Jump to content
R3dReVenge

How do you play on running the Saber Tank?

Recommended Posts

2 minutes ago, R3dReVenge said:

I figured the first turn, the Saber tank is unlikely to take much damage (though this could drastically change based on the amount of AV people include). It will move up in position. Turns 2-6 will depend on board positioning, objective, etc. I like taking R2 in Saber lists because he effectively increases the HP by 44%, he's cheap, AND he's an extra activation. Maybe some games, you can pull off the secret mission. I'm unsure if C3P0 is worth it. 

3P0 does give you a way to put a suppression token on R2 without being shot at, thus protecting the unit. I'm not saying that's worth the points, just pointing it out.

Share this post


Link to post
Share on other sites
23 minutes ago, R3dReVenge said:

This is a good point, I'll have to tone myself down a bit. My goal is to generate discussion and not to dissuade people by sounding arrogant. 

I do troll a bit, so there's that! And hopefully, by now you can tell when I'm trolling and not. 😉

I do agree that it's important to be clear and concise. I sometimes forget that people come into this game at different stages and levels. Not everyone plays the same way that I do (I've been playing wargames with the same group of guys for almost 12 years now and a competitive level [OR at least we think we are competitive]). Maybe they're new? Or maybe they're casual? I'll have to make sure I'm more concise in my points moving forward. 

Ok. Back to the topic...

I figured the first turn, the Saber tank is unlikely to take much damage (though this could drastically change based on the amount of AV people include). It will move up in position. Turns 2-6 will depend on board positioning, objective, etc. I like taking R2 in Saber lists because he effectively increases the HP by 44%, he's cheap, AND he's an extra activation. Maybe some games, you can pull off the secret mission. I'm unsure if C3P0 is worth it. 

As a fellow troll, I have picked up on it and remember times I've been upset with your posts then reread them and later posts and realized it was a troll. Also the internet is hard to come off the way you want or mean to come off since its just words. Also you tend to make really great points at times.

Share this post


Link to post
Share on other sites

Been looking at this build or variations. One thought was to make it 5 squads of clones but each group has a specialist or heavy weapon guy.

796/800

Clone Captain Rex (90 + 16 = 106)
--Aggressive Tactics (10), Offensive Push (4), Recon Intel (2)

R2-D2 (35 + 15 = 50)
--C-3PO (15)

Phase I Clone Troopers (52 + 30 = 82)
--DC-15 Phase I Trooper (30)

Phase I Clone Troopers (52 + 0 = 52)

Phase I Clone Troopers (52 + 30 = 82)
--DC-15 Phase I Trooper (30)

Phase I Clone Troopers (52 + 17 = 69)
--Phase I Clone Specialist (17)

Phase I Clone Troopers (52 + 27 = 79)
--DP-23 Phase I Trooper (27)

Phase I Clone Troopers (52 + 17 = 69)
--Phase I Clone Specialist (17)

TX-130 Saber-Class Fighter Tank (170 + 37 = 207)
--Veteran Clone Pilot (7), TX-130 Beam Cannon Turret (30)

Commands:
Call Me Captain (1), Blast Off! (1), Take That, Clankers! (2), Push (2), Were Not Programmed (3), Smoke Screen (3), Standing Orders (4)

Share this post


Link to post
Share on other sites
3 hours ago, KiraYamatoSF said:

Been looking at this build or variations. One thought was to make it 5 squads of clones but each group has a specialist or heavy weapon guy.

796/800

Clone Captain Rex (90 + 16 = 106)
--Aggressive Tactics (10), Offensive Push (4), Recon Intel (2)

R2-D2 (35 + 15 = 50)
--C-3PO (15)

Phase I Clone Troopers (52 + 30 = 82)
--DC-15 Phase I Trooper (30)

Phase I Clone Troopers (52 + 0 = 52)

Phase I Clone Troopers (52 + 30 = 82)
--DC-15 Phase I Trooper (30)

Phase I Clone Troopers (52 + 17 = 69)
--Phase I Clone Specialist (17)

Phase I Clone Troopers (52 + 27 = 79)
--DP-23 Phase I Trooper (27)

Phase I Clone Troopers (52 + 17 = 69)
--Phase I Clone Specialist (17)

TX-130 Saber-Class Fighter Tank (170 + 37 = 207)
--Veteran Clone Pilot (7), TX-130 Beam Cannon Turret (30)

Commands:
Call Me Captain (1), Blast Off! (1), Take That, Clankers! (2), Push (2), Were Not Programmed (3), Smoke Screen (3), Standing Orders (4)

I like it. I do think you need Heavy weapon models in each of your P1 squads though. 

This is the list that I will be running later next week. Still need to figure out what to spend the 10 points on AND is C3P0 viable?

https://tabletopadmiral.com/legion/galactic/p32u68uEMu3auEMuEMp38uEMu83p25u6duEMuEMuEMp25u6duEMuEMuEMp25u6duEMuEMuEMp25u6cuEMuEMuEMp25u6cuEMuEMuEMp3du9euEMuEMuEMuEMuEMp35u92u97uEMuEMc08

5 hours ago, Caimheul1313 said:

3P0 does give you a way to put a suppression token on R2 without being shot at, thus protecting the unit. I'm not saying that's worth the points, just pointing it out.

Good point. I think the duo might actually work. 15 points is a pretty minimal upgrade while giving you +1 aim, dodge, and supp. 2 extra wounds, and a distraction when things go south.

 

Share this post


Link to post
Share on other sites
18 hours ago, R3dReVenge said:

The comment you are referring to was my reply to someone claiming that the Saber tank will delete a unit a turn with the beam weapon. I have trouble believing this (though this is speculation. I won’t get a game in with the tank until the AAT comes out). 
 

I feel like the beam weapon would be one of the first upgrades I cut (for cheaper alternatives) to shuffle point elsewhere, but that’s just me.

It has the potential to delete a unit a turn. With the beam weapon weapon, you are throwing 4R2B2W with Crit 1 at a target and then 2R at up to two others. That is a suppression on 3 different units, or depending on how the enemies are clustered, you could either put a suppression on 4 units or 2 suppression on a unit and another suppression on two other units. This is all before any aims or surges would be spent.

Even if it does not kill a unit a turn, it can effectively cripple three different units with the suppression spread. One unit reducing three opposing units to a single action? Sign me up!

Share this post


Link to post
Share on other sites
22 hours ago, R3dReVenge said:

Good point. I think the duo might actually work. 15 points is a pretty minimal upgrade while giving you +1 aim, dodge, and supp. 2 extra wounds, and a distraction when things go south.

It requires an action though, that's the only downside, right?  I literally just started assembling mine so I haven't played them yet.

Share this post


Link to post
Share on other sites

I want the full saber experience.  TANKS!!!

++ Standard (Galactic Republic) [795 Points] ++

+ Commander +

•Clone Captain Rex [90 Points]

+ Operative +

•Padmé Amidala† [90 Points]

•R2-D2 [35 Points]

+ Corps +

Phase I Clone Troopers [52 Points]

Phase I Clone Troopers [52 Points]

Phase I Clone Troopers [52 Points]

+ Heavy +

TX-130 Saber-class Fighter Tank† [212 Points]: Linked Targeting Array, TX-130 Beam Cannon Turret†, Veteran Clone Pilot†

TX-130 Saber-class Fighter Tank† [212 Points]: Linked Targeting Array, TX-130 Beam Cannon Turret†, Veteran Clone[/url]

Edited by Chickenpuppy

Share this post


Link to post
Share on other sites
23 hours ago, Mokoshkana said:

It has the potential to delete a unit a turn. With the beam weapon weapon, you are throwing 4R2B2W with Crit 1 at a target and then 2R at up to two others. That is a suppression on 3 different units, or depending on how the enemies are clustered, you could either put a suppression on 4 units or 2 suppression on a unit and another suppression on two other units. This is all before any aims or surges would be spent.

Even if it does not kill a unit a turn, it can effectively cripple three different units with the suppression spread. One unit reducing three opposing units to a single action? Sign me up!

I understand what it can do, but that relies on good positioning by the Saber user and mistakes by their opponent. However, it does force your opponent to play a certain way which can be significantly beneficial. I think another factor that we need to look at is our access to anti armor. I expect to see several AATs and as a result, I think anti-armor missiles might be a must take.

So, you might say, why not take anti-armor missiles on the beam tank? My thoughts are: You are paying 30 points for this beam weapon. You should be using it every turn to make back it's point cost and if take anti armor missiles, you should expect to use them at least 2 turns, maybe 3. This limits your use of the beam weapon. 

 

I'm thinking: 

Saber

- Armor-piercing Shells

- Twin-Laser turret

[194]

 

Compared to

 

Saber

- Beam Cannon

[200]

 

Remember this is all speculation. I could very well be wrong and the Saber Tank + Beam could be great.  

Share this post


Link to post
Share on other sites

Agreed, those tanks do different things. I prefer the beam option over the other version due to it having the best range. Both weapons are 1-4 and and their combined profile would still punch through an average of 2 wounds without aims to an AAT. Swapping out the beam for the Armor shells only does an extra wound on average to an AAT and limits the range band (although this tank's speed should help mitigate that) . I'm not sure that extra wound is worth giving up the potential extra suppression/wounds on the infantry squads.

Share this post


Link to post
Share on other sites

I'm running my tank for the first time tonight. Here's what I'm going to try out:

799/800

  • Clone Captain Rex (Aggressive Tactics, Recon Intel)
  • R2-D2
  • Phase II Clone Troopers (Phase II Mortar Trooper, Overwatch)
  • Phase II Clone Troopers (Phase II Mortar Trooper, Overwatch)
  • Phase I Clone Troopers (Phase I Clone Specialist)
  • Phase I Clone Troopers (DC-15 Phase I Trooper)
  • Phase I Clone Troopers (DC-15 Phase I Trooper)
  • Phase I Clone Troopers
  • TX-130 Saber-Class Fighter Tank (Veteran Clone Pilot, TX-130 Twin Laser Turret, High-Energy Shells)

Commands:

  • Call Me Captain (1)
  • Ambush (1)
  • Take That, Clankers! (2)
  • Push (2)
  • Were Not Programmed (3)
  • Assault (3)
  • Standing Orders (4)

 

My goal is to give the Tank a faceup order as much as possible with the generic command cards, which is why I didn't use any of R2's cards.

I'd rather save points by not including the Beam Cannon, and the main gun, plus HES at Range 4 is not a bad drop-off. The Clone Specialist squad will be the squad that shares tokens with the Tank via Veteran Clone Pilot, as well as being a token bank for other squads, too. The Phase II boys will Scouting Party with Rex. The Specialist and standard trooper squads will stay close to the tank, with R2 of course. The DC-15 squads will lay down more Range 4 fire.

 

Anyway, this is the basic starting point for me. (No, I am not going to play a Z6 lol)

Share this post


Link to post
Share on other sites
33 minutes ago, manoftomorrow010 said:

I'm running my tank for the first time tonight. Here's what I'm going to try out:

799/800

  • Clone Captain Rex (Aggressive Tactics, Recon Intel)
  • R2-D2
  • Phase II Clone Troopers (Phase II Mortar Trooper, Overwatch)
  • Phase II Clone Troopers (Phase II Mortar Trooper, Overwatch)
  • Phase I Clone Troopers (Phase I Clone Specialist)
  • Phase I Clone Troopers (DC-15 Phase I Trooper)
  • Phase I Clone Troopers (DC-15 Phase I Trooper)
  • Phase I Clone Troopers
  • TX-130 Saber-Class Fighter Tank (Veteran Clone Pilot, TX-130 Twin Laser Turret, High-Energy Shells)

Commands:

  • Call Me Captain (1)
  • Ambush (1)
  • Take That, Clankers! (2)
  • Push (2)
  • Were Not Programmed (3)
  • Assault (3)
  • Standing Orders (4)

 

My goal is to give the Tank a faceup order as much as possible with the generic command cards, which is why I didn't use any of R2's cards.

I'd rather save points by not including the Beam Cannon, and the main gun, plus HES at Range 4 is not a bad drop-off. The Clone Specialist squad will be the squad that shares tokens with the Tank via Veteran Clone Pilot, as well as being a token bank for other squads, too. The Phase II boys will Scouting Party with Rex. The Specialist and standard trooper squads will stay close to the tank, with R2 of course. The DC-15 squads will lay down more Range 4 fire.

 

Anyway, this is the basic starting point for me. (No, I am not going to play a Z6 lol)

What battle cards are you planning on taking or pushing for if you end up being Red player?

 

Share this post


Link to post
Share on other sites
Just now, NeonWolf said:

What battle cards are you planning on taking or pushing for if you end up being Red player?

 

I leave out Disarray, Recover the Supplies, and Rapid Reinforcements from my battle deck, so I will always try to avoid those if I'm Red.

I honestly never put much thought into the cards until they're laid out and I see the battlefield and the order.

Any Deployment is fine by me other than Disarray. I would prefer Key Positions or Transmissions objectives, and Limited Viz might hurt, but I think I'm more concerned by Hostile Environment.

 

Share this post


Link to post
Share on other sites
2 hours ago, manoftomorrow010 said:

I'm running my tank for the first time tonight. Here's what I'm going to try out:

799/800

  • Clone Captain Rex (Aggressive Tactics, Recon Intel)
  • R2-D2
  • Phase II Clone Troopers (Phase II Mortar Trooper, Overwatch)
  • Phase II Clone Troopers (Phase II Mortar Trooper, Overwatch)
  • Phase I Clone Troopers (Phase I Clone Specialist)
  • Phase I Clone Troopers (DC-15 Phase I Trooper)
  • Phase I Clone Troopers (DC-15 Phase I Trooper)
  • Phase I Clone Troopers
  • TX-130 Saber-Class Fighter Tank (Veteran Clone Pilot, TX-130 Twin Laser Turret, High-Energy Shells)

Commands:

  • Call Me Captain (1)
  • Ambush (1)
  • Take That, Clankers! (2)
  • Push (2)
  • Were Not Programmed (3)
  • Assault (3)
  • Standing Orders (4)

 

My goal is to give the Tank a faceup order as much as possible with the generic command cards, which is why I didn't use any of R2's cards.

I'd rather save points by not including the Beam Cannon, and the main gun, plus HES at Range 4 is not a bad drop-off. The Clone Specialist squad will be the squad that shares tokens with the Tank via Veteran Clone Pilot, as well as being a token bank for other squads, too. The Phase II boys will Scouting Party with Rex. The Specialist and standard trooper squads will stay close to the tank, with R2 of course. The DC-15 squads will lay down more Range 4 fire.

 

Anyway, this is the basic starting point for me. (No, I am not going to play a Z6 lol)

If the plan is to give the tank orders a lot then maybe Linked Targeting array is worth trying to fit in?

Share this post


Link to post
Share on other sites
4 minutes ago, KiraYamatoSF said:

If the plan is to give the tank orders a lot then maybe Linked Targeting array is worth trying to fit in?

In this one, with the range 4 weapons, i didn't forsee the tank needing to move and shoot much, so aiming with it wouldn't be an issue. The order token was mostly in reference to giving it a Surge token from AT, and getting it out of my bag.

 

Edit: Also, in order to fit LTA, I'd have to lose a trooper mini somewhere, or Overwatch, and I don't think that's worth it, honestly.

Edited by manoftomorrow010

Share this post


Link to post
Share on other sites

If the tank has the beam turret, you want to maximize its use:

1. You need to shoot targets that have not been fired upon yet

2. It is easier to hit targets that have not moved into cover or have taken dodges (especially for free) or have dispersed. 

3. Tank needs an order token to go first or second. Second if you want to generate aims for it with Rex and Vet Clone. 

*This is for my Kenobi/Rex/Tank surge madness army. 

Share this post


Link to post
Share on other sites
29 minutes ago, Anaxander said:

If the tank has the beam turret, you want to maximize its use:

1. You need to shoot targets that have not been fired upon yet

2. It is easier to hit targets that have not moved into cover or have taken dodges (especially for free) or have dispersed. 

3. Tank needs an order token to go first or second. Second if you want to generate aims for it with Rex and Vet Clone. 

*This is for my Kenobi/Rex/Tank surge madness army. 

To me the point of the Beam turret is to place 3-4 Suppression tokens as often as possible. If I kill stuff, that's even better obviously.

Share this post


Link to post
Share on other sites
54 minutes ago, R3dReVenge said:

But you didn’t have the actual model, new rule set, or weapon upgrades.

Scroll to his final post, he did play a game with the Saber Tank, model and all.

Share this post


Link to post
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.


×
×
  • Create New...