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Lord Abadeer

Full Units Of Rebel Commandos As Core Units

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Basically what the title says. No one runs full units of commandos as the slot is better used for the strike teams. As core units they may see some play as a slightly upgraded rebel troopers. In my opinion the full units of commandos are what rebel troopers should have been in the first place. I personally would run three of these as my core without question if I could. 

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15 minutes ago, Lord Abadeer said:

Basically what the title says. No one runs full units of commandos as the slot is better used for the strike teams. As core units they may see some play as a slightly upgraded rebel troopers. In my opinion the full units of commandos are what rebel troopers should have been in the first place. I personally would run three of these as my core without question if I could. 

I'm one of 3 people that think they are a viable unit

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I've played them as SF and they do allright. As corps they would be broken unless you changed their heavy weapon options. 

Have you tried Veterans? They kind of do the same as commandos and are a little cheaper.

I do agree the defensive keywords for the rebel trooper unit is not as beneficial as the red defensive dice the Imperials have and offensive power is always better in this game than defense.

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I have tried veterens but they still melt so quick, about 1-2 attacks usually.  With low profile and surging on defense along with scout 2 allowing them to better get into cover in the first turn seems much better. Courage 2 is also no joke when compared to veterans 1 courage. I'm honestly just looking for a rebel core unit that isn't hot trash. 

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2 minutes ago, Lord Abadeer said:

I have tried veterens but they still melt so quick, about 1-2 attacks usually.  With low profile and surging on defense along with scout 2 allowing them to better get into cover in the first turn seems much better. Courage 2 is also no joke when compared to veterans 1 courage. I'm honestly just looking for a rebel core unit that isn't hot trash. 

Throw an officer on the veterans. The more expensive the unit the better a bargain he is.

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7 minutes ago, Tirion said:

Throw an officer on the veterans. The more expensive the unit the better a bargain he is.

That just makes them too expensive for how quick they get taken off the board

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2 minutes ago, Tirion said:

Throw an officer on the veterans. The more expensive the unit the better a bargain he is.

Honestly this is the way i always run my vets. Rebel officer and their gun. Scout 1 is 2 pts if you want it. All rebel corps units are going to suck defensively (they design them like that purposely) 

All rebels will benefit from LOS blocking terrain. The rebels do have super cheap "move and dodge" troops as well. So filling in the rest of the army with bigger threats is easier ( tauntauns, atrt flamers, Luke,Sabine, commandos,Pathfinders, and soonish; K2, Cassian & Mando jetpack dudes)

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Posted (edited)
23 minutes ago, buckero0 said:

All rebel corps units are going to suck defensively (they design them like that purposely) 

 

It just sucks that as a rebel player you're just accepting that your corp units are just going to get ganked without doing much and you have to rely on broken units (Tauntauns) or expensive power pieces (OP Luke) While other factions can rely more heavily on their corp. If I could just not take corp as a rebel player I would. Just bring all the heroes and have at it. It just sucks to have painted and bought so many corp only for them to either not end up in lists or spend most of their time off the table or hiding. Not to make this thread a complaining one lmao. I just want to play Rebel Commandos as a corp at least they'd feel cool before they died horribly.

Oh and Shoretroopers are way worse for the game imo than tauns, not that this is the point of this thread 

Edited by Lord Abadeer

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Posted (edited)
52 minutes ago, buckero0 said:

Honestly this is the way i always run my vets. Rebel officer and their gun. Scout 1 is 2 pts if you want it. All rebel corps units are going to suck defensively (they design them like that purposely) 

All rebels will benefit from LOS blocking terrain. The rebels do have super cheap "move and dodge" troops as well. So filling in the rest of the army with bigger threats is easier ( tauntauns, atrt flamers, Luke,Sabine, commandos,Pathfinders, and soonish; K2, Cassian & Mando jetpack dudes)

You listed Pathfinders as a threat....

 

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Edited by Tirion

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Posted (edited)

 

2 hours ago, Lord Abadeer said:

Basically what the title says. No one runs full units of commandos as the slot is better used for the strike teams. As core units they may see some play as a slightly upgraded rebel troopers. In my opinion the full units of commandos are what rebel troopers should have been in the first place. I personally would run three of these as my core without question if I could. 

I've used a pair of commando squads as main line units since they were released. As you say, they fulfil my notion of how rebel troopers should work and tend to get the jobs I need doing right, while the corps hold the 'safe' areas.

Actual rebel troopers have all the competence of the national guard in First Blood. 

Edited by Katarn

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Just now, Lord Abadeer said:

Literally every other factions corp. They don't do enough for the points. 

I rarely find any use in comparing cross faction. They are 33% less likely to save than a clone or stormtrooper. 

Offensively they have a 66% higher hit rate than stormtroopers, and a 25% higher hit rate than clones though granted they can access surges to make that a wash.

Higher courage than both units as well. 

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I used to run a full commando squad with sniper + hunter. Their low profile and sharpshooter + pierce allowed them to work as rebel troopers on crack. However they got focused alot and usually I needed to support them with chewie and medical droids and the thing is that the main offensive power lies in sharpshooter and pierce so 2 sniper teams is usually a better option. Double activations, objective grabbing and no need to get in close.

Now I still think they are a solid unit, but they were designed early and are a real glasscannon, but the cannon part is looking less impressive with the increase in firepower and accuracy in the game.

At this point I rather take a veteran squad with special weapon and off-push or hunter instead. They are cheaper, got personel slot and work alot like the full commando squad I used to run.

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Problem Solved:

 

++  Standard (Rebel Alliance) [797 Points] ++

+ Commander +

•Jyn Erso [124 Points]: A-180, Commanding Presence, Duck and Cover

+ Operative +

•Sabine Wren [171 Points]: Electro Grappling Line, Endurance, Personal Combat Shield, •The Darksaber

+ Corps +

Rebel Troopers [48 Points]: R5 Astromech Droid

Rebel Troopers [62 Points]: Z-6 Trooper

Rebel Troopers [62 Points]: Z-6 Trooper

+ Special Forces +

Rebel Commandos [60 Points]

Rebel Commandos [60 Points]

Rebel Commandos [60 Points]

+ Support +

AT-RT [75 Points]: AT-RT Rotary Blaster

AT-RT [75 Points]: AT-RT Rotary Blaster

 

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One of the reasons Rebels are getting units like clan wren and Tauntauns is beacause i think the designers (belatedly) realized the defensive units are not equal with the offensive units. Not to mention the offense is getting better. It's way easier to get crits now or there are more units that can get it easier so things like low profile or nimble have been neutered even though in gameplay thwy weren't as strong as they were imagined to begin with.

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2 hours ago, buckero0 said:

One of the reasons Rebels are getting units like clan wren and Tauntauns is beacause i think the designers (belatedly) realized the defensive units are not equal with the offensive units. Not to mention the offense is getting better. It's way easier to get crits now or there are more units that can get it easier so things like low profile or nimble have been neutered even though in gameplay thwy weren't as strong as they were imagined to begin with.

Totally agree here.  

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4 hours ago, buckero0 said:

One of the reasons Rebels are getting units like clan wren and Tauntauns is beacause i think the designers (belatedly) realized the defensive units are not equal with the offensive units. Not to mention the offense is getting better. It's way easier to get crits now or there are more units that can get it easier so things like low profile or nimble have been neutered even though in gameplay thwy weren't as strong as they were imagined to begin with.

It sounds about right and is one of the problems I have with the card system in Legion.

The Flames of War army I built to a theme 6 years ago is still fairly balanced for casual games.  The themed Grey Knight army I started building 17 years ago wins against armies that didn't even exist when I started and the rules have changed entirely in that period. My Armada fleet hasn't needed new models since the MC30 came out.

On the other hand my rebels feel handicapped, even in casual games, without investing in new models which don't fit my idea of a rebel army at all.

The other games have their own balance issues, especially in competitive games, but my old units can hold their own against the new in a casual environment without me having to buy new models or break a theme.

I'm sure it will work out once the system stabilises. Til then I'll keep plugging away with commandos and T47s.

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1 hour ago, Katarn said:

It sounds about right and is one of the problems I have with the card system in Legion.

I do hate the cards, but basically because they are made obsolete when they print them or release a new Rules Reference (just Print all the costs of the units and upgrades in this document then) and the cards don't have the rules on them that they need anyway. (look at Luke Skywalker out of the starter and every rule is printed next to its keyword, then look at the newer cards and they just have the keyword, even though the rest of the card is blank)

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