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Everything posted by Stickynote20
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Total shot in the dark, but are there any Wichita, KS players lurking this forum? I play Legion with a buddy of mine in our homes, but since I'm through with college finally I wanted to know if there's any active groups or scenes in my area so I can maybe get to playing with others.
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Dealing with annoying AT-ST's (Republic Player)
Stickynote20 replied to Kcdmgirl's topic in Army Building
I was thinking you'd play it as a preemptive strike to create an area of denial for approaching. You do have a point though, there is a chance they could have dial advantage and shut Rex down. -
Let us know how that goes. It doesn't follow the 3-3-3 wombo combo so I wanna know.
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Dealing with annoying AT-ST's (Republic Player)
Stickynote20 replied to Kcdmgirl's topic in Army Building
Well for starters, he isn't smart by splitting iden from inferno seeing as one of the sole advantages of running inferno vs. imp spec forces is the retinue keyword. Aside from that, don't chip Bossk. 1 or 2 hits on him while he's sitting pretty in heavy cover are exactly what he wants you to do. Focus fire on him only when he's in the open and you're sure you can kill him in 1-2 turns. He rolls white die so his defence is miserable when focused, especially vs. clone fire support. Save your "Call me Captain" card for this move. When you anticipate he'll rush you (and it seems you have when that is down pretty well), play this card and Rex will turn into one big range 1-2 "**** you" ball (you add three red dice to every attack within range of Rex) and you can make him sorely pay for any close advances. You might consider even waiting until you're engaged in melee to play that card, seeing as Rex can add fire support to melee attacks with this card. One last command card tip is to use "Take that Clankers!" to either focus down Bossk or the AT-ST since you'll match their range. This could be especially useful on Bossk to punish him when he thinks he's safe to have a free range 4 shot. Overall this guy sounds like overconfident trash if he's willing to brag about victories and fail to check the rulebook. You got this -
Dealing with annoying AT-ST's (Republic Player)
Stickynote20 replied to Kcdmgirl's topic in Army Building
The reply above has a good point on objectives. If anyone is playing AT-ST they won't have as good an objective bid as you will most of the time. The AT-ST will try to thin your units as much as possible so his corps can get in late game and seize objectives. The three major strategies I'd suggest you take are either trying to focus down the AT-ST as soon as possible with impact spam (having the dork actually build the model will help with LOS), seizing the objective (the middle objective if it's intercept) early and then clone castling up and fire supporting the crap out of the AT-ST and whoever gets near, or lastly forcing the AT-ST to choose between two attacking groups while the one it doesn't focus on flanks his corps. Don't waste your time on bossk unless he's out in the open, if you catch him making a risky play with bossk, punish him as much as you can that turn because the crit lizard is more fragile than he seems. That also said, save your AP rounds for the AT-ST. -
New to the game, asking for advice in list building
Stickynote20 replied to Yipikayey's topic in Army Building
If you're going GAR, stupid as it sounds a second (or even third) core set would do you well for more Phase Is as its the cheapest method of getting them (plus getting you a load of useful dice and tools not to mention triple BARC). Aside from that, Captain Rex is still a **** hero on all tables. Phase IIs will net you some additional corps options, and ARCs (though hard to find sometimes) are invaluable in every way from strikes to full squads. CIS is pretty much the same on wanting more core sets as B1s are your friend. Past that it's kinda the wild west because most CIS expansions are pretty dope. Not specific to GAR or CIS, you'll want the Upgrade Card pack for additional options. Tbh though, you should feel free just to write these down next to your unit cards in casual games. In league games though they might require the real card. -
Not at all. Look for the blue text and review that. List building websites will take care of the hard part (point changes and errata) for you.
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In terms of raw monetary value, the double starter box is still the best deal. If you're playing competitively, some of the starter box units aren't that useful. That all said, double starter boxes give you an amazing base to build armies for two factions. Additionally, most competitive units have stock issues (barring the immediate present). So if you want to play the game more than you want to wait, I still think double starter boxes are the best deal.
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This thread has stayed empty for awhile, so despite having little experience with CIS I'll give it a go: The #1 issue you're going to have immediately is activations. CIS love high activations as their cheap as dirt corps would imply. Overall, it seems to me like Dooku, your AAT, and the Droidekas are going to be pulling most if not all of the weight of your team. You'll need to play Dooku and your tank at peak efficiency to make them work in these conditions. Personally, I'd not take two high point units that combined make up more than half your point value. Additional corps would be solid and some B2s if you have them. But hey forget all that for a moment, you're new and probably just wanna have fun. Don't worry about winning or making optimal lists just yet. Pull out what you want to play (like this list) and just go for it with a friend. Tabletop Simulator is a good choice to play with if you haven't bought all these units yet. That's doubly so for the AAT as its not a cheap model.
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Yeah that's how I interpreted RAW too, but I wanted to be sure since it wouldn't make sense that the rest of the rockets would be unable to fire. Guess it's all or nothing.
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So say I have a mando resistance with jetpack rockets and I want only one mini of 3 to use jetpack rockets this turn. Does this single jetpack rocket expend the weapon card as a whole or can I still use jetpack rockets on the other two mando minis? If I had to put it in a scenario: There is an AT-ST at range 3, and a squad of stormies at range 2 of a mando resistance unit with jetpack rockets. If one mando targets the AT-ST with one rocket this turn and the other two shoot at the stormies with pistols, will the two mandos that didn't launch rockets that turn be able to fire two rockets the next turn before the card is expended?
