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bumbleb1492

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Posts posted by bumbleb1492


  1. 800/800
    Obi-Wan Kenobi (170 + 20 = 190)
    --Force Push (10), Force Barrier (10)

    Clone Captain Rex (90 + 2 = 92)
    --Recon Intel (2)

    Phase II Clone Troopers (62 + 31 = 93)
    --Z-6 Phase II Trooper (27), Offensive Push (4)

    Phase II Clone Troopers (62 + 31 = 93)
    --Z-6 Phase II Trooper (27), Offensive Push (4)

    Phase I Clone Troopers (52 + 27 = 79)
    --DC-15 Phase I Trooper (27)

    Phase I Clone Troopers (52 + 27 = 79)
    --DC-15 Phase I Trooper (27)

    Arc Troopers (Strike Team) (27 + 31 = 58)
    --DC-15x ARC Trooper (31)

    Arc Troopers (Strike Team) (27 + 31 = 58)
    --DC-15x ARC Trooper (31)

    Arc Troopers (Strike Team) (27 + 31 = 58)
    --DC-15x ARC Trooper (31)

    Commands:
    Hello There! (1), Call Me Captain (1), Knowledge and Defense (2), Take That, Clankers! (2), General Kenobi (3), Were Not Programmed (3), Standing Orders (4)
     
    I would run this. Aggressive tactics is expensive and only triggering 3 times max if you play all of Rex's cards so I dont think its necessary. With this list you do lose some reliable from phase 2s but gain range 4 weapons on the phase ones and another activation which is key. You also gain offensive push on the phase 2s allowing for some silly take that clankers on turn 2-3. 

  2. 5 hours ago, Brofessor_11 said:

    The list looks great, but Im not a fan of R2's command cards... Some of the command cards for Rex, Padme and Obi-Wan can swing a game by themselves. 

    I generally agree with the exception of "Blast Off!" only because it sometimes it can be the difference between scoring secret mission or not.


  3. 1 hour ago, Brofessor_11 said:

    How do you play with only Padme? Don't you need a Commander?

    New rules allows a field commander to act as our commander. So in this case our commander is the saber tank.


  4. 7 hours ago, 5particus said:

    i think that my 1 Tank List is going to be this until the new command cards arrive

    796/800
    Padme Amidala (Strict Orders, Situational Awareness)
    Phase I Clone Troopers (RPS-6 Phase I Trooper)
    Phase I Clone Troopers (Z-6 Phase I Trooper)
    Phase I Clone Troopers (Z-6 Phase I Trooper)
    Phase I Clone Troopers (Fives)
    Phase I Clone Troopers (DC-15 Phase I Trooper)
    BARC Speeder
    BARC Speeder
    TX-130 Saber-Class Fighter Tank (Aayla Secura, TX-130 Twin Laser Turret)

    Commands:
    Our Fate is in Your Hands (1), Ambush (1), Push (2), Aggressive Negotiations (2), Diplomatic Cover (3), Assault (3), Standing Orders (4)

    My aayla list looked pretty similar to this with padme giving an order to the tank every turn and sharing tokens with it as well. 

    800/800

    Padme Amidala (90 + 0 = 90)

    R2-D2 (45 + 0 = 45)

    Phase II Clone Troopers (62 + 27 = 89)
    --Z-6 Phase II Trooper (27)

    Phase II Clone Troopers (62 + 27 = 89)
    --Z-6 Phase II Trooper (27)

    Phase II Clone Troopers (62 + 27 = 89)
    --Z-6 Phase II Trooper (27)

    Phase I Clone Troopers (52 + 36 = 88)
    --Fives (36)

    Arc Troopers (Strike Team) (27 + 31 = 58)
    --DC-15x ARC Trooper (31)

    Arc Troopers (Strike Team) (27 + 31 = 58)
    --DC-15x ARC Trooper (31)

    TX-130 Saber-Class Fighter Tank (170 + 24 = 194)
    --Aayla Secura (5), TX-130 Twin Laser Turret (14), Linked Targeting Array (5)

    Commands:
    Ambush (1), Our Fate is in Your Hands (1), Push (2), Aggressive Negotiations (2), Assault (3), Diplomatic Cover (3), Standing Orders (4)

    Deployments: Major Offensive, The Long March, Hemmed In, Roll Out
    Objectives: Sabotage the Moisture Vaporators, Key Positions, Intercept the Transmissions, Breakthrough
    Conditions: Clear Conditions, Fortified Positions, Supply Drop, War Weary


  5. 795/800
    Clone Captain Rex (90 + 17 = 107)
    --Aggressive Tactics (15), Recon Intel (2)

    R2-D2 (45 + 0 = 45)

    Phase II Clone Troopers (62 + 31 = 93)
    --Z-6 Phase II Trooper (27), Offensive Push (4)

    Phase II Clone Troopers (62 + 31 = 93)
    --Z-6 Phase II Trooper (27), Offensive Push (4)

    Phase I Clone Troopers (52 + 36 = 88)
    --Fives (36)

    Arc Troopers (Strike Team) (27 + 31 = 58)
    --DC-15x ARC Trooper (31)

    Arc Troopers (Strike Team) (27 + 31 = 58)
    --DC-15x ARC Trooper (31)

    Arc Troopers (Strike Team) (27 + 31 = 58)
    --DC-15x ARC Trooper (31)

    TX-130 Saber-Class Fighter Tank (170 + 25 = 195)
    --Veteran Clone Pilot (7), High-Energy Shells (8), HQ Uplink (10)

    Commands:
    Ambush (1), Call Me Captain (1), Push (2), Take That, Clankers! (2), Assault (3), Were Not Programmed (3), Standing Orders (4)

    Deployments: Major Offensive, The Long March, Hemmed In, Roll Out
    Objectives: Sabotage the Moisture Vaporators, Key Positions, Intercept the Transmissions, Breakthrough
    Conditions: Clear Conditions, Fortified Positions, Supply Drop, War Weary
     
    So with the new update clones got some point changes and rules changes meaning it's time to make a new list with the tank. This one still uses R2  mostly because R2 is still good for his points and keeps my tank moving and could score secret mission. I also think when your only commander is rex and he's dishing out all the orders aggressive tactics is still worth it.The rest is pretty standard for clones with the only notable change being fives to help maximize our usage of aggressive tactics. I will probably brew a list with aayla as the commander when the rest of the republic command cards come out but for now this looks like where we stand. Let me know what the rest of you think of the list and what you are brewing with these new changes to republic.

  6. Updated version:

    797/800
    Clone Captain Rex (90 + 12 = 102)
    --Aggressive Tactics (10), Recon Intel (2)

    R2-D2 (35 + 0 = 35)

    Phase II Clone Troopers (60 + 31 = 91)
    --Z-6 Phase II Trooper (27), Offensive Push (4)

    Phase II Clone Troopers (60 + 31 = 91)
    --Z-6 Phase II Trooper (27), Overwatch (4)
     
    Phase II Clone Troopers (60 + 31 = 91)
    --Z-6 Phase II Trooper (27), Offensive Push (4)

    Phase I Clone Troopers (52 + 36 = 88)
    --Fives (36)

    Arc Troopers (Strike Team) (21 + 31 = 52)
    --DC-15x ARC Trooper (31)

    Arc Troopers (Strike Team) (21 + 31 = 52)
    --DC-15x ARC Trooper (31)

    TX-130 Saber-Class Fighter Tank (170 + 25 = 195)
    --Veteran Clone Pilot (7), High-Energy Shells (8), HQ Uplink (10)

    Commands:
    Blast Off! (1), Call Me Captain (1), Push (2), Take That, Clankers! (2), Assault (3), Were Not Programmed (3), Standing Orders (4)

    Deployments: Roll Out, Hemmed In, Major Offensive, The Long March
    Objectives: Sabotage the Moisture Vaporators, Key Positions, Intercept the Transmissions, Breakthrough
    Conditions: Clear Conditions, Supply Drop, War Weary, Fortified Positions

    After some testing I found the phase 1's to be lackluster when compared to phase 2's and the extra activation was nice but not worth the tradeoff. So the updated version features phase 2's and one phase one unit with fives. Fives let's me set up ridiculous fire supports with the tank shooting around 19 dice with a phase 2 squad and tank. The tank loudout changed as well without the need to control suppression the tank has become a self sufficient killing machine sitting happily at range 4 shooting and refreshing its cards as needed. As always I'd like to hear your opinion about the list and any ways to make it better.


  7. I think if activation control is what your going for veers is better with imperial discipline to refresh your control and give you two turns of absolute control. I would suggest this list from the gencon tournement. The list uses iden as an toolbox piece having alot of options to meet the table and opponent with the correct loudout and let's veers and the shores hammer the opponent with full control for 2 turns with imperial discipline refreshing two up links. Iden and veers compliment each other command card wise with iden having 2 two pip cards replacing veers lack luster card. Just play carefully with iden so she doesnt get stranded and killed easily. 

    792/800
    Iden Versio (100 + 33 = 133)
    --Offensive Push (4), Situational Awareness (2), Recon Intel (2), Idens ID10 Seeker Droid (15), HQ Uplink (10)

    Iden Versio (Loadout)
    --Tenacity (4), Ascension Cables (4), Comms Jammer (5)

    General Veers (80 + 15 = 95)
    --Strict Orders (5), Aggressive Tactics (10)

    Shoretroopers (52 + 52 = 104)
    --T-21B Trooper (32), Imperial Comms Technician (10), HQ Uplink (10)

    DF-90 Mortar Trooper (36 + 0 = 36)

    DF-90 Mortar Trooper (36 + 0 = 36)

    DF-90 Mortar Trooper (36 + 0 = 36)

    Shoretroopers (52 + 52 = 104)
    --T-21B Trooper (32), Imperial Comms Technician (10), HQ Uplink (10)

    Shoretroopers (52 + 52 = 104)
    --T-21B Trooper (32), Imperial Comms Technician (10), HQ Uplink (10)

    Scout Troopers (Strike Team) (20 + 28 = 48)
    --DLT-19x Sniper (28)

    Scout Troopers (Strike Team) (20 + 28 = 48)
    --DLT-19x Sniper (28)

    Scout Troopers (Strike Team) (20 + 28 = 48)
    --DLT-19x Sniper (28)

    Commands:
    Maximum Firepower (1), Pulse Scan (1), Concussive Blast (2), Incapacitate (2), Imperial Discipline (3), Coordinated Fire (3), Standing Orders (4)

  8. With new releases comes a renewed tank list. Still focusing on using the tank doing all the heavy lifting but now supported by arc trooper snipers. Aayla to keep the phase 1's in line and basic phase 1's to get to 10 activations. Any thoughts on changes that could be made to make it better?

    800/800
    Clone Captain Rex (90 + 12 = 102)
    --Aggressive Tactics (10), Recon Intel (2)

    R2-D2 (35 + 5 = 40)
    --Comms Relay (5)

    Phase I Clone Troopers (52 + 25 = 77)
    --Z-6 Phase I Trooper (25)

    Phase I Clone Troopers (52 + 25 = 77)
    --Z-6 Phase I Trooper (25)

    Phase I Clone Troopers (52 + 25 = 77)
    --Z-6 Phase I Trooper (25)

    Phase I Clone Troopers (52 + 25 = 77)
    --Z-6 Phase I Trooper (25)

    Arc Troopers (Strike Team) (21 + 31 = 52)
    --DC-15x ARC Trooper (31)

    Arc Troopers (Strike Team) (21 + 31 = 52)
    --DC-15x ARC Trooper (31)

    Arc Troopers (Strike Team) (21 + 31 = 52)
    --DC-15x ARC Trooper (31)

    TX-130 Saber-Class Fighter Tank (170 + 24 = 194)
    --Aayla Secura (5), TX-130 Twin Laser Turret (14), Linked Targeting Array (5)

    Commands:
    Blast Off! (1), Call Me Captain (1), Push (2), Take That, Clankers! (2), Assault (3), Were Not Programmed (3), Standing Orders (4)

    Deployments: Roll Out, Hemmed In, The Long March, Major Offensive
    Objectives: Breakthrough, Intercept the Transmissions, Key Positions, Sabotage the Moisture Vaporators
    Conditions: Hostile Environment, War Weary, Supply Drop, Clear Conditions

  9. 1 hour ago, Lochlan said:

    I think if they just remove the ability to share standby tokens it would be fine. Phase 2s would still be good thanks to Reliable and courage 2, and ARCs would still have Tactical, but they would largely lose the ability to preemptively lock down a huge portion of the board with almost no possibility of counter play. 

    I could really get behind this change. Clones still retain green token flexibility but are no longer able to double tap in a turn but you'll still take those units because of the mentioned benefits.


  10. 5 hours ago, toffolone said:

    Things to nerf:

    Clone token sharing

    Taun taun

    Clone token sharing (again)

    Taun taun (again) 

    And once again clone token sharing (you know what? Just take out this stupid mechanics: it clearly goes agsinstvthe rules)

    Oh and rex of course.

    Things to be improved or that need their point cost downed:

    Dewback

    Vader commander 

    Droidekas

    Grievious

    B2s

     

    All other things are good as they are. Only need some skill to be used.

    Now of course every clone player out there says that token sharing is not overpowered.

    But it is. Especially when it lets them bypass the regular stand by rules, making a single phase 2 unit way more effective than it should be... no wonder phase 2 are sold out.

    Noone would use them if they could not cheat by sharing tokens with chesper units. Units thatvare in the list just to share tokens to phase 2s. 

    But that came from the same minds that gave us taun tauns: a unit that at the cost of  2 actions can actually make 7 actions (free pivot, move, free dodge, free pivot, move, free dodge, free attack.) Plus Ram (which is the stupidest cheat rule that could be invented). 

     

     

     

    I do agree that clone sharing needs to be nerfed to a degree but not removed entirely as it is what they are built to do. Maybe clones should be forced to pick a single unit to share with when attacking or defending similar to the veteran clone pilot on the saber tank limiting the amount of tokens they have at thier disposal while still keeping the token sharing that makes clones what they are.


  11. On 7/18/2020 at 9:10 PM, buckero0 said:

    Out of curiosity, @Alpharaider47 why do you like the Phase II more than the Phase 1 troops?

    How do you kit your units?

    The main upside of phase 2's is for 2 measly points you get an additional courage and reliable 1 making them very effective. The usual loudout for them is Z-6 and some training with overwatch and offensive push being the popular options.


  12. 53 minutes ago, buckero0 said:

    Do you take Aayla for the Inspire 2? Are you able to get the commands on the tank? None of their Command cards are generic enough to issue commands to the Tank. (they all specify Troopers)

    Maybe I'm reading it wrong, but that's why I've never taken the Linked Targeting Array on the clone units yet. 

    I was just thinking you could shave some points that way or get the clone trooper pilot. Sometimes with him and the High Energy bolts and HQ uplink you'll actually want to "borrow" tokens, and Recover to use all your stuff each turn.

    Yes I took aayla to try and keep suppression off the phase 1's with inspire 2. Padme also gets a built in comms relay so all of her cards and rex's 2 pip can all issue orders to the tank.


  13. With the soon release of padme(hopefully) I have been brewing once more trying to add her to a tank list as a token generator and an easy way to keep feeding orders to the tank. So far the list looks somthing like this. Any feedback on this list to make it better and how do you guys plan on running padme?

    791/800

    Clone Captain Rex (90 + 12 = 102)
    --Aggressive Tactics (10), Recon Intel (2)

    R2-D2 (35 + 0 = 35)

    Padme Amidala (90 + 0 = 90)

    Phase I Clone Troopers (52 + 25 = 77)
    --Z-6 Phase I Trooper (25)

    Phase I Clone Troopers (52 + 25 = 77)
    --Z-6 Phase I Trooper (25)

    Phase I Clone Troopers (52 + 30 = 82)
    --DC-15 Phase I Trooper (30)

    Phase I Clone Troopers (52 + 30 = 82)
    --DC-15 Phase I Trooper (30)

    Phase I Clone Troopers (52 + 0 = 52)

    TX-130 Saber-Class Fighter Tank (170 + 24 = 194)
    --Aayla Secura (5), TX-130 Twin Laser Turret (14), Linked Targeting Array (5)

    Commands:
    Call Me Captain (1), Our Fate is in Your Hands (1), Take That, Clankers! (2), Aggressive Negotiations (2), Were Not Programmed (3), Diplomatic Cover (3), Standing Orders (4)

    Deployments: Major Offensive, The Long March, Hemmed In, Roll Out
    Objectives: Hostage Exchange, Payload, Key Positions, Intercept the Transmissions
    Conditions: Clear Conditions, Fortified Positions, Supply Drop, Minefield


  14. 7 minutes ago, Mokoshkana said:

    Seven activations is not enough, and unless your opponent plays foolishly, You certainly do not have the firepower to quickly delete units. An opponent with 10+ activations can easily wait you out and then counter punch. 

    Agreed. With rex it allows you to sit around 9 activations rather than 7 which let's you compete against higher activation lists. 


  15. 4 minutes ago, Cpt ObVus said:

    So, looking through the early posts in this thread for inspiration, I saw someone saying that giving Snap the Composure talent would be somehow beneficial, as he could choose to fail his free Boost action and get a Focus action in return. But... why not just complete a Focus action instead? Composure requires that you skip any additional action in the turn, so there seems to be zero benefit here, unless Snap accidentally fails a Boost, which, I mean, just don’t do that, right? 

    Help me see why Composure is good on Snap.

    It used to allow him to get a free focus from his boost and follow up with a target lock. A rule change killed this interaction so now there is no reason to take it. 


  16. I was messing around with list builder trying to mash together a good build for the tank and friends and ended up coming up with this. I wanted to know what feedback if any you would have for this list. Thanks!

    798/800
    Clone Captain Rex (90 + 12 = 102)
    --Aggressive Tactics (10), Recon Intel (2)

    R2-D2 (35 + 0 = 35)

    Phase I Clone Troopers (52 + 25 = 77)
    --Z-6 Phase I Trooper (25)

    Phase I Clone Troopers (52 + 25 = 77)
    --Z-6 Phase I Trooper (25)

    Phase I Clone Troopers (52 + 25 = 77)
    --Z-6 Phase I Trooper (25)

    Phase I Clone Troopers (52 + 25 = 77)
    --Z-6 Phase I Trooper (25)

    Phase I Clone Troopers (52 + 25 = 77)
    --Z-6 Phase I Trooper (25)

    Phase I Clone Troopers (52 + 25 = 77)
    --Z-6 Phase I Trooper (25)

    TX-130 Saber-Class Fighter Tank (170 + 29 = 199)
    --Veteran Clone Pilot (7), TX-130 Twin Laser Turret (14), High-Energy Shells (8)

  17. 14 hours ago, Blail Blerg said:

    I wonder if OP has had any luck

    I just got to put some of these tips to use last night at my local gaming store. Played against obiwan anakin and ric. Some notable things that happened blocking ships, predicting the aces dials, splitting the formation into 2 and 2 and slow rolling in the beginning. Ended up pulling out a win. Thanks to everyone for the ideas and tips!!


  18. So I normally play list that joust with high hull and low ps ships and I've been running into trouble against aces specifically 3 high ps aces. Does anyone have some tips to deal with these kinds of lists?

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