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6 hours ago, Zrob314 said:

Why would the Emperor's home planet give things to the Rebellion?

is blind obedience to people from your nation something you do?

why do you expect it from the naboo?

 

Edited by Geressen

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4 hours ago, BRPort said:

 Commandos are great but scouts are even better for same points.

This attitude causes much unhappiness in gaming. There will be great wailing and gnashing of teeth when the bottom falls out of your army because an MBA in a faraway room made a decision based on their pursuit of so much personal income that there will be a trustfund for their great-great-grandkids. Don't fall for it. Take what units you like and d**n the odds.

 

9 hours ago, Zrob314 said:

Why would the Emperor's home planet give things to the Rebellion?

Naboo is his home planet? O.F.F.S. Of COURSE it is. 🙄

 

Edited by TauntaunScout

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On 1/14/2019 at 7:37 PM, thepopemobile100 said:

 but I need that speeder. The real life comparisons are to funny to ignore

It also really reminds me of the Libyans from Back to the Future. However $50 is a bit of a shock. Apparently this thing has a lot of pieces like the AT-ST.

$50 MSRP means I'll be very slow to incorporate this into my collection, particularly slow to incorporate more than one of them. It's getting into that realm of "What else can I get for $50?: Oh, I can get several times as much fun from a miniatures competitor, or by investing in my other hobby."

 

Edited by TauntaunScout

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57 minutes ago, TauntaunScout said:

Naboo is his home planet? O.F.F.S. Of COURSE it is. 

 

Yeah, but unlike some of the more recent stuff, that was established by Lucas in the prequel trilogy, specifically The Phantom Menace. Same movie that gave us an unnecessary scientific explaination for the Force /end rant.

Back on topic, I think unlike the other Rebel options, the X-34 is more versatile. By which I mean decently effective at engaging a variety of targets. The crew options allow for a RPS-6 rocket launcher, giving the X-34 Impact 2 at range 2-4, and A-300, for suppressing/plinking away at infantry. For front weapons, the M-45 repeating ion blaster provides Impact 1 and Ion 1, combined with the rocket launcher means decent chance of getting a wound through for Ion. Hopefully, unlike other Ion weapons, it isn't a refresh since it's on a vehicle. The Mark II medium repeating blaster cannon looks to be just a normal blaster, so I'm assuming it will have a handful of attack dice.

Unlike (in my opinion) other currently released Rebel units, you can build an X-34 with primary goal of killing infantry, but still able to fire Impact 2 rockets at a vehicle, or primarily to take on Armor, but still have a few shots to throw at a nearby infantry unit. That's a kind of unit flexibility I feel the Rebels have been lacking, while the Empire has had it since day 1 with DLT Stormtroopers and AT-ST.

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5 hours ago, BRPort said:

it seems to me that the Imp units points are rewarding but that the rebel powers are starting to get expensive. T-47 for a year now is still not much playable. Commandos are great but scouts are even better for same points. some argue the same for red guards and wookies (I haven't ran the Red guards yet so I cant say). The Imp blaster mobility makes it useful while the rebels FD laser cannon fixed position is not being much used. In this case it risks to become the second rebel unit that has lesser use due to its weakness while for the imps what to use is a more a matter of choice. In this topic (speeder and tank) I fear that this differential may increase. As someone said  before to have the speeder effective you'll need to spend almost as much as the tank naked and still it wont have the same punch/ resilience as the tank

Let me make myself clear right now so there isn't confusion later. I am not trying to be critical over what you have said here, but I will refute some of your points made.

Firstly the T-47 is pretty bad and almost no one here will dispute that from a gameplay perspective.

Between commandos and scouts yeah I tend to agree with that when using the full team for the same reason I love fleet troopers, but it is unusual to see them being ran that way as they mostly get used in the two person strike team and when they have the sniper in them then I'd say the commandos are better since they might be able to add an extra black die every once in a while. Otherwise the performance of the strike teams are nearly identical.

Between the two turrets a month or two ago I believed that too, but after using the FD cannon I backpedaled hard. It is a great area denial tool that can shut down a solid portion of the field Gandalf style. The E-web has a tendency to die in games I've seen without getting a shot off if it is trying to advance down the field.

I haven't used the wookies and no imperial player has the royal guards yet so I really can't give any evidence to the contrary. I have heard great things from both units though if that helps at all.

With the tank and landspeeder I really don't think these two should be compared in a vacuum as they are not going to play remotely similarly. A better comparison in my opinion is the landspeeder to bikes and the tank to the AT-ST. The landspeeder is a slightly slower pair of bikes with better defense and much better offence. We don't know how much pain the landspeeder can put out but I imagine the the rotary gun will likely be similar to the AT-RT one and that is stellar in my eyes. Even with all the damage upgrades, I really don't think it's going to break 150 pts and I'm very confident that it will put out more damage than the tank. Speaking of AT-RT, and I don't mean to sound like a broken record, if armor is giving you trouble in your area I really do recommend two laser cannon AT-RTs. They work great when they gang up on imperial armor.

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On 1/14/2019 at 8:22 AM, Alpha17 said:

Looking good.  Digging the options for the Occupier, and I love that the space terrorists,  I mean, Rebels, are getting a technical. 

Bah, Imperials are the space terrorists. They just use DeathStars rather than armed civilian vehicles.

 

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On 1/14/2019 at 11:24 AM, Chili-52 said:

That is so cool .......aaaaaand now I want one for my rebels.  Just put two of these MLRS on a Sorosuub V-35 Courier landspeeder:

?rt=GetFile&uri=!!FWYD39DNPP&type=0&inde

Or better yet a double launcher on a Mobquet A-1 Deluxe and call it a good'un:

latest?cb=20160325092421&path-prefix=pl

I would have preferred a V-35 also. Much more sleek.

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1 hour ago, thepopemobile100 said:

Let me make myself clear right now so there isn't confusion later. I am not trying to be critical over what you have said here, but I will refute some of your points made.

Firstly the T-47 is pretty bad and almost no one here will dispute that from a gameplay perspective.

Between commandos and scouts yeah I tend to agree with that when using the full team for the same reason I love fleet troopers, but it is unusual to see them being ran that way as they mostly get used in the two person strike team and when they have the sniper in them then I'd say the commandos are better since they might be able to add an extra black die every once in a while. Otherwise the performance of the strike teams are nearly identical.

Between the two turrets a month or two ago I believed that too, but after using the FD cannon I backpedaled hard. It is a great area denial tool that can shut down a solid portion of the field Gandalf style. The E-web has a tendency to die in games I've seen without getting a shot off if it is trying to advance down the field.

I haven't used the wookies and no imperial player has the royal guards yet so I really can't give any evidence to the contrary. I have heard great things from both units though if that helps at all.

With the tank and landspeeder I really don't think these two should be compared in a vacuum as they are not going to play remotely similarly. A better comparison in my opinion is the landspeeder to bikes and the tank to the AT-ST. The landspeeder is a slightly slower pair of bikes with better defense and much better offence. We don't know how much pain the landspeeder can put out but I imagine the the rotary gun will likely be similar to the AT-RT one and that is stellar in my eyes. Even with all the damage upgrades, I really don't think it's going to break 150 pts and I'm very confident that it will put out more damage than the tank. Speaking of AT-RT, and I don't mean to sound like a broken record, if armor is giving you trouble in your area I really do recommend two laser cannon AT-RTs. They work great when they gang up on imperial armor.

Yep the T-47 still is a beauty to see but too expensive. Another good thing the land speeder offers to rebel players is the free movement which is lost in not using the T-47. I still would like to see bikes for the rebels though! I think its not only thematic but it makes total sense to the rebels nimble nature. I agree that at this point the best counter to the tank will probably be the RT's. Even though I'll have to consider how many to use as after seeing the snowies devastation with flame throwers I realized how good they could be on the Rt's.

  Hei I dont mind you having a different opinion. Thats great...unanimity is dumb. What is sad is to criticize someone for having a different one. Cheers.

Edited by BRPort

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I think for the Landspeeder to be as effective as possible, you're going to give it a role.  It's either anti-armor or anti personel, if you mix and match it will be super expensive.  The rocket launcher TwiLek is going to have an exhaust/reload requirement.  The fixed front cannons, hopefully will not. Depending on what the rifle looks like and what cost for what color dice, it may get used, it may not.

Right now, I would say that Imperials have everything slightly better than the Rebels. Imperial stuff has inherently better defense, so it lives longer, and is harder to remove. Their specialized weapons are all better (DLT, sniper, mine, etc.) eweb is worse than the tower, but Royal guards are  way more useful, resilient, dangerous than the Wookiees and serve multiple purposes, where the wookiees are point and rush. Boba is better than Chewbacca. Palpatine is better (more expensive) than the rebel commanders. Veers is cheaper but still useful compared to Rebel commanders.  Command card variety is the only place that Rebels have a chance to stay in a game.   I'd love to see the speeder work, but to work it's got to be able to shoot 3+ turns. HQuplink is going to be glued to this thing I think, even more than the FDguns.

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I think the X-34 is going to be a great anti-armor unit. It might be  vunrabule as it only has armor 2, but I see nothing that limits it as of right now, to only taking one of the RPS6 Rocket Launchers. Which means if you can take two plus the Front mounted M-45 Cannon you could have an Impact 5 Ion1 attack pool.  And with its speed you could move in a way to hit side armor on the occupier tank which would give you impact 6 with ion 1..... 

 

 

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4 minutes ago, Tagriel said:

I think the X-34 is going to be a great anti-armor unit. It might be  vunrabule as it only has armor 2, but I see nothing that limits it as of right now, to only taking one of the RPS6 Rocket Launchers. Which means if you can take two plus the Front mounted M-45 Cannon you could have an Impact 5 Ion1 attack pool.  And with its speed you could move in a way to hit side armor on the occupier tank which would give you impact 6 with ion 1..... 

 

 

 

You can't take more than 1 of the same upgrade.

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As someone who has plays both sides (in large part as a lot of my games have been against my son), I agree that there are advantages and disadvantages to both sides.  Like many have said, the Imperials have much more Impact, but as some others have said, the Rebels have a lot more Pierce which helps negate the strong red defense dice.  While Vader and the Emperor are monsters, they are expensive and slow.  I really like the Rebel commanders as well and when played right they can really cut through Imperial units.  I particularly like Han, as his command cards can really disrupt the other sides plans.

I recently played a game with Wookies, Han and Chewie (with various support) against Palp and 2 royal guard units (again with various support).  I managed to win by having the Wookies head towards one flank to knock some Scouts off an objective (in Intercept Transmissions), this meant the Imperial player had to divert a Royal Guard unit to deal with them.  Those two ended up locked in a melee up to Round 5, and in the end there was just 2 guards left, 1 with a wound.  The other unit of guards got caught on another flank trying to make a move for the objective at my deployment zone (Advanced Positions) and did nothing but get chewed up by a sniper team, two rebel troopers (w/ z-6) and an AT-RT.  Han and Chewie (along with another Z-6 unit) moved to the middle objective and quickly took it, tearing apart a unit of Snowtroopers and Stormtroopers in the process.

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16 minutes ago, MasterShake2 said:

 

You can't take more than 1 of the same upgrade.

I know the main rules about upgrade cards says that you cant take more then one. But this is a new upgrade card for "crew" or whatever they call it. Which is why I said as of now i don't see anything that would stop that, it has that possibility, which granted might change when it releases. But it's good to think about if it wouldn't be restricted to one. 

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1 hour ago, buckero0 said:

 The rocket launcher TwiLek is going to have an exhaust/reload requirement.

Citation needed. I'm not saying you're definitely wrong,  as obviously I have no proof to the contrary either, but that would be the first exhausting weapon on a vehicle and we just don't know for sure yet because that part of the card is covered. Still, with a mandatory movement, it's not as painful to refresh a speeder as it is any other unit. 

If it IS a refresh weapon, then I expect it will be a fair bit cheaper than the HH-12, which after subtracting the cost of the additional Stormtrooper than comes along with the upgrade, is 23 points. 

8 minutes ago, Tagriel said:

I know the main rules about upgrade cards says that you cant take more then one. But this is a new upgrade card for "crew" or whatever they call it. Which is why I said as of now i don't see anything that would stop that, it has that possibility, which granted might change when it releases. But it's good to think about if it wouldn't be restricted to one. 

Well, for one thing, the current rule about "One of each upgrade card" stops it, so it would need an entirely new rule to allow duplication. Also, in Legion FFG provides exactly the plastic you need to represent all weapon/model upgrades in a single box, so allowing doubling up of riders would mean a second rocket launcher and A-300 in the box. 

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regarding the rule of hit vehicle hits trooper inside initially it seemed that it would be 1 for 1. I read it again and now it sounds to me that it could be when the heavy gets hit (lets say 3 damage) the unit inside still gets only one. Whats your interpretation?

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2 minutes ago, BRPort said:

regarding the rule of hit vehicle hits trooper inside initially it seemed that it would be 1 for 1. I read it again and now it sounds to me that it could be when the heavy gets hit (lets say 3 damage) the unit inside still gets only one. Whats your interpretation?

For those having trouble reading the text: "After defending, if you suffered 1 or more wounds, each unit you are transporting suffers 1 wound." Seems pretty clear to me it's a X:1, not a 1:1. 

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5 minutes ago, Caimheul1313 said:

For those having trouble reading the text: "After defending, if you suffered 1 or more wounds, each unit you are transporting suffers 1 wound." Seems pretty clear to me it's a X:1, not a 1:1. 

Not everybody that buys the game is an english speaker, and on releases the information is in english. Only later they are translated, so thank you.

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15 minutes ago, Caimheul1313 said:

For those having trouble reading the text: "After defending, if you suffered 1 or more wounds, each unit you are transporting suffers 1 wound." Seems pretty clear to me it's a X:1, not a 1:1. 

Any ideas on what happens if a heavy is wiped out with the troop(s) inside?

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Just now, BRPort said:

Any ideas on what happens if a heavy is wiped out with the troop(s) inside?

We don't know yet. Will have to wait for the full rules in an RRG update. My guess is that everyone aboard is defeated.

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Crew could also add a wound to the vehicle, which would make it much more appealing to take.  Really we'll have to wait and see.  Exhaust on the crew makes sense in my head as a way the developers would balance things without the cost being 40pts or whatever.  If it's 23 then you'll add it, if its more expensive we'll see.

If it has no exhaust, then you'll definately take it with your ion gun to get the maximum effect of Arsenal 3 and Impact 3 +ion.  It does have 360 which the other mounted hardpoint does not have.

 

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17 hours ago, Commander Czym said:

One side has units that can be countered by something on the other side.

This is only the current fashion in licensed/protected IP miniature wargames. It wasn't always the case for IP-heavy games, isn't presently in all wargames, and won't necessarily always be for these IP-heavy types. Fashion is ever changing.

Edited by TauntaunScout

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9 hours ago, Geressen said:

is blind obedience to people from your nation something you do?

why do you expect it from the naboo?

 

Yup. civil wars are never that neatly delineated. For example in the American Civil War, every state in the Confederacy raised at least one regiment for the Union Army.

Edited by TauntaunScout

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