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==='''Commanders'''=== 1-2 Selections The focal point of you army, which often have game changing abilities. Now with cheaper choices! ====General Grievous==== (155 pts.) As a four-armed, lightsaber-wielding, asthmatic cyborg, General Grievous can do a passable blender impression in melee. <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Upgrade Cards <div class="mw-collapsible-content"> <B>Command Upgrades (x2 Slots)</B> ''Aggressive Tactics'' (15 pts.) - After issuing orders, give 1 surge token to up to 4 friendly units with a face-up order token. Combine this with ''Crush Them!'' to try to get at least 2 surge tokens on four of your units. Really good. Take this. ''Commanding Presence'' (5 pts.) - When issuing orders, you can issue orders at range 1-4. Pretty meh. On smaller battlefields, this isn't even needed. On larger ones, it's situational. Having one unit equipped with ''HQ Uplink'' costs 5 points more and is generally better. ''Esteemed Leader'' (5 pts.) - Friendly trooper units at range 1 gain '''Guardian 1''', helping you defend your points investment. Basically, allows you to have someone else to eat a ranged attack meant for your general; doesn't work in melee, though. Works great if you have tons of cheap infantry to serve as body guard (and you do), and stacks with his ''Supreme Commander'' card, giving friendly units at range 1 '''Guardian 3''' for one turn, allowing your general to make it into melee unharmed. Pretty good in larger point games. ''Improvised Orders'' (5 pts.) - After drawing a token from the order pool, you may choose to draw another one and choose between the two. It's just okay. Your baseline troop has '''Coordinate: Droid Trooper''' and can take an ''HQ Uplink'', though, so we don't really need this. ''Strict Orders'' (5 Points) - Guarantees a trooper unit with a face up order token can remove a suppression when they activate, rather than leaving it to chance. Especially useful thanks to the Coordinate rule. As already stated, make sure you fully take advantage of Coordinate as much as possible. <B>Training Upgrades (x1 Slot)</B> ''Duck and Cover'' (4 pts.) - You can intentionally gain 1 suppression while being shot at, for cover. With only 2 courage, you risk losing an action on your activation unless you're also running Strict Orders. Not at all recommended. ''Endurance'' (6 pts.) - At the end of your activation, remove 1 suppression for free. Pretty situational, but can be useful. If you're getting hit with 2-3 suppression a turn, it might help, but you're probably doing something wrong. Grievous is better off with Strict Orders. Even so, it's not the worst choice and can see good use. ''Hunter'' (6 pts.) - When attacking a wounded trooper unit, get 1 free aim token. Aim tokens are always nice, especially when you're chucking black or white dice (and Grievous chucks both, regardless of which weapon he's currently using). Where this one ''really'' shines is when using "Trained in Your Jedi Arts" Command card. Just make sure some of the targets you're going to try to hit with that are wounded and BAM, free Aim tokens! Offensive Push (4 pts.) β While performing a move, exhaust this card to gain Tactical 1 (after performing a standard move, gain 1 aim token). Aims are always nice, especially with the dice pool Grievous has. ''Overwatch'' (4 pts.) - Gain '''Sentinel''', making your standby range 1-3. Grievous' only eligible ranged weapon is range 2, and even then, you don't want Grievous standing still and waiting to use Standby. He needs to rush forward as fast as possible and use Relentless to chop people up. Hard pass. Seize the Initiative (5 pts.) - Commander or Operative only: during the issue orders step of the command phase, issue an order to yourself and discard this card. Cheap and efficient for what it does. Recommended, unless other upgrades appeal more to you. Situational Awareness (2 pts.) - You gain Outmaneuver, meaning you may spend dodge tokens to cancel crits. This can be very useful, but other upgrades will be ''more'' useful. ''Tenacity'' (4 pts.) - When making a ''melee'' attack, while you are wounded, gain 1 red attack die. Pretty good, considering your General is likely to draw a lot of fire. Only works in melee, but that is where he does the most damage. Either this or ''Hunter'' are probably your best choices. <B>Armament Upgrade (x1 Slot)</B> ''DT-57 "''Annihilator''"'' (12 pts.) - Gives Grievous a melee ''and'' ranged attack option with 2 Black and 2 White dice. Price is a bit high, but this allows him to do ''something'' with '''Relentless''' when he can't/shouldn't get into melee. Range 1-2 is meh, but '''Critical 1''' and '''Pierce 1''' is nice. As mentioned earlier, don't forget that '''Versatile''' lets you shoot a ranged attack even when you're in melee! </div></div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Command Cards <div class="mw-collapsible-content"> 1 Pip: Trained in Your Jedi Arts - [General Grievous] General Grievous gains Disengage and 1 dodge token. At the end of his activation, he may perform an attack against each enemy unit at range 1 using the following weapon: (Range 1, '''Suppressive''', '''Versatile''', 1 red, 2 black, 1 white dice). The range isn't great but if you can manage to pop this when enemies are clustered (looking in your direction, Clones...), you can really dish out some damage as well as suppression. Versatile means that even if you're engaged in melee combat, you can make ranged attacks, so wail away on ''everything''. Unfortunately, despite it clearly being the trophy sabers, you don't get your normal Pierce/Impact and it will be affected by Cover as it normally would; but you do benefit from Hunter when the targets happen to be wounded. Same for Tenacity if you happen to be wounded and use this to make melee attacks. Also note that the v1.61 version of the rules clarified that you cannot combine this special attack with Arsenal to attack with additional weapons like his pistol; it's only this attack. 2 Pip: Supreme Commander - [2 Troopers] General Grievous gains 1 surge token for each other friendly trooper at range 1. While another friendly trooper unit has a faceup order token, it gains '''Guardian 2''' and can use Guardian during a melee attack. A few notes: 1) only troopers can be protected by Guardians, so AATs and Droidekas are shit out of luck. 2) A unit with the Guardian keyword cannot be protected by another unit with Guardian; Grievous is safe (since it specifies "another friendly trooper"), but if you want Dooku or B2 squads to be guarded, DO NOT give them face up tokens. 3) You can use multiple units to block out full attacks. If Grievous somehow takes six hits from one attack and there are three crappy B1 squads near him with face up tokens, they can each take two hits and completely spare Grievous any damage. The defending player gets to decide the order in which this happens. Lastly, don't forget, as mentioned above, if Grievous (or Dooku) has Esteemed Leader, it'll stack with this. This only applies to characters who have the upgrade. 3 Pip: Crush Them! - [General Grievous and 2 Troopers] When General Grievous issues an order to a unit, that unit gains 1 surge token for each defeated enemy unit. Not the best command out there, considering you have to already be doing fairly well to get the most out of it. Surge tokens can be nice, but can only do so much. Combined with Aggressive Tactics, though, this can be a nice boost. It turns your 6+ save to a 5+ and can maybe give an extra hit here or there. </div></div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Tactics <div class="mw-collapsible-content"> At 170 points, he's a decent chunk of your army. With 8 wounds and a red defense die, he's fairly sturdy, but with only 2 courage he's prone to "abandon ship" sooner than most commanders. Be extremely afraid of suppressive weapons. He also has Block and Impervious, allowing him to stand toe-to-toe against the amount of focus-fire he's likely to draw. Against force-users, '''Jedi Hunter''' allows you to convert surge results to a crit. Combine this with the Tenacity (or possibly Hunter) training to give him a better chance to deal damage to enemy commanders. Be sure to remember that he has ''two'' sabers, not one, as it's a very unique aspect of him that newer players may not see. Each one throws 1 red, 2 black, and 1 white die, with '''Impact 1''' and '''Pierce 1''' (These stack, for Impact 2 and Pierce 2!) Grievous also has '''Relentless''', which allows you to make an attack after you perform a move action. This works with his DT-57 pistol, which throws 2 black and 2 white dice ('''Critical 1''' and '''Pierce 1''') at range 2 or in melee. '''Versatile''' allows him to fire this out of melee. Is Vader nearby and with one wound left, but Grievous is stuck in melee with some Stormtrooper goons? No problem! Just use '''Arsenal 2''' to fire the pistol at Vader and use the other attack to chop up some Stormies (and if you took Hunter, you're getting a free Aim token to boot); ''Arsenal'' even allows you to split attacks with your lightsabers- so you could murderize one unit using two sabers, or if you're engaged with two units, attack each with a single lightsaber. It's a very flexible keyword. With regards to terrain, Grievous has '''Scale''', giving him the ability to make a free clamber maneuver before or after he moves. In addition, anytime he clambers (free or not), he does not roll to see if he takes damage, and difficult terrain does not slow him down while he's moving. This all translates that for a guy with speed 2, he moves pretty fast. He's very dangerous over short distances, and ''Scale'' plays into that. Despite his name, General Grievous is actually not all that great at commanding troops. Two of Grievous' three Command Cards are underwhelming, and the third can be very situational (i.e. to get the most out of it, the conditions have to be ''just'' right). This means Grievous is more of a blitzing type of character who wants to move fast, hit hard, and keep moving. Dooku is better for commanding the army, so let Grievous be his attack dog. Grievous is fairly tough, rolling red dice for defense, but he needs a Dodge token to trigger Block and get the most of his defense- and he can't lean on Force Reflexes for that. Getting and keeping him engaged is arguably his best defense; just choose your opponents wisely. Don't let '''Jedi Hunter''' and '''Impervious''' fool you, Grievous stands to get very badly hurt if a Jedi or Sith swings back at him. </div></div> ====Count Dooku==== (200 pts.) He trains people in your Jedi arts. Darth Tyranus. <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Upgrade Cards <div class="mw-collapsible-content"> <B>Force Upgrades (x3 Slots)</B> '''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, regardless of the unit indicated on the command card. Half the points of an HQ Uplink, but you can change who's getting the orders, and it comes from your commander. Situational, but okay. Maybe Maul (or Grievous) is too far away and you want to make sure he gets an order when using Dooku's 3-pip for the free Dodge token? Anyway... there are other, more valuable Force abilities. ''Burst of Speed'' (3 pts.) - Expend to treat your movement rate as 3 for one turn; at the end of that turn, you gain an Immobilize token. This is a solid pick. You could use it the turn he uses his 1-pip and bulldoze into something. Or use it when he's already within speed 3 range of something, and you can use your second action to make an attack (and perhaps use his 1-pip next turn...). Just be careful that Dooku isn't left exposed in the subsequent turn when his movement is reduced to 1 by the immobilize token. ''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. This can give a B1 or B2 squad an annoying durability boost. ''Force Guidance'' (5 pts.) - Exhaust this card to allow you to give a surge token to up to 2 friendly units at range 1-2, as a free action. Very nice. ''Force Lift'' (5 pts.) - When you deploy, you can place a free barricade within range 1 of you. Exhaust to gain the free action ability to choose a barricade at range 1 and move it anywhere within range 1 and height 1 of its current position. Basically lets you drag around free heavy cover. Can be useful to protect Dooku or another valuable target. Or just to annoy your opponent by making your Roger Rogers harder to kill. ''Force Push'' (10 pts.) - Exhaust this card as a free action to force a trooper unit at range 1 to perform a speed 1 move, even if they're engaged. Very nice. Save your guys from melee, or pull enemies from behind cover/terrain so your droids can blast 'em. The extreme short range limits its usefulness, however. ''Force Reflexes'' (5 pts.) - Exhaust this card to gain a dodge token, as a free action. This is pretty much an auto-include for any Jedi or Sith, as you need those dodge tokens to trigger Deflect. ''Saber Throw'' (5 pts.) - Spend an action to perform an attack with one of you melee weapons at range 1-2, using half of that weapon's dice (rounded up). This counts as your attack action for the turn, and it allows Dooku to throw 3 red dice with Impact 2 and Pierce 2 at someone, instead of using lightning. If you have this when you use ''Fear, Surprise and Intimidation'' you could use ''both'' weapons at once, and dish out 3 suppression tokens per attack, which is actually kind of good. Just make sure you attack separate targets with each attack to maximize output. If you've got the spare points and a Force slot open, doesn't hurt; or if you know that your opponent brought a tank and you really want that extra Impact punch that Lightning lacks, it can be useful. '''Dark Side Powers''' ''Anger'' (5 pts.) - Gain an aim token every time you take damage. Meh. You generally don't want Dooku taking damage. He's not a tank like Vader. Additionally, his best attack is throwing red dice already, which have a high chance of hitting (88% per die since he has crit surge). His lightning is only black dice (with crit surge), so you'd basically paying for rerolls only on that- and that's assuming Dooku got hurt prior to activating. Is that worth 5 pts. to you? If so, go for it. There are better options, though. ''Fear'' (3 pts.) - Gain '''Demoralize 1''', letting you give 1 suppression token to enemy units at range 1-2. For three points, its pretty good, but Dooku has to ''activate'' that close for it to work. It's cheap and if you happen to have the slot open, it doesn't hurt, but there are more useful Force powers out there. ''Force Choke'' (5 pts.) - Exhaust this ability to deal 1 wound to a trooper mini at range 1, that isn't a Commander or Operative. Makes sure you get that last pesky trooper. <B>Command Upgrades (x1 Slot)</B> ''Aggressive Tactics'' (15 pts.) - After issuing orders, give 1 surge token each to up to 4 friendly units with a face-up order token. Surge increases your corps units' odds to hit by 50%, and doubles their odds of blocking when defending. The character with this has to be the nominated commander to use it, but it can be combined with Coordinate and/or HQ Uplink. It's a rather expensive upgrade, but that's because it's quite good- especially in this army, which, when played right, will usually be able to get all four tokens even when using a 1-pip. ''Commanding Presence'' (5 pts.) - When issuing orders, you can issue orders at range 1-4. Pretty meh. On smaller battlefields, this isn't even needed. On larger ones, its situational. ''Esteemed Leader'' (5 pts.) - Friendly trooper units at range 1 gain '''Guardian 1''' when you are defending. Basically, allows you to have someone else eat a ranged attack meant for your general; doesn't work in melee, though. Works great if you have tons of cheap infantry to serve as meatshields- and would you look at that... you do! ''Improvised Orders'' (5 pts.) - After drawing an order from the order pool, you may draw another one and choose between the two. Okay. Sort of works with his ''Double the Fall'' card, if you happen to have a lot of tokens in the order pool, but between your B1's, and ''HQ Uplink'', it is situational, at best. ''Strict Orders'' (5 Points) - Guarantees a trooper unit can remove one suppression when they activate, rather than leaving it to chance. In other armies, this is practically a must have. Most of your army is immune to suppression anyway though, and, with Dooku's courage 3, they'll be difficult to panic. Not a great choice, maybe take a look at Improvised Orders or Esteemed Leader if you don't have the points for Aggressive Tactics. </div></div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Command Cards <div class="mw-collapsible-content"> 1 Pip: Fear, Surprise, and Intimidation - [Count Dooku] Count Dooku gains '''Arsenal 2''', '''Relentless''', and all his ranged weapons gain '''Versatile'''. After an attack, each defender gains 2 suppression tokens. This can be devastating. It gives you Arsenal, which allows you to use both the lightsaber and lightning attack in the same turn. Nice start. It also gives your lightning the Versatile rule (as well as Saber Throw if you took it). Versatile allows you to make ranged attacks even if you're engaged in melee; so you can charge into melee with '''Relentless''', chop someone with a lightsaber attack, and then still use the lightning (or Saber Throw) to shoot someone else (note that Versatile does not allow you to shoot into a melee, it still has to be a ranged attack at someone else). Then the icing on the cake is that all of these attacks drop two extra Suppression tokens in addition to whatever they may have normally done. A fun tactic is to throw the Saber and shoot the lightning to drop 3 suppression on two different units (in addition to whatever damage you wind up doing). Bear in mind, however, that Arsenal still requires you to declare your attack dice pools before rolling any dice, and they would have to be legal targets at that time; so you can't wait to see how one attack pans out to declare the second. For example, you can't shoot the lightning with Scatter to push the target into melee and then chop them with a lightsaber (you can't scatter into melee anyway but that's besides the point). 2 Pip: Double The Fall - [Count Dooku and 1 Unit] At the start of the activation phase, if Count Dooku has a faceup order token, he may return it to the order pool and choose 2 other enemy units at range 1-2, and return their order tokens back to their order pool. So your opponent thought he was going to have Vader take first activation and bulldoze into you? Think again, my friend. He now has to randomly wait just like everyone else. All you need is that other unit getting it's order to proc your chain of Coordinate, therefore making your own pool less random! 3 Pip: You Disappoint Me - [Count Dooku and 2 Units] When Count Dooku issues an order to a unit, that unit gains 1 dodge token. After Count Dooku performs a ranged attack against a trooper unit, he may perform a speed 2 move with that unit. Hilarious when combined with Force Push. Drag an enemy unit/commander into the guns of your droids, and away from his troops, or just into Grievous' lightsabers. </div></div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Tactics <div class="mw-collapsible-content"> On the surface, he looks a lot like Luke Skywalker, with speed 2, 6 wounds, 3 courage, Immune: Pierce, Deflect, a red defense die with the ability to convert surges to crits. Don't be fooled, however, Dooku is much different. At 200 points, he's tied with Emperor Palpatine and Yoda as the most expensive units in the game. His Cunning special rule (which breaks ties when you use his own command cards- did you play ''Fear, Surprise, and Intimidation'' the same turn your opponent played ''And Now... You Will Die''? Well guess what, you're going first!) allows you to potentially activate first to help keep your army one step ahead of your opponent. You'll get even more perfect order control for a faction that had already perfected it. Master of the Force 2 allows twice the space-magic goodness per turn, at the cost of sinking even more points into one unit, as well. His cost is more than justified. His weapons do not disappoint, either. Dooku is nearly as potent as Vader in terms of raw dice, dishing out 5 red dice (Impact 2, Pierce 2) with his lightsaber, and at range 1-2 he can do 5 black dice (Pierce 1, Scatter) with his Lightning attack. The Scatter rule on his ranged attack allows you to re-arrange small-base units around their leader (within cohesion), giving your roger-rogers more targets to blast! Combine this with Force push to annoy any opponent. Be warned, this may cause resentment and focus fire to be drawn towards Dooku. Finally, Makashi Master allows you to reduce your Pierce value by 1 on a melee attack to ignore Immune: Pierce. This means, in essence, if you're fighting in melee against another Jedi or Sith, you get to actually use Pierce 1. If you roll at least one hit, you're guaranteed to get at least one wound on them. It's not game-breaking but every little bit helps. Despite being a powerful Sith Lord who specializes in fencing, Dooku prefers to confuse and mess with his opponent. He can really screw with enemies by using his lightning attack, Force Push, Makashi and his command cards. Also bear in mind that he's the only lightsaber wielder in the game who doesn't have built-in Charge or Relentless (he can get Relentless from one of his Command Cards, though!). I mean, seriously, even Grievous has Relentless! Anyway, this means you'll need to be smart about how he engages his foes. Make use of his cards and abilities to get your enemies where you want them, and then pounce. Or make Grievous do it. Droids are super cheap, so taking Dooku with another powerful character isn't entirely out of the question. Dooku and Maul are especially scary in Skirmish matches! </div></div> ====Super Tactical Droid==== (95 pts. for generic, 100 pts. for Kalani or Kraken) An upgraded droid who's like, a really smart person. Comes in three flavors- generic no-name, ''Kalani'', and ''Kraken''. <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Upgrade Cards <div class="mw-collapsible-content"> <div class="mw-collapsible-content"> <B>Command Upgrades (x2 Slots for Kraken and generic; x3 slots for Kalani)</B> ''Aggressive Tactics'' (15 pts.) - After the ST issues an order, give 1 surge token to up to 4 friendly units with a face-up order token. You probably want this, especially if you have no other commander. ''Commanding Presence'' (5 pts.) - When issuing orders, you can issue orders at range 1-4. It's okay on Kraken because he tends to run up into melee away from his army. It's nearly a "Must-Take" on the generic ST or Kalani because it makes their Range 2 Direct become Range 4. Congratulations! Your support commander can now start his B1 chain for FREE while camping back, out of sight, giving tokens to his snipers or tank or whatever. ''Esteemed Leader'' (5 pts.) - Friendly trooper units at range 1 gain '''Guardian 1''', helping you defend your points investment. Basically, allows you to have someone else to eat a ranged attack meant for your general; doesn't work in melee, though. Stacks with the Guardian that MagnaGuards have though, helping keep your valuable commander alive. ''Improvised Orders'' (5 pts.) - After drawing a token from the order pool, you may choose to draw another one and choose between the two. It's just okay. Your baseline troop has '''Coordinate: Droid Trooper''' and can take an ''HQ Uplink'', though, so we don't really need this. ''Strict Orders'' (5 Points) - Guarantees a trooper unit with a face up order token can remove a suppression when they activate, rather than leaving it to chance. Especially useful thanks to the Coordinate rule. As already stated, make sure you fully take advantage of Coordinate as much as possible. ''Vigilance'' (5 points) - During the End Phase, choose one unit (or two Corps units) within range 1-2, and the chosen unit(s) can keep one of their dodge tokens instead of discarding it as normal. If you're running units that really like dodges (BX, Magna, Dooku), you probably want this. <B>Training Upgrades (x1 Slot for Kraken only)</B> ''Duck and Cover'' (4 pts.) - You can intentionally gain 1 suppression while being shot at for cover. Droids don't get cover from suppression. Also, Kraken has to deal with getting suppression from his Override and Strategize, so... pass. ''Endurance'' (6 pts.) - At the end of your activation, remove 1 suppression for free. You probably want this to help offset Override/Strategize. ''Hunter'' (6 pts.) - When attacking a wounded trooper unit, get 1 free aim token. Kraken's good in melee and might even do well against most characters (except certain dudes with lightsabers). Not a terrible choice by any means, but there are others that might be better. ''Offensive Push'' (4 pts.) β While performing a move, exhaust this card to gain Tactical 1 (after performing a standard move, gain 1 aim token). You probably want this, so that you'll have that aim token for Lethal once Kraken gets into melee. ''Overwatch'' (4 pts.) - Gain '''Sentinel''', making your standby range 1-3. Kraken's excellent in melee, you probably don't want him on standby. ''Seize the Initiative ''(5 pts.) - Commander or Operative only: expend during the issue orders step of the command phase, issue an order to yourself. Not a bad choice although there are some other really good options that may be better. Situational Awareness (2 pts.) - You gain Outmaneuver, meaning you may spend dodge tokens to cancel crits. This can be very useful, but other upgrades will be ''more'' useful. ''Tenacity'' (4 pts.) - When making a ''melee'' attack, while you are wounded, gain 1 red attack die. This is always worth taking on a melee oriented unit. '''Comms Upgrades (x1 Slot)''' ''Comms Jammer'' (5 pts.) - Prevents enemy units at range 1 from receiving orders. If you're going with a melee ST (looking at you, Kraken) this is a solid option, especially against lists that go for order control. ''Comms Relay'' (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that "passes" the order doesn't get one. Unless you're going for some sort of Coordinate shenanigans or something niche like that, probably a pass. ''Hacked Comms Unit'' (5 pts.) - during the Issue Orders step, if an enemy unit at range 1 of you is issued an order, you may issue an order to yourself. Basically a reverse Comms Jammer, also a good option for a unit that wants to be near the enemy. ''HQ Uplink'' (10 pts.) - Exhaust this to allow a unit to issue an order to itself. A solid choice to ensure it gets an order even though the Command card you're using is troopers only. Mostly useful for when you've got a second commander and want to make sure the ST gets an order. But generally, this is probably better on a B1 squad so they can do Coordinate. ''Long-Range Comlink'' (5 pts.) - You always count as being within range of your commander. Might be useful if you have a second commander and you don't want to use the ST's commands... otherwise, useless. ''Integrated Comms Antenna'' (3 pts.) is a Droid Trooper-only upgrade. Essentially a reverse of the Commanding Presence upgrade, it allows your unit to be issued an order if it's within range 4 of the commander instead of the normal range 3. See Long-Range Commlink, above. </div></div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Command Cards <div class="mw-collapsible-content"> Do Not Underestimate Our Means (3 Pip) - [3 droid troopers or AI Units] 1st effect: If this card wasn't divulged, at the start of the activation phase, choose up to 2 friendly units with face-up order tokens- each chosen unit recovers. 2nd effect: Divulge during Deploy Units Step, choose 3 friendly units with AI- these units get '''Reinforcements'''. This is a weird card. The first effect isn't bad- it allows you to ready any exhausted cards you may have. That AAT (as long as it doesn't have Lok Durd or the T-series pilot- or if it does have one of them but uses an HQ Uplink...) can now ready all of its ordnance. It also allows your ST to remove any suppression it may have. That's not too shabby. The second effect allows the units to be deployed last, after all other units that don't also have the Reinforcements keyword. Could be useful for setting up a stronger flank once you know where your opponent has deployed everything- especially if you're using Kalani, who already has ''Reinforcements'' built-in. Preservation Protocols (2 Pip) - [2 droid troopers or AI units] when the Super Tactical issues an order to a droid trooper unit or a unit with AI, the unit gains ''Disengage'', ''Impervious'', and a dodge token. A nice little one turn defensive boost. Is a lightsaber boi thrashing your B1 line? Have them walk away using disengage and then light 'em up. Probably best used on units like the ST himself or MagnaGuard, where they don't have Impervious already and actually have decent defense. An AAT with Impervious just sounds hilarious. Bear in mind that Kalani/generic's Direct will work with this, as will any other shenanigans where the ST is issuing an order (such as Comms Relay or HQ Uplink). They Too Will Suffer (1 Pip) - [Super Tactical Droid] at the end of the Command Phase, your opponent chooses a non-commander/operative unit with a faceup order token (if able) and puts their token back in their order pool. The first time your opponent would draw a token from the pool, you can force them to draw a token with a rank of your choice instead. This is kind of like a weaker version of Palpatine's "Give In To Your Anger", allowing you to have some control over your opponent's orders early in the turn. Your opponent is looking to pound you with a tank? Force them to draw a corps unit instead, throwing their plan out of whack. </div></div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Tactics <div class="mw-collapsible-content"> The three Super Tactical Droids basically have the same stats- 5 wounds, 2 courage, movement 2, red defense (no surge). Each has offensive surge, although Kraken's is surge to critical. They all have the '''Strategize X''' rule, which is that the ST uses an action to gain a suppression and choose X units at range 1 and give the chosen unit(s) a dodge and an aim token. The generic and Kraken also have '''Override X''', which allows them to take a suppression when a friendly AI unit at range X or less activates to allow that AI unit to ignore the AI rule. Kalani and the generic have '''Direct:AI''' unit, allowing them to start a daisy chain even when they're not the commander- good stuff. They all also have '''Sharpshooter''' (1 for generic, 2 for Kraken and Kalani), making cover less of an issue when shooting. Speaking of attacks, that's where they really start to differ. * The generic throws two black in melee, and has blaster with range 1-3, 1 red 1 white, and Lethal 1. * Kalani throws a black and a white in melee, and has a blaster with range 1-3, 1 black 1 white, and Lethal 1. * Kraken throws 4 red with Lethal in melee, and has a blaster with range 1-3, 2 black, and Pierce 1. Lastly, Kraken has '''Charge''', and Kalani has '''Reinforcements''' (when deploying, he can be deployed after all units without Reinforcements have deployed). So it should be fairly obvious now- [[Farsight|Kraken wants to rush forward]] with melee units like vibrosword BX droids, Maul, and MagnaGuard and thrash enemies in melee. [[Shadowsun|Kalani is more of a "hang back and boost friendly units around him"]] kind of commander. And the generic is somewhere in between. None of the ST's are particularly tough though, so you'll want to ensure that they're protected from attack, especially by a lazer sword boi. None of them are particularly brave either- while being droid troopers helps a lot, it won't take much to get them to panic level, so be wary of overusing Override/Strategize. Lastly, note that the black dot indicating uniqueness is next to "Super Tactical Droid" - meaning if you take one, you cannot take either of the other two in the same army. If you take Kalani, you can't also take Kraken (or the generic). </div></div> ====T-series Tactical Droid==== (55 pts.) Basically a computer with a pistol and legs. About as resistant to enemy fire as you would expect a computer to be. <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Upgrade Cards <div class="mw-collapsible-content"> How to best use upgrades goes here </div></div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Command Cards <div class="mw-collapsible-content"> '''''Note that these are all generic and may be used by any commander in your army.''''' Roger, Roger! (3 Pip) - [3 droid troopers] When a unit is issued an order using this card, it gains either 1 dodge or surge token. This is slightly underwhelming as it is specified that the orders must be given to droid troopers, and only the units given an order by the card get the tokens (so units that get their orders from Coordinate, HQ Uplink, Direct, etc. do not get the tokens). But a little extra boost never hurt, especially considering how terrible your B1 droids are. Orbital Strike (2 Pip) - [1 Commander or Heavy unit] Once this round, at the end of the activation of a friendly Commander droid trooper unit or friendly field commander unit, it may perform an attack using the following weapon: 2 red 2 black, suppressive, Immune: Deflect. A free attack is always nice. Note that the attack is considered to be fired by the unit triggering it, whether it's a T-series, a Super Tactical, an AAT with the T-Series, or a droid unit that's been upgraded to commander because your actual commander died. That means that any unit abilities like built-in surge, Sharpshooter X, or even aim/surge tokens would carry over onto the attack. Suppressive is a nice touch too, for a little extra oomph. Mechanized Incursion (1 Pip) - [1 Vehicle] After a friendly vehicle unit is issued an order, choose a friendly droid trooper unit at range 1-2 of it and issue that unit an order. Better than Ambush as long as you have a vehicle. Give it to a STAP and he will be able to issue an order to start a daisy chain of B1's at a distance of 2 and still use his coordinate to give an order to a neighboring unit/vehicle. Note that it doesn't specify the order must be issued by the card or the commander- so the STAP Coordinate, HQ Uplink, Direct, etc. will also trigger it. </div></div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Tactics <div class="mw-collapsible-content"> This is by very far the cheapest Commander you can get. You want to field two AAT? Go ahead. You want 6 troops, three Droideka/STAP and an AAT? You do you son. His low cost allows you to have an amount of flexibility that the Separatists couldn't achieve. In addition he can issue an order to a droid trooper unit for free, basically guaranteeing that no matter the command card you play, you will be able to start your sweet sweet daisy chain. His cheapness comes at a price: If someone so much as looks at him or sneezes in his general direction, he will die. Is there a jedi? Dead. Is there a Clone Unit? Dead. Are these Stormtroopers? Dead. Is it raining? Dead. He throws white defense die with no surges so even in heavy cover he will not survive bumping his toe. Due to this giving him esteemed leader is a very good way of ensuring his relative safety as long as the enemy does not crit too much. He should always be surrounded by various units and in heavy cover so this will make him considerably more durable. This will make him very vulnerable to snipers nevertheless and therefore keeping him in a corner is a viable strategy. He throws one red one white with sharpshooter 1 at a range of 3 which is decent, but if you can shoot them then they can shoot you, so bear that in mind. In melee he throws just one white dice, but lets face it: if you somehow got in melee you are as good as dead so you might as well bitch-slap that Jedi. He get to bolster two units nearby which is nice, so you should give him some electrobinoculars and have him give aims to the nearby AAT or Grievous, throw a couple surges and chill. If you want to live life on the edge, then giving him Aggressive Tactics is very powerful but then if he shows just an inch of his square butt to the enemy he will die (since he won't have esteemed leader). He is best used as a support commander, making your droids shoot better and guaranteeing teamwork, and letting the heavy lifting to more "powerful" commanders. His synergy is great but he is without doubt THE weakest unit of all of legion so only make him come out to taunt the enemy (not recommended). </div></div>
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