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====Yoda==== (200 pts.) Your little green friend. <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Upgrade Cards <div class="mw-collapsible-content"> '''Force Upgrades (x3 Slots)''' '''Unaligned Powers''' ''Battle Meditation'' (5 pts.) - When you issue orders, you can give one of those orders to a friendly unit anywhere on the battlefield. Normally this isn't all that exciting but this is particularly useful on Yoda, especially in turns when he uses his 2-pip, ensuring that the effect goes on exactly the unit you want (or the token that Yoda would get from it goes to someone you'd rather have it on, like ARC Troopers). ''Burst of Speed'' (3 pts.) - Expend to increase your speed to 3 for a turn. At the end of that turn, gain an immobilize token. Interesting because it gives Yoda a much needed movement boost, but the next turn he'll be stranded. Seems like the best time to use this would be a turn where Yoda drops his 2-pip, followed up by his 1-pip... ''Force Barrier'' (10 pts.) - Exhaust. When another friendly troops unit at range 1 is defending against a ranged attack, during the Modify Attack Dice step, cancel either 1 crit result or up to 2 hit results. Protecting your clones is always a good thing, but unfortunately this sees little benefit from Yoda's 1-pip, unlike upgrades like Mind Trick or Reflexes. ''Force Guidance'' (5 pts.) - Exhaust this to allow you to give a surge token to up to 2 friendly units at range 1-2, as a free action. This one's pretty good considering Clones like having lots of tokens and sharing them, and you can use it twice (for four tokens) in turns where you use Yoda's 1-pip. ''Force Lift'' (5 pts.) - When you deploy, you may place a barricade at range 1. Exhaust during the game to, as a free action, move one barricade at range 1 anywhere within range 1 and height 1 of its current position. Basically a way to drag some heavy cover where ever you go, or to provide cover for your expensive clones. Don't forget to double it during Yoda's 1-pip... ''Force Push'' (10 pts.) - Exhaust this to gain a free action that forces a trooper unit at range 1 to perform a speed 1 move, even if they're engaged. Handy for shoving enemy units into the open or within charge range. Always a good option. Especially fun when used during turns where you use his 1-pip, so you can use it twice! ''Force Reflexes'' (5 pts.) - Exhaust this card to gain a dodge token, as a free action. This is practically a must-have; however, Yoda has ways of getting free Dodge tokens from his commands and from Ataru mastery. Still, it's worth taking, especially in turns when he uses his 1-pip. ''Saber Throw'' (5 pts.) - Make an attack action to perform a range 1-2 ranged attack with a melee weapon, using half of that weapon's dice (rounded up). Yoda has a pretty good ranged attack already; Saber Throw would be affected by Dodges and cover (although surge to critical will help a little), meaning he'll struggle to inflict damage with the two dice he throws with this. Not a great option. '''Light-side Powers''' ''Hope'' (3 pts.) - Gain '''Inspire 1''', allowing you to remove up to 1 suppression token from a friendly trooper unit at range 1-2, after your rally step every turn. Not terrible but Yoda's got Master of the Force 2 and you may want to take advantage of that... ''Jedi Mind Trick'' (5 pts.) - Exhaust this card to give 2 suppression tokens to an enemy trooper unit at range 1-2, as a free action. Very useful, especially when Yoda uses his 1-pip, allowing him to drop '''four''' free suppression on top of everything else (use it with Force Wave, for a grand total of 6 suppression on one unit maybe?). '''Command Upgrades (x1 Slot)''' ''Aggressive Tactics'' (15 pts.) - After issuing orders, give 1 surge token to up to 4 friendly units with a face-up order token. Worth taking, especially in turns when he uses his 3-pip. ''Commanding Presence'' (5 pts.) - When issuing orders, you can issue orders at range 1-4. Generally not that great considering the table size, especially if you're using Battle Meditation. ''Esteemed Leader'' (5 pts.) - Friendly trooper units at range 1 gain Guardian 1 when the character is defending, helping you defend your points investment. Not terrible, considering Yoda will understandably draw a lot of firepower. ''Improvised Orders'' (5 pts.) - You may draw a second token when pulling an order from the order pool, and choose between the two. This generally isn't amazing, or bad. It becomes more useful the more unit diversity a list has. ''Strict Orders'' (5 pts.) - Guarantees a trooper unit with a face up order token can remove a suppression when they activate, rather than leaving it to chance. If you're playing a suppression-oriented army (like Empire with Palpatine and lots of mortars), might be worth taking to ensure key units don't get Suppressed. ''Vigilance'' (5 pts.) - during the End Phase, choose a friendly unit at range 1 or two friendly Corps units at range 1; the chosen unit(s) can keep one dodge token instead of discarding it. Very useful for keeping dodge tokens around, especially on Jedi units, including Yoda himself. </div></div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Command Cards <div class="mw-collapsible-content"> 1 Pip: Size Matters Not - [Yoda] Yoda gains Jump 1, Charge, Disengage, and his movement speed increases to 3 for the turn. Additionally, he can use any of his card abilities or free abilities twice. Lastly, if "There is No Try" is in your discard pile, return it to your hand. Sweet Christmas! For one turn, Yoda becomes a spinning tornado of death. Bear in mind his Ataru mastery: he can use his new speed of 3 to charge, whoop a unit, use disengage to move away and charge a different unit. Insanity. Note that it's been FAQ'ed that for him to use exhaustible Force powers (like Mind Trick, Push, or Reflexes) twice, he still has to use a recover action to ready the cards after the first time he uses them. But you could still, for example, fire off Force powers, Recover, fire them off again, and then move into melee and do a free attack with Charge. That's a spicy meatball! 2 Pip: There Is No Try - [Yoda and 1 Trooper] When Yoda issues an order to a Trooper unit, that unit gains Outmaneuver, Relentless, and a dodge token. If "Luminous Beings Are We" is in your discard pile, return it to your hand. So now Yoda can move around and Wave people, and allow a friend to essentially do the same. Don't forget that Yoda's Ataru allows him to attack twice- move, free attack, move, free attack. Especially useful if you brought Obi-Wan or Anakin and gave them Saber Throw... 3 Pip: Luminous Beings Are We - [Each Eligible Unit] Yoda gains 2 dodge tokens, 2 aim tokens, and 2 surge tokens. He cannot attack, but friendly units at range 1-3 can spend his green tokens. If Size Matters Not is in your discard pile, return it to your hand. So not only does Yoda get Palpatine's "An Entire Legion", but he becomes a super exemplar. Note that it doesn't require line of sight. </div></div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Tactics <div class="mw-collapsible-content"> Yoda is essentially "good Palpatine". He has very powerful abilities and his commands are kind of ridiculous, in keeping with Yoda's status as Grand Master of the mystical order of laser-sword-wielding space wizards. To start with, he's '''immune to Pierce''', has Courage 4, built-in critical surge and defensive surge, and has '''Master of the Force 2'''. His lightsaber does 4 red with Impact 2 and Pierce 2, and he has a "Force Wave" ranged attack that has range 1-2 and does 4 black with Blast and Suppressive. Not a bad start, eh? Well, it gets better... He also has "''Guidance''", a card ability that allows him to spend an action to pick a friendly unit at range 1-2 and give it a free non-attack action. Awesome. Then he has '''Ataru Mastery'''. This one's a mouthful: Yoda is allowed to make two attack actions per turn. He also gains a dodge token after he makes an attack, and he gains an aim token after he defends against an attack. He also gains the "wound-bounce on a surge" ability just like Deflect if he spends a dodge token against a ranged attack (he has defensive surge already). YIKES. Lastly, there's his commands. Two of them turn him into a combat monster; but they can do some wild stuff in other ways too. His 1-pip allows him to use any card or free action abilities twice- so hammer away with Jedi Mind Trick, or double tap Obi-Wan with ''Guidance'' (the action he gives cannot be an attack action- but that action can still trigger keywords like ''Relentless'' or ''Charge''...). There's some depth to his commands, so don't just focus on the one aspect of them. His third command is the ultimate strategic card, combining a strong Exemplar effect with Palpatine's "An Entire Legion". And if that wasn't enough, his commands recycle themselves, allowing you to use them up to twice per game each- or even three times if you do it right (for example, 1-3-1-2-3-1). But he's not without downsides. He's ''very'' expensive- tied with Palpatine for highest base cost of a single unit. And like Palpatine, he has good defensive abilities but has only 5 wounds and is painfully slow (except when using his 1-pip); he's not invincible, and can be brought down with volume of fire. While his combat ability is strong, he doesn't have the ability to erase units like other Jedi/Sith. He can pretty reliably do 3-4 wounds per melee attack (as long as the target isn't ''Impervious'' or Jedi/Sith)- but while he's allowed to attack twice thanks to Ataru, he still needs to manage his actions to actually get those two attacks (his 1 and 2 pip commands will go a long way towards helping with this). When Yoda is in your army, you want to focus on using his command cards- not only are they great, but they recycle- which means other units who need to use their commands (looking at you, Anakin) aren't going to fit as well alongside him. Obi-Wan and his defensive abilities pair pretty well with Yoda, but then points are going to become a major issue (combined they'll easily be half of your 800 point army). That being said, a cheap Anakin alongside Yoda won't be terrible either- Yoda's 2 and 3 pips can help make up for the loss of Anakin's command card boosts (but, again, points are going to be an issue). Yoda at a glance: *Master of the Force 2: if you can, try to get two exhaustible Force upgrades to maximize the use of this- especially when he uses his 1-pip. *Attacks: don't overestimate his attacks. While he can certainly dish out damage, he's still only doing 4 dice regardless of which attack you're using. Don't let him get bogged down. *Points: Yoda's an expensive unit in an army of expensive units. Losing him can be devastating! *Fun idea for obnoxiousness - Yoda + Padme + a TX-130 tank. In the turn when Yoda does his 3-pip, have Yoda use Guidance to make the tank do a standby and he does a standby of his own. Padme does a standby too. The tank uses its own standby to attack (note that the way standby is worded, the tank can't do a standby action at all after it makes an attack- so the timing is important here... it must get and use its standby before it activates), then in in the tank's activation it does a normal attack, and then it uses Yoda's and Padme's standby tokens to attack two more times for a total of FOUR attacks in one round (plus all the dodges and aims from Yoda!). You may want to bring R2 along as well because after you do this at least once, the tank ''will'' draw firepower. Also note that this requires your opponent to have his units doing things within range 2 of the tank (since it can't take the Overwatch upgrade). </div></div>
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