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Thalandar

1st Game w/ Specailists

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My thoughts on how they did:

Commander: meh, just ok. Mine got brought down by blaster fire.

Command Cards: whoot! love them, they worked well

Officers in squads: the answer to suppression

Medical Droids: *used up turn 1, not bad but not worth it IMHO

Astro mech: *as above

Comms specailist: pointless until we get a few more comms cards. Comms relay only works in certain occasions.

 

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rebs had generic commander, 2 officers, 1 r4, 1 21b with squads.

Went up against the emporer (with 3 squads of royal guards!)

Limited Visiblity, Intercep transmissions, disaray

 

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Played 3 games to with various rebel specialist in various roles. The unit leader upgrade is gold on fleeties as they got nicknamed today at the store.  The courage 2 is huge for getting range one with concussion grenade and the shotgun. 

The astromech never got used thinknit was kind of a misplay as to why.  No verdict yet.

Comm relay is kinda situational. I didnt need it in my games so it was carried points. Will be work on different ways to make this useful.

COMMAND CARDS

Used the 1/2 pips.  The new 2 pip inspire on vehicles never was needed. 1 pip had a place turn 1 that couldve been useful   its biggest downfall.is the cost.

 

Heres the list i ran today.  No concussions cause i forgot to pull the cards.


++  Spicy Chicken Deluxe (Rebel Alliance) [790 Points] ++

+ Commander +

•Han Solo [128 Points]: Duck and Cover

+ Operative +

•Chewbacca [116 Points]: Hunter

+ Corps +

Fleet Troopers [86 Points]: Rebel Officer, Scatter Gun Trooper

Fleet Troopers [81 Points]: Comms Relay, Rebel Comms Technician, Scatter Gun Trooper

Rebel Troopers [62 Points]: Z-6 Trooper

Rebel Troopers [62 Points]: Z-6 Trooper

Rebel Troopers [70 Points]: R5 Astromech Droid, Z-6 Trooper

+ Support +

AT-RT [95 Points]: AT-RT Rotary Blaster, HQ Uplink

AT-RT [90 Points]: AT-RT Flamethrower, HQ Uplink

+ Command Hand +

Command Hand: Sorry About the Mess, •Ambush, ••Push, ••Reckless Diversion, •••Change of Plans, •••Notorious Scoundrels, ••••Standing Orders

++ Total: [790 Points] ++

Created with BattleScribe

 

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7 hours ago, poke450 said:

I thought the medical droids and Astro mech could only be used once per turn?

You're right. They are free actions, and thus fall under the rule that you can only do a particular non-Move action once per activation.

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4 hours ago, MasterShake2 said:

I would like to point out that if you *use up* a medical droid it gives you a minimum of 20pts and is still a model they have to kill.  For an 18pt model that is definitely worth it.

Although it does reduce your maximum damage output for that particular unit.

Probably the highest wound return value would be on Palpatine. 5 wounds for 210 points minimum?

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2 hours ago, Derrault said:

Although it does reduce your maximum damage output for that particular unit.

Probably the highest wound return value would be on Palpatine. 5 wounds for 210 points minimum?

 

???? You just added 2 bodies to your list with guns?  How in any way is that reducing damage?!  *head explodes*

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Unrelated note, first game with specialists:

50928386_2278745039075676_52926202868379

 

Officer quite good on fleet troopers.  Medics were easily worth it.  Got 2 heals off and for the rest of the game, I just keep keeping the medic out of LoS while the unit attacked, so my opponent couldn't wipe the whole unit.  Saboteurs MVPed it pretty hard though, I love that unit.

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Played a 700pt game yesterday as Rebels with both droids against Imps with medical droid and officer. 

Medical droid for me was used once to restore a Wookiee. Good deal, but would have been even better with Stims on the Wookiees which I didn’t have. I used Chewie (who took 0 wounds!) to guardian the medical droid unit until the Wookiee unit made their charge. Then the med unit was able to go sabotage a vaporator at the edge of the board and Chewie could join the action in the middle. 

Didn’t use the R5 once, but only because my AT-RT was only hit once. I feel the droid provided a protective bubble - why attack if it will just get repaired?

I feel both specialists made it difficult for the Imps to pick a priority target. Attack the specialist units or the threats? Meanwhile, my commandos laid down 4 mines mid-board to protect my vaporator and blow up the units guarding theirs. 

 

Taking out the Imperial medical droid was one turning point, though we figured out post game it could have been avoided with guardian from the Royal Guard. Lucky for me! My opponent felt it wasn’t worth the points and I think I agree. 

I  thought the Officer was an effective addition, inspiring Boba Fett and allowing for both actions when a rally failed. Made life tough for me mid-game on one flank. 

 

So, worth the points from a pure value standpoint? Maybe not. But in terms of strategy and overall strengthening your board state I thought they were quite good. Imagine not needing that 3rd flamer RT b/c you can repair AND claim an objective. That’s 80 points to spread around elsewhere. 

 

 

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29 minutes ago, MasterShake2 said:

Unrelated note, first game with specialists:

50928386_2278745039075676_52926202868379

 

Officer quite good on fleet troopers.  Medics were easily worth it.  Got 2 heals off and for the rest of the game, I just keep keeping the medic out of LoS while the unit attacked, so my opponent couldn't wipe the whole unit.  Saboteurs MVPed it pretty hard though, I love that unit.

MVPs for me, too. I feel the Wookiees and specialists made them more effective. 

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1 hour ago, MasterShake2 said:

 

???? You just added 2 bodies to your list with guns?  How in any way is that reducing damage?!  *head explodes*

Medical droids are no combats and do not add dice to your attack pool. Fleet trooper squad (4). Add a scattergun, now your at 5 models. Now you can add a additional trooper or an officer or a astromech droid or a medical droid or a comm specailist. Your head shouldn't explode

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9 hours ago, arnoldrew said:

You're right. They are free actions, and thus fall under the rule that you can only do a particular non-Move action once per activation.

Ok I did that wrong. Didn't look at the fine print Treat 1: Capacity 2

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11 minutes ago, Thalandar said:

Medical droids are no combats and do not add dice to your attack pool. Fleet trooper squad (4). Add a scattergun, now your at 5 models. Now you can add a additional trooper or an officer or a astromech droid or a medical droid or a comm specailist. Your head shouldn't explode

 

But they revive models that add dice.  -1 die because they don't shoot, but  + 2 die because 2 more models with guns are alive that wouldn't otherwise be is net positive.  For the Astromech, sure I understand adding an hp to vehicle isn't adding dice, but the droid adding 2 troopers just added 2 shooting models to your list, so I really don't understand how you could interpret that as a loss.

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To each their own, if it works well for you use it. And I play all Fleet troopers for core units, so its 2 dice a model. For me, I might take 1 medical droid but thats about all. nothing for your head to explode about

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2 hours ago, MasterShake2 said:

 

???? You just added 2 bodies to your list with guns?  How in any way is that reducing damage?!  *head explodes*

Because instead of rolling say, 5 white/black dice (10 white dice for fleet troopers) you’re only rolling 4 (8). (Loss of .5 damage per activation, which can be important if enemy targets are protected by cover or dodge tokens, that would need to be overcome before damage actually starts landing). 

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2 hours ago, Derrault said:

Because instead of rolling say, 5 white/black dice (10 white dice for fleet troopers) you’re only rolling 4 (8). (Loss of .5 damage per activation, which can be important if enemy targets are protected by cover or dodge tokens, that would need to be overcome before damage actually starts landing). 

As I see it, the primary role of your medic troops would be to support your combat troops. I don’t think it’s wise to put them up front and expect them to fight.  Use them, instead, to keep your real threat alive. Plus, they may get a potshot in here or there. 

Since the non-combatant is last to die before the leader, you may as well view the entire unit as your medic/repair. 

 

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42 minutes ago, ScummyRebel said:

I’m really looking forward to medic chasing Palp/Vader. Or the officer in the trenches with a corps unit.

Sarcasm? or serious?

I have a hard enough time getting Palp to die.

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Palp with Esteemed leader means an entire squad of stormies (plus medic droid) can be purposed to dying for the Emperor and they would be slightly less points than a royal guard unit with four dudes. 

That said, they won't be able to do as much work as those Royal Guard defending AND attacking. 

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16 hours ago, Thalandar said:

Medical droids are no combats and do not add dice to your attack pool. Fleet trooper squad (4). Add a scattergun, now your at 5 models. Now you can add a additional trooper or an officer or a astromech droid or a medical droid or a comm specailist. Your head shouldn't explode

does the 20 pt officer attachment for squads add anything to the attack pool?

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