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Tokous

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  1. Like
    Tokous got a reaction from BlueSquadronPilot in Scouts Out!   
    Certainly look great, very nice camo design.
    If I may make one critique, I think those gloves should be a different color. maybe green, black, or same/similar camo design. Just something other than what it is, since it seems to match the speeder bike color way too much and from first look seems like apart of the speeder bike handles. 
  2. Like
    Tokous got a reaction from rasmussen81 in Charge Question   
    Indeed that would be a no how you would be doing it.
    However, in order to make it a Yes... Luke moves followed by using Force Push (assuming able) to pull (storm/snow)trooper unit towards Luke, then move again into base contact now activating Charge.
  3. Like
    Tokous got a reaction from Caimheul1313 in Reconfigure   
    No they are not the same name. They are a similar but different model, best way to open your mind is lets go to reality. Is the M16A1, M16A2, M16A3, and M16A4 all literally the same weapon!? No they are not, but they are different models based off the prior design.  If you are younger then maybe this will be a better example, Samsung Galaxy S2 is not the same as Samsung Galaxy S9....if you think it is I'll trade you a S2 for your S9.
    Going back to this game, They literally have a different name which I already stated. Because of that, unless otherwise stated will be treated as a totally different weapon.
  4. Like
    Tokous got a reaction from colki in Coordinated Fire - 32 free aim tokens? yes please   
    I thought I explained it well, I'll try it again. This time breaking it apart even using your interchangeable wording which I'm not disagreeing about the words, more about the overall meaning. It doesn't say Each friendly corps unit that spends, or anything along those lines. Just each time one spends an aim token which could be more than one. I'm not saying you spend 1 then gain 2, just saying spend 2 gain 2, spend 5 gain 5 as long as it is a friendly corps unit and the unit receiving is at range 1-2.
    1. After 1 Friendly corps unit spends 1 aim token...
    2. ... 1 other friendly unit at range 1-2 may gain 1 aim token.
    Let's say I have 4 stormtrooper corp units, two of them has been given an aim token from Veers ability spotter 2 earlier on his activation, now I choose one of the stormtroopers with an face up order token and aim token.
    I decide to use my first action to gain an aim token giving this unit 2 aim token. Then I use my second action to do a ranged attack on a rebel trooper range 2 away. I roll misses, so I use an aim token. (1.) (2.) I still have some dice results I want better, so I use another aim token. (1.) (2.)  Which if given to the same other unit, it now has two aim tokens since I spent two aim tokens with a friendly corps unit and the other unit was range 1-2 away.
     
  5. Like
    Tokous got a reaction from Simonsays3 in Emergency Stims   
    I'll try to better explain what was being said.

    A round starts, Player 1 has Veers as a Commander. Activates a Stormtrooper unit attacking Player 2's rebel unit, which ends up a miss. Ends there action.
    Player 2  chooses a Corp unit to do a ranged attack against Player 1's Stormtrooper unit of 4 with the Exhaust(able) upgrade card Emergency Stim- During an attack, when you would suffer wounds, prevent up to 2 wounds and place an equal number of wound tokens on this card instead. If you do, at the end of your next activation, discard each token on this card and suffer wounds equal to the number of tokens discarded.
    Skipping ahead... The Stormtroopers take 2 damage... instead they Exhaust Emergency Stim to prevent (delay) the 2 wounds.
    Next Round, Player 1 uses the command card: Imperial Discipline (3 pip) - When a friendly unit is issued an order, It may recover.
    (For all who don't know.   Recover: A unit can recover by performing a recover action. When a unit recovers, a player removes any number of suppression tokens from that unit and readies any number of the unit’s exhausted upgrade cards.)
    Now Imperial Discipline Recovers that stormtrooper unit with Emergency Stim which is no longer Exhausted. And, given one of the face up order tokens.
    They are attacked again for 2 damage ... Exhaust Emergency Stim preventing another 2.... now there are 4 wound tokens on Emergency Stim. They eventually activate, do there thing. They end there activation... NOW Emergency Stims requires that unit to do a wound per every wound token on that card, which defeats the unit of 4 doing 4 damage.
     
    The card Emergency Stim doesn't state it can only have up to max 2 wounds on the card, and doesn't say discard up to 2.. it says each and to suffer an equal number, and you can only prevent up to 2 per during an attack (which the card is not exhaust).
    Hopefully that helps.
     
    slight edit, thanks Caimheul1313 for seeing it.
     
  6. Like
    Tokous reacted to arnoldrew in Reconfigure   
    He told you what the names of the weapons were and you just said "no I'm going to reject reality." Please don't confuse other people here with your stubbornness.
  7. Like
    Tokous got a reaction from Prokins in ATST and Airspeeder still extremely overcosted   
    Its more closer to 55% chance to do 0 damage, 35% chance to 1 damage, and rare to do 2.  White dice hardly hit, and red dice are vice versa. I'm just finding this so wildly exaggerated. Realistically even embellished.. I doubt any of the stormtroopers would roll a critical hit, and they can't hurt the T-47 with hits even if they actually did roll some. With that one unit, the DLT-19 doesn't have such a high chance to score 1 hit with or without an aim token, but should get one or two hits rolled...
    Even with those one or two, well say two since one would be instantly a miss unless it was a critical hit since it has cover 1. With that one, impact has faster speed than armor, so you have one hit result but now the T-47 has a white defense die with defense surge to attempt to block. 2/4 Not the best of chances but still could pull it off. With it taking 6 corp units a round or two to take it down if not longer is a major waste and the opposite of this thing being garbage.
    I know from going against it (I'm predominantly an Imperial gamer), it's certainly not immortal. I've got lucky pulling several critical hits and what not, the point is that isn't so easy or normal. A white die has 1/8 chance to roll a critical hit. Those two red dice from DLT-19 have 1/8 critical, 6/8 sides are hits which with Impact 1 only 1 changes to Critical hit. While the T-47 has 1/3rd chance to block that.
    A T-47 being used by a good player will last and be way far beyond a threat than most realize. Just because people use it wrong doesn't mean it sucks. A novice rushes into battle with it, of course it will plummet out of the sky as a fire ball lol. That's like rushing a unit of Imperial Royal Guards full speed ahead of an open field towards snipers and troops with range 1-3. When they die almost always doing that, it is realistic to then state they are trash... it's the user, not the unit.
  8. Like
    Tokous got a reaction from Caimheul1313 in Emergency Stims   
    I see, that's what I initially meant to say but was trying to make it very detailed...ended up deleting so much extra details and then that happens lol. I will edit it immediately, thanks for catching that.
  9. Like
    Tokous got a reaction from UnitOmega in ATST and Airspeeder still extremely overcosted   
    Its more closer to 55% chance to do 0 damage, 35% chance to 1 damage, and rare to do 2.  White dice hardly hit, and red dice are vice versa. I'm just finding this so wildly exaggerated. Realistically even embellished.. I doubt any of the stormtroopers would roll a critical hit, and they can't hurt the T-47 with hits even if they actually did roll some. With that one unit, the DLT-19 doesn't have such a high chance to score 1 hit with or without an aim token, but should get one or two hits rolled...
    Even with those one or two, well say two since one would be instantly a miss unless it was a critical hit since it has cover 1. With that one, impact has faster speed than armor, so you have one hit result but now the T-47 has a white defense die with defense surge to attempt to block. 2/4 Not the best of chances but still could pull it off. With it taking 6 corp units a round or two to take it down if not longer is a major waste and the opposite of this thing being garbage.
    I know from going against it (I'm predominantly an Imperial gamer), it's certainly not immortal. I've got lucky pulling several critical hits and what not, the point is that isn't so easy or normal. A white die has 1/8 chance to roll a critical hit. Those two red dice from DLT-19 have 1/8 critical, 6/8 sides are hits which with Impact 1 only 1 changes to Critical hit. While the T-47 has 1/3rd chance to block that.
    A T-47 being used by a good player will last and be way far beyond a threat than most realize. Just because people use it wrong doesn't mean it sucks. A novice rushes into battle with it, of course it will plummet out of the sky as a fire ball lol. That's like rushing a unit of Imperial Royal Guards full speed ahead of an open field towards snipers and troops with range 1-3. When they die almost always doing that, it is realistic to then state they are trash... it's the user, not the unit.
  10. Like
    Tokous got a reaction from DwainDibbly in Charge Question   
    Indeed that would be a no how you would be doing it.
    However, in order to make it a Yes... Luke moves followed by using Force Push (assuming able) to pull (storm/snow)trooper unit towards Luke, then move again into base contact now activating Charge.
  11. Like
    Tokous got a reaction from chr335 in ATST and Airspeeder still extremely overcosted   
    I believe it wasn't used because they personally didn't choose it, not that it isn't good, more that it didn't fit into how they play and the armies overall goal. Sort of like why an imperial player wouldn't use boba fett, not because he is bad just isn't part of their play style or strategy. 
    I'm not agreeing with your reasons, yet they are how you see things currently.
    When it comes to objective impact, they certainly have major impact. Capturing an objective is only one side of the coin; defeating and preventing units from having the objective is important too.
    Wasn't understanding why you are comparing corps units with vehicles. Luke is equal or more than an airspeeder, Emperor Palpatine/Vader is equal or more than an AT-ST... yet both are used and both could be replaced for 4 corps units. Luke is mainly close quarters strong - Airspeeder fast with range strong. Emperor/Vader are powerful close and slow - AT-ST faster with variety of long-short ranges with lots of HP and nearly as powerful close combat.
    They tend to do more not less damage.
    AT-ST- Range 1-4 (2 red, 2 black, 2 white dice) and with arsenal 2 another of it's weapons being Range 1-3(1 red, 1 black, 1 white dice), Range 4+ (3 white dice), or Range 1-2 (2 black dice) compared with x4 Stormtrooper units of 5 troopers with Range 1-3 (5 white dice) in 4 different activations of a total of 20 white dice!?? I'd pick the AT-ST as way more damage dealing, even more so if they are against the AT-ST vs them.
    Airspeeder- Range 1-3 (3 red, 3 black) and with arsenal 2 another of it's weapons being Range 1-2 (4 black) or (1 red) compared with x4 Rebel Trooper units of 5 troopers with Range 1-3 (1 black) in 4 different activations of a total of 20 black dice, may be better off than the stormtroopers but still has to deal with cover 1 and armor not really doing a whole lot. Once again, if vs. each other, I'd choose the Airspeeder.
    Mobility prowess is closer to the truth. The AT-ST lacks only because it is a ground vehicle, but fast for one. However the airspeeder on the otherhand has compulsory with speed 3 movement while having speeder 2, unless you have very high terrain the airspeeder is unmatched at mobility.
    I additionally disagree with a heavy weapon unit with say DLT-19 is superior to an Airspeeder or AT-ST. I do agree it should do maybe some damage with those 2 red dice and 4 white dice but not to the extent you are speaking of ... the Airspeeder has cover 1 canceling 1 hit in the apply dodge/Cover before Impact in the modify attack dice canceling it's armor in addition. White attack dice stormtroopers aren't reliable to consider even getting a hit. Realistically you might get at least 1-2 damage in if not blocked. It still has 5-6 HP remaining. If it shot at Stormtroopers, I'm sure with 3 red 3 black dice minimum should do more damage to them than them to it even against the red defense dice.
    If it isn't for you or don't understand how to use it effectively then simply don't use it. 
    When it comes down to it, each and every single unit ever made and ever will be made in star wars legion is valid and useful. Each has it's own unique strengths & weaknesses, play style, usage, effectiveness, fatal flaw if used wrong, etc.  That's the cool part of this game, you have choices what kind of army you want and how that army will play. Even if not in full bloom, its sort of like a rock, paper, scissors game but way more advanced beyond 3 outcomes.. ever growing.
    I said something like this in another post... try not to think something is not effective, instead try to think of ways it is effective. Dismissing it is easy.
  12. Like
    Tokous got a reaction from RaevenKS in ATST and Airspeeder still extremely overcosted   
    I believe it wasn't used because they personally didn't choose it, not that it isn't good, more that it didn't fit into how they play and the armies overall goal. Sort of like why an imperial player wouldn't use boba fett, not because he is bad just isn't part of their play style or strategy. 
    I'm not agreeing with your reasons, yet they are how you see things currently.
    When it comes to objective impact, they certainly have major impact. Capturing an objective is only one side of the coin; defeating and preventing units from having the objective is important too.
    Wasn't understanding why you are comparing corps units with vehicles. Luke is equal or more than an airspeeder, Emperor Palpatine/Vader is equal or more than an AT-ST... yet both are used and both could be replaced for 4 corps units. Luke is mainly close quarters strong - Airspeeder fast with range strong. Emperor/Vader are powerful close and slow - AT-ST faster with variety of long-short ranges with lots of HP and nearly as powerful close combat.
    They tend to do more not less damage.
    AT-ST- Range 1-4 (2 red, 2 black, 2 white dice) and with arsenal 2 another of it's weapons being Range 1-3(1 red, 1 black, 1 white dice), Range 4+ (3 white dice), or Range 1-2 (2 black dice) compared with x4 Stormtrooper units of 5 troopers with Range 1-3 (5 white dice) in 4 different activations of a total of 20 white dice!?? I'd pick the AT-ST as way more damage dealing, even more so if they are against the AT-ST vs them.
    Airspeeder- Range 1-3 (3 red, 3 black) and with arsenal 2 another of it's weapons being Range 1-2 (4 black) or (1 red) compared with x4 Rebel Trooper units of 5 troopers with Range 1-3 (1 black) in 4 different activations of a total of 20 black dice, may be better off than the stormtroopers but still has to deal with cover 1 and armor not really doing a whole lot. Once again, if vs. each other, I'd choose the Airspeeder.
    Mobility prowess is closer to the truth. The AT-ST lacks only because it is a ground vehicle, but fast for one. However the airspeeder on the otherhand has compulsory with speed 3 movement while having speeder 2, unless you have very high terrain the airspeeder is unmatched at mobility.
    I additionally disagree with a heavy weapon unit with say DLT-19 is superior to an Airspeeder or AT-ST. I do agree it should do maybe some damage with those 2 red dice and 4 white dice but not to the extent you are speaking of ... the Airspeeder has cover 1 canceling 1 hit in the apply dodge/Cover before Impact in the modify attack dice canceling it's armor in addition. White attack dice stormtroopers aren't reliable to consider even getting a hit. Realistically you might get at least 1-2 damage in if not blocked. It still has 5-6 HP remaining. If it shot at Stormtroopers, I'm sure with 3 red 3 black dice minimum should do more damage to them than them to it even against the red defense dice.
    If it isn't for you or don't understand how to use it effectively then simply don't use it. 
    When it comes down to it, each and every single unit ever made and ever will be made in star wars legion is valid and useful. Each has it's own unique strengths & weaknesses, play style, usage, effectiveness, fatal flaw if used wrong, etc.  That's the cool part of this game, you have choices what kind of army you want and how that army will play. Even if not in full bloom, its sort of like a rock, paper, scissors game but way more advanced beyond 3 outcomes.. ever growing.
    I said something like this in another post... try not to think something is not effective, instead try to think of ways it is effective. Dismissing it is easy.
  13. Like
    Tokous got a reaction from weebaer in ATST and Airspeeder still extremely overcosted   
    I believe it wasn't used because they personally didn't choose it, not that it isn't good, more that it didn't fit into how they play and the armies overall goal. Sort of like why an imperial player wouldn't use boba fett, not because he is bad just isn't part of their play style or strategy. 
    I'm not agreeing with your reasons, yet they are how you see things currently.
    When it comes to objective impact, they certainly have major impact. Capturing an objective is only one side of the coin; defeating and preventing units from having the objective is important too.
    Wasn't understanding why you are comparing corps units with vehicles. Luke is equal or more than an airspeeder, Emperor Palpatine/Vader is equal or more than an AT-ST... yet both are used and both could be replaced for 4 corps units. Luke is mainly close quarters strong - Airspeeder fast with range strong. Emperor/Vader are powerful close and slow - AT-ST faster with variety of long-short ranges with lots of HP and nearly as powerful close combat.
    They tend to do more not less damage.
    AT-ST- Range 1-4 (2 red, 2 black, 2 white dice) and with arsenal 2 another of it's weapons being Range 1-3(1 red, 1 black, 1 white dice), Range 4+ (3 white dice), or Range 1-2 (2 black dice) compared with x4 Stormtrooper units of 5 troopers with Range 1-3 (5 white dice) in 4 different activations of a total of 20 white dice!?? I'd pick the AT-ST as way more damage dealing, even more so if they are against the AT-ST vs them.
    Airspeeder- Range 1-3 (3 red, 3 black) and with arsenal 2 another of it's weapons being Range 1-2 (4 black) or (1 red) compared with x4 Rebel Trooper units of 5 troopers with Range 1-3 (1 black) in 4 different activations of a total of 20 black dice, may be better off than the stormtroopers but still has to deal with cover 1 and armor not really doing a whole lot. Once again, if vs. each other, I'd choose the Airspeeder.
    Mobility prowess is closer to the truth. The AT-ST lacks only because it is a ground vehicle, but fast for one. However the airspeeder on the otherhand has compulsory with speed 3 movement while having speeder 2, unless you have very high terrain the airspeeder is unmatched at mobility.
    I additionally disagree with a heavy weapon unit with say DLT-19 is superior to an Airspeeder or AT-ST. I do agree it should do maybe some damage with those 2 red dice and 4 white dice but not to the extent you are speaking of ... the Airspeeder has cover 1 canceling 1 hit in the apply dodge/Cover before Impact in the modify attack dice canceling it's armor in addition. White attack dice stormtroopers aren't reliable to consider even getting a hit. Realistically you might get at least 1-2 damage in if not blocked. It still has 5-6 HP remaining. If it shot at Stormtroopers, I'm sure with 3 red 3 black dice minimum should do more damage to them than them to it even against the red defense dice.
    If it isn't for you or don't understand how to use it effectively then simply don't use it. 
    When it comes down to it, each and every single unit ever made and ever will be made in star wars legion is valid and useful. Each has it's own unique strengths & weaknesses, play style, usage, effectiveness, fatal flaw if used wrong, etc.  That's the cool part of this game, you have choices what kind of army you want and how that army will play. Even if not in full bloom, its sort of like a rock, paper, scissors game but way more advanced beyond 3 outcomes.. ever growing.
    I said something like this in another post... try not to think something is not effective, instead try to think of ways it is effective. Dismissing it is easy.
  14. Like
    Tokous got a reaction from Derrault in ATST and Airspeeder still extremely overcosted   
    I believe it wasn't used because they personally didn't choose it, not that it isn't good, more that it didn't fit into how they play and the armies overall goal. Sort of like why an imperial player wouldn't use boba fett, not because he is bad just isn't part of their play style or strategy. 
    I'm not agreeing with your reasons, yet they are how you see things currently.
    When it comes to objective impact, they certainly have major impact. Capturing an objective is only one side of the coin; defeating and preventing units from having the objective is important too.
    Wasn't understanding why you are comparing corps units with vehicles. Luke is equal or more than an airspeeder, Emperor Palpatine/Vader is equal or more than an AT-ST... yet both are used and both could be replaced for 4 corps units. Luke is mainly close quarters strong - Airspeeder fast with range strong. Emperor/Vader are powerful close and slow - AT-ST faster with variety of long-short ranges with lots of HP and nearly as powerful close combat.
    They tend to do more not less damage.
    AT-ST- Range 1-4 (2 red, 2 black, 2 white dice) and with arsenal 2 another of it's weapons being Range 1-3(1 red, 1 black, 1 white dice), Range 4+ (3 white dice), or Range 1-2 (2 black dice) compared with x4 Stormtrooper units of 5 troopers with Range 1-3 (5 white dice) in 4 different activations of a total of 20 white dice!?? I'd pick the AT-ST as way more damage dealing, even more so if they are against the AT-ST vs them.
    Airspeeder- Range 1-3 (3 red, 3 black) and with arsenal 2 another of it's weapons being Range 1-2 (4 black) or (1 red) compared with x4 Rebel Trooper units of 5 troopers with Range 1-3 (1 black) in 4 different activations of a total of 20 black dice, may be better off than the stormtroopers but still has to deal with cover 1 and armor not really doing a whole lot. Once again, if vs. each other, I'd choose the Airspeeder.
    Mobility prowess is closer to the truth. The AT-ST lacks only because it is a ground vehicle, but fast for one. However the airspeeder on the otherhand has compulsory with speed 3 movement while having speeder 2, unless you have very high terrain the airspeeder is unmatched at mobility.
    I additionally disagree with a heavy weapon unit with say DLT-19 is superior to an Airspeeder or AT-ST. I do agree it should do maybe some damage with those 2 red dice and 4 white dice but not to the extent you are speaking of ... the Airspeeder has cover 1 canceling 1 hit in the apply dodge/Cover before Impact in the modify attack dice canceling it's armor in addition. White attack dice stormtroopers aren't reliable to consider even getting a hit. Realistically you might get at least 1-2 damage in if not blocked. It still has 5-6 HP remaining. If it shot at Stormtroopers, I'm sure with 3 red 3 black dice minimum should do more damage to them than them to it even against the red defense dice.
    If it isn't for you or don't understand how to use it effectively then simply don't use it. 
    When it comes down to it, each and every single unit ever made and ever will be made in star wars legion is valid and useful. Each has it's own unique strengths & weaknesses, play style, usage, effectiveness, fatal flaw if used wrong, etc.  That's the cool part of this game, you have choices what kind of army you want and how that army will play. Even if not in full bloom, its sort of like a rock, paper, scissors game but way more advanced beyond 3 outcomes.. ever growing.
    I said something like this in another post... try not to think something is not effective, instead try to think of ways it is effective. Dismissing it is easy.
  15. Like
    Tokous reacted to Derrault in ATST and Airspeeder still extremely overcosted   
    If by trooper units you mean corps units, it’s a minimum of 3, max 6; so at most if you skipped full corps, you’d only be forgoing 3, never 4.
    It would take at least six attacks by full squads with DLT-19s and the extra trooper to kill a T-47; 13+ to kill an AT-ST. Their firepower isn’t the same as the troopers because they last significantly longer in the face of incoming attacks. The exact same dice would easily decimated far more trooper units simply because they lack armor. You’re not paying for firepower (although the cost per point per die for the extra weapons is actually cheaper on heavies than on corps), you’re paying to durability.
    A corps might get deleted in a single attack (and all too frequently will) or decimated to the point that it’s output is basically nothing, at only 1-2 dice. A Heavy has no such worries, easily soaking  even large numbers of dice.
  16. Like
    Tokous got a reaction from bllaw in Charge Question   
    Indeed that would be a no how you would be doing it.
    However, in order to make it a Yes... Luke moves followed by using Force Push (assuming able) to pull (storm/snow)trooper unit towards Luke, then move again into base contact now activating Charge.
  17. Like
    Tokous got a reaction from RaevenKS in LVO Top 6 lists and (brief) Recap - Never Tell Me The Odds   
    Highly unlikely yet I'm sure at least a minimum of one could of been there. For a long time it's been one of my pet peeves, the winner of a tournament or attendees being claimed best in anything for that matter. When in reality, they are just the best that knew about it and was able to attend! I strongly just don't believe in any tournament ever to have existed or ever will, the (or even Thee) absolutely best will know about a given tournament and be able to attend it. However, that doesn't mean the ones who are there aren't very skilled, potentially one of the best, or even are thee best.
    Without getting into specifics; say there is a world's strongest tournament, meanwhile thee (one & only) strongest person on Earth lives in a remote village with no internet etc. In fact that person IS the strongest, while the person who won the tournament is really just the strongest that attended and knew about it but by fact not the strongest in the world. But certainly will be Claimed the "strongest in the world". LOL
     
    When it comes down to it, there is always a mix bag of skill levels everyone attending is not equal. While each who won, won for a reason.  The way I personally look at it, I wouldn't knock any army build unless were able to personally defeat it majority of the time. Learning how they played it and against what leading to a win is an educational opportunity, used and did something you may not or have thought about.
    When it comes to diversity, it sort of doesn't exist like other tabletop war game that been around for a while just yet for legit reasons... the game is still fairly new being out for almost 1 year. Maybe by year 2-3 there will be so many different types of units there will be all sorts of builds. What heavy are you going to use differently!? There is only one. Only two different corps. Etc etc. Give people a break, they are building what they can with the limited units & limits to unit type, and perhaps financially too.
  18. Like
    Tokous got a reaction from Recon00 in Replacement bases   
    They should make transparent bases so no matter what table set up it matches.
  19. Thanks
    Tokous got a reaction from BigBadAndy in Replacement bases   
    That's a very manly and adult thing to say. Certainly more than most would do!
  20. Like
    Tokous got a reaction from manoftomorrow010 in Tactics for Fleets and Troopers!!!   
    ........ That is what I was saying. Just forgot to say the word Token.    Ugh, I'll use simpler words since it must of been misunderstood.
    Before I say anything this isn't a staple and I'm not saying this is the only strategy, just one among many using a different outlook.   Having them be point, sure go for it. I have a different idea if it suits you, if not just don't use it! If anything just trying to start the idea that creates another continuing to make a super idea.
    They go rear to use there ability to regular troops without the officer, cause if they gain 2 suppression TOKENS and in their rally can't make any saves they will become suppressed losing one action. Since they are the ones with the officer which removes 1 suppression TOKEN, should they really waste their only action removing the others!? Or be in rear using only one action to remove the point basic teams suppression TOKEN by 1 helping them out, perhaps doubling up to fully remove both off one unit. That's all I'm saying about it, I thought I explained it well the first time.
     
  21. Like
    Tokous got a reaction from BenBot in Tactics for Fleets and Troopers!!!   
    Thanks for clarifying.   I think its a good idea if you have the spare points, it is the most expensive personnel upgrade for them though. If go through with it those two maybe should be supporting behind a unit or two instead of being point, being suppressed themselves I think wouldn't be maximizing their usage. To specify, if they are in the front, get fired at say twice ending up with two suppression. Then in rally you remove one, then you lose one action for having one.  If say that was another troop, you just don't activate them yet until your Troops w/ Officer so remove at least one giving them a better chance to not lose actions.
    In my opinion I wouldn't use them up front, that doesn't mean it wouldn't work or isn't a good idea too. Hopefully that gives a different perspective and ideas to test.    That double Officer Command does have its merits, though a lot would think its ridiculous lol.
  22. Like
    Tokous got a reaction from Alpha17 in Generic Command Cards and Officer Deaths   
    I also didn't see anything say discard command cards, other than after use. This wouldn't apply in your situation but I'll cover it anyway,
     
    Pg 21 in rule book says: 
    "If a player’s commander is defeated, any commander specific command cards corresponding to that commander cannot be played during the Command Phase."
     
    Pg 22 in rule book says: 
    "In the rare instance where a player no longer has a trooper unit to promote, they no longer have a commander and cannot play command cards."
     
    No discarding ... yet.
  23. Like
    Tokous got a reaction from BenBot in Tactics for Fleets and Troopers!!!   
    The officer as a commander and a officer as a unit personnel upgrade are two different things with only one similarity. That similarity is Inspire 1. Other than that, the commander is a commander worth 30 pts more than the unit upgrade, while also having spotter 1, sharpshooter 1, its own Health, surges, weapons, and defense die. The unit upgrade is treated stats wise as whatever the unit it is with, just with Inspire 1. 
    Depends if spotter 1 and it being a commander is worth 30 additional points or not to you. Each are good, though if you want to keep suppression away then I agree having a couple or so as unit upgrades should help with that at still being less than one as a commander. Add Leia since she has Inspire 2 & take cover 2.
  24. Like
    Tokous got a reaction from docForsaken in Replacement bases   
    There might be some options yet I'm sure next to none if not none will be ideal; best idea I have beyond just buying another expansion is just getting the premium bases from FF. You might be able to buy a unit with missing parts or bad paint job on selling sites, use the cards and bases. Etsy has a lot of wannabe items that might work but I don't know if would be tournament legal. I noticed on some sites they sell bases 30mm and up, however it didn't show a good picture or information about height which I think matters.  Just do a search for bases, maybe something at some point will show up.  Realistically, there isn't much out there beyond using the ones given or getting the premium. Hope that helps in some way.
  25. Like
    Tokous got a reaction from BenBot in Tactics for Fleets and Troopers!!!   
    right lol. If you don't already perhaps delay Leia's deployment until they deploy the fleet troopers so you make sure LOS is there, then use leia's Coordinated Bombardment to soften them up with hopefully a wound or two giving a suppression token too. That might slow them down enough to turn the situation around on them.  Good idea with the AT-RT, that armor and potential range depending what weapon sure helps. 
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