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Qark

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Everything posted by Qark

  1. Qark

    AT-ST made playable?

    On Average (double check results, I have a habit of missing things): Main Gun, No Aim, No Surge: 3.00 results Main Gun, No Aim, Surge: 3.75 results Main Gun, Aim, No Surge: 3.94 results Main Gun, Aim, Surge: 4.69 results Main Gun, 2x Aim, No Surge: 4.54 results I personally feel that if you are doing AT-ST you should run a generic Imperial Officer as your commander. Use spotter 1 to give the AT-ST an aim and save on points to put in as many troopers as you can. With that in mind the AT-ST will already have an aim so you are best off using the surge pilot. So whats the best gun to use? Against rebel troopers in heavy cover: Main Gun + Light Blaster + Aim + Surge: 3.18 Kills Main Gun + Grenade Launcher + Aim + Surge: 4.09 Kills Or we assume no need to move if equipped with the mortar launcher and you therefore have 2 aim tokens. Shoot mortar at one target, main gun at the other. Mortar is probably just suppressing and you have a 75% chance of getting a result so we wont need an aim token there. Main Gun + Surge + 2x Aim: 2.16 Kills I like grenade launcher personally but maybe light blaster if your meta is seeing an increase in armour. So what do you run it with? You shouldn't consider a single unit in a vacuum as good or bad, depends on the list. You could do this: Commanders: - Imperial Commander (50) = 50 Corps: - 3x Stormtroopers (44) + DLT-19 Stormtrooper (24) + R4 Astromech Droid (9) = 231 - 2x Snowtroopers (48) + Flametrooper (20) + Impact Grenades (5) = 146 Special Forces: - 3x Scout Troopers Strike Team (16) + DLT-19x Sniper (28) = 132 Heavy: - AT-ST (195) + Imperial Hammers Elite Armor Pilot (10) + DW-3 Concussion Grenade Launcher (15) + HQ Uplink (10) = 230 Total: 789/800 10 activations. The possibility to repair 6 damage off the AT-ST. A good number of trooper squads for capturing objectives. Seems okay. Probably a little low on the activation count but with an essentially un-killable AT-ST walking down the table does that matter? I honestly don't know. If the AT-ST kills 4 guys out of a squad each turn it will only take 1 sniper team to finish the unit off while the rest of your army can do what they please. That sounds decent to me but I haven't tried it.
  2. Wiktionary? Pfft. The oxford or nothin: http://www.oed.com/noresults?browseType=sortAlpha&noresults=true&page=1&pageSize=20&q=overcost&scope=ENTRY&sort=entry&type=dictionarysearch
  3. 83% chance of DLTs doing nothing to the speeder when it have cover 2. That will help a lot but damage output is still small and you have to be very careful about snows with impact grenades still. Ill have to put it on the table to see what I really think.
  4. Qark

    Leia + Two T-47's

    782/800 Han Solo 120 Rebel Troopers 40 Rebel Troopers 40 Rebel Troopers 40 Rebel Troopers 40 T-47 Airspeeder 175 HQ Uplink, T-47 Airspeeder 175 HQ Uplink, Rebel Commandos (Strike Team) 16 DH-447 Sniper, Rebel Commandos (Strike Team) 16 DH-447 Sniper, Rebel Commandos (Strike Team) 16 DH-447 Sniper, This might work. You are only down 1 activation from the Leia list. Don't know where the last 18 points are best used.
  5. Qark

    Leia + Two T-47's

    I flew this kind of thing a lot before I started using more competitive lists and two with HQ uplink is the best build I have found for the T-47. The trick is to know where and when to activate the speeders. They are very fragile so you need to hit flanks where you aren't going to take much return fire and activate late in the turns where you aren't in range and early in turns where you are. Fly them together so when you hit a flank things die, a single one doesn't have much damage output. Don't expect the troopers to do very much work without a heavy weapon, use the sniper teams to pick off the one or two guys from a squad that mostly die to the speeder's attack. As for deployment I would actively caution against long march. The speeders will hit the opponent's forces before the rest of your army and because they can't flank easily on the skinny board the enemy will be able to focus them down.
  6. Hi everyone. I have written a probability calculator for legion using C# You put in the attacking and defending unit info, then the program simulates the attack steps thousands of times to determine the probability of each outcome. It will output the probability of each number of hits, the probability of getting at least a number of hits, the average, the median, the mode, and the standard deviation. The code is available on GitHub: https://github.com/andrew-s-hart/SW-Legion-Probability-Calculator or if you don't care about the code and just want to run the exe you can get that here: https://github.com/andrew-s-hart/SW-Legion-Probability-Calculator/raw/master/LegionCalculator.exe I am using 64bit windows 10 and haven't tested the program on anything else. I am not a professional programmer and haven't used GitHub before so any suggestions are welcome.
  7. Qark

    Simple fixes for the T47

    Just for completion's sake: T-47 into Storms Main Gun with Pierce = Impact No aim. No cover: 4 kills. Heavy Cover: 2 kills. Aim: No cover: 5 kills. Heavy Cover: 3 Kills. Again, seems fine. Aiming T-47 into dudes in the open should probably finish them off. If they do have cover the DLT won't even die.
  8. Qark

    Simple fixes for the T47

    Ok so! Case 1: AT-ST V Rebel Troopers with Pierce = Impact The main gun averages 3 hits without an aim. With pierce 3 that means a trooper unit in the open loses 3 dudes on average. Doesn't even kill the z-6. Cover is reducing hits before pierce even matters so just the main gun into heavy cover averages... 1 Kill! Not overpowered I think. With an aim token thats 4 kills for a unit in the open and 2 kills for heavy cover. BUT the rebels aren't dodging in the above case. A dodging rebel unit still doesn't lose the Z6 out in the open against just the main gun even if it's aiming. Case 2: AT-ST + Light Blaster V Rebel Troopers with Pierce = Impact 3 of each coloured die, pierce 4 sounds amazing. Lets see what it does. If the troopers are in the open 4 kills or 5-6 with an aim. That feels right to me. An AT-ST shooting both guns at a trooper unit out in the open should hurt, and even then it needs an aim token to average a dead unit. In heavy cover, no aim, the rebel troopers take 2-3 wounds, 4 with the aim, which again feels okay to me. A 5 man squad can survive focused fire from an aiming AT-ST if they are in cover. If they also dodge then they don't even lose the Z6. Case 3: AT-ST + Grenade Launcher V Rebel Trooper with Pierce = Impact Defender can't get cover here so we just consider the open cases. Average 4 kills without an aim or 5 kills with the aim (3-4 if defender dodges). Again, incoming fire from both an AT-ST's guns at range 2 or less should kill a unit I feel, and in this case you need the aim to do it if the trooper unit is loaded out with a heavy weapon. Double check my numbers because I probably mis-clicked somewhere but that seems perfectly reasonable to me both thematically (its the biggest unit in the game) and mechanically (its a 200+ point model).
  9. Qark

    Simple fixes for the T47

    Well vader isn't heavy so no worries there. ATM the rule would only apply to T-47s and AT-STs because they are the only ones that are heavy. Ill run the numbers on my probability calculator (https://community.fantasyflightgames.com/topic/273345-probability-calculator/) and make some pretty pictures. Lets see what it does exactly.
  10. Qark

    Simple fixes for the T47

    If a heavy unit is shooting a weapon with impact against a target without the armour keyword (or armour X) that attack gains pierce equal to the impact value. Have no idea if this will actually be a good thing to do. Just popped into my head
  11. Qark

    Hyperspace Imps

    Darth Vader — TIE Advanced x1 65 Hate 3 Fire-Control System 2 Ship Total: 70 Half Points: 35 Threshold: 3 “Howlrunner” — TIE/ln Fighter 40 Ship Total: 40 Half Points: 20 Threshold: 2 Iden Versio — TIE/ln Fighter 40 Ship Total: 40 Half Points: 20 Threshold: 2 Academy Pilot — TIE/ln Fighter 23 Ship Total: 23 Half Points: 12 Threshold: 2 Academy Pilot — TIE/ln Fighter 23 Ship Total: 23 Half Points: 12 Threshold: 2
  12. Qark

    Probability Calculator

    I think all the new things are working. Didn't get much of a chance to test so if you notice something wrong let me know. Links above should still work.
  13. A whole storm squad shooting with an aim at a T-47 averages 2.2 damage. So three corps squads focusing fire to kill a T-47. Ill take that.
  14. Not exaggerated, just forgot to click the surge for defense button on my probability calculator. Thanks for catching that. DLT 52% chance at hitting the T-47. 6 Attacks you expect 3 damage so two rounds of shooting to bring it down. You are still trading on average less than 1 squad of storms for the air speeder.
  15. Wrong maths. See subsequent posts.
  16. Lets break your comment down. "Those trooper units won’t survive the incoming fire, and their output drops dramatically every time they’re fired on" well , they will. Lets assume the T-47 is flanking and the storms have no cover. Lets assume the T-47 has an aim token. That is best case scenario. On average T-47 kills 2.4 storm troopers. If the trooper squad is 4 + DLT then you need at least 4 kills to stop impact return fire. The probability of that is only 17.9% "In comparison they do virtually nothing to the T-47, and that’s when they mass fire." well, they do. Reread the post you quoted. The maths is there. 5 damage isn't "virtually nothing." That's the damage threshold. Thats 5/7ths dead. Already your argument falls apart because any player worth their salt would happily trade a 2 stormtroopers for a damaged T-47. Splitting fire is even more futile, as a Rebel trooper in cover and with dodge would negate the first three hits. 3 hits on 5 white surge dice is already long odds. & If they hit the target is suppressed, with just white dice it’s likely they didn’t even get a hit result for most situations. Well you might be right about damage here. 70% chance to not kill a dude isn't great, however, you are just plain wrong about gaining a suppression which is an 85% chance. Lets say you choose to shoot at un-activated units: you'll expect to be putting out 5 suppression tokens 3 units will only get one action when they activate and rebel troopers drop like flies without their dodges so now they have to choose between taking damage from your non-corps units, moving towards an objective, or returning fire.
  17. There are a lot of posts saying the problem is the "competitive mindset" or something similar. Competitive play is just as valid a way to enjoy the game as casual play and attending events to win is just as valid as attending to have fun (not that the two are mutually exclusive). Competitive play isn't as interesting as it could be when everyone is running similar builds. At the moment that seems to be max corps, multiple snipers, and commanders/operatives to taste. List building variety keeps things from becoming stale which can only be a good thing for the health of game. There is nothing like a new player turning up at a local comp with some cool looking models only to get wrecked by the same build 3 games in a row and being told the units they like suck to make them think twice about coming back next tournament. That isn't the other player's fault, there are entry fees and prizes on the line so of course they are going to play to win.
  18. That isn't what was being said. The point is if you max corps units you can have 6 storm troopers with DLT. Against a T-47 each one has a 50% chance of dealing 1 damage without an aim or 65% chance with an aim. Thats 3-4 expected damage out of the corps units at range 4 while the storm troopers without the DLT are still dishing out suppression or damage to what little trooper squads you have. It doesn't take much to crit fish up the extra damage to drop the thing, or bombard with veers, or activate a speeder bike. A T-47 against a good player will drop in one or two rounds of shooting while the army still operates in a way that will cause it to score objectives. That isn't even considering the crazy good threat range of snow troopers that move-move-impact grenade. 2 squads of those guys can shut down so much of the table that either the T-47 dies or doesn't contribute where it is needed.
  19. Qark

    Probability Calculator

    Yeah I can do that. Should also put in Armour X. Any thing else I have missed? It'll take a few days. I had no idea anyone was actually still using this thing.
  20. Qark

    New Player Squad List Help

    I think this would work. Fly the TIEs in formation. Howlrunner gives the TIEs some punch. Iden keeps howlrunner alive. Vader can go for a flank. Darth Vader — TIE Advanced x1 65 Fire-Control System 2 Ship Total: 67 Half Points: 34 Threshold: 3 “Howlrunner” — TIE/ln Fighter 40 Ship Total: 40 Half Points: 20 Threshold: 2 Iden Versio — TIE/ln Fighter 40 Ship Total: 40 Half Points: 20 Threshold: 2 Academy Pilot — TIE/ln Fighter 23 Ship Total: 23 Half Points: 12 Threshold: 2 Academy Pilot — TIE/ln Fighter 23 Ship Total: 23 Half Points: 12 Threshold: 2
  21. Qark

    wont save lists

    I had the same problem on android. A reinstall fixed it.
  22. Qark

    Softening the Rules

    I disagree but admittedly I haven't actually played a game with the rule. The key part is if you delay you don't get to charge because of canceling the modifier. Delay can really only be used for attacking a unit after it charges and attacks you (so file leader still has utility as that triggers before the charger attacks) or pushing up the table with a late move so you aren't forced to move into range of a charge or ranged attack that occurs after all your movement options have expired. I can see delay being used a lot in early turns but I don't see a problem with that. The players start alternating activations just like ties at any other tie in initiative. Once units are at that distance where charges can occur that charger won't want to delay because then they wont get an attack off but allowing the defender to delay an attack prevents units like oathsworn from charging at an 7 and attacking again next turn at a 3, which with a few upgrades can easily wipe out a unit with very little risk. The defender could also delay a flanking infantry unit so when the oathsworn charge in the flanking unit can bump the side. The flanker won't get an attack that round but is then in a good position for next round. Delay would also give ranged units a bit of a buff. Always seemed silly to me that a group of cav could wait until arches have passed their shooting initiative to do a 4+2 move and then charge at a 3 before archers can shoot next turn. Thematically it makes more sense to me that the archers can just wait until the cavalry are in range and mechanically I think they need the buff. Now you have a bit of back and forth with delaying moving units and shooting units. Controlling how you delay and with how many units becomes a bit of strategy of its own. Unintended consequences of delay include thinks like aggressive music upgrades that would allow units to charge. So maybe a delayed unit doesn't get any upgrades when it activates?
  23. Qark

    Softening the Rules

    What the game needs is a delay token that any unit can use. When you would activate, instead gain a delay token. At initiative 10 a unit must spend it's delay token to activate to perform its dialed action without a modifier. Fixes the major balance problem I have with this game where cavalry in particular are exceptionally good because they have movement earlier than other unis, later than other units, further than other units, and hit harder than other units. No more of this I can charge you, you can't charge me, and I can charge you after you have opportunity to attack nonsense that can make infantry redundant for a whole turn.
  24. Qark

    Droids

    I wouldn't be surprised if we didn't see them for imperials and rebels until after prequel stuff comes out. There will be quite a bit of development going into the droid units for separatists and I think once those mechanics are sorted out they'll use them for rebel and imperial droids.
  25. Qark

    3 Big Guys and 15 Buckets

    Palp works REALLY well with things that can attack after moving because you pull the strings to reposition and attack. Really good! So vader, royal guard, and snow troopers are probably your go to units. I think royal guard are a must to keep vader and palp alive. I realize that doesn't leave much room for boba though.
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