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garciaj113

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  1. Like
    garciaj113 got a reaction from Matt3412 in Whats the hidden card in Wookiee warriors and imp guards?   
    Its Hunter, someone already leaked all the stuff in the IRG box.
  2. Like
    garciaj113 got a reaction from UnitOmega in Whats the hidden card in Wookiee warriors and imp guards?   
    Its Hunter, someone already leaked all the stuff in the IRG box.
  3. Like
    garciaj113 got a reaction from ClassicalMoser in Impatient FO main is impatient   
    I'm very happy they separated both the OG and the Sequels now me and my friends can field our factions without being required to purchase Sequel stuff, it always irked me that Quickdraw was one of the best "imperial" pilots. I hate the new ships, they are just repaints or extremely lame, the only exception being the Tie Silencer, that is a slick design. Its going to be fun when they redo epic and I can do full on rebel vs imperial battles.
  4. Like
    garciaj113 got a reaction from Thraug in Priority Supplies Battlefield Expansion   
    The stuff in the priority supplies expansion are actually objective miniatures, not terrain, which is why they all come on bases. The crates are for secure the supplies, the moisture vaporizers for repair the moisture vaporizers (included in the expansion) and the consoles are for intercept the transmissions.
  5. Like
    garciaj113 reacted to Hobojebus in Corran Horn, no force ability????   
    yeah because the disney version is doing so well....
    10 years from now no one will remember what the mouse did but the EU will still be alive and well.
    They tried to strike it down, it's stronger now than they could ever imagine.
  6. Like
    garciaj113 got a reaction from Matt Antilles in T-47   
    In terms of fixing the T-47, me and my friend have been trying an interesting solution. New Keyword: High-flying Target when measuring range to this unit add 1 to your current range (i.e. if you are at range 1 you are effectively at range 2). This prevents things like grenades and flamethrowers hitting the T-47, which is thematic and greatly increases its ability to not get pinged down by range 4 impact weapons. Let me know what guys think. 
  7. Like
    garciaj113 got a reaction from BigBadAndy in T-47   
    In terms of fixing the T-47, me and my friend have been trying an interesting solution. New Keyword: High-flying Target when measuring range to this unit add 1 to your current range (i.e. if you are at range 1 you are effectively at range 2). This prevents things like grenades and flamethrowers hitting the T-47, which is thematic and greatly increases its ability to not get pinged down by range 4 impact weapons. Let me know what guys think. 
  8. Thanks
    garciaj113 got a reaction from BigBadAndy in T-47   
    @BigBadAndy they only displace on their final position of their compulsory move. 
  9. Like
    garciaj113 reacted to nashjaee in Battle Card selection - concerns   
    I think the reason for it is that, right now, there is absolutely no advantage to being blue player. All the advantages are on red’s side (last choice on objectives, second deployment). I guess blue gets choice of table side, but that doesn’t mean nearly as much.
    Allowing blue to dictate the battle a bit more makes the choice meaningful. Also, the objectives you bring will depend on your list so if everyone has the same objectives, it means everyone is running similar lists which is a different problem I think.
  10. Like
    garciaj113 got a reaction from impspy in Impatient FO main is impatient   
    I'm very happy they separated both the OG and the Sequels now me and my friends can field our factions without being required to purchase Sequel stuff, it always irked me that Quickdraw was one of the best "imperial" pilots. I hate the new ships, they are just repaints or extremely lame, the only exception being the Tie Silencer, that is a slick design. Its going to be fun when they redo epic and I can do full on rebel vs imperial battles.
  11. Like
    garciaj113 reacted to Rakaydos in Gunner Luke is a geinus design decision, awful PR decision   
    There are a lot of naysayers talking about Gunner Luke bringing the horrible aspects of TLT ghost, Dengar Jump, Fat Han and Super Dash back to 2.0- even if he is overpriced to oblivion, his mechanics have no place in 2.0.
    Those people are wrong, but they will vote with their wallets.
    When a kid is learning to ride a bike, falling over is a scary thing. Until the kid learns to peddle and steer, Training wheels exist, that keep the kid from falling over. That is EXACTLY what gunner luke is- Training wheels for mobile arcs.
    The scary part of a newbie picking up a Shadowcaster (or any 2.0 mobile arc) is pointing your guns the wrong way. The nightmare, is pointing your guns the wrong way once, clipping a rock, getting bumped 3 times, and dying without ever firing a shot. (You've seen it happen, dont lie) Yes, the shadowcaster got outplayed, but we're talking a newbie here- they were always going to get outplayed. Gunner Luke, on the other hand, takes almost all skill out of flying a turret. Naysayers harp on this as a bad thing (except they remove the "almost"). But to the newbie, it may be the difference between learning the game and quitting after a roflstomp.
    "Almost" all skill? Yes, there is a skill element to Gunner Luke. If you dont need to use him to make up for your mistakes, he modifies your dice. A newbie will rarely get to use this when they get outplayed- but when they do get it, it's a reward for playing the game the 2.0 way. Eventually the newbie learns how to keep guns on target to maximize their force token use for offense... and once they can do that, they can start playing with different gunner upgrades.
    What's the most toxic archetype for beginner players to face? High PS arcdodgers- Lists that punish you for making mistakes, and dont even let you roll dice back. Stop picking on the newbie- or if it's a tournament, stop thinking like an arcdodger and start thinking like a green-heavy jouster. Luke will be expensive- 100% red dice uptime is worth points- and turrets arnt supposed to have the best jousting efficeny even without luke. If you cannot beat a pancake firing 1 shot per turn, either your dice hate you, or you relied too much on mobility and inititive and not enough on the fundamentals of jousting value and action efficency.
    Luke gunner has a very high skill floor, but his skill ceiling isnt much higher. Compare Veteran Turret Gunner, who gives a solid double tap if you can get targets in 2 arcs (which may be the same arc). At best, that's twice as powerful as Luke- a skill ceiling twice as high. Anyone who's flown a Tie SF knows the importance of those double tap shots for winning the game.
    So Luke does exactly what FFG wants- ease new players into mobile arcs while offering a reward for playing the game as intended.
    So why is this an awful PR decision? The reason is obvous now- bringing even a ghost of the former PWT days back frightens people who were driven off by the excesses of 1.0. If they bring back old turrets, what else are they bringing back? My leet skillz failed by a dumb kid with a netlist! Trust Ruined!
    I am confident in saying Gunner Luke will not be a competitive stable. A list to beat, certiantly- if you cant beat a no skill list that's priced appropriately, that's on you. But I predict Gunner Luke will not be showing up on any top tables in the next year. He is just training wheels for newbies who want to fly the heros they saw in the movies.
  12. Like
    garciaj113 reacted to Y-Wing in Battlefield Expansion Ideas   
    With the upcoming release of Priority Supplies Battlefield Expansion, could this be a way to add more unique miniatures to the game? FFG could add pilots and other non-combat units as objectives. Such as a prison break or rescue/capture the VIP. This would be a good backdoor way of adding more characters and even civilians to the game. Thought?
  13. Like
    garciaj113 got a reaction from Themoaningwhale in First analysis of the legion meta?   
    @NeonWolf  
    1) I am not the one who posted the topic, it is implied this is the TTS meta as this is a TTS tournament, but the arguments about the Airspeeder's efficiency still stand and it becomes even worse when commandos come out, which look to be crazy points efficient.
    2) The Airspeeder's ability ability to capture objectives is severely hampered by its compulsory move and the way vehicles move, yes it can score breakthrough and key positions, but it comes at the cost of a lot of repositioning which hampers its ability to contribute to the fight.  
    3) Regarding its flimsiness you failed to mention two key things, its wound threshold of 5 and natural crits. Starting with the wound threshold of 5: if wounded and you roll a surge the Airspeeder is effectively completely destroyed as the opponent will blow up your main gun leaving the ship useless. If you roll a block a your action efficiency is crippled meaning your ability to take opportune shots is gone. So as soon as this thing to 5 wounds its efficiency plummets. Also in your equation you leave out natural crits, which completely negates the Airspeeder's natural cover and have the ability to push wounds through in addition to impact. Getting 7 wounds through is easily accomplished unless the opponent rolls extremely poorly or misplays.
    4) You fail to address the fact that main weakness of the Airspeeder is that you can just take more stuff for its obscene point cost, by trading the Airspeeder for troopers and AT-RTs you get more scoring units, more activations and higher damage output
    5) Even with the aim token being used on two red dice and the normal average still being achieved, you only get an avg of 5.25 hits, which if attacking Stormtroopers (completely out of cover) you kill 2-3 on avg, pretty weak if you ask me.
    6) The Airspeeder is completely crushed by a good imperial list, not even mentioning the fact that Veers can orbital strike for an avg of 2 successful damage (orbital strike roll an avg dmg of 3.75 and had an avg crit of 1, with impact 2 and ignoring cover the Airspeeder will have to make 3 saves and make one on avg [this is without Veers aiming btw]) before the thing even activates. The whole argument of the opponent putting to much firepower into a unit without suppressing it is not a real argument, as this thing has a very real chance of going down and you suddenly lose 1/4 of your list for barely anything in return. 
    7) the psychological effect only works on noob players, same idea with the double AT-ST list, although AT-STs are much, much better than Airspeeders
    - Also I've seen and played with the Airspeeder in real life, its still bad
    To sum it all up the most efficient rebel lists will be lists that spam troopers (both regular and fleet troopers are pretty good) and AT-RTs and will probably come to include commandos as well. I personally like the Luke + Leia dual lead, I think it is very strong (I personally love running Luke). Unless I see Airspeeders winning large tournaments I will not be convinced otherwise, as all the numbers and my numerous games point to the Airspeeder being bad. I have designed several lists for myself and friends and all of them have done very well without utilizing the Airspeeder. If you like the Airspeeder fine, but all the point you made do not make an argument for why I should not just run other things for the same cost the Airspeeder.
  14. Like
    garciaj113 got a reaction from beefcake4000 in First analysis of the legion meta?   
    @NeonWolf  
    1) I am not the one who posted the topic, it is implied this is the TTS meta as this is a TTS tournament, but the arguments about the Airspeeder's efficiency still stand and it becomes even worse when commandos come out, which look to be crazy points efficient.
    2) The Airspeeder's ability ability to capture objectives is severely hampered by its compulsory move and the way vehicles move, yes it can score breakthrough and key positions, but it comes at the cost of a lot of repositioning which hampers its ability to contribute to the fight.  
    3) Regarding its flimsiness you failed to mention two key things, its wound threshold of 5 and natural crits. Starting with the wound threshold of 5: if wounded and you roll a surge the Airspeeder is effectively completely destroyed as the opponent will blow up your main gun leaving the ship useless. If you roll a block a your action efficiency is crippled meaning your ability to take opportune shots is gone. So as soon as this thing to 5 wounds its efficiency plummets. Also in your equation you leave out natural crits, which completely negates the Airspeeder's natural cover and have the ability to push wounds through in addition to impact. Getting 7 wounds through is easily accomplished unless the opponent rolls extremely poorly or misplays.
    4) You fail to address the fact that main weakness of the Airspeeder is that you can just take more stuff for its obscene point cost, by trading the Airspeeder for troopers and AT-RTs you get more scoring units, more activations and higher damage output
    5) Even with the aim token being used on two red dice and the normal average still being achieved, you only get an avg of 5.25 hits, which if attacking Stormtroopers (completely out of cover) you kill 2-3 on avg, pretty weak if you ask me.
    6) The Airspeeder is completely crushed by a good imperial list, not even mentioning the fact that Veers can orbital strike for an avg of 2 successful damage (orbital strike roll an avg dmg of 3.75 and had an avg crit of 1, with impact 2 and ignoring cover the Airspeeder will have to make 3 saves and make one on avg [this is without Veers aiming btw]) before the thing even activates. The whole argument of the opponent putting to much firepower into a unit without suppressing it is not a real argument, as this thing has a very real chance of going down and you suddenly lose 1/4 of your list for barely anything in return. 
    7) the psychological effect only works on noob players, same idea with the double AT-ST list, although AT-STs are much, much better than Airspeeders
    - Also I've seen and played with the Airspeeder in real life, its still bad
    To sum it all up the most efficient rebel lists will be lists that spam troopers (both regular and fleet troopers are pretty good) and AT-RTs and will probably come to include commandos as well. I personally like the Luke + Leia dual lead, I think it is very strong (I personally love running Luke). Unless I see Airspeeders winning large tournaments I will not be convinced otherwise, as all the numbers and my numerous games point to the Airspeeder being bad. I have designed several lists for myself and friends and all of them have done very well without utilizing the Airspeeder. If you like the Airspeeder fine, but all the point you made do not make an argument for why I should not just run other things for the same cost the Airspeeder.
  15. Like
    garciaj113 got a reaction from beefcake4000 in First analysis of the legion meta?   
    So I will speak about the T-47 and why I will never run the thing (I am Riggins, who is the top seed)
    The T-47 is massively overpriced: 175pts for 7hp is disgustingly sad, almost every single Imperial unit has impact and will easily blow up the flimsy thing as soon as it moves in. Its damage output is nothing to write home about either (3.75 on avg). 
    The main reason I will never run it is what I am giving up: 175pts buys me -> two rebel squads with Z-6 and and a rebel squad with a rebel trooper (174pts), two AT-RTs with laser canons (180pts) the list goes on. The Airspeeder will be better off on the shelf since all the other rebel options are better, want armor take AT-RTs, want firepower take rebel troopers. All of this coupled with the fact that the Airspeeder cannot hold objectives makes it even worse. 
    Also as to my list running double naked AT-RTs, looking at my bracket the earliest I can fight a rebel match is in the quarter finals. The problem is the laser canons are really potent in the rebel matchup, but pretty terrible in the imperial matchup, since they get blown up stupid fast, esp with all the AT-STs running around. Putting minimal investment into the AT-RTs is strong since if they actually do get into melee they will make up their points fast and if they get blown up early I lose very little, it also frees up my points to run more troopers.
    Also here are my lists for those curious: 
    List used in the round robin: Luke Skywalker (Force Reflexes + Force Push), Leia Organa, 2x AT-RTs (Laser Canon), 3x Rebel Trooper (Extra Trooper + Z-6) + 2x Rebel Trooper (Z-6) 795/800 [9 activations]
    List being used in elimination: Luke Skywalker (Force Reflexes + Force Push), Leia Organa (Environmental Gear), 2x AT-RT, 2x Fleet Trooper (Extra Trooper, Scatter Gun, Environmental Gear), 4x Rebel Trooper (Z-6) 798/800 [10 activations]
  16. Like
    garciaj113 reacted to Matt Antilles in The Last Jedi Ski Speeder   
    I sure hope not, I hate that stupid thing. Just my opinion tho
  17. Like
    garciaj113 got a reaction from Undeadguy in First analysis of the legion meta?   
    @NeonWolf  
    1) I am not the one who posted the topic, it is implied this is the TTS meta as this is a TTS tournament, but the arguments about the Airspeeder's efficiency still stand and it becomes even worse when commandos come out, which look to be crazy points efficient.
    2) The Airspeeder's ability ability to capture objectives is severely hampered by its compulsory move and the way vehicles move, yes it can score breakthrough and key positions, but it comes at the cost of a lot of repositioning which hampers its ability to contribute to the fight.  
    3) Regarding its flimsiness you failed to mention two key things, its wound threshold of 5 and natural crits. Starting with the wound threshold of 5: if wounded and you roll a surge the Airspeeder is effectively completely destroyed as the opponent will blow up your main gun leaving the ship useless. If you roll a block a your action efficiency is crippled meaning your ability to take opportune shots is gone. So as soon as this thing to 5 wounds its efficiency plummets. Also in your equation you leave out natural crits, which completely negates the Airspeeder's natural cover and have the ability to push wounds through in addition to impact. Getting 7 wounds through is easily accomplished unless the opponent rolls extremely poorly or misplays.
    4) You fail to address the fact that main weakness of the Airspeeder is that you can just take more stuff for its obscene point cost, by trading the Airspeeder for troopers and AT-RTs you get more scoring units, more activations and higher damage output
    5) Even with the aim token being used on two red dice and the normal average still being achieved, you only get an avg of 5.25 hits, which if attacking Stormtroopers (completely out of cover) you kill 2-3 on avg, pretty weak if you ask me.
    6) The Airspeeder is completely crushed by a good imperial list, not even mentioning the fact that Veers can orbital strike for an avg of 2 successful damage (orbital strike roll an avg dmg of 3.75 and had an avg crit of 1, with impact 2 and ignoring cover the Airspeeder will have to make 3 saves and make one on avg [this is without Veers aiming btw]) before the thing even activates. The whole argument of the opponent putting to much firepower into a unit without suppressing it is not a real argument, as this thing has a very real chance of going down and you suddenly lose 1/4 of your list for barely anything in return. 
    7) the psychological effect only works on noob players, same idea with the double AT-ST list, although AT-STs are much, much better than Airspeeders
    - Also I've seen and played with the Airspeeder in real life, its still bad
    To sum it all up the most efficient rebel lists will be lists that spam troopers (both regular and fleet troopers are pretty good) and AT-RTs and will probably come to include commandos as well. I personally like the Luke + Leia dual lead, I think it is very strong (I personally love running Luke). Unless I see Airspeeders winning large tournaments I will not be convinced otherwise, as all the numbers and my numerous games point to the Airspeeder being bad. I have designed several lists for myself and friends and all of them have done very well without utilizing the Airspeeder. If you like the Airspeeder fine, but all the point you made do not make an argument for why I should not just run other things for the same cost the Airspeeder.
  18. Like
    garciaj113 reacted to tieren in First analysis of the legion meta?   
    After 4 weeks of 56 round robin games of the 45 player Invader League tourney, i'd like to share some stats and lists with y'all. This is right before we head into the top 18 Single Eliminations.
    Round Robin Stats dump: https://cdn.discordapp.com/attachments/408238220527140864/445383043683844097/Round_Robin_Analysis.docx
    Top 18 Lists: http://www.invaderleague.com/league/single-elimination-lists
    (Note that players can change lists between games for round robin, but have to stick to 1 list for the single eliminations. These are the submitted lists for the upcoming single elims)
    Some analysis:
    Out of the top 18 players, only 5 are rebels. However, the top 3 players are rebels.
    Some major archetypes that seem to emerge for the top 18:
    Luke + Leia + Double AT-RT (All the 5 Rebs in top 18 are running some variant of this. The leading player is running double naked AT-RT!) Veers + Double AT-ST (The 2nd most popular archetype with 4 players running this, and most popular among imperials) Vader + Veers + 6 Corp Spam (3 Players) Triple Speeder Bikes (3 Imp lists with this, players run either Veers or Vader) Some stats on the deployment, objectives and conditions:
    Most Played Deployment – Major Offensive – 17/57 (30%) Least Played Deployment – Disarray/The Long March – 8/57 (14%) Most Played Objective – Intercept the Transmissions – 21/57 (37%) Least Played Objective – Key Positions – 7/57 (12%) Most Played Condition – Clear Conditions/Hostile Environment – 15/57 (26%) Least Played Condition – Minefield – 7/57 (12%) Win Rates:
    Rebels Won – 38/55 (69%) – Of the 55 matches involving Rebels 38 were won. (Includes Mirror Matches) Imperials Won – 48/59 (81%) – Of the 59 matches involving Imperials 48 were won. (Includes Mirror Matches) Rebel vs. Imperial Win Rate i.    Rebels – 15/32 (47%) – Rebels won 15 of the 32 Games played against Imperials ii.    Imperials – 17/32 (53%) – Imperials won 17 of the 32 Games played against Rebels  
    Hope these stats are useful for y'all!
  19. Like
    garciaj113 got a reaction from Ghost Dancer in First analysis of the legion meta?   
    @Orkimedes  for the Fleet Troopers I like to move them up with the AT-RTs, as they provide a good source of mobile cover, Luke is usually flanking on his own since he is so mobile and heavily utilizing LOS breaking terrain. Also key is that when the AT-RTs run into enemies, they dont engage them allowing them to still be shot at by the Fleet Troopers. 
  20. Like
    garciaj113 got a reaction from themightyhedgehog in First analysis of the legion meta?   
    So I will speak about the T-47 and why I will never run the thing (I am Riggins, who is the top seed)
    The T-47 is massively overpriced: 175pts for 7hp is disgustingly sad, almost every single Imperial unit has impact and will easily blow up the flimsy thing as soon as it moves in. Its damage output is nothing to write home about either (3.75 on avg). 
    The main reason I will never run it is what I am giving up: 175pts buys me -> two rebel squads with Z-6 and and a rebel squad with a rebel trooper (174pts), two AT-RTs with laser canons (180pts) the list goes on. The Airspeeder will be better off on the shelf since all the other rebel options are better, want armor take AT-RTs, want firepower take rebel troopers. All of this coupled with the fact that the Airspeeder cannot hold objectives makes it even worse. 
    Also as to my list running double naked AT-RTs, looking at my bracket the earliest I can fight a rebel match is in the quarter finals. The problem is the laser canons are really potent in the rebel matchup, but pretty terrible in the imperial matchup, since they get blown up stupid fast, esp with all the AT-STs running around. Putting minimal investment into the AT-RTs is strong since if they actually do get into melee they will make up their points fast and if they get blown up early I lose very little, it also frees up my points to run more troopers.
    Also here are my lists for those curious: 
    List used in the round robin: Luke Skywalker (Force Reflexes + Force Push), Leia Organa, 2x AT-RTs (Laser Canon), 3x Rebel Trooper (Extra Trooper + Z-6) + 2x Rebel Trooper (Z-6) 795/800 [9 activations]
    List being used in elimination: Luke Skywalker (Force Reflexes + Force Push), Leia Organa (Environmental Gear), 2x AT-RT, 2x Fleet Trooper (Extra Trooper, Scatter Gun, Environmental Gear), 4x Rebel Trooper (Z-6) 798/800 [10 activations]
  21. Thanks
    garciaj113 got a reaction from Contrapulator in First analysis of the legion meta?   
    So I will speak about the T-47 and why I will never run the thing (I am Riggins, who is the top seed)
    The T-47 is massively overpriced: 175pts for 7hp is disgustingly sad, almost every single Imperial unit has impact and will easily blow up the flimsy thing as soon as it moves in. Its damage output is nothing to write home about either (3.75 on avg). 
    The main reason I will never run it is what I am giving up: 175pts buys me -> two rebel squads with Z-6 and and a rebel squad with a rebel trooper (174pts), two AT-RTs with laser canons (180pts) the list goes on. The Airspeeder will be better off on the shelf since all the other rebel options are better, want armor take AT-RTs, want firepower take rebel troopers. All of this coupled with the fact that the Airspeeder cannot hold objectives makes it even worse. 
    Also as to my list running double naked AT-RTs, looking at my bracket the earliest I can fight a rebel match is in the quarter finals. The problem is the laser canons are really potent in the rebel matchup, but pretty terrible in the imperial matchup, since they get blown up stupid fast, esp with all the AT-STs running around. Putting minimal investment into the AT-RTs is strong since if they actually do get into melee they will make up their points fast and if they get blown up early I lose very little, it also frees up my points to run more troopers.
    Also here are my lists for those curious: 
    List used in the round robin: Luke Skywalker (Force Reflexes + Force Push), Leia Organa, 2x AT-RTs (Laser Canon), 3x Rebel Trooper (Extra Trooper + Z-6) + 2x Rebel Trooper (Z-6) 795/800 [9 activations]
    List being used in elimination: Luke Skywalker (Force Reflexes + Force Push), Leia Organa (Environmental Gear), 2x AT-RT, 2x Fleet Trooper (Extra Trooper, Scatter Gun, Environmental Gear), 4x Rebel Trooper (Z-6) 798/800 [10 activations]
  22. Like
    garciaj113 got a reaction from Barby007 in New & Need Help with a Rebels List   
    For playing rebels I feel there are two rules
    1) Always run Luke: Luke is the only rebel unit that can consistently deal with Stormtroopers and his command cards are amazing. For his loadout I would prioritize Force Push and then filling him out with  Force Reflexes, Mind Tricks or leaving the second slot empty. I recommend against scope as Luke will rarely aim, he should always be moving around an optimizing his melee attacks, Force Push is excellent for this as it serves as a free actionless disengage. 
    Luke also synergizes well with Leia, giving Luke dodges with her take cover ability and providing a rear courage bubble as Luke goes charging forward. Leia's two-pip can also give Luke that incremental bit of movement that could mean the difference of Luke being caught out of cover or tangled in an engagement. 
    2) Never take the airspeeder: the airspeeder is a horribly inefficient unit that dies to relatively little commitment, esp. against Imperial lists. The activations you give up and the opportunity cost of not running more troopers with Z-6s (avoid the MPL-57s exhaustible weapons are not good) or AT-RTs with your prefered loadout is too high. 
    Rebel Lists as of now should always include Luke (and possibility Leia) and have a combination of troopers (if you want to run fleet troopers I recommend running two of them as that seems like the optimal number) and AT-RTs. 
    The List I have had a lot of success with is Luke (Force Push + Force Reflexes), Leia, 3x Trooper (Extra Trooper, Z-6), 2x Troopers (Z-6) and 2x AT-RT (Laser Canon) 795/800
    I find the framework of Luke + Leia, 5 trooper squads and 2 AT-RTs very effective
  23. Like
    garciaj113 got a reaction from Panzeh in TIE Phantoms are now 3/2/3/2   
    Is anyone keeping track of many Imperial threads are complaining their stuff is underpowered in 2.0. This is honestly getting out of hand, every single time I see one of these threads I just have to log off of the forums for the rest of the day due to how idiotic these threads are, we do not even know the points costs, slots, or accompanying upgrade cards. 
  24. Confused
    garciaj113 got a reaction from HolySorcerer in TIE Phantoms are now 3/2/3/2   
    Is anyone keeping track of many Imperial threads are complaining their stuff is underpowered in 2.0. This is honestly getting out of hand, every single time I see one of these threads I just have to log off of the forums for the rest of the day due to how idiotic these threads are, we do not even know the points costs, slots, or accompanying upgrade cards. 
  25. Thanks
    garciaj113 got a reaction from RejjeN in TIE Phantoms are now 3/2/3/2   
    Is anyone keeping track of many Imperial threads are complaining their stuff is underpowered in 2.0. This is honestly getting out of hand, every single time I see one of these threads I just have to log off of the forums for the rest of the day due to how idiotic these threads are, we do not even know the points costs, slots, or accompanying upgrade cards. 
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