FastWalker 205 Posted October 23, 2019 Had a few games with my Replicant Troopers. I do like the tankiness, green token sharing and supporting fire of Clone Troopers. Also, I found a BARC+Twin Laser Gun hits pretty hard and can open holes in your opponent's flanks if applied properly. My only concern is getting Aim tokens consistently. I find it hard at times to get Aim tokens on my troopers. Below is my current 800 point army build. This army deploys core units in pairs consisting of 1xDC15 and 1xZ-6 units. In theory, these pair of units will Fire Support each other. This should maximize firepower on a single target -- 6xWhite, 8xBlack, and 2xRed. The BARC will stay back in reserve until an opening presents itself to captilize with a flank. How would you tweak this army build? What is the best way to consistenty receive Aim tokens? Thanks, Aim True, and May the Force be with You. ++ Standard (Galactic Republic) [798 Points] ++ + Commander + •Obi-Wan Kenobi† [202 Points]: Aggressive Tactics†, Force Guidance†, Hope†, Tenacity + Corps + Phase I Clone Troopers† [95 Points]: DC-15 Phase I Trooper†, Phase I Clone Trooper† Phase I Clone Troopers† [90 Points]: Phase I Clone Trooper†, Z-6 Phase I Trooper† Phase I Clone Troopers† [82 Points]: DC-15 Phase I Trooper† Phase I Clone Troopers† [77 Points]: Z-6 Phase I Trooper† Phase I Clone Troopers† [82 Points]: DC-15 Phase I Trooper† Phase I Clone Troopers† [77 Points]: Z-6 Phase I Trooper† + Support + BARC Speeder† [93 Points]: BARC Twin Laser Gunner† + Command Hand + Command Hand: •Ambush, •Hello There!†, ••Knowledge and Defense†, ••Push, •••Assault, •••General Kenobi†, ••••Standing Orders + Battle Cards + Condition Cards: Clear Conditions, Limited Visibility, Minefield, Rapid Reinforcements Deployment Cards: Advanced Positions, Battle Lines, Disarray, Major Offensive Objective Cards: Breakthrough, Intercept the Transmissions, Key Positions, Recover the Supplies ++ Total: [798 Points] ++ Created with BattleScribe Quote Share this post Link to post Share on other sites
TIE wing 32 Posted October 24, 2019 maybe make one or two units who are pretty much make it their job to produce tokens aka electrobinocs and etc Quote Share this post Link to post Share on other sites
Qark 268 Posted October 24, 2019 14 hours ago, FastWalker said: Obi-Wan Kenobi† [202 Points]: Aggressive Tactics†, Force Guidance†, Hope†, Tenacity Obi goes really well with force reflexes because all his good abilities trigger when you spend a dodge token. 6 minutes ago, TIE wing said: maybe make one or two units who are pretty much make it their job to produce tokens aka electrobinocs and etc Clones can share tokens so they don't need binoculars. Just take an aim and share it instead of paying the points to give someone else an aim. Quote Share this post Link to post Share on other sites
R3dReVenge 441 Posted October 24, 2019 Replace Force Guidance with Force Reflexes and you're golden. Force Guidance is pretty clunky on Obi. 1. It requires him to activate early to get maximum benefits of the ability. You generally want Obi going middle-late. 2. Dodge works very well with his Mastery. 1 Alpha17 reacted to this Quote Share this post Link to post Share on other sites
Alpha17 2,853 Posted October 24, 2019 (edited) As has been said, pull Force Guidance. You have some flexibility on what you replace it with, but pull it. It's a bit overkill on Kenobi, and not in the good way. As for getting aims, either designate a squad as an aim generator, or learn to make do without aims. Edited October 28, 2019 by Alpha17 Replaced reflexes with guidance because I'm an idiot and didn't type what I actually meant to. Quote Share this post Link to post Share on other sites
arnoldrew 1,712 Posted October 24, 2019 2 hours ago, Qark said: Clones can share tokens so they don't need binoculars. Just take an aim and share it instead of paying the points to give someone else an aim. I'm pretty sure the intention is to use both actions to generate Aim tokens. Quote Share this post Link to post Share on other sites
Alpha17 2,853 Posted October 24, 2019 23 minutes ago, arnoldrew said: I'm pretty sure the intention is to use both actions to generate Aim tokens. That's an option, but aim/standby would likely be better than Aim/Spotter, at least on a unit that you've designated as a token generator. Quote Share this post Link to post Share on other sites
arnoldrew 1,712 Posted October 24, 2019 37 minutes ago, Alpha17 said: That's an option, but aim/standby would likely be better than Aim/Spotter, at least on a unit that you've designated as a token generator. I do not disagree. Quote Share this post Link to post Share on other sites
Cleto0 219 Posted October 24, 2019 Because you are playing a coreset box, you need to maximize everything. I recommend getting up to 9 acts, playing a cheap obiwan push, tenacity, hope or jmt (against anyone except droids) and aggT. I would use all z-6s to keep it consistent in your group so you can move together. you also do not want clone gunners on the bikes bc they will be too expensive. I like this: 799/800 (9 activations) Obi-Wan Kenobi (Force Push, Jedi Mind Trick, Aggressive Tactics, Tenacity) 4× Phase I Clone Troopers (Z-6 Trooper) Phase I Clone Troopers Phase I Clone Troopers (Phase I Clone Trooper) 2× BARC Speeder (HQ Uplink) 100% activation control at all times and more health to chew through Quote Share this post Link to post Share on other sites
FastWalker 205 Posted October 24, 2019 5 hours ago, TIE wing said: maybe make one or two units who are pretty much make it their job to produce tokens aka electrobinocs and etc Built 2 new lists based on yours and @Cleto0 suggestions. 2 hours ago, arnoldrew said: I'm pretty sure the intention is to use both actions to generate Aim tokens. That sounds like a good idea. Does it take an action to use Eletrobinoculars? Or do you give an Aim token for free when activated? 2 hours ago, Alpha17 said: That's an option, but aim/standby would likely be better than Aim/Spotter, at least on a unit that you've designated as a token generator. What are the benefits of Aim/Standby vs Aim/Spotter? Wouldn't having more Aim tokens help a lot, especially when using Fire Support? 1 hour ago, Cleto0 said: Because you are playing a coreset box, you need to maximize everything. I recommend getting up to 9 acts, playing a cheap obiwan push, tenacity, hope or jmt (against anyone except droids) and aggT. I would use all z-6s to keep it consistent in your group so you can move together. you also do not want clone gunners on the bikes bc they will be too expensive. 9 unit Activations does has its advantages. This is an intriguing army build. Do you feel Heavy Weapons are not worth the points? Thanks all for your input. Below, I created 2 new army builds to try out at my FLGS. Aim True and May the Force be with You. === Army B: Using 3x Electrobinoculars to pass Aim tokens ===++ Standard (Galactic Republic) [800 Points] ++ + Commander + •Obi-Wan Kenobi† [202 Points]: Aggressive Tactics†, Force Reflexes, Hope†, Tenacity + Corps + Phase I Clone Troopers† [86 Points]: DC-15 Phase I Trooper†, Targeting Scopes Phase I Clone Troopers† [85 Points]: Electrobinoculars†, Z-6 Phase I Trooper† Phase I Clone Troopers† [82 Points]: DC-15 Phase I Trooper† Phase I Clone Troopers† [85 Points]: Electrobinoculars†, Z-6 Phase I Trooper† Phase I Clone Troopers† [82 Points]: DC-15 Phase I Trooper† Phase I Clone Troopers† [85 Points]: Electrobinoculars†, Z-6 Phase I Trooper† + Support + BARC Speeder† [93 Points]: BARC Twin Laser Gunner† + Command Hand + Command Hand: •Ambush, •Hello There!†, ••Knowledge and Defense†, ••Push, •••Assault, •••General Kenobi†, ••••Standing Orders + Battle Cards + Condition Cards: Clear Conditions, Limited Visibility, Minefield, Rapid Reinforcements Deployment Cards: Advanced Positions, Battle Lines, Disarray, Major Offensive Objective Cards: Breakthrough, Intercept the Transmissions, Key Positions, Recover the Supplies ++ Total: [800 Points] ++ === END Army B === === Army C : ===++ Standard (Galactic Republic) [799 Points] ++ + Commander + •Obi-Wan Kenobi† [202 Points]: Aggressive Tactics†, Force Reflexes, Hope†, Tenacity + Corps + Phase I Clone Troopers† [82 Points]: DC-15 Phase I Trooper† Phase I Clone Troopers† [85 Points]: Electrobinoculars†, Z-6 Phase I Trooper† Phase I Clone Troopers† [65 Points]: Phase I Clone Trooper† Phase I Clone Troopers† [65 Points]: Phase I Clone Trooper† Phase I Clone Troopers† [65 Points]: Phase I Clone Trooper† Phase I Clone Troopers† [65 Points]: Phase I Clone Trooper† + Support + BARC Speeder† [85 Points]: HQ Uplink BARC Speeder† [85 Points]: HQ Uplink + Command Hand + Command Hand: •Ambush, •Hello There!†, ••Knowledge and Defense†, ••Push, •••Assault, •••General Kenobi†, ••••Standing Orders + Battle Cards + Condition Cards: Clear Conditions, Limited Visibility, Minefield, Rapid Reinforcements Deployment Cards: Advanced Positions, Battle Lines, Disarray, Major Offensive Objective Cards: Breakthrough, Intercept the Transmissions, Key Positions, Recover the Supplies ++ Total: [799 Points] ++ === END Army C === Quote Share this post Link to post Share on other sites
Cleto0 219 Posted October 24, 2019 while E. Binos offer the ability to generate 2 aim tokens per unit per round, you are spending 8 points to do this, which is not worth it. The BARCs are very weak in terms of survivability and are mainly here to provide surge to hit for your z-6s. While I believe the idea behind Option C is the best, you still need to get more heavies as they are all the power in your list. Quote Share this post Link to post Share on other sites
FastWalker 205 Posted October 24, 2019 4 hours ago, Cleto0 said: while E. Binos offer the ability to generate 2 aim tokens per unit per round, you are spending 8 points to do this, which is not worth it. The BARCs are very weak in terms of survivability and are mainly here to provide surge to hit for your z-6s. While I believe the idea behind Option C is the best, you still need to get more heavies as they are all the power in your list. Fair point. B Army Build with eBinocs are pricey @ 8 pts. I waas thinking eBinocs + Fire Support + Obi dishing out Surge tokens would allow me to nuke an enemy unit or very nearly. With 3 pairs of core units, I am hoping to do this multiple times. Is that too optimistic? As for the BARC, I really like it as a flanker. If timed right, you can cause serious damage, especially with a Twin Laser Gunner (3xWhite, 3xBlack, 1xRed + Aim). They are fragile and cost is not efficient, which is why I think fielding only 1 unit at a time is best. Also, I usually slow roll the speeder(s) in the back until an opportunity shows itself. I'm curious how my C Army Build with 2xBARC+HQLink will do. Cheers! Quote Share this post Link to post Share on other sites
Dcalov 61 Posted October 25, 2019 11 hours ago, FastWalker said: As for the BARC, I really like it as a flanker. If timed right, you can cause serious damage, especially with a Twin Laser Gunner (3xWhite, 3xBlack, 1xRed + Aim). They are fragile and cost is not efficient, which is why I think fielding only 1 unit at a time is best. Also, I usually slow roll the speeder(s) in the back until an opportunity shows itself. As mentioned, I think one really great reason to take at least one real cheap BARC is so you get surge:hit on your clones since this is the only other unit clones currently have access to. Giving the BARC surge:hit to fire-supporting clones increases their to-hit chance by 1/8 on every die. That's pretty significant if you're throwing 5 black and 6 white dice. You can do this with a more expensive BARC, but even barebones and with arsenal 2 you can get out two powerful fire-supported attacks from it. As it stands I can't really imagine too many situations where I'll be attacking with my BARC and choosing not to trigger fire support if it's possible. The BARC is a little bit too fragile to do its own solo operation. 1 FastWalker reacted to this Quote Share this post Link to post Share on other sites
Alpha17 2,853 Posted October 25, 2019 20 hours ago, FastWalker said: That sounds like a good idea. Does it take an action to use Eletrobinoculars? Or do you give an Aim token for free when activated? What are the benefits of Aim/Standby vs Aim/Spotter? Wouldn't having more Aim tokens help a lot, especially when using Fire Support? Yes, Electrobinoculars takes an action, and it allows the unit that activates to give an aim token to a nearby unit. Aim/Spotter gives you potentially two rerolls. Aim/standby gives you the potential for a reroll and another attack from one of your nearby units. Rolling an entire unit's worth of die is almost always better than rerolling two more during an attack. Unless you're shooting at range 3 constantly, standbys are better. 1 FastWalker reacted to this Quote Share this post Link to post Share on other sites
R3dReVenge 441 Posted October 26, 2019 On 10/25/2019 at 8:41 AM, Alpha17 said: Yes, Electrobinoculars takes an action, and it allows the unit that activates to give an aim token to a nearby unit. Aim/Spotter gives you potentially two rerolls. Aim/standby gives you the potential for a reroll and another attack from one of your nearby units. Rolling an entire unit's worth of die is almost always better than rerolling two more during an attack. Unless you're shooting at range 3 constantly, standbys are better. What have your thoughts been about binos on clones? They seem pretty lackluster since you already can share aim tokens. Quote Share this post Link to post Share on other sites
Alpha17 2,853 Posted October 27, 2019 16 hours ago, R3dReVenge said: What have your thoughts been about binos on clones? They seem pretty lackluster since you already can share aim tokens. I honestly haven't tried it, as I don't really think they're worth the points on anyone the GAR has currently. Maybe when we get a generic officer, but for the moment, I think it's far better on the Imps (thinking Veers or the generic officer) than for anyone else. 1 R3dReVenge reacted to this Quote Share this post Link to post Share on other sites
costi 1,297 Posted October 27, 2019 On 10/24/2019 at 3:13 PM, Alpha17 said: As has been said, pull Force Reflexes. You have some flexibility on what you replace it with, but pull it. It's a bit overkill on Kenobi, and not in the good way. As for getting aims, either designate a squad as an aim generator, or learn to make do without aims. Pull? Quite the opposite, Obi really likes his Dodge tokens. 1 Alpha17 reacted to this Quote Share this post Link to post Share on other sites
DarthDanMan 3 Posted October 28, 2019 On 10/25/2019 at 7:31 AM, Dcalov said: You can do this with a more expensive BARC, but even barebones and with arsenal 2 you can get out two powerful fire-supported attacks from it. Wait... You can use arsenal to fire the same weapon twice? Quote Share this post Link to post Share on other sites
Cleto0 219 Posted October 28, 2019 (edited) 8 hours ago, DarthDanMan said: Wait... You can use arsenal to fire the same weapon twice? nope. that is called Barrage, and the only unit to currently have it is the AAT Trade Federation Battle Tank and that requires 2 attack actions Edited October 28, 2019 by Cleto0 Quote Share this post Link to post Share on other sites
Alpha17 2,853 Posted October 28, 2019 22 hours ago, costi said: Pull? Quite the opposite, Obi really likes his Dodge tokens. Whoops, no you're right. Meant to say "Force Guidance" and just typed "reflexes." Kenobi really, really likes his dodge tokens, and doesn't need Guidance to help handout extra surges. I'll fix that so it doesn't confuse anyone else. Quote Share this post Link to post Share on other sites
arnoldrew 1,712 Posted October 28, 2019 9 hours ago, DarthDanMan said: Wait... You can use arsenal to fire the same weapon twice? As other people, have already said, no. The answer to the next question you're going to ask is that the BARC has 2 weapons on the unit card, the main gun and the driver's rifle. You can utilize Arsenal 2 without having to add a sidecar. Quote Share this post Link to post Share on other sites
FastWalker 205 Posted October 30, 2019 Thanks for helping an old man learn a new game. Definitely, ebinocs are not worth it on GAR. But what do you think of Targeting Scopes? Check out my latest army build below. I'm still on the fence how to run 1x BARC. So next game I'll be trying a BARC+HQ Link without a gunner. ++ Standard (Galactic Republic) [798 Points] ++ + Commander + •Obi-Wan Kenobi [202 Points]: Aggressive Tactics, Force Reflexes, Hope, Tenacity + Corps + Phase I Clone Troopers [95 Points]: DC-15 Phase I Trooper, Phase I Clone Trooper Phase I Clone Troopers [82 Points]: DC-15 Phase I Trooper Phase I Clone Troopers [82 Points]: DC-15 Phase I Trooper Phase I Clone Troopers [90 Points]: Phase I Clone Trooper, Z-6 Phase I Trooper Phase I Clone Troopers [81 Points]: Targeting Scopes, Z-6 Phase I Trooper Phase I Clone Troopers [81 Points]: Targeting Scopes, Z-6 Phase I Trooper + Support + BARC Speeder [85 Points]: HQ Uplink + Command Hand + Command Hand: •Ambush, •Hello There!, ••Knowledge and Defense, ••Push, •••Assault, •••General Kenobi, ••••Standing Orders + Battle Cards + Condition Cards: Clear Conditions, Limited Visibility, Minefield, Rapid Reinforcements Deployment Cards: Advanced Positions, Battle Lines, Disarray, Major Offensive Objective Cards: Breakthrough, Intercept the Transmissions, Key Positions, Recover the Supplies ++ Total: [798 Points] ++ Created with BattleScribe Quote Share this post Link to post Share on other sites
FastWalker 205 Posted October 30, 2019 (edited) Well crud. Now, I'm gonna have to rethink lists again with the upcoming Upgrade Packs. /s Edited October 30, 2019 by FastWalker For science!!! Quote Share this post Link to post Share on other sites
R3dReVenge 441 Posted October 30, 2019 5 hours ago, FastWalker said: Well crud. Now, I'm gonna have to rethink lists again with the upcoming Upgrade Packs. I think scopes are the first to go since you’re running the extra model in two units. You can easily swap those models out for captains or specialists if you drop the scopes. Quote Share this post Link to post Share on other sites
FastWalker 205 Posted October 30, 2019 27 minutes ago, R3dReVenge said: I think scopes are the first to go since you’re running the extra model in two units. You can easily swap those models out for captains or specialists if you drop the scopes. Good suggestion. I'm really excited for that Upgrade Pack. More choices is always good. You know, rereading my previous post, I forgot to add the "/s" at the end. Obviously, my post was sarcastic. 1 R3dReVenge reacted to this Quote Share this post Link to post Share on other sites