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weebaer

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Posts posted by weebaer


  1. 3 hours ago, arnoldrew said:

    You mean with his command card that gives him Arsenal 2 and Relentless? You're talking about it like you're using it just on it's own and not just on that turn. Even with the card, you only have about a 8% chance to one-shot Sabine, which isn't insignificant but is far from average. Am I misunderstanding what you are talking about?

    I mean solely for his 1 pip.  I obviously wasn't clear enough, sorry about that.  I meant to say he 1 shots almost every other non saber wielding trooper unit in the game except those with impervious, but even then it's still devastating.  I have run Dooku a crap ton of times without saber throw, I just prefer him with it.  When you want to engage your opponent with Dooku they always know when it is coming and when his 1 pip in coming to ensure you can safely and effectively.  With Saber throw his threat range (with his one pip) is range 4 (move, move, saberthrow and lighting) which makes it very easy to catch an opponent's key unit that is out of position and forcing your opponent to play without said key unit, or, make them adjust their game plan because that unit is very close to dying.  I am not ignorant enough to say this is always better and everyone should do it.  I have simply played with certain units so many times that I have learned how I prefer to play them.  Its totally fine if you use them differently than me.  That's what I love about legion!

    Oh, I forgot to mention that I almost always use Dooku for his 1 pip after the probe droids, those 3 extra re-rolls on dookus' 5 black 3 red attack with pierce 3 is just incredible.


  2. I think you all have great points.  I love that legion is so much about player preference.  I found that the way I like to use maul he is better with reflexes.  I have played him enough to realize that have a dodge every round keeps him alive much longer than when I have taken saber throw.  Sure I can sit behind line of sight blocking terrain, pop out and throw, then pop back, but I have found he doesn't dish out as much damage as I need him to with the rest of my team when played like that.  I need him to hit hard and fast on some key opponent units.  Once he has done his job if he is still alive then excellent, if he is dead, then the poisons are all in positions to clean up. 

    I also have found that saber throw on Dooku is probably my favorite force upgrade for him.  It auto kills almost any non-armored unit.  It almost 1 shots Sabine on AVERAGE.  I have used him a lot without it and I just keep going back to it.


  3. On 10/25/2020 at 1:02 PM, bllaw said:

    What you CAN do though is promote a rebel trooper unit to commander and send them on a suicide run into the middle of the enemy forces THEN you can promote Luke to commander

    I'd be lying if I said Ive never done this...lol but that basically makes you op Luke 40 points more just for the command rank...not worth it I found.

     


  4. I agree with what has been said about HQs.  Be sure when you use them that the unit that has the HQ, the first action is always to untap the HQ.  That way you can confidently play any card in you command deck and not be hindered by not having perfect activation control.  Especially with Maul I have found that you really really want perfect activation control.  I have a Maul/Dooku team that has been pretty devastating to my opponents.

    787 pts

    Count Dooku (Force Barrier, Force Reflexes, Saber Throw, Aggressive Tactics)
    Maul (Force Push, Force Reflexes, Offensive Push, Tenacity)
    B1 Battle Droids (HQ Uplink)
    B1 Battle Droids
    B1 Battle Droids (Radiation Cannon B1 Trooper, B1 Battle Droid)
    B1 Battle Droids (Radiation Cannon B1 Trooper, B1 Battle Droid)
    B1 Battle Droids (Radiation Cannon B1 Trooper, B1 Battle Droid)
    B1 Battle Droids (Radiation Cannon B1 Trooper, B1 Battle Droid)
    DRK-1 Sith Probe Droids

    Commands:
    Duel of the Fates (1), Fear, Surprise, Intimidation (1), Double the Fall (2), The Phantom Menace (2), At Last (3), You Disappoint Me (3), Standing Orders (4)

    Deployments: Advanced Positions, Danger Close, Hemmed In, Major Offensive
    Objectives: Recover the Supplies, Payload, Intercept the Transmissions, Hostage Exchange
    Conditions: Limited Visibility, Supply Drop, War Weary, Hostile Environment

    I love that you can get complete activation control with either Dooku or Maul cards.  It is very important especially the round that you want to be able to use force barrier 2 times (usually 1st or second round)  I think the bid is important for this team too since it has such a close ranged focus.


  5. Just had a lot of fun with this mean list: 

    Commander Vader with push, reflexes and barrier

    2 Dewbacks with flames and tenacity

    2 snows with flamers, extra troopers and frags

    naked stormtroopers

    Stormstroopers with med droid

    triple snipers.


  6. I honestly think we will see double speeders fairly regularly.  I think they are very viable now.  I honestly knew they could work previously, but you have to be very skilled to make them earn their points.  now if they are run in tandem on a flank then they can be very scary.  I don't think people realize how much the change in the compulsory keyword will increase the effectiveness of all repulsor vehicles.


  7. Ive had a strong showing with this list:

    Rebel Officer
    Luke Skywalker (Operative) (Force Push, Jedi Mind Trick, Force Reflexes, Situational Awareness)
    R2-D2 (Comms Relay, C-3PO)
    Rebel Veterans (CM-O93 Trooper, Rebel Veteran, Seize the Initiative, Recon Intel)
    Mark II Medium Blaster Trooper
    Fleet Troopers (Scatter Gun Trooper, Rebel Officer Upgrade, Recon Intel)
    Fleet Troopers (Scatter Gun Trooper, Rebel Officer Upgrade, Recon Intel)
    Rebel Commandos (Strike Team) (DH-447 Sniper)
    Rebel Commandos (Strike Team) (DH-447 Sniper)
    Rebel Commandos (Strike Team) (DH-447 Sniper)

    Round 1 you play R2's 3 pip for extra moves and cover, and I activate Luke last and double move if possible (and if it's safe) He might get sniped at a couple of times if he is visible, but the fleets can be used to make sure he is not suppressed. Round 2 I usually go with My ally is the force and Put an order on Luke, R2, and then use the Vet's Seize the initiative (ive been proxying it) in order to get a double dodge on the vets and a dodge on the MkII that they passed the order to.  This allows me to have a lot of dodges this round and usually helps Luke close the distance.  The snipers are used to make sure that Luke can get close without triggering painful standby tokens. Fleets are there to draw fire off Luke.  If they are shot at before Luke I always count that as a win.  Usually by turn 3 Luke has started terrorizing the opponent's line and the fleets and vets are still around to clean off activations.  R2 MUST be focused or I usually win.  This also draws fire away from Luke and the fleets.


  8. Occupier tank is incredibly strong when used as a suppression machine.  You can move, suppress units with displacement and then pivot after they have been placed to double suppress all in 1 move action. 

    EDIT: they fixed this with the new RRG.  You can now only receive 1 suppression token per unit activation token.  So you can still be displaced  more than once per unit activation, but you only receive one suppression during that units activation.

     


  9. I don't think it even needs to be banned/limited.  There are a lot of good clone players in my area, but they only dominated the scene until everyone else made adjustments to their lists.  This is what happens EVERYTIME something new comes out.  Just adjust your list to counter it.

    Sabine and Op Luke became popular with rebel lists, as did longer range, more FDs, more snipers etc.

    Empire started playing more ATSTs and Veers to kills the big P2 units that have overwatch.

    CIS started playing More AATs who don't care about your standbys

    Some players started to have higher bids to have things clones don't like, such as Limited visibility, payload, bombing run etc.


  10. I prefer the sabs.   They are very strong, but definitely take a higher level to play well.

    Here is my personal favorite army right now:

    General Grievous (Aggressive Tactics, DT-57 Annihilator)
    B1 Battle Droids (Radiation Cannon B1 Trooper, B1 Battle Droid)
    B1 Battle Droids
    B1 Battle Droids
    B1 Battle Droids
    BX-Series Droid Commandos (Dioxis Mine Saboteur, Tenacity, Vibroswords)
    BX-Series Droid Commandos (Dioxis Mine Saboteur, Tenacity, Vibroswords)
    BX-Series Droid Commandos (Strike Team) (BX-Series Droid Sniper)
    STAP Riders (HQ Uplink)
    STAP Riders (Command Control Array)


  11. 11 hours ago, Khobai said:

    It already happened. They got nerfed last summer with a slight points increase. But theyre still very much a problem. I expect to see them get nerfed again.

    Yeah, but even if the increase the price to 52 or even 54, You will still see 2-3 in each team.  They are too worth it for back line objective capture, and they are even more important now vs clone armies that standby farm. I think we will see a point increase, I jut don't think that will change anything

     


  12. I personally like your second team better.  You have 4 scary things running at your opponent with a bunch of fodder to keep them safe.  Be sure to play GG's 2 pip when you willl be shot at the most.  This will keep your 4 melee units relatively safe for the round.  I would take GG's 1 and 2 pips and dooku's 3 cards and an assault card (instead of GG's 3 pip) so you can try to get the most out of Aggressive tactics on Dooku.

    Once you get close eliminate the biggest damage threat with Dooku's 1 pip.  People will argue all day about whether to take force choke or saber throw.  The majority like force choke on him.  I personally like Saber throw for the pierce 3 on his 1 pip which almost ensures an auto kill on a unit, but everyone has their preferences.

    I would lead with Dooku's 3 pip to move forward with some dodges in round 1 trying to stay in cover and behind LOS (line of sight) blocking terrain.  The round 2 I would play GG's 2 pip and make sure all you high value untis are within range 1 of the B1's with face up tokens to ensure they can guardian all hits off them.

    By round 3 you should be in their face and should start winning battles with GG's 1 pip and Dooku's 1 or 2 pip.

     

    Actually I might switch aggressive tactics to Grevious, your B1s will need the surge on the round you play his 2 pip.


  13. You guys can keep trying to convince him, @arnoldrew tried to warn me. Vader has multiple command cards that will prevent endless grapples (Master of Evil, Vader's Might) or, if she is in range 1 already, then simply force push her further than range 1 from you.  She will not be able to move back into range, refresh grapple AND use it.

    Khobai is either a troll, or he just refuses to find simple solutions to his problems.


  14. 11 minutes ago, Khobai said:

    you should always take tenacity with her if you take the darksaber IMO.

    and its not ironic. its statistical probability.

    she has critical surge to hit. vader does not even surge to hit let alone surge to crit.

    her average damage is not that much lower than his thanks to her native offensive surge to crit.

    conveniently you left that out though.

    Sabine Wren trashes operative Vader. Utterly and completely. She absolutely is a nuclear option against OP Vader. Operative Vader has some serious fragility issues. Sabine Wren not only outdamages Operative Vader but is also much harder to kill than operative Vader; which is wrong on so many levels but it is what it is.

    Shes less likely to be able to kill Commander Vader because of his 8 wounds. He has to have at least 3-4 wounds on him for her to have a chance. But just  tying him up for the entire game is often good enough.

    Your statistics on you previous post says she does not trash him.  They show that he is actually better.  That doesnt even take into account that Vader should have 2 dodges each time she attacks (one from dodge, other from force reflexes since he should go before her almost every round due to the ability to have multiple low pip cards specific to Vader).  Can she limit his effectiveness for a long time? sure she can, and she should.  He does beat her most of the time when played correctly, but if she is close to 160 points and he is 170+ then they should be relatively close, but he definitely has the advantages.  He is not trashed by her.  You arent convincing of the people here and we clearly arent convincing you with our ample suggestions, facts, and statistics (some of which you conveniently provided that prove he is better), so this conversation is over.


  15. 1 minute ago, Khobai said:

    I do assume average dice rolls.

    Its Vaders 6 red vs Sabines 6 black + 1 red from tenacity and her offensive surge to crit.

    Shes really not doing that much less damage than him because of her offensive surge to crit.

    You dont know what youre talking about.

     

    Can you give a break down of statistics with both of them surging to defense?  Be sure to factor in the additional dodges force reflexes, Fear and Dead men, or the suppression Sabine has from Master of evil giving her only 1 action, or the fact that Vader gets to attack 2 times in a round with implacable (also give him 2  dodges because force power refresh after the activation).  There is a multitude of things you can do to make sure Vader beats her, because statistics are in your favor.  You are welcome to refuse to accept the fact that you area being a denier of real solutions, but it is likely we will see much more complaining from you and you will continue to not have fun playing this game if you chose to do so. 


  16. 5 minutes ago, Khobai said:

    Sabine doesnt shoot him the rest of her army does.

    Just like the rest of Vaders army is going to be shooting Sabine.

    Sabine is a little better situated to survive being shot at by an entire army though because of nimble. Its also easier for her to position herself well because of how fast she is.

    Youre not playing in a vacuum.

    Literally any attack can be devastating if you roll well and they miss their saving throws.

    Sabine can just as easily devastate Vader if he misses all his saving throws.

    Thats why I usually assume average dice rolls.

    If you assume avg dice rolls then we wouldnt even be having this conversation


  17. Couple if issues I see with your gameplay.

    If Sabine is both able to grapple AND shoot, then you done messed up.  That means she was already within range 1 of you without you engaging her, why?  Also I will echo what was just said, saber throw is good vs sabine since she does not get immune pierce unless she is already in melee.  Sure she still has impervious but that ability has diminishing returns the higher the pierce.


  18. 3 minutes ago, Khobai said:

    She can definitely beat Vader 1v1. I already explained how. You immobilize him then shoot some wounds onto him. Then you engage him in melee.

    All you need to do is put a couple wounds on him for Sabine to reasonably take him out. And even if she doesnt take him out she ties him up for the rest of the game.

    Sure.  If you are playing Vader with zero concept of command cards, force abilities, and statistics.


  19. 5 minutes ago, arnoldrew said:

     

    Don't try arguing with him. He considers his opinions facts, regardless of the rules, the math, or how the game actually plays. He is correct, though, in that even though Vader will kill Sabine, she has a pretty good chance of tying him up for basically the entire game and keeping him from doing anything BUT kill her.

    Sound like he needs to buy new dice.

     

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