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Cleto0

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About Cleto0

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  1. clones do not need range 4 because you rex 2 pip round 1 and your z-6 becomes range 4. z-6 is a better choice. I recommend a big bid in Skirmish since you get to pick 1 of 4 sides. This is a HUGE advantage that should not be under utilized. I would upgrade everything to p2's give them all Offensive push or Overwatch and put something on rex, I like jetpack + Offensive push. Rex is a fighter in skirmish, so give him the tools to fight well. If you play against a lot of droids, consider giving him droid poppers.
  2. Qark got a lot of the big things! Totally need Overwatch on those phase IIs, clones have a lot of power in sharing standby tokens and Overwatch gives you nearly a range 5 bubble from the original clone unit since you can share standby tokens with the clonetrooper keyword! R2-D2 is basically an auto include right now, so I would totally bring him along. Extra minis are good, but you can combine 4 of them into a naked squad. I recommend bringing 4 main attack squads and 2 naked squads to free up some points. Those units can still aim and standby or some combination of tokens so they actually do a lot of work. I like the Tank build, the tank can bring a lot of power to your list. If you decide to bring R2, make sure to keep him close as the tank can get focused down pretty hard. Keep your commander safe and focus on individual units. keeping your units out of range early can be very beneficial to clones who can turn the tide of battle in a single activation. Do not be scared to use firesupport when you think it could really do some damage. On the same note, do not use firesupport too often or you won't have enough activations to keep your opponent's movement in check. Have fun and be sure to pay attention to what goes on in your games (win or loss) and ask your opponent what they were thinking or any advice. The game is more fun imo when you understand what is going on at a competitive level.
  3. combined with relay on the mortars... so you get 3 from one order. From my list posted above, you can also pop an uplink to get all 4 Operatives are not workhorses. They are units that can make plays but are not to be relied on heavily. If you rely on them too much, they will disappoint you because they can die and will die if you play them too aggressively. Having experience with a list is the #1 key to success tho. I have played Krennic boba since early 2019 because I enjoy how it plays and I end up doing well with it.
  4. 1. Correct, put the HQ uplink on the vets because they issue an order to the MKII for free. Better yet, upgrade the MKII to a Laser Turret. 2. I would remove LTA from the AT-RTs as well as Aggressive Tactics because it isn't worth it for rebels. 3. I would disregard, you have R2 4. Duck and cover for han. Like no question. Maybe hunter for chewie 5. I don't think you need to do this 6. drop E. Stims in a heartbeat. give han strict orders
  5. LOL. CB is strong, but I like the extra versatility that Blast Off! brings to your R2D2 unit. As for NTFS being "so-so". I have nothing. Are you joking? Like I legit cannot tell when you are trolling or just oblivious.
  6. Derrault is right, those cards DO give you offensive power that push and ambush do not. HOWEVER, Surge tokens are good on DEFENSE. They up your save on your shoretroopers to outlast your opponent. Red dice are 50% save normally, but with surge, they go up to 66% for one attack. Aggressive tactics is widely known as one of the best cards you can bring and most imperial lists run it for a reason. On a similar note, you also get the free aim tokens for getting the shoretroopers an order! This is extremely powerful and should not be ignored. Activation control is one of the top things that makes a list good, so giving out orders to multiple units is better than fewer. Derrault is known as a troll on these forums and he likes to give out "good" advise based on his limited experience. I would take everything he says with a bag of road salt. Those command cards are powerful, but in the grand scheme of things, they are pushed out by better control elements.
  7. CB isn't THAT good. NTFS is clearly the best card. Give those tauntauns tenacity tho
  8. this is false. You want generic cards so that you can bring aggressive tactics. Aggressive Tactics gives you 66% chance to block damage and saves your valuable units from getting slaughtered. Much more value out of that then some suboptimal flame projector and munitions. Trust me, I have run them. They are not needed
  9. Hello and welcome to SW: Legion! There is a lot of great content out that explains how to build lists and what makes a good unit. https://thefifthtrooper.com/blog/page/9/ has a lot of imperial stuff and basic rules to understand and master. Building lists is secondary to understanding the rules and playing the objective, but it is still important. Most lists include 10+ activations, or total units. Some lists dip into the 8-9 range, but normally include 1 or more heavy or force user. A easy way to get more activations is to bring the cheap 48 point strike teams. I would recommend running them naked because they really don't need anything to work. Long-range Comms is a very bad upgrade because it doesn't create orders, it just reroutes them, which you normally do not need. I would turn the two big scout squads into snipers and then use the points to add another mortar. On the mortar, you will want comms relay. This is because you can create orders by chaining the shoretroopers into eachother. Your list will have a lot of issues with order control because you have 3 different units issuing orders. It makes more sense to make the Coordinated Fire into Veer's 3 pip. My list below helps alleviate some of the issues created by having operative command cards by getting orders issued through comms tech. I recommend playing around with different units and finding which ones you enjoy the most, because you will play better if you enjoy the list. Feel free to ask questions, I will do my best to answer them. 797/800 (10 activations) Commanders: - General Veers (80): Aggressive Tactics (10) = 90 Operatives: - Boba Fett (140): Offensive Push (4), Hunter (6), Recon Intel (2) = 152 - Bossk (115): Hunter (6) = 121 Corps: - 2× Shoretroopers (52): T-21B Trooper (32), Comms Technician (10), HQ Uplink (10) = 208 - 2× DF-90 Mortar Trooper (36): Comms Relay (5) = 82 Special Forces: - 3× Strike Team (20): DLT-19x Sniper (28) = 144
  10. Cleto0

    Marksman

    Assuming that it is allowed to trigger multiple times, which it looks like it can, then yes because you are allowed to modify the same result more than once. An easy example is rerolling the same dice twice or rerolling a die and then using a unit's surge chart to convert the surge.
  11. I make up some wild bs when I think I have found a loophole, but how is this even a question? Strict orders is on Veers. Veers is ded. The card is removed from the game with the model. they are both set off the table and because veers is not on the table, no unit is eligible for the free suppression removal. The effect does not matter when it is not in the game. Nothing on it says "for the rest of the game" or "even while out of play". I think this one is a pretty easy no, SO is gone when the unit is gone. Cards off the table are out of the game. Even set aside cards for RR.
  12. Watched it, will be interested to see where you guys go. Sounds like Cancon was a blast! What direction do you see yourself taking this podcast? Is is going to be more competitive? Will you rant on Tauntauns and shoretroopers every cast like NS? Excited to see more
  13. Starting with individual units and working my way to command cards and objective play including bid. Krennic is fine, keep him as cheap as possible. Shoretroopers - Again, keep them cheap and super effective. In my testing, I do not like running 3 of them and instead opt to stick with only two. Mortars- run 2 and run both with Relay Deathtroopers - Switch DnC for Hunter or Offensive Push, you should always put them in heavy cover and if you do not, have them out of LOS. DnC is kinda wasteful of that slot. Everything else is fine, but I would add Comms Relay for those 1 pip turns. Sniper Strike Team - 3x snipers is gud. I like them naked, so I think you are fine there. Eweb is normally not the BEST option. The reason for this is because you are adding another order token to your pool so it is more inconsistent and the cumbersome weapon is still quite bad especially with only 4 hp. If you were to run one, I like barrage and nothing else on it, so it is a good eweb build. Now, what to put in after dropping an E. web, Mortar and Shoretrooper squad while putting some more on those DTs. I prefer Boba or a Tank, but other units like Veers, stormtroopers and medics or some speeder bikes. If you decide to run 3x shoretroopers then run a mortar as well and run relay. If you do, I would convert the E web into medics. The last thing left is command cards. If you run boba, you can run his 3 pip and 1 pip, but if you run anything else you should run ambush and push over the other generic cards. This is for maximum order control and fewest restrictions. Covert Ops doesn't do much especially if you critically think about the opponent and the list they are running. For a leia list for instance, you have CB, NTFS and Somebody and likely the other 3 cards will follow a basic outline Operative/2nd commander: all 3 cards/ maybe Covering Fire R2D2: likely 1 pip and 3 pip Tauntauns/ ATRTs: Turning the Tide Just Leia: Ambush, Push , Covering Fire so getting a free 2 card read from your opponent's hand isn't likely to be helpful information. You then have to account for having the restriction of Operative/Special Forces only instead of a Corps, which you want so you can relay chain. Here is a list based on yours: https://legion-hq.herokuapp.com/list/empire/1avikcz0,2hgfuez000,1hgfu0000,3ftdp,1bdgmdgdpdagn0,3bbem0000 Possible Variations on the same list: Overwatch on Shoretroopers/Hunter on Shoretroopers, remove Recon Intel on DT for bid, Add Recon Intel to shoretroopers, Remove SO for bid, Remove medic for a Comms Tech + HQ uplink. I think this is about as efficent as a list can be for imperials, the problem is that you do not have a unit that just goes out and makes plays. Tanks and Bounty hunters make plays, so I would bring one of them along personally. Good Luck!
  14. Cleto0

    Marksman

    That is actually False, Alex Davy has told us what the rule is. Marksman: While attacking, you may spend aim tokens to improve attack die results This means spend aim to turn a blank to a hit or a hit to a crit. Kinda obscure, but it was on a livestream for a tournament recently. Hopefully it will be explained in an rrg post soon!
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