TauntaunScout 4,276 Posted August 13, 2019 Ok, So without wanting to buy any more plastic, I am looking for advice on upgrades. I will be playing with: 1x Rebel Commander (a singly based artillery spotter!) 2x Rebel Veterans 2x Mk II Blaster 3x Tauntaun Riders (anything else would be uncivilized) 1x Snowspeeder So that's 667 points. In addition to the above models, I've got access to the extra personnel models one would expect for the vets, one full set of snow painted Rebel Operatives, and if absolutely necessary two squads of snow painted rebel troopers. I'd like to avoid the grey & white paintjobs and stick to proper Hoth models wherever plausible though. Likewise, I have a snow AT-RT and 3 Atgar Towers, but I hate to give up a Support slot and lose a squad of tauntauns! So what upgrade cards would I be overlooking? I don't want to share my ideas lest I influence the answers. I am considering ignoring the tail gun on the snowspeeder, and I can always take a second commander with my grey & white uniformed Rebel Officer model... Quote Share this post Link to post Share on other sites
ScummyRebel 5,344 Posted August 13, 2019 Tauntauns should have endurance because they gain no benefit from suppression but suffer the harm of them. Maybe tenacity instead if you think they’ll be doing more ramming than blaster shooting. Vets can easily burn up points on extra minis or the heavy weapon. I would really consider some more corps, even though you said you don’t want to spend more money and don’t really want the Hoth painted rebel troopers. The two medium blasters are easy to pop. You’ll need more objective grabbers for sure. Quote Share this post Link to post Share on other sites
TauntaunScout 4,276 Posted August 14, 2019 2 hours ago, ScummyRebel said: Tauntauns should have endurance because they gain no benefit from suppression but suffer the harm of them. Maybe tenacity instead if you think they’ll be doing more ramming than blaster shooting. Vets can easily burn up points on extra minis or the heavy weapon. I would really consider some more corps, even though you said you don’t want to spend more money and don’t really want the Hoth painted rebel troopers. The two medium blasters are easy to pop. You’ll need more objective grabbers for sure. What do you reckon about droids and comms specialists? Quote Share this post Link to post Share on other sites
ScummyRebel 5,344 Posted August 14, 2019 3 minutes ago, TauntaunScout said: What do you reckon about droids and comms specialists? I’d take comms spec + uplink on the vets to ensure the dodge token and coordinates for sure. I plan on doing that with my regular army and the unit of Vets I’ll be picking up Quote Share this post Link to post Share on other sites
syrath 1,316 Posted August 16, 2019 On 8/13/2019 at 9:21 PM, TauntaunScout said: Ok, So without wanting to buy any more plastic, I am looking for advice on upgrades. I will be playing with: 1x Rebel Commander (a singly based artillery spotter!) 2x Rebel Veterans 2x Mk II Blaster 3x Tauntaun Riders (anything else would be uncivilized) 1x Snowspeeder So that's 667 points. In addition to the above models, I've got access to the extra personnel models one would expect for the vets, one full set of snow painted Rebel Operatives, and if absolutely necessary two squads of snow painted rebel troopers. I'd like to avoid the grey & white paintjobs and stick to proper Hoth models wherever plausible though. Likewise, I have a snow AT-RT and 3 Atgar Towers, but I hate to give up a Support slot and lose a squad of tauntauns! So what upgrade cards would I be overlooking? I don't want to share my ideas lest I influence the answers. I am considering ignoring the tail gun on the snowspeeder, and I can always take a second commander with my grey & white uniformed Rebel Officer model... Comms relay on the mk2s you can then chains orders along your gunline , so as long as you can HQ uplink or give an order to one of your Vets you can give an order to all of them. If run 3 vets and 2 MK2 of you have the models and points, Quote Share this post Link to post Share on other sites
landoro 57 Posted August 16, 2019 I would add an extra commander, comm tech with HQ uplink on both vets and make them full squads with heavy weapon if you don't want to use your "normal" troops. Quote Share this post Link to post Share on other sites
Pooleman 963 Posted August 16, 2019 (edited) On 8/13/2019 at 4:21 PM, TauntaunScout said: Ok, So without wanting to buy any more plastic, I am looking for advice on upgrades. I will be playing with: 1x Rebel Commander (a singly based artillery spotter!) 2x Rebel Veterans 2x Mk II Blaster 3x Tauntaun Riders (anything else would be uncivilized) 1x Snowspeeder So that's 667 points. In addition to the above models, I've got access to the extra personnel models one would expect for the vets, one full set of snow painted Rebel Operatives, and if absolutely necessary two squads of snow painted rebel troopers. I'd like to avoid the grey & white paintjobs and stick to proper Hoth models wherever plausible though. Likewise, I have a snow AT-RT and 3 Atgar Towers, but I hate to give up a Support slot and lose a squad of tauntauns! So what upgrade cards would I be overlooking? I don't want to share my ideas lest I influence the answers. I am considering ignoring the tail gun on the snowspeeder, and I can always take a second commander with my grey & white uniformed Rebel Officer model... I’ve got more Hoth Rebels if you want them. 2 full squads Edited August 16, 2019 by Pooleman Quote Share this post Link to post Share on other sites
TauntaunScout 4,276 Posted August 16, 2019 6 hours ago, Pooleman said: I’ve got more Hoth Rebels if you want them. 2 full squads Thanks but no. I have two squads of white not-Hoths as well. 17 hours ago, syrath said: Comms relay on the mk2s you can then chains orders along your gunline , so as long as you can HQ uplink or give an order to one of your Vets you can give an order to all of them. Verrrry interesting... 8 hours ago, landoro said: I would add an extra commander, comm tech with HQ uplink on both Yeah I have 2 commanders and was thinking I should use them both. Only have 1 comms tech though. Quote Share this post Link to post Share on other sites
TauntaunScout 4,276 Posted August 20, 2019 (edited) @landoro @syrath and @ScummyRebel here's what I think is the best use of available models. Rebel Commander w/ Esteemed Leader Rebel Commander 2x Rebel Troopers w/ Z-6 Trooper Rebel Veterans w/ 2-1B and CM Trooper Rebel Veterans w/ Comms Tech, HQ Uplink, and CM Trooper 2x MkII Blaster w/ Comms Relay 3x Tauntaun Riders w/ Endurance There's always the possibility of fiddling with upgrades, or replacing upgrades with an extra Rebel Trooper to make the squads more survivable. But the above requires the least spending/painting. Edited August 20, 2019 by TauntaunScout Quote Share this post Link to post Share on other sites
Derrault 1,091 Posted August 20, 2019 @TauntaunScout "Ok, So without wanting to buy any more plastic, I am looking for advice on upgrades. I will be playing with: 1x Rebel Commander (a singly based artillery spotter!) 2x Rebel Veterans 2x Mk II Blaster 3x Tauntaun Riders (anything else would be uncivilized) 1x Snowspeeder So that's 667 points. In addition to the above models, I've got access to the extra personnel models one would expect for the vets, one full set of snow painted Rebel Operatives, and if absolutely necessary two squads of snow painted rebel troopers. I'd like to avoid the grey & white paintjobs and stick to proper Hoth models wherever plausible though. Likewise, I have a snow AT-RT and 3 Atgar Towers, but I hate to give up a Support slot and lose a squad of tauntauns! So what upgrade cards would I be overlooking? I don't want to share my ideas lest I influence the answers. I am considering ignoring the tail gun on the snowspeeder, and I can always take a second commander with my grey & white uniformed Rebel Officer model..." If you're taking the 47, the ground buzzer is the most point efficient addition of dice in the game coming in at only 5 points per black die. The real question is: How do you plan on using the 47? If you know that you aren't going to strafe the enemy at least once, then it's not worth taking. If you are, then it should be on the list, because you're almost certain to get 2+ uses out of it before the 47 can be destroyed (Which averages to 4 hits, 2 kills, worth a minimum of 22 points in Stormtroopers, and 26 points worth of rebel troopers (since they only save 2/6)). By Rebel Commander...do you mean the Rebel Officer? If so, I imagine we can safely assume you have the personnel pack, in which case, it might be a good idea to add in the medical droid (who is conveniently someone that was stationed on Hoth). The comms tech + hq-uplink on a veteran is more points efficient than extra trooper + hq-uplink on one of the guns (since the veterans also issue an order to the gun). So instead of spending 12 points on an extra trooper and 10 points on an uplink (22 points), you just buy the comms tech (9) + uplink (10) for 19, net 3 points, enough to get overwatch (3), or scout (2) (which might be important for getting a jump on objectives/getting those guns that much closer to being in range right off the bat) Other than that, if extra units are right out, add on the CM-O/93s, maybe burn the remaining points on endurance for two of the tauntauns. Quote Share this post Link to post Share on other sites
TauntaunScout 4,276 Posted August 21, 2019 12 hours ago, Derrault said: Other than that, if extra units are right out, add on the CM-O/93s, maybe burn the remaining points on endurance for two of the tauntauns. This is the current plan: Rebel Commander w/ Esteemed Leader Rebel Commander 2x Rebel Troopers w/ Z-6 Trooper Rebel Veterans w/ 2-1B and CM Trooper Rebel Veterans w/ Comms Tech, HQ Uplink, and CM Trooper 2x MkII Blaster w/ Comms Relay 3x Tauntaun Riders w/ Endurance Fitting 3 squads of tauntauns and a snowspeeder just wasn't working for me. I honestly find compulsory moves to be very anti-fun. 1 landoro reacted to this Quote Share this post Link to post Share on other sites
Imperial Advisor Arem Heshvaun 9,469 Posted August 22, 2019 The Empire is ready when you are @TauntaunScout 1 GhengisharnIV reacted to this Quote Share this post Link to post Share on other sites
TauntaunScout 4,276 Posted August 22, 2019 22 minutes ago, Imperial Advisor Arem Heshvaun said: The Empire is ready when you are @TauntaunScout That army I have had for awhile now. Since Hoth Imperials were playable first. Had to paint something while I waited. Quote Share this post Link to post Share on other sites
MasterShake2 5,184 Posted August 22, 2019 (edited) 23 hours ago, TauntaunScout said: This is the current plan: Rebel Commander w/ Esteemed Leader Rebel Commander 2x Rebel Troopers w/ Z-6 Trooper Rebel Veterans w/ 2-1B and CM Trooper Rebel Veterans w/ Comms Tech, HQ Uplink, and CM Trooper 2x MkII Blaster w/ Comms Relay 3x Tauntaun Riders w/ Endurance Fitting 3 squads of tauntauns and a snowspeeder just wasn't working for me. I honestly find compulsory moves to be very anti-fun. Leia Organa 90Rebel Veterans 48Rebel Comms Technician, HQ Uplink, Rebel Veterans 48Rebel Comms Technician, HQ Uplink, Mark II Medium Blaster Trooper 38Mark II Medium Blaster Trooper 38Tauntaun Riders 90Tenacity, Tauntaun Riders 90Tenacity, Tauntaun Riders 90Tenacity, T-47 Airspeeder 175 Has about 40ish points left, if you really want the generic, you can put CMOs on both of the vets and still have a few left. This list with some upgrades ( ground buzzer, outer rim pilot, and Strict Orders) did perfectly fine for me. Also, would reccomend Tenacity 100% of the time on Tauntauns. They get injured without losing dudes easily and even a singulre Tauntaun with Ram and Tenacity still hits pretty hard. Also, HQ uplink + no time for sorrows is really good. Edited August 22, 2019 by MasterShake2 1 GhengisharnIV reacted to this Quote Share this post Link to post Share on other sites
TauntaunScout 4,276 Posted August 22, 2019 I don’t have Leia but thanks! Quote Share this post Link to post Share on other sites