Bojanglez 2,158 Posted November 21, 2019 (edited) So, I am personally thrilled with this news as this is how I have played most of my games in the last year or so and am super curious as to the builds people can see themselves playing? A pal and I have a pretty awesome 3x3 urban board that he put together and I ran this list last week (and barely eked out a win, mostly due to his bad dice rolls): Leia And Chewie Defense Squad (500/500) Leia Organa (90) - Esteemed Leader (5) - Commanding Presence (10) - Recon Intel (2) = 107 total points Chewbacca (110) - Hunter (6) - Tenacity (4) = 120 total points Rebel Troopers (40) - Concussion Grenades (5) - Z-6 Trooper (22) = 67 total points Fleet Troopers (44) - Concussion Grenades (5) - Scatter Gun Trooper (23) - Fleet Trooper (11) = 83 total points Fleet Troopers (44) - Concussion Grenades (5) - Scatter Gun Trooper (23) - Fleet Trooper (11) = 83 total points Rebel Troopers (40) Commands: Coordinated Bombardment, Sabotaged Communications, Brains and Brawn, No Time for Sorrows, Somebody Has to Save Our Skins, Covering Fire, Standing Orders Edited November 21, 2019 by Bojanglez Quote Share this post Link to post Share on other sites
ResoluteHusky 62 Posted November 22, 2019 Isn't Chewbacca 95 points now? Unless you use the old unit cost. Quote Share this post Link to post Share on other sites
manoftomorrow010 1,119 Posted November 22, 2019 Yeah as RH said, Chewbacca is only 95 points now, so you've got more room! How often did you find yourself needing Commanding Presence? On the smaller board, it seems less necessary. I'm bummed about the limit on the number of Corps because it made it difficult to make a Republic list right now using Rex, unless you play a BARC, which I'm not loving right now. But, here's a possible Republic list I would play in this format that is adapted from my Imperial Discipline list. 500/500 Obi-Wan Kenobi (Force Reflexes, Saber Throw, Aggressive Tactics, Tenacity)Phase I Clone Troopers (Z-6 Phase I Trooper)Phase I Clone Troopers (Z-6 Phase I Trooper)Phase I Clone Troopers (Z-6 Phase I Trooper)Phase I Clone Troopers (Phase I Clone Trooper) Quote Share this post Link to post Share on other sites
arnoldrew 1,712 Posted November 22, 2019 Put Frags on the Rebel Troopers instead of any other grenade. It's just way better if the unit doesn't already surge to hit. Quote Share this post Link to post Share on other sites
Alan Noir 426 Posted November 25, 2019 On 11/21/2019 at 11:27 PM, Bojanglez said: So, I am personally thrilled with this news as this is how I have played most of my games in the last year or so and am super curious as to the builds people can see themselves playing? A pal and I have a pretty awesome 3x3 urban board that he put together and I ran this list last week (and barely eked out a win, mostly due to his bad dice rolls): Leia And Chewie Defense Squad (500/500) Leia Organa (90) - Esteemed Leader (5) - Commanding Presence (10) - Recon Intel (2) = 107 total points Chewbacca (110) - Hunter (6) - Tenacity (4) = 120 total points Rebel Troopers (40) - Concussion Grenades (5) - Z-6 Trooper (22) = 67 total points Fleet Troopers (44) - Concussion Grenades (5) - Scatter Gun Trooper (23) - Fleet Trooper (11) = 83 total points Fleet Troopers (44) - Concussion Grenades (5) - Scatter Gun Trooper (23) - Fleet Trooper (11) = 83 total points Rebel Troopers (40) Commands: Coordinated Bombardment, Sabotaged Communications, Brains and Brawn, No Time for Sorrows, Somebody Has to Save Our Skins, Covering Fire, Standing Orders My bro kicked my *** with a similar list. 2 rebels 1 fleet plus ATRT 1 Bojanglez reacted to this Quote Share this post Link to post Share on other sites
Tayloraj100 422 Posted November 26, 2019 Maybe... Director Orson Krennic (Esteemed Leader)Shoretroopers (T-21B Trooper, Shoretrooper, Impact Grenades)DF-90 Mortar Trooper (Comms Relay)Shoretroopers (T-21B Trooper, Shoretrooper, Impact Grenades)DF-90 Mortar Trooper (Comms Relay)Imperial Death Troopers (DLT-19D Trooper, E-11D Focused Fire Config) ? 1 Bojanglez reacted to this Quote Share this post Link to post Share on other sites
Bojanglez 2,158 Posted November 26, 2019 Am trying to get a game in over Thanksgiving and am tempted to try this out (have never run Jyn): Tauntauns and The Fire Roosters (500/500) Jyn Erso (130) - Hunter (6) = 136 total points Rebel Troopers (40) - Z-6 Trooper (22) - Rebel Trooper (10) = 72 total points Rebel Troopers (40) - Z-6 Trooper (22) - Rebel Trooper (10) = 72 total points Rebel Commandos Strike Team (16) - DH-447 Sniper (28) = 44 total points Tauntaun Riders (90) - Hunter (6) = 96 total points AT-RT (55) - AT-RT Flame Thrower (25) = 80 total points Commands: Rebellious, Sabotaged Communications, Trust Goes Both Ways, Turning the Tide, Complete the Mission, Covering Fire, Standing Orders 1 Lochlan reacted to this Quote Share this post Link to post Share on other sites
Mace Windu 1,173 Posted November 27, 2019 18 hours ago, Bojanglez said: Am trying to get a game in over Thanksgiving and am tempted to try this out (have never run Jyn): Tauntauns and The Fire Roosters (500/500) Jyn Erso (130) - Hunter (6) = 136 total points Rebel Troopers (40) - Z-6 Trooper (22) - Rebel Trooper (10) = 72 total points Rebel Troopers (40) - Z-6 Trooper (22) - Rebel Trooper (10) = 72 total points Rebel Commandos Strike Team (16) - DH-447 Sniper (28) = 44 total points Tauntaun Riders (90) - Hunter (6) = 96 total points AT-RT (55) - AT-RT Flame Thrower (25) = 80 total points Commands: Rebellious, Sabotaged Communications, Trust Goes Both Ways, Turning the Tide, Complete the Mission, Covering Fire, Standing Orders though im not super familiar with all of the point changes I do know that Jyn is 20 points cheaper now (110 instead of 130) and the Flamethrower on the AT-RT is 5 points cheaper as well (20 instead of 25) so you have at a minimum another 25 points to play with in your list. 1 Bojanglez reacted to this Quote Share this post Link to post Share on other sites
Cleto0 219 Posted November 27, 2019 (edited) Here is my Skirmish list: 500/500 (8 activations) Commanders: - Leia Organa (90): Strict Orders (5), Recon Intel (2) = 97 Operatives: - R2-D2 = 35 Corps: - 4× Rebel Troopers (40) = 160 Supports: - 2× Tauntaun Riders (90): Offensive Push (4), HQ Uplink (10) = 208 Ideas in this list: get Leia into the fight quickly as she is a very good gun. use rebel troopers to pad activations and literally do not move them forward. use r2 for vp's and for padding. win the game by using tauntauns in conjunction with Leia to delete activations. Armor is a worry, but not too much especially if I can use tauntauns to ram a lot. Offensive push is better imo for tauntauns that can run and gun, and it gives me incentives to recover every turn to get rid of suppression and recover both cards. I should have orders on tauntauns on all turns Edited November 27, 2019 by Cleto0 Quote Share this post Link to post Share on other sites
arnoldrew 1,712 Posted November 27, 2019 9 hours ago, Cleto0 said: Here is my Skirmish list: 500/500 (8 activations) Commanders: - Leia Organa (90): Strict Orders (5), Recon Intel (2) = 97 Operatives: - R2-D2 = 35 Corps: - 4× Rebel Troopers (40) = 160 Supports: - 2× Tauntaun Riders (90): Offensive Push (4), HQ Uplink (10) = 208 Ideas in this list: get Leia into the fight quickly as she is a very good gun. use rebel troopers to pad activations and literally do not move them forward. use r2 for vp's and for padding. win the game by using tauntauns in conjunction with Leia to delete activations. Armor is a worry, but not too much especially if I can use tauntauns to ram a lot. Offensive push is better imo for tauntauns that can run and gun, and it gives me incentives to recover every turn to get rid of suppression and recover both cards. I should have orders on tauntauns on all turns You're basically using an action to recover so you can get an aim instead of just aiming. I get that you have HQ Uplink too, but it really does not seem worth it. It's also harder to trigger Ram if you only have one move. I feel like recovering every turn is a textbook way to not play Tauntauns. 1 Lochlan reacted to this Quote Share this post Link to post Share on other sites
Lochlan 1,034 Posted November 27, 2019 11 hours ago, Cleto0 said: Here is my Skirmish list: 500/500 (8 activations) Commanders: - Leia Organa (90): Strict Orders (5), Recon Intel (2) = 97 Operatives: - R2-D2 = 35 Corps: - 4× Rebel Troopers (40) = 160 Supports: - 2× Tauntaun Riders (90): Offensive Push (4), HQ Uplink (10) = 208 Ideas in this list: get Leia into the fight quickly as she is a very good gun. use rebel troopers to pad activations and literally do not move them forward. use r2 for vp's and for padding. win the game by using tauntauns in conjunction with Leia to delete activations. Armor is a worry, but not too much especially if I can use tauntauns to ram a lot. Offensive push is better imo for tauntauns that can run and gun, and it gives me incentives to recover every turn to get rid of suppression and recover both cards. I should have orders on tauntauns on all turns 1 hour ago, arnoldrew said: You're basically using an action to recover so you can get an aim instead of just aiming. I get that you have HQ Uplink too, but it really does not seem worth it. It's also harder to trigger Ram if you only have one move. I feel like recovering every turn is a textbook way to not play Tauntauns. To add to what @arnoldrew said, Tauntauns are possibly the unit in this game that benefits least from aim tokens, what with red surge ranged attacks and ram in melee. If you're worried about suppression, Endurance would probably be a better pick. And as for HQ Uplink, Leia can give orders to both Tauntauns with everything but her 1 Pip cards (and Ambush can do 1 of them), or Covering Fire if you take that. So I think you could do Long Range Comms if you are worried about keeping them in range, or maybe Comms Jammer for the shenanigans. In fact, Endurance and Comms Jammer on both Tauntauns frees up 6 points, so you could take Commanding Presence on Leia to handle any command range issues. Quote Share this post Link to post Share on other sites
Cleto0 219 Posted November 27, 2019 1 hour ago, arnoldrew said: You're basically using an action to recover so you can get an aim instead of just aiming. I get that you have HQ Uplink too, but it really does not seem worth it. It's also harder to trigger Ram if you only have one move. I feel like recovering every turn is a textbook way to not play Tauntauns. Did you know that the Tauntaun's gun is only slightly worse than the ram attack? in fact, if you cannot ram, it is better to do a ranged attack than take melee with no ram. In this game mode where it will be extremely hard to punch through tauntauns, I want to play them as a gunline unit. This is because rushing them into a unit is likely to mean every unit around there could have a shot if the unit I attacked died or withdrew. There are also probably going to be plenty of snipers and force users, so getting into melee range may not be the smartest play. There is also the fact that I can always choose not to recover if I want and instead double move, which I think you missed. In my list, I also have smoke screen AND NTFS, so getting attack range early and keeping it for the whole game shouldn't be a huge worry Quote Share this post Link to post Share on other sites
Cleto0 219 Posted November 27, 2019 2 minutes ago, Lochlan said: To add to what @arnoldrew said, Tauntauns are possibly the unit in this game that benefits least from aim tokens, what with red surge ranged attacks and ram in melee. If you're worried about suppression, Endurance would probably be a better pick. And as for HQ Uplink, Leia can give orders to both Tauntauns with everything but her 1 Pip cards (and Ambush can do 1 of them), or Covering Fire if you take that. So I think you could do Long Range Comms if you are worried about keeping them in range, or maybe Comms Jammer for the shenanigans. In fact, Endurance and Comms Jammer on both Tauntauns frees up 6 points, so you could take Commanding Presence on Leia to handle any command range issues. Ok, if I were to have a second option I would consider, it would be Tenacity on both and then no comms. I would then throw relay on r2 and take a 15 point bid. Bid is huge in 500 points because you get to choose which side of the board you play on of all 4 sides. This can Set you up for a winning position right off the bat or if your opponent has something like a tank or AT-ST, you can give them a bad position for setup to mess up their whole game. 1 Lochlan reacted to this Quote Share this post Link to post Share on other sites