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RaevenKS

New "kaboom" list - Another dimension

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Hello All,

Soon, there will be a "quite big" tournament near my area (25 peoples awaited). This is the list I will play. It's a bit different than my regular "Saboteur" list. I get rid of the AT-ST flamers, because now the Imps meta pack with too much ease a SHITLOAD of impact 1 weapon (up to 8 impact 1, too much for me).

So I decided to switch a bit my threat, planning the whole game around the saboteur, and the use of the not so new (and we will not present them again) Medical Droid. With a minimum of 21 pts a model, commando are the best target for Medical droid. And as commando can dead "a bit" (even while playing with line of sight rule), it could be useful to heal them.

Luke is played as the regular "all around" Luke. I will not present him.

I decided to give another try to Fleet Troopers, and to pack a Rebel Officer in my rebel trooper. All of this is because Empire now have a lot of Suppressive weapon (Hello Deathtroopers ! Hello Bossk !) or easy way to apply suppression (Hello Palpatine ! Hello Krennic !). So with both 3 courage commanders and an Inspire 1 officer, I think I can manage quite well my suppression stacks.

And, the "surprise" is Jyn. Jyn is not a really good commander on her own, but she shines for something : When backed-up by a close combat specific unit, she can endure a looooooot of shooting (Duck and Cover + a Cover 2 placement can make her avoid the "burst her down" style of play), and can be a pain in the rear. Depending on the mission, she can put me ahead with ease :

Sabotaging for the first 2 turns a moisture vaporizer is almost an instant win. Deploying her near a central crate for the supplies, same. She hits quite hard, and is the only "range 3 pierce" weapon of the Rebellion (outside of snipers). So, I think her as an Operative, more than a Commander. This way, her cards are amazingly powerful (Complete the mission on her or Trust goes both way on Luke can be devastating).

Well, enough speaking, this is the list.

 

Commanders: 
- Luke Skywalker (160) + Force Reflexes (15) + Force Push (10) + Emergency Stims (8) = 193
- Jyn Erso (130) + Duck and Cover (8) + Emergency Stims (8) + A-180 Pistol Config (0) = 146
Corps: 
- Rebel Troopers (40) + Z-6 Trooper (22) + 2-1B Medical Droid (18) = 80
- Rebel Troopers (40) + Z-6 Trooper (22) + Rebel Officer (19) = 81
- Rebel Troopers (40) + Z-6 Trooper (22) = 62
- Fleet Troopers (44) + Scatter Gun Trooper (23) + 2-1B Medical Droid (18) + Fragmentation Grenades (5) = 90
Special Forces: 
- 2x Rebel Commandos Strike Team (16) + Proton Charge Saboteur (26) + Emergency Stims (8) = 100
- Rebel Commandos Strike Team (16) + Proton Charge Saboteur (26) = 42


Total: 794/800 

Commands:

- Son of Skywalker (1) 
- Ambush (1) 
- My Ally is the Force (2) 
- Trust Goes Both Ways (2) 
- Return of the Jedi (3) 
- Complete the Mission (3) 
- Standing Orders (4) 
 
Objectives:
- Intercept Transmissions
- Key Positions
- Recover Supplies
- Sabotage Moisture Vaporators
Deployments:
- Disarray
- The Long March
- Battle Lines
- Major Offensive
Conditions:
- Hostile Environment
- Limited Visibility
- Minefield
- Rapid Reinforcements

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Ive done this before...same concept, I had more units though.  Han/Chewie and some other stuff.

One problem with it is how terrain can seriously screw you.  Regardless, opponents are just going to focus down your 2 man units. They become a priority once a serious minefield is in place. Its virtually impossible to adequately protect three two man units that your game plan is built around.  If your opponent is inexperienced enough to ignore the bombers, great fun.  If not, mark down that loss.

Ive thought about trying it again with two FULL squads and a strike team that hangs in the backfield to only detonate and maybe babysit an objective, but I dunno.

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Med droids on rebels are 'meh' at best.  Also...check the infiltrate moves here. (commandos scout THREE).

Otherwise, you can still pull off what you are looking for and spread a few points out...even med droids if you insist....


++  Standard (Rebel Alliance) [759 Points] ++

+ Commander +

•Jyn Erso [140 Points]: Duck and Cover, Recon Intel

•Luke Skywalker [187 Points]: Force Push, Force Reflexes, Recon Intel

+ Corps +

Rebel Troopers [62 Points]: Z-6 Trooper

Rebel Troopers [62 Points]: Z-6 Trooper

Rebel Troopers [40 Points]

Rebel Troopers [40 Points]

+ Special Forces +

Rebel Commandos [93 Points]: Impact Grenades, Proton Charge Saboteur, Recon Intel

Rebel Commandos [93 Points]: Impact Grenades, Proton Charge Saboteur, Recon Intel

Rebel Commandos - Strike Team [42 Points]: Proton Charge Saboteur

++ Total: [759 Points] ++

Created with BattleScribe

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Ah ah, don't worry. I play saboteur since November. I know how to deal with "few" terrains. Moreover I have something like 13 variations of the list : Han and 3 at-st, Luke and 2 at-st, Luke and han and 1 at-st (by far the worst imo), one with Jyn and a unit of pathfinder (so only 2 saboteurs). It's OK.

Medic on rebs are as good as medics on empire. It is very rare (at least for me?) to lose both my saboteur in a team in a single round of shooting. So I can lose one, stims (to a maximum  of 1 wound) the other guy if needed, then heal back a commando with the Droid and put that guy anywhere in cohesion, so either further into cover (so have fun kill them again) or perhaps more aggressively. 

I also know that I have "few" activations, compare to what people think the meta is, but 9 is fairly enough, I never felt "overwhelmed", even against 11-12 activations lists 😛

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Looks awesome. 

Only question I have is why you have frags on the fleets?

Not saying it is wrong or bad, just wanna know your thinking about. 

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To be faire, it's more playing with the probabilities.

A whole squad of Fleet is up to 3 red and 8 white. It's 2/8 * 11 critical stats. 

And also because I have enough point to put a 5points grenade ^^

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18 minutes ago, RaevenKS said:

To be faire, it's more playing with the probabilities.

A whole squad of Fleet is up to 3 red and 8 white. It's 2/8 * 11 critical stats. 

And also because I have enough point to put a 5points grenade ^^

Hey, that's enough reason as any.

Just asking because I have not seen it on fleets before. 

I have seen it on rebeltrooper units to give the z6 surge to crit.

I used to run concussion grenades on fleets to let them ignore terrain.

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The main problem imo of Grenade on rebels troopers is that you either need for your opponent to come at range 1, or you to go to range 1.

Against an empire match-up, it's almost impossible to have them in range 1.

And against rebels, there is a few way of getting to range 1.

My fleets are here mostly to keep a forward objective, and pewpew everything all day that is trying to approach. To be fair, I am going to play them only because I do not have a 4th squad of rebels troopers ready to be played (need to buy, build and paint one, and I am quit good on my number of rebels troopers). 

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