be of much use in my experience.
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7 minutes ago, GreatMazinkaiser said:Well Rebel Vets *cough Echo Base troopers* are actually in the proper films and make sense vs. shoretroopers that specialize in fighting on beaches but nonetheless fight on beaches already swarming with regular stormtroopers.
I guess that's only really a consolation prize as it were...I will field them with pride!
I just wish I could be proudly more cost-effective...
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4 hours ago, landoro said:So I compare the special gun to the vets version, 32p for the special weapon which has better dice and more range than the rebel version and only costs 1 more point. Yes only critical 1 compared to critical 2 for the vets but critical 1 can't be that expensive of an upgrade.
I noticed the same thing. Shoretroopers get a superior dice pool on their gun, better range, and also make far better use of the critical keyword since they don't surge to hit. Rebels gain an additional critical...that they really don't need that much since they surge to hit.
Seems like the rebel vets really got the short end of the stick on this one, at least from where I stand. Am I missing something?
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50 minutes ago, TauntaunScout said:Now that it’s possible to collect full size armies using nothing but Hoth models, there’s no reason not to. Since tauntauns are out, I expect Legion to soon be more popular than both footballs combined.
This is undoubtedly true. At lease, that is, until Tauntauns develop opposable thumbs to carry the football, or learn to trim their nails so they can kick the soccer ball without popping it. If either of these events occur, I forsee an immediate resurgence in the fortunes of the sports in question.
Qualitypunk and TheHoosh reacted to this -

Star Wars Legion Power Rankings!
in Star Wars: Legion
Posted
If I am a CIS player, yes