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12 minutes ago, Caimheul1313 said:

How do you get 16.5 on the AT-ST? 11 wounds, stops 1/3 incoming wounds on average (white dice with a surge defence) so needs (11*1/3)+11. 

That's not the correct way to calculate effective wounds- If it was, the TX-225 would only have 12 (8/2+8) effective wounds, and that doesn't pass the sniff test, since clearly you need twice the number of wounds to get past the 50/50 save. Never tell me the Odds has a pretty in depth rundown (As well as some preliminary looks at how the Armor and cover keywords affect the estimate), but the short version is that effective wounds are (# of wounds) * (1/Probability a wound will occur). So an AT-ST has 11*(3/2) effective wounds (16.5), while Chewbacca has 9*(6/5) effective wounds (10.8), and the Emperor has 5*(3/1) effective wounds (15).

 

EDIT: @Matt3412 Beat me to it. The formula I gave you is just the inverse equation of what they described.

Edited by Squark

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1 hour ago, ScummyRebel said:

Isn’t the x34 single mini trooper units only? So the sniper wouldn’t work.

Isn't a special forces unit as a strike team a single mini? Or do I have the strike team rules messed up? (This is a rather likely possibility...)

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Just now, Freeptop said:

Isn't a special forces unit as a strike team a single mini? Or do I have the strike team rules messed up? (This is a rather likely possibility...)

No, you have two minis since the heavy weapons trooper is a mandatory upgrade.

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1 minute ago, Squark said:

No, you have two minis since the heavy weapons trooper is a mandatory upgrade.

Oh, drat. Yeah, I guess that pretty much limits it to leaders and maybe specialists, then. I suppose it could also be used to evac units that are down to 1 mini, but in 6 rounds, that really doesn't seem all that useful.

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5 minutes ago, GreatMazinkaiser said:

So how do you use the hood gun on the landspeeder? The mounting kind of looks like it's intended to be used by a crew member (particularly the LMG) but I'm guessing the pilot's firing it? 

Seems even more flawed than the Mon Cal sniper...

Actually, that makes sense.  Most technicals use weapons intended to be used a different way bolted on. (rocket pods from helicopters, or ground, tripod mounted MGs firing from the bed of pickup for instance)  In this case, it could be an LMG equivalent bolted down, with a control circuit wired to the pilot and fired straight ahead.  Not all that different than early WWI fighter aircraft as well.

Edited by Alpha17

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3 minutes ago, GreatMazinkaiser said:

So how do you use the hood gun on the landspeeder? The mounting kind of looks like it's intended to be used by a crew member (particularly the LMG) but I'm guessing the pilot's firing it? 

Seems even more flawed than the Mon Cal sniper...

Just a button on the steering wheel! 

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6 minutes ago, GreatMazinkaiser said:

So how do you use the hood gun on the landspeeder? 

You must use the greeble.

But yeah, it's probably wired through whatever's under the space hood, through the space dash and into the space controls. In space. 

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24 minutes ago, MasterShake2 said:

Adding 1 crit to a large cross section of attacks actually does kind of change the math i.e. it takes more crits, but it's easier to score them.  In that regards, I don't really understand your thought process.  Especially because the simple math of survivability also doesn't account for weapon effectiveness.

It doesn't change the math on number of crits necessary, just ease of getting them admittedly. It still takes 16 crits, it just means that any unit in the side arc can help place them instead of targeting their preferred target: infantry. 

 

45 minutes ago, DarkTrooperZero said:

I think the speeders armour 2 is being slightly underrated, combined with cover 1 you have fairly good defences against all but the strongest anti armour attacks. Cover 1 helps heaps versus DLTs being able to chop the hits in half and being able to cancel 3 hits is still decent for a civilian car 

Probably a bit, but Armor on the T-47 and AT-RT hasn't stopped either from being destroyed fairly easily by DLT squads, so Armor 2 just means a really lucky dice roll can get even more hits through.

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9 minutes ago, NeonWolf said:

Not sure how I feel about the TX-225 being 155 points base and the T-47 being 175. I'm wondering if the TX-225 isn't the T-47's natural prey and why it has seemed less than good until now?

The T-47 does have some inherent bonuses over the TX-225, even if it has slightly less health and slightly lower defense - the extra speed, Speeder 2, Immunities, Cover, the T-47 has more dice at R3 and higher impact... It's always interesting to see what FFG prices where, but there are stuff which should be advantageous over the other. 

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Luke's used car with a goggled driver and an unlikely looking blaster cannon strapped to the hood.

That is a virtually 1:1 reissue (updated ever so slightly for modern plastic casting) to the West End Games metal Landspeeder model. So...

Two thumbs up!

What force org slot is this thing? I think I need like 3 or 7 or 10 to fiddle around with different paintjobs.

Edited by TauntaunScout

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17 minutes ago, TauntaunScout said:

Luke's used car with a goggled driver and an unlikely looking blaster cannon strapped to the hood.

That is a virtually 1:1 reissue (updated ever so slightly for modern plastic casting) to the West End Games metal Landspeeder model. So...

Two thumbs up!

What force org slot is this thing? I think I need like 3 or 7 or 10 to fiddle around with different paintjobs.

It’s a heavy. 

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17 minutes ago, TauntaunScout said:

Luke's used car with a goggled driver and an unlikely looking blaster cannon strapped to the hood.

That is a virtually 1:1 reissue (updated ever so slightly for modern plastic casting) to the West End Games metal Landspeeder model. So...

Two thumbs up!

What force org slot is this thing? I think I need like 3 or 7 or 10 to fiddle around with different paintjobs.

It's Heavy. You do need two though. Fast, 100 point-ish rocket platforms are nothing to be sneezed at.

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1 hour ago, Freeptop said:

Oh, drat. Yeah, I guess that pretty much limits it to leaders and maybe specialists, then. I suppose it could also be used to evac units that are down to 1 mini, but in 6 rounds, that really doesn't seem all that useful.

Paint it white with red trim and use it to cart a medic around

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Looking forward to both of these and seeing more about what all you can do with them.

For those that have talked about Ion becoming important again and the flaw with the exhaust Ion weapon, remember, by the time the Occupier is out we will have the Pathfinders, which appear to add another Ion option (although at this time we do not know if it will be an exhaust or not, but I sort of am guessing it will not be, as it is repeating blaster type weapon which constantly fired when shown in Rogue One) as well as another heavy with Impact.  Yes that is a special forces slot, but still, more Ion/Impact for the Rebels.

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The transport rules feels weird. Sure you get some Speed, but you take extra wounds, No thanks.

That tank seems like a beast to take down and I already have a hard time with at-st. This tank with repair droids is gonna be almost impossible to take down before turn 6.

I like a cheap heavy for rebels, hoppfully we get a repulsor card that boosts the snowspeeder.

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4 minutes ago, jocke01 said:

The transport rules feels weird. Sure you get some Speed, but you take extra wounds, No thanks.

Baby steps. Both of these are transport 1 and open. We will likely get future units which can offer more Transport and I assume it will be "Closed" or "Enclosed" so they don't get hurt inside. The Landspeeder is also Light Transport so it's pretty much only for Commanders/Operatives. 

We also need an RRG update to see what "transportation" is - if it's really action efficient that could be work the risk. 

Edited by UnitOmega

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38 minutes ago, jocke01 said:

The transport rules feels weird. Sure you get some Speed, but you take extra wounds, No thanks.

That tank seems like a beast to take down and I already have a hard time with at-st. This tank with repair droids is gonna be almost impossible to take down before turn 6.

I like a cheap heavy for rebels, hoppfully we get a repulsor card that boosts the snowspeeder.

Geez. I just realized it can carry its own repair droid. 

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