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Cleto0

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  1. Like
    Cleto0 got a reaction from BenBot in Skirmish Clones-Rex n Friends   
    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. Like
    Cleto0 got a reaction from BenBot in First Tournament (casual). Clones   
    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. Like
    Cleto0 reacted to Qark in First Tournament (casual). Clones   
    Hi, good luck on the weekend! I am going to assume you have limited unit options so Ill start with some playing tips.
    You don't have many activations, so your opponent will likely try to force you to come to them. That could be a problem because you'll finish moving your units up while they still have units that can activate and shoot you. Rex's scouting party and take that clankers can help a bit here because you can possibly start the fight in shooting range but it is something to watch out for.
    The tank is really interesting to play. On one hand it can be really tough to bring down, armour + red defense dice. On the other hand an entire army crit fishing can bring it down in a few turns. I find the best way to run the tank is on a flank, hit one unit at a time and kill it so the enemy struggles to get multiple units in range at once.
    As for list changes, it seems likely that you don't have any more physical models to add but Ill make some suggestions anyway.
    R2-D2 is such a boon to a list like this. 1 extra activation, has the potential to score a bonus victory point, and increases the tanks health from 9 to 13. The easiest way to fit R2 would be to drop the extra troopers on the DC15 squads.
    I highly recommend overwatch on the Phase 2 troopers. If any of your other clone squads loose the heavy weapon the unit leader can just hide and aim + standby every turn. That'll allow the phase 2s to shoot multiple times. It will also work well with rex. His weapon is only range 2, if he doesn't want to push forward to shoot he can just overwatch instead so he still contributes to the fight.
    Finally (instead of R2) dropping all the extra troopers and the targeting scopes would give you enough points to add a whole extra phase 1 unit with a z6. Targeting scopes are good on a z6 unit (especially if you have a specialist to generate the aim tokens) but it is hard to pass up a whole extra activation with a heavy weapon.
  4. Haha
    Cleto0 reacted to Deadshane in Wondertwins with Tauntauns just got more versatile AND tougher!   
    For peeps wanting to get rid of the Rebel officer....
    ....WRONG!
    This list is ALL about feeding the dodge machine.  Dodges to get you resiliant and clean into hth.  That and extra move orders to facilitate same.
    Luke with 5 dodges?  Dodges are also the only way Tauntauns stay alive....in fact, last change here...

    ++  Standard (Rebel Alliance) [799 Points] ++
    + Commander +
    Rebel Officer [50 Points]
    •Leia Organa [90 Points]
    + Operative +
    •Luke Skywalker [214 Points]: Force Reflexes, Offensive Push
    •R2-D2 [55 Points]: Comms Relay, •C-3PO
    + Corps +
    Rebel Troopers [40 Points]
    Rebel Troopers [40 Points]
    Rebel Troopers [40 Points]
    + Support +
    Tauntaun Riders [90 Points]
    Tauntaun Riders [90 Points]
    Tauntaun Riders [90 Points]
    + Command Hand +
    Command Hand: •Son of Skywalker, •You Serve Your Master Well, ••My Ally Is the Force, ••No Time for Sorrows, •••Return of the Jedi, •••Smoke Screen, ••••Standing Orders
    + Battle Cards +
    Condition Cards
    Deployment Cards
    Objective Cards
    ++ Total: [799 Points] ++
    Created with BattleScribe
     
  5. Like
    Cleto0 reacted to nashjaee in Inconspicuous vs Trained in Your Jedi Arts   
    You can legally attack R2 because of the "if able" part at the end of Inconspicuous. The attack from TIYJA that targets R2 does not have the option to be redirected to a different unit. Under normal circumstances of making an attack, you have the option to choose any defender you like (within the parameters of course) and are thus obligated to choose the BARC because it's legal to do so. In the case of TIYJA, you go through each enemy one by one and ask yourself "do I want to attack this unit?" (because it says "may"). When you reach R2, attacking the BARC is not an option that's available to you.
  6. Like
    Cleto0 reacted to grandmoffjoe in painted rulers   
    The funny part is the important distances are marked already more or less. They line up with spots in the decorative grooves.
  7. Like
    Cleto0 got a reaction from colincapwn in Wondertwins with Tauntauns just got more versatile AND tougher!   
    yes. comms relay on r2 so you have TWO NTFS
     
  8. Thanks
    Cleto0 got a reaction from colincapwn in Krennic and THA BOIS   
    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!
  9. Like
    Cleto0 reacted to Captain Weather in We Are Legion Podcast   
    Direction is obviously still pretty open at this stage, I think we'll probably fall somewhere in the middle. We're all pretty competitive minded players but there's a lot of broader topics we'd like to discuss as well, plus Fang is a god tier hobbyist so there's that as well. 
     
    Thank you! We're hoping to film one this week. 
     
    Haha yeah hopefully that won't be as deadly as we slide into the groove more!
  10. Like
    Cleto0 got a reaction from Achinadav in Strict Orders out of play   
    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. 
  11. Thanks
    Cleto0 got a reaction from Rogue Dakotan in R2-RTs   
    I am going to comment on this list with the intention of making the most competitive list for worlds. 
    Your list is trying to do too much. You have a bunch of different effective ranges on your units which I think is a mistake. 
    While the AT-RTs are a big part of the list, you do not need 8 healing points. I think your list actually leans to FD turrets over the AT-RTs because of the Vets. you get free orders which can give you much better control and you get other effects like Strict orders and LTA. I think you should think about dropping sabine as she does not fit very well with your list. 
    The rebel troopers with the captain also waste a bunch of points. If you want offensive push on a unit, I would take it on the vets because you do not need to spend 18 points to get a 4 point card. If you decided to run AT-RTs over FD turrets, I would recommend a switch to rotary turrets. they are more consistent against any target where as the Laser Cannon is skewed against armor. You need more snipers. Pierce is great and Sabine will not give you all the pierce you need. Range is also needed in a list where your furthest range is range 3 (assuming the RTs change to rotaries). 
    Don't worry about E. Binos because they are wasteful with points. Let FFG drop their point cost before messing with them.  I would also trash the SX-21 right now. Is your meta heavy armor skew? If it is, you should run with no impact to see if your list can handle armor, but don't count on every world list containing armor. There will be armor for sure, but you have to play 7 rounds over two days, so it is unlikely that you will play armor more than once and it will likely be early because armor has a lot of trouble with certain matchups. 
    Here is my ideal list based on yours, but certainly different:
    800/800 (11 activations) - No bid, same activation count. I think this list is clearly a red player list because any deck currently will contain good cards for you. Unlike other rebels, you are not worried about trying to pull limited visibility because you might have better range than some empire lists. 
    Commanders:
     - Leia Organa (90): Strict Orders (5) = 95 - I glue strict orders to Leia whenever I have the points because it is amazing. This would be a secondary cut card for extra bid
    Operatives: - No sabine. She plays differently from all of your other units. Unless you REALLY want to play her, I would leave her off the table for worlds. She isn't bad, she just doesn't synergize. 
     - R2-D2 = 35 - Yes. 
    Corps:
     - 2× Rebel Troopers (40): DLT-20A Trooper (26), Medical Droid (18) = 168 - Medical droids keep your range healthy and the DLT-20a is part of your range
     - 2× Rebel Veterans (48): CM-O/93 Trooper (26), Comms Technician (9), Offensive Push (4), HQ Uplink (10) = 194 - This is your anti-trooper skew which should put some serious pain on some units. Offensive Push would be the first card in this list I would cut for bid. Comms Tech means that your FD turrets will always get orders and you can really get some effectiveness out of cards like Strict orders, LTA and NTFS. Lots of synergies in a list that was previously looking really out of place with some vets thrown in. 
    Special Forces:
     - 3× Strike Team (20): DH-447 Sniper (28) = 144 - You need snipers. They bring range, pierce and cheap activation. Trade up against shoretroopers and pierce those tauntauns. 
    Supports:
     - 2× Laser Cannon Team (70): Linked Targeting Array (5), Barrage Generator (7) = 164 - This is the big change besides no sabine that I think you will enjoy during the game. Looking at it off the table may feel like a feel bad, but I think the quality of activation that the Laser Turret brings to the table will feel better than the RTs especially over multiple games. The idea here is to give them orders every round, giving them an aim and then recover shooting on every round after the first to get the barrage generator to have a 7 die suppressive gun. 
    •Coordinated Bombardment, •Blast Off!, ••No Time for Sorrows, ••Turning the Tide, •••Smoke Screen, •••Covering Fire, ••••Standing Orders
    Sabine brings great cards to your command hand, but you honestly should be fine with just Leia and R2. SS from R2 is another NTFS to himself and another trooper. I like the rush potential of the list now. You don't have sabine for RtS, but I really do feel like you will enjoy this list over multiple rounds better. At LVO I believe that many rebel lists, including ones with Sabine, did not make it to the top table because they had problems with dice variance. 
    Hope some of what I said will prove to be useful for you. I'll see you there so introduce yourself, I will be the young kid
  12. Like
    Cleto0 got a reaction from smickletz in R2-RTs   
    I am going to comment on this list with the intention of making the most competitive list for worlds. 
    Your list is trying to do too much. You have a bunch of different effective ranges on your units which I think is a mistake. 
    While the AT-RTs are a big part of the list, you do not need 8 healing points. I think your list actually leans to FD turrets over the AT-RTs because of the Vets. you get free orders which can give you much better control and you get other effects like Strict orders and LTA. I think you should think about dropping sabine as she does not fit very well with your list. 
    The rebel troopers with the captain also waste a bunch of points. If you want offensive push on a unit, I would take it on the vets because you do not need to spend 18 points to get a 4 point card. If you decided to run AT-RTs over FD turrets, I would recommend a switch to rotary turrets. they are more consistent against any target where as the Laser Cannon is skewed against armor. You need more snipers. Pierce is great and Sabine will not give you all the pierce you need. Range is also needed in a list where your furthest range is range 3 (assuming the RTs change to rotaries). 
    Don't worry about E. Binos because they are wasteful with points. Let FFG drop their point cost before messing with them.  I would also trash the SX-21 right now. Is your meta heavy armor skew? If it is, you should run with no impact to see if your list can handle armor, but don't count on every world list containing armor. There will be armor for sure, but you have to play 7 rounds over two days, so it is unlikely that you will play armor more than once and it will likely be early because armor has a lot of trouble with certain matchups. 
    Here is my ideal list based on yours, but certainly different:
    800/800 (11 activations) - No bid, same activation count. I think this list is clearly a red player list because any deck currently will contain good cards for you. Unlike other rebels, you are not worried about trying to pull limited visibility because you might have better range than some empire lists. 
    Commanders:
     - Leia Organa (90): Strict Orders (5) = 95 - I glue strict orders to Leia whenever I have the points because it is amazing. This would be a secondary cut card for extra bid
    Operatives: - No sabine. She plays differently from all of your other units. Unless you REALLY want to play her, I would leave her off the table for worlds. She isn't bad, she just doesn't synergize. 
     - R2-D2 = 35 - Yes. 
    Corps:
     - 2× Rebel Troopers (40): DLT-20A Trooper (26), Medical Droid (18) = 168 - Medical droids keep your range healthy and the DLT-20a is part of your range
     - 2× Rebel Veterans (48): CM-O/93 Trooper (26), Comms Technician (9), Offensive Push (4), HQ Uplink (10) = 194 - This is your anti-trooper skew which should put some serious pain on some units. Offensive Push would be the first card in this list I would cut for bid. Comms Tech means that your FD turrets will always get orders and you can really get some effectiveness out of cards like Strict orders, LTA and NTFS. Lots of synergies in a list that was previously looking really out of place with some vets thrown in. 
    Special Forces:
     - 3× Strike Team (20): DH-447 Sniper (28) = 144 - You need snipers. They bring range, pierce and cheap activation. Trade up against shoretroopers and pierce those tauntauns. 
    Supports:
     - 2× Laser Cannon Team (70): Linked Targeting Array (5), Barrage Generator (7) = 164 - This is the big change besides no sabine that I think you will enjoy during the game. Looking at it off the table may feel like a feel bad, but I think the quality of activation that the Laser Turret brings to the table will feel better than the RTs especially over multiple games. The idea here is to give them orders every round, giving them an aim and then recover shooting on every round after the first to get the barrage generator to have a 7 die suppressive gun. 
    •Coordinated Bombardment, •Blast Off!, ••No Time for Sorrows, ••Turning the Tide, •••Smoke Screen, •••Covering Fire, ••••Standing Orders
    Sabine brings great cards to your command hand, but you honestly should be fine with just Leia and R2. SS from R2 is another NTFS to himself and another trooper. I like the rush potential of the list now. You don't have sabine for RtS, but I really do feel like you will enjoy this list over multiple rounds better. At LVO I believe that many rebel lists, including ones with Sabine, did not make it to the top table because they had problems with dice variance. 
    Hope some of what I said will prove to be useful for you. I'll see you there so introduce yourself, I will be the young kid
  13. Like
    Cleto0 got a reaction from ImperialOfficer in Skirmish Struggle   
    Clones are extremely easy to deal with currently as long as you follow some basic points. 
    1. focus on one squad at a time
    2. bring a lot of suppression, their captains can ignore suppressed but not panic
    3. out activate them. This builds on #1 because if you have more activations, your big guns are going to hit them multiple times without a reaction back
    4. Pierce. Pierce ignores red saves, which clones have. Stop defensive rolls and make them take the wounds. 
    Here is a list that I think would mash some clones back into the genetic soup they came from:

    491/500 (6 activations)
    Commanders:
     - General Veers (80): Aggressive Tactics (10) = 90
    Operatives:
     - Bossk (115): Hunter (6), Offensive Push (4), Emergency Stims (12) = 137
    Corps:
     - 2× Shoretroopers (52): T-21B Trooper (32) = 168
    Special Forces:
     - 2× Strike Team (20): DLT-19x Sniper (28) = 96
    •Maximum Firepower, •Ambush, ••Reptilian Rampage, ••Push, •••Imperial Discipline, •••Coordinated Fire, ••••Standing Orders
    You will likely win the bid, which is a big deal. in skirmish, you can choose any of the 4 edges of the board to start from instead of the two long edges of the normal 800 point game. Pick the one that gives the clone player the least amount of cover distance 1 away from their deployment zone. Why distance 1? this is the area they will be shooting from, so the fewer spots to shoot from with cover, the more predictable they become. On the other hand, you need to have good scatter you can hide behind but still shoot from, so find the spots that will give you this. I would focus on getting elimination as the objective and would also recommend trying to get anything but faceoff and dawn. 
    Shoot to kill and you likely have more shots at far range than they do. This list also can take out most other factions with ease, but watch those droids! 
  14. Like
    Cleto0 got a reaction from weebaer in Vader's Might worth taking?   
    Vader's might is amazing. It has a ton of utility and can be a game winning card. Need a unit off the objective? done. Need a unit on the objective? done. Want to kill something with a high unit count? (droids) done. It brings so much to the table while allowing for 2 normal actions. It also does not cost a wound, so I think it is worth a lot more than implacable. 
  15. Like
    Cleto0 got a reaction from Lightrock in Vader's Might worth taking?   
    Vader's might is amazing. It has a ton of utility and can be a game winning card. Need a unit off the objective? done. Need a unit on the objective? done. Want to kill something with a high unit count? (droids) done. It brings so much to the table while allowing for 2 normal actions. It also does not cost a wound, so I think it is worth a lot more than implacable. 
  16. Like
    Cleto0 got a reaction from PikminToo in Las Vegas Open - Top 8   
    I actually believe that tauntauns are less powerful than the shore gunline IRL. On TTS, tauntauns seem abnormally strong because of the design of the maps. In real life, terrain is normally more clear cut and there are normally larger firing lanes, which is better for the Shoretroopers. I also believe that we see more shoretrooper gunline lists here because 50% of the total amount of lists were all imperial. It only stands to reason that the top 8 would be unproportionally imperial. I think big takeaways from the tournament are some things I have been saying for a long time. 1. Armor is good 2. Palp is good 3. Anything you WANT to play and get good at playing can win games. 4. The meta is too much of a hivemind, be your own person and have your own thoughts. 
    I don't think everyone needs their own unique list, but people should be more open to running things that they enjoy instead of trying to conform to "the meta" to attempt to win games. At the end of the day, you had Shoretrooper gunlines go 4/0 and 1/3... Taking a unit doesn't equate to a win. I enjoy Boba Fett, so I don't go to a tournament without him. I do well and it all comes down to having experience playing with him and enjoying the style he brings to my lists. 
  17. Like
    Cleto0 got a reaction from Lochlan in Vader's Might worth taking?   
    Vader's might is amazing. It has a ton of utility and can be a game winning card. Need a unit off the objective? done. Need a unit on the objective? done. Want to kill something with a high unit count? (droids) done. It brings so much to the table while allowing for 2 normal actions. It also does not cost a wound, so I think it is worth a lot more than implacable. 
  18. Like
    Cleto0 got a reaction from manoftomorrow010 in Vader's Might worth taking?   
    Vader's might is amazing. It has a ton of utility and can be a game winning card. Need a unit off the objective? done. Need a unit on the objective? done. Want to kill something with a high unit count? (droids) done. It brings so much to the table while allowing for 2 normal actions. It also does not cost a wound, so I think it is worth a lot more than implacable. 
  19. Like
    Cleto0 got a reaction from PikminToo in Vader's Might worth taking?   
    Vader's might is amazing. It has a ton of utility and can be a game winning card. Need a unit off the objective? done. Need a unit on the objective? done. Want to kill something with a high unit count? (droids) done. It brings so much to the table while allowing for 2 normal actions. It also does not cost a wound, so I think it is worth a lot more than implacable. 
  20. Like
    Cleto0 got a reaction from Tirion in Las Vegas Open - Top 8   
    I actually believe that tauntauns are less powerful than the shore gunline IRL. On TTS, tauntauns seem abnormally strong because of the design of the maps. In real life, terrain is normally more clear cut and there are normally larger firing lanes, which is better for the Shoretroopers. I also believe that we see more shoretrooper gunline lists here because 50% of the total amount of lists were all imperial. It only stands to reason that the top 8 would be unproportionally imperial. I think big takeaways from the tournament are some things I have been saying for a long time. 1. Armor is good 2. Palp is good 3. Anything you WANT to play and get good at playing can win games. 4. The meta is too much of a hivemind, be your own person and have your own thoughts. 
    I don't think everyone needs their own unique list, but people should be more open to running things that they enjoy instead of trying to conform to "the meta" to attempt to win games. At the end of the day, you had Shoretrooper gunlines go 4/0 and 1/3... Taking a unit doesn't equate to a win. I enjoy Boba Fett, so I don't go to a tournament without him. I do well and it all comes down to having experience playing with him and enjoying the style he brings to my lists. 
  21. Like
    Cleto0 got a reaction from NeonWolf in Las Vegas Open - Top 8   
    I actually believe that tauntauns are less powerful than the shore gunline IRL. On TTS, tauntauns seem abnormally strong because of the design of the maps. In real life, terrain is normally more clear cut and there are normally larger firing lanes, which is better for the Shoretroopers. I also believe that we see more shoretrooper gunline lists here because 50% of the total amount of lists were all imperial. It only stands to reason that the top 8 would be unproportionally imperial. I think big takeaways from the tournament are some things I have been saying for a long time. 1. Armor is good 2. Palp is good 3. Anything you WANT to play and get good at playing can win games. 4. The meta is too much of a hivemind, be your own person and have your own thoughts. 
    I don't think everyone needs their own unique list, but people should be more open to running things that they enjoy instead of trying to conform to "the meta" to attempt to win games. At the end of the day, you had Shoretrooper gunlines go 4/0 and 1/3... Taking a unit doesn't equate to a win. I enjoy Boba Fett, so I don't go to a tournament without him. I do well and it all comes down to having experience playing with him and enjoying the style he brings to my lists. 
  22. Like
    Cleto0 got a reaction from Derrault in Las Vegas Open - Top 8   
    I actually believe that tauntauns are less powerful than the shore gunline IRL. On TTS, tauntauns seem abnormally strong because of the design of the maps. In real life, terrain is normally more clear cut and there are normally larger firing lanes, which is better for the Shoretroopers. I also believe that we see more shoretrooper gunline lists here because 50% of the total amount of lists were all imperial. It only stands to reason that the top 8 would be unproportionally imperial. I think big takeaways from the tournament are some things I have been saying for a long time. 1. Armor is good 2. Palp is good 3. Anything you WANT to play and get good at playing can win games. 4. The meta is too much of a hivemind, be your own person and have your own thoughts. 
    I don't think everyone needs their own unique list, but people should be more open to running things that they enjoy instead of trying to conform to "the meta" to attempt to win games. At the end of the day, you had Shoretrooper gunlines go 4/0 and 1/3... Taking a unit doesn't equate to a win. I enjoy Boba Fett, so I don't go to a tournament without him. I do well and it all comes down to having experience playing with him and enjoying the style he brings to my lists. 
  23. Sad
    Cleto0 reacted to Tirion in B2 Article is Up   
    is no one else upset they don't have wrist rockets?
  24. Thanks
    Cleto0 got a reaction from "Diablo" in AMA with Alex Watkins   
    As previously asked, I would like FFG OP to respond to the 9-24 player prime events with 3 undefeated players
    Can FFG put in chess clock time control guidelines as an optional rule to use for formal to premier events? Like if my opponent and I agree to use the clock, what should be timed, what shouldn't be timed, etc.? 
    Going off of that, do you believe that chess clocks could be required in the future?
    If OP could reply to my email regarding Gencon Legion, that would be fantastic. 
  25. Like
    Cleto0 got a reaction from SolidusPrime in Best in the Business   
    Hey guys! Just put out my list that has served me well since it's inception. Check it out on my blog (linked below). 
    Best in the Business
    Let me know what you think below!
    -Chris
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