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NoShieldsAllGuts

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  1. If you're bored, play doubles with 800 per player. Been itching to try it again with the newer units that are available.
  2. "Quality" focused Rebel lists are highly underutilized - Han/Chewie are great for this thanks to Guardian and Reckless Diversion. You can keep these elite units alive a lot longer.
  3. For our single day version of Deep Jungle, I did pairings by relative points values of the armies. It's not always possible, but it keeps things fair if some armies have snowballed with heavy weapons (double scattergun fleets, for example)
  4. There's a 32 player Legion event at KublaCon in San Francisco in the works, memorial day weekend 2019
  5. Both Heavy Weapons are useful in both squads, but I think the Sniper takes the cake simply because range is king and it's easier to use? There's a lot less overhead when you're just pointing and shooting.
  6. Replace one of those Wookiee squads with Chewie and you're good to go, I think.
  7. Going back to the OP, the two best features of the Rebel Trooper squad are Range 3 and the Z-6 trooper, frags don't really enhance them that much. If you take grenades your chief concern is armor, so best to go with Impacts, even if it's an 'all-or-nothing' approach. That said, the Z-6 is pretty good at critting vehicles anyway.
  8. 799/800 Luke Skywalker 160 Force Push, Jedi Mind Trick, Emergency Stims, Leia Organa 90 Esteemed Leader, Environmental Gear, Rebel Troopers 40 Z-6 Trooper, Rebel Troopers 40 Z-6 Trooper, Rebel Troopers 40 Z-6 Trooper, Rebel Troopers 40 Z-6 Trooper, Fleet Troopers 44 Scatter Gun Trooper, Fleet Trooper, Environmental Gear, Concussion Grenades, Rebel Commandos (Strike Team) 16 DH-447 Sniper, Grappling Hooks, Rebel Commandos (Strike Team) 16 DH-447 Sniper, Grappling Hooks, 1.4 FD Laser Cannon Team 70 HQ Uplink, Barrage Generator, I wouldn't leave home without Uplink on the FD, so taking a Generator only makes sense because you get more out of the recover action. Snipers because who doesn't like Range 4 shooting, Fleets to deliver a big whammy up front, 4 z-6 and Leia as the beating heart of the army, and Luke doing Luke things. That said, it's very likely this list would be Red, and I don't like the FD as Red, so you can strip the fun extras out (mind trick, e-gear, nades) to taste if you want to bring a bid.
  9. If you're strapped for cash, 1 Fleet box is a good place to look.
  10. #1 Reason is Steady, they will always get to shoot as long as there's a target, and #2 is the Flametrooper/Grenade combo buffing their Range 1 damage to insane levels. That said, your damage does kind of suck outside of that Range 1 bubble, but never losing your chance to attack for want of movement is very, very good.
  11. Fleets have an insanely high damage ceiling, Pierce, and you can get them for a very competitive price point (67 scattergun only, fully tooled up is around 88). They also share an engagement range with Boba and can put his lights out if he gets too close. Run a single, fully tooled up one or double with the scatter gun only, either way they are some of the most damaging troops in the game.
  12. Thank you! Glad you enjoyed it. Would you like to see more?
  13. Triple bomb team is probably really, really good. No one's tried it yet, as far as I know. Suppressive mines are just dirty, especially if you can generate a big stack of them somewhere important after a couple of rounds.
  14. Building your list completely around them does work, if you have a very steep bid and advantageous terrain. Just ask Rick Stegich. They are very useful for blocking off places you don't want your opponent to put their troops, forcing them to take charge hits or walk around them, which takes even more time. Once a mine is down your opponent has no ability to deal with it other than wait for you to set it off or walk somewhere else.
  15. Yes, more than the balance issue, it leads to some extremely stale play. Another reason it should be changed or eliminated altogether.
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