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buckero0

The TRUE Rebel Rush

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They keep releasing these super units with tons of resilience and damage output.

~Jyn  tenacity Recon

~Wookiees Bowcaster tenacity Recon

~Wookiees Bowcaster tenacity Recon

~Tauntaun  tenacity 

~Tauntaun  tenacity 

~Tauntaun  tenacity 

~Rebel troops x3

Get up and close and stuck turn 1-2 then let your rebel troops sneek in the back and steal the objectives.

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On 5/17/2019 at 9:18 AM, Deadshane said:

Wookies are better off shooting. 

HtH against Stormtroopers sucks.  Also, Leia and Duck and Cover does wonders for Wookie survivability.

Duck and Cover is a waste of point on Wookies. Best case is it saves exactly one wound if the wookies get shot at, if they don't save the wound and if they are not in hard cover to begin with, which is not unlikely with their unhindered keyword.

You cannot generalize that Wookies should always try to get into a shootout. Neither their output nor their resiliance is paricularly strong in relation to their cost. In some situations it is better to engage in melee.

 When other units can't shoot at them, they are essentially in  a duell situation in which they have the first shot due to their charge ability. That is usually better than beeing focussed by several units.

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I think you are a bit confused.  Unhindered doesnt mean anything as far as cover....hard cover, light cover....whatever.

Unhindered ignores the effects of DIFFICULT TERRAIN.  So I fail to see your arguement.

Wookies, in a vacuum and NOT resilient.  Lots of HP sure...but every hit thrown lands on them.

In light terrain, where they love to be, and with duck and cover, AND with Leia lending support, can soak 3 hits for free without digging into the mounds of wounds.

Hth vs Stormtroopers is HARDLY a place to be...shooting against them is WAY better sinc you have no peirce in HTH but have it with the bowcaster.   Along with being an impact unit, HTH is a LAST resort....not somewhere you wanna be.

My last game, a unit of Wookies DID get focused while holding an objective in the middke of the board.  Shot at by several full units (including some deathtroopers) and lost a total of 2 wounds after the spent dodge and repeated light cover and supression cover. (Even against the first shot thanks to D&C.)  Next turn shedding mass suppression due to indomitable.

Im sure my opinion of wookies is sound.  Your opinion doesnt really sound like its backed up by repeat play of multiple wookie units....like I have.

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12 hours ago, Deadshane said:

I think you are a bit confused.  Unhindered doesnt mean anything as far as cover....hard cover, light cover....whatever.

Unhindered ignores the effects of DIFFICULT TERRAIN.  So I fail to see your arguement.

Wookies, in a vacuum and NOT resilient.  Lots of HP sure...but every hit thrown lands on them.

In light terrain, where they love to be, and with duck and cover, AND with Leia lending support, can soak 3 hits for free without digging into the mounds of wounds.

Hth vs Stormtroopers is HARDLY a place to be...shooting against them is WAY better sinc you have no peirce in HTH but have it with the bowcaster.   Along with being an impact unit, HTH is a LAST resort....not somewhere you wanna be.

My last game, a unit of Wookies DID get focused while holding an objective in the middke of the board.  Shot at by several full units (including some deathtroopers) and lost a total of 2 wounds after the spent dodge and repeated light cover and supression cover. (Even against the first shot thanks to D&C.)  Next turn shedding mass suppression due to indomitable.

Im sure my opinion of wookies is sound.  Your opinion doesnt really sound like its backed up by repeat play of multiple wookie units....like I have.

I know what unhindered means. In practice, it actually has a lot to do with cover. Terrain pieces that give cover are usually difficult terrain as well. The reason to move through difficult terrain is often to get cover, especially if you want to use a unit as a short-ranged gun-platform as you suggest. Due to the mobility they get from their unhindered keyword, Wookies are in cover or out of line of sight more often than not to begin with.

Duck and cover still may or may not save one of twelve wounds of that unit. The more wounds a unit has in relation to its point cost, the less valuable that one hit gets. On top of that, Duck and Cover will save far less than one wound on average. During the second ranged attack on the Wookies it is already worthless. If the Wookies already are in heavy cover to begin with it is worthless. If they pass their save for that one hit it was worthless. If you decide to charge a unit before they get shot at it is worthless. If they get suppression from any other game effect it is worthless. Duck and cover is priced for elite units with relatively few wounds and additional skills like low profile or danger sense.

Otherwise i think that one game was not very telling. Other units benefit from cover and dodge in the very same way after all (or even more with nimble). If you compare 118 points of Wookies to any given core unit, it does not say a lot if the Wookies last longer on average. They have to last significantly longer than two core units to consider them more resilient, and that is only the case if the opposing attack pools have a lot of pierce. Their resilience is just average. If they get focussed, they are not better as a bullet sponge or distraction unit than other units.

To consider them as a dedicated damage dealer, they have to deal significantly more damage than two core units for their price tag. However, they only do more damage against units with red defence dice (or if your opponent is standing  out of cover at range 2). Your idea to limit them to a short-ranged gun platfrom might work under certain circumstances, but they are actually not outstanding in that role. There are other units that can do that particular job better. Especially  in the current Meta, Wookies will often suffer vs. a reasonable opponent if you insist to move them up to range 2 of the bulk of the opposing force and start shooting.

Melee is definitely not the last resort for Wookies. It totally depends on the situation which option is better in a given round. Pierce is important, but the melee attack has also a lot of important advantages: 1. Other units cannot shoot the Wookies unless the Stormtroopers sacrifice their whole activation and withdraw 2. After the initial attack with charge and tenacity, the Wookies can only be targeted by 2 or 3 black dice until they decide to finish the melee with a final blow and move on. That area control is important in a lot of objectives. 3. If you can neutralize something like a impact grenades, a sniper rifle, a flamethrower, a scattergun, an emplacement trooper or Palpatine in specific situations, that is much more sensible than using pierce. With charge and tenacity, Wookies still kill 2 or 3 Stormtroopers on average before the Storms can strike back. Stormtroopers in heavy cover will usually take less damage against a ranged attack from the Wookies.  It depends on the specific situation which option is better.

Short version: If you limit Wookies to short-range gunslingers, you are limiting yourself without a reason and do not use a lot of tools they bring with them and that are a huge part of their point costs.

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@Deadshaneand @M.Mustermann I just want to say that you are both right. I’ve used Wookiees effectively in the ways each of you described. Their exact use varies from game to game depending on what threats you are facing and how your opponent decides to interact with them. 

I’ve had equal success shooting down Boba Fett and tying up Palp in melee in order to protect my objective focused units. 

My preference is to always have a medic unit available to try to keep them intact long enough to have at least one good charge attack with 4 Wookiees. 

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