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New vehicles!

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9 minutes ago, Thraug said:

I'm also unsure I'd bother putting high value units (leaders) into these vehicles, since they will almost always suffer damage in addition to the vehicle suffering damage which is a bonus for the attacker!! Doesn't sound too useful even though speed 1 Empire units will move a little further in the tank.

Was also expecting some serious boosts to ATST and T47, in some upgrade cards that work on both, both I don't see anything impactful. The new rebel pilot helps the T47 a little bit but not as much as Wedge does. Odd, seems like this expansion could have a hard point upgrade for both speeder and T47 that boosts the T47s value. Hmmm?

Yeah. I hope hard points and heavy weapons stay unit specific though or it starts to get hard to balance. I think a big problem with the T47 is that the Cover 1 it gets from being a speeder is very situational and doesn't help against most attacks.

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Just now, OccasionallyCorrect said:

So the landspeeder is it's own category of unit?  I'm going to assume it will have less than three slots due to it's ability to move units around the field.

 

How do units disembark?  Just on their activation?

No it is just a normal heavy. I am guessing units can jump out on their activation and will likely be able to shoot as well. Otherwise the drawback from "Open" where you take a wound when the vehicle does would not be worth it.

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9 minutes ago, NeonWolf said:

Looks like the second pilot for each expansion in a non-unique upgrade and "may" be able to use on the AT-ST/T-47. Will be interesting to see what those two pilots do, exactly.

Good catch. Maybe the 2 hidden pilots are killer. Surge > crit hopefully!

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10 minutes ago, werdnaegni said:

Tabletop Admiral updated.

Not sure what the new upgrade slots on the landspeeder will be called though. "WeaponThing" it is, for now.

I’d guess something like “gunner”, since they all appear to be extra minis operating weapons.

Man, from what little we’ve seen I like the Transport rules. There’s a fine balance between the risk/reward of protecting your unit behind armor vs multiplying incoming damage.

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Just now, nashjaee said:

Man, from what little we’ve seen I like the Transport rules. There’s a fine balance between the risk/reward of protecting your unit behind armor vs multiplying incoming damage.

The fact that both of these vehicles are Transport: Open also implies that there is another type of Transport in the future that may not pass the wounds on to the units it is carrying.

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Just now, NeonWolf said:

The fact that both of these vehicles are Transport: Open also implies that there is another type of Transport in the future that may not pass the wounds on to the units it is carrying.

Yeah I figured the same thing. My assumption is with a Transport you won't take damage but will also not be able to shoot out of the vehicle while riding.

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2 minutes ago, NeonWolf said:

The fact that both of these vehicles are Transport: Open also implies that there is another type of Transport in the future that may not pass the wounds on to the units it is carrying.

Likely something coming for the Clone Wars factions (MTT for CIS perhaps?)

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That tank is going to be a huge pain in the behind as a Rebel player. Low access to Impact, and firing at a unit with Armor and Red defence dice... Depending on how disembarking works, load it up with a flamethrower, frag grenade (for red die) Snowtrooper unit and watch a unit disappear.

On the other hand, the speeder is going to need to be carefully piloted, since the Empire can shred it with DLT Stormtrooper squads.

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Just now, Caimheul1313 said:

That tank is going to be a huge pain in the behind as a Rebel player. Low access to Impact, and firing at a unit with Armor and Red defence dice...

Perhaps this is what Ion was intended for from the beginning? If you take away it's actions you don't have to kill it

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3 minutes ago, Obvious_Ninja said:

Sweet! These are going to be so much fun... and some you said the landspeeder has no point in actually being there. Well, you're right! But you know what, I don't care! Got to have it anyway!!!

I will 100% be putting 3PO and R2 in the back of this Speeder. 

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I'm curious to see the customization options for the TX-225. In the 360, it shows a different top gunner and pilot sticking his head out, and the painted one has the turret just sitting there with the top pilot just looking out. And, I wonder what the Kyber crystals will do, I hope they ( although unlikely) give us a new objective to use the kyber crystals in, maybe like the Imps have to escort them and the Rebels have to ambush them. ( Rogue One level stuff)

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10 minutes ago, Caimheul1313 said:

That tank is going to be a huge pain in the behind as a Rebel player. Low access to Impact, and firing at a unit with Armor and Red defence dice... Depending on how disembarking works, load it up with a flamethrower, frag grenade (for red die) Snowtrooper unit and watch a unit disappear.

On the other hand, the speeder is going to need to be carefully piloted, since the Empire can shred it with DLT Stormtrooper squads.

Ion *cough cough*

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7 minutes ago, Caimheul1313 said:

That tank is going to be a huge pain in the behind as a Rebel player. Low access to Impact, and firing at a unit with Armor and Red defence dice... Depending on how disembarking works, load it up with a flamethrower, frag grenade (for red die) Snowtrooper unit and watch a unit disappear.

On the other hand, the speeder is going to need to be carefully piloted, since the Empire can shred it with DLT Stormtrooper squads.

Now we know why the designers added the MPL-57 ion rifle to the rebel trooper box.  Both vehicles will bring a huge change to the meta and how army lists are built.  I think this change will affect rebel lists far more than imperial ones as stormtrooper squads can  still react to the X-34 with DLTs while rebels will have to choose between the less than ubiquitous Z-6 or the ion rifle.

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13 minutes ago, NeonWolf said:

Perhaps this is what Ion was intended for from the beginning? If you take away it's actions you don't have to kill it

 

4 minutes ago, Tirion said:

Ion *cough cough*

For one thing, the vehicle has to be WOUNDED to take an Ion token, and getting a wound through Armour and Red defence will be difficult. You'll need two crits (possible with a side shot making it Impact 2) on average to push through one damage and place an Ion token. If the tank took the Dodge action, you'll be obligated to target it with the whole squad and not just the Ion trooper to get those two hits to convert, which is probably better anyway to hunt crits/ensure hits. Even red dice miss occasionally.

In order to completely take away the actions, you'll need to consistently place 2 Ion tokens after the last activation but before it's next. Which will also mean loosing one activation on your ion squads to "Refresh" every turn. All the Empire player needs to do is suppress the Ion units, which means you won't be able to fire them on their next activation.

Edit: Honestly, I wouldn't be surprised to see Rebel "vanguard" added with the option of taking a rocket launcher.

Edited by Caimheul1313

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2 minutes ago, Caimheul1313 said:

 

For one thing, the vehicle has to be WOUNDED to take an Ion token, and getting a wound through Armour and Red defence will be difficult. You'll need two crits (possible with a side shot making it Impact 2) on average to push through one damage and place an Ion token. If the tank took the Dodge action, you'll be obligated to target it with the whole squad and not just the Ion trooper to get those two hits to convert, which is probably better anyway to hunt crits/ensure hits. Even red dice miss occasionally.

In order to completely take away the actions, you'll need to consistently place 2 Ion tokens after the last activation but before it's next. Which will also mean loosing one activation on your ion squads to "Refresh" every turn. All the Empire player needs to do is suppress the Ion units, which means you won't be able to fire them on their next activation.

I think this is the biggest problem with the current ion weapons. They are an exhaust that only have Impact 1 in units that have a lower chance of getting natural crits due to the other models only throwing 1 die a piece.

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