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Jorbas Sabain

T-47s?

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With lower costs commanders, I'm beginning to experiment with T-47s a little more. Thought here is to focus troops with T-47's running up the flanks then coming in behind and focusing enemy Corps while friendly Corps hide for 2-4 turns and try to stay alive. Friendly Corps focus fire speeder bikes, ATRTs or ATSTs as needed. Looking for constructive opinions. Tired of spending 22 points on 6 blank white dice.

++  Standard (Rebel Alliance) [800 Points] ++

+ Commander +

•Leia Organa [100 Points]: Improvised Orders

+ Corps +

Fleet Troopers [44 Points]

Rebel Troopers [82 Points]: MPL-S7 Ion Trooper, Rebel Trooper

Rebel Troopers [82 Points]: MPL-S7 Ion Trooper, Rebel Trooper

Rebel Troopers [82 Points]: MPL-S7 Ion Trooper, Rebel Trooper

Rebel Troopers [40 Points]

+ Heavy +

T-47 Airspeeder [185 Points]: Long Range Comlink

T-47 Airspeeder [185 Points]: Long Range Comlink

+ Command Hand +

Command Hand: •Ambush, •Coordinated Bombardment, ••No Time for Sorrows, ••Push, •••Assault, •••Somebody Has to Save Our Skins, ••••Standing Orders

++ Total: [800 Points] ++

Edited by Jorbas Sabain
Clarification

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Get rid of all the ion launchers. They aren't very good to begin with and you've already got some big anti-vehicle guns on the Speeders. Use the speeders on enemy  vehicles and the Troopers on enemy infantry, no reason to try to reinvent the wheel and swap that for some reason. Add another unit of troopers, give them all an extra man and add the Scattergun to the Fleet Troopers. Dang, I might try that list the next time I play.

Edited by arnoldrew

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Awesome, thanks. I haven’t played much (only about 3-5 games in) and most of those were at launch. Was considering getting another fleet and maybe some commandos and cutting down to one speeder but I really want to give double 47s a chance.

 


++  Standard (Rebel Alliance) [798 Points] ++

+ Commander +

•Leia Organa [100 Points]: Improvised Orders†

+ Corps +

Fleet Troopers [78 Points]: Fleet Trooper, Scatter Gun Trooper

Rebel Troopers [50 Points]: Rebel Trooper

Rebel Troopers [50 Points]: Rebel Trooper

Rebel Troopers [50 Points]: Rebel Trooper

Rebel Troopers [50 Points]: Rebel Trooper

Rebel Troopers [50 Points]: Rebel Trooper

+ Heavy +

T-47 Airspeeder [185 Points]: Long Range Comlink

T-47 Airspeeder [185 Points]: Long Range Comlink

+ Command Hand +

Command Hand: •Ambush, •Coordinated Bombardment, ••No Time for Sorrows, ••Push, •••Assault, •••Somebody Has to Save Our Skins, ••••Standing Orders

++ Total: [798 Points] ++

Created with BattleScribe (https://battlescribe.net)

Edited by Sygnetix

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If I were to run double airspeeders, I’d try something like this:

http://tabletopadmiral.com/legion/rebel/p0buEMuEMuEMp0cu1fuEMuEMuEMp06u10uEMuEMuEMp06u10uEMuEMuEMp06u10uEMuEMuEMp06uEMuEMuEMuEMp0auEMuEMu29p0auEMuEMu29p0eu2fuEMuEMuEMuEMc08

HQ Uplink instead of Comlinks. You’re probably only going to have a couple key turns where issuing orders to the airspeeders will be critical. Use one uplink on each of those turns. I generally don’t like the extra man upgrades. I think there are better ways to spend the points.

In this list the gameplan could be to use the fleet troopers as a forking threat to complement the airspeeders. The 4-man rebel trooper unit is nothing but an objective grabber; use it surgically and carefully. The sniper deals some reliable wounds from afar so your other units are hopefully at an advantage when they finally engage.

I’ve run an airspeeder many times, and I think its strength is in its speed and flexibility: it can go after armor if you really need it or hunt down a trooper trying to hide with an objective. Double airspeeders sounds like fun. I definitely want to give it a try ?

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On 9/9/2018 at 4:03 PM, nashjaee said:

HQ Uplink instead of Comlinks.

Dont have commandos yet

 

 

On 9/10/2018 at 1:44 PM, lukecook said:

I would suggest going with either Long ranged commlinks on the speeders and drop Leias improved command or switch. Too many points spent there for command range increases.

IO isn't there to increase command range, it's there to get to the speeders so I can (hopefully) use them before they're gutted after turn 2.

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