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DerrKaTer

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  1. Lieutenant commands up to 4 units, so in skirmish environment it makes all the sense In normal games I would go for commander so he outranks captain added to units, but that is my opinion only Do you have your units painted already? I’d love to see them
  2. To start off, I really like my phase 1 clones to be painted as in the film i.e. with clean armour and no personalisation whatsoever. In the movie we see 4 special rank markings and we can learn some information about unit organisation from Wookiepedia (https://starwars.fandom.com/wiki/Grand_Army_of_the_Republic). Basically I am trying to make most sane 6 squads of clones which follow army organisation, sport as many different ranks as possible and are fully playable in "legit" configurations. My assumptions are: My assumptions in painting will be: Highest rank clone in the unit has to count as unit leader. 6-men squads from the game can very well proxy 10-men squad from GAR organisation scheme. This allows for 6 Sergeants. Each unit has to have Sergeant. 6 units possible to fit in Legion army will represent 2 platoons which allow for 2 Lieutenants. It is very possible that our particular chunk of larger force is led by higher ranking individuals which allows for 1 Captain. Captain is an actual upgrade in the game, so I settle for 1 Captain-painted Clone Captain and the rest painted as lower level leaders. Captain technically collides with Captain Rex presence but I will let this slip As per point 4., one might like to include 1 Commander but I don't think I am going that far. This will be resulting army organisation: Unit leader miniatures painting: 4 Sergeants and 2 Lieutenants. Z-6 and DC-15 painting: only 1 Sergeant Z6 and 1 Sergeant DC15. The above go to 1st Lieutenant squad. Clone specialist painting: 1st can be Sergeant. The above go to 2nd Lieutenant squad. Also one regular guy will be painted as Sergeant. 2nd and all next Clone Specialists need to be regular guys. DP-23 and RPS-6 painting: 1st pair needs to be regular to go with our Sergeant specialist in 1st Lieutenant squad if needed. 2nd pair can have 1 Sergeant - choose freely which one. This allows to put Sergeant painted in 1st Lieutenant squad and other in regular Sergeant squad, so both can be used at the same time. 3rd and all other need to be regular guys. Clone Captain painting: 1st Clone Captain can be Captain. He goes in whichever squad. Simply use Sergeant and possibly Lieutenant from this squad as regular guy. 1 Clone Captain can be Commander if you wish and function in the same way as Captain. 2 Clone Captains can be Lieutenants. If used, add them to Lieutenant squads and don't use unit leader miniature. All leftover Clone Captains can be Sergeants and be used in the same was as above. Regular troopers painting: paint 1 as Sergeant. The rest are regular. Sergeant will go to 2nd Lieutenant squad as personnel. The above pattern lets you have "legit" clone army in all army compositions I can think of. Please let me know what you think about this approach to paining an army and use it freely Also show here your movie-like phase 1 clones!
  3. I see republic commandos as death trooper+ level unit with config weapons, multiple customisation option. 4 minis total but 2 wounds each. I could see allowing 1 to be specialist i.e. choose from medic, heavy anti armour or demolitions to reflect their general diversity but not equip them with everything each game. ARC as my predecessors said should work as operatives. As for seps, I don's see a point of strike team duplicate but commando like unit yes :)
  4. If any of interested is a developer and would like to try to make it happen, then pm me please
  5. Both daredevil and slam don't work with Genious. You need to be able to drop the bomb before manoeuvre to trigger astro. You can't when you don't reveal your dial.
  6. One guy went to regionals with 2 R2D2s One was on red ace and another one on poe. He did quite well but didn't make a cut. Nevertheless nobody noticed till round 6 ended.
  7. Hi! So I came up with this list recently and after two games I think it's really a lot of fun to play. 100p Cassian Andor + Title + Advanced Sensors + Expert Handling + Inspiring Recruit + Kyle Katarn + Experimental Interface (39) Blue Squadron Pathfinder + Title + Advanced Sensors + Rey + BoShek + Tactical Jammer Thane Kyrell + Title + R3-A2 + Jan Ors So the list makes one basic trick that is Cassian can do action and BR, clear them with green and end with 2 focus, action and potentially drop enemy target lock. More obscure trick is that both U-Wings may infinitely dial full-stop and next turn Cassian removes stress from Blue and he can actually remove one from himself too thanks to his ability and recruit wording. Both guys have two focus tokens even though they stay in the spot. I think that biggest potential here is that all ships have rather strong attack mods and all of them can to some nasty tricks. Also 2 focus + evade (potentially behind tactical jammer) can make cassian very hard to kill and he is probably a goto target as he can be painful to kill in endgame by low PS ships.
  8. Everybody knows how painful was uboat matchup to everyone. Especially for squishy rebel ships. That said - I have once beaten 2 torp jumps and partybuss with double k-wing list loosing a total of 4 shields on warden only. It was a matter of both luck, my good flying and opponent mistakes. He had shot 2 torpedo shots total, landed on rock with partybus when its only shot might have happened and had maybe 3 more shots with jumps primaries. He was very unlucky and rolled 3 blanks in both torpedo shots and than failed to do more than 1 damage with primaries. With better luck he might have killed one kwing though easily even when outflown.
  9. Inspired by Off Jenkins I have flight slightly modified version of this list for a few times with a good success. My version is: Eaden + Compartment + Rigged Cargo + Anti Pursuit Lasers + Intel Agent Warden + EM + Sabine + Thermals + Conner + SLAM Grey Squadron + BTL4 + TLT + R2A3 Old Damage Deck (for double stress after blinded with Grey) You can pull of some really nice strategies here like full 4 speed straight and debris drop with eaden so if enemy doesn't bump you he most probably flies through debris or turns, thus not keep other ships in arc. If he bumps he can have some tough choices next round. You can also block without dropping debris so then Eaden can double stress blocked ship with 1-hard followed by rigged cargo drop. I really think it's a great list and would be my first choice for arising meta if I hadn't other list I had a lot of practice with that fares pretty well already. This list has really important stress control (on all 3 ships actually), general control and autodamage from warden conners and a great blocker. Actually if I were to point one list that can leave parattani without foci it would be this one as: 1. one ship is double stressed from previous round 2. one can be blocked with Eaden or Eadens debris 3. one can be connered And all this with possibly maintaining an arc with Grey and having +1 attack with Eaden
  10. I had a confirmation from FFG that it works the way I have described it. I don't have confirmation that it doesn't work your way but for me it seems like clear over interpretation. Actually for now both options are correctish and it will most probably be tackled in the next faq.
  11. "You" always targets a ship that card is bought for. Cassian ability says "you remove stress" so Cassian is the one to remove stress even if it's not his own stress, but he does it so he may use Inspiring Recruit. You can full stop after full stop that way even without Hera. Just don't forget to have stressed ally around you. It's similar to palpatine modifying dice thrown against Omega Leader by the ship that is locked by her. Ship shooting at Omega can't modify his dice, but palpatine can.
  12. Note that arc still needs to do a green to remove two stress per turn. In cassian ability it's cassian who removes stress, so he may then trigger recruit for himself not the targeted ship
  13. Poe Dameron (PS9) (33) Push the Limit (3) R5-P9 (3) Pattern Analyzer (2) Autothrusters (2) Black One (1) Heff Tobber (24) Collision Detector (0) "Zeb" Orrelios (1) Cassian Andor (2) Pivot Wing (0) Braylen Stramm (25) Tactician (2) R3-A2 (2) Alliance Overhaul (0) Total: 100 View in Yet Another Squad Builder OR Poe Dameron (PS9) (33) Push the Limit (3) R5-P9 (3) Pattern Analyzer (2) Autothrusters (2) Black One (1) Cassian Andor (27) Expert Handling (2) Fire-Control System (2) Inspiring Recruit (1) Pivot Wing (0) Gold Squadron Pilot (18) Dorsal Turret (3) R3-A2 (2) BTL-A4 Y-Wing (0) Total: 99 View in Yet Another Squad Builder First one got great blocker and stresshog which assist super poe really well. On the other hand note how in the second list Cassian is taking ywing/poe stress with his ability so his inspiring recruit may trigger on himself allowing for some unexpected fullstops/barells. For second crew in second list I'll probably go for IA.
  14. Friend of mine used Wampa Colzet combo with good success but you need two named TIEs for this combo. That way if enemy targets combo it gets some good hurt from 3-4 attack ties (scourge and backstabber) and other way enemy gets a lot of crits. You need to play aggressive palp to maximize damage.
  15. I have played around with scyks and IMO you really want to stick to 4 ships as your first plan intended. It's because there are those games when ghost shoots you on R3, rolls natural 3 hits and a crit, scyk blanks out and that crit is double damage so even your evade can't save you. Actually it happened to me last four games. Every time first round one scyk lost. Your first list looks fun but I wouldn't trust in second one. You may want to try also those two: Contracted Scout (25) Adaptability (0) Intelligence Agent (1) Anti-Pursuit Lasers (2) Tansarii Point Veteran (17) Attanni Mindlink (1) "Mangler" Cannon (4) "Heavy Scyk" Interceptor (Cannon) (2) Tansarii Point Veteran (17) Attanni Mindlink (1) "Mangler" Cannon (4) "Heavy Scyk" Interceptor (Cannon) (2) Tansarii Point Veteran (17) Attanni Mindlink (1) "Mangler" Cannon (4) "Heavy Scyk" Interceptor (Cannon) (2) Total: 100 View in Yet Another Squad Builder Or this one: Tansarii Point Veteran (17) Attanni Mindlink (1) "Mangler" Cannon (4) "Heavy Scyk" Interceptor (Cannon) (2) Tansarii Point Veteran (17) Attanni Mindlink (1) "Mangler" Cannon (4) "Heavy Scyk" Interceptor (Cannon) (2) Kaa'To Leeachos (15) Attanni Mindlink (1) Concussion Missiles (4) Black Market Slicer Tools (1) Palob Godalhi (20) Attanni Mindlink (1) Autoblaster Turret (2) Intelligence Agent (1) Cloaking Device (2) Stygium Particle Accelerator (2) Moldy Crow (3) Total: 100 View in Yet Another Squad Builder First list is a power list that can actually be very competitive thanks to enormous advantage that bumpmaster gives you against high ps and your PS5 tensaris that out ps thugs. Second one on the other hand is a hell of fun to play with all its palob/mindlink/kaato combo.
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