Editing
Star Wars: Legion/Tactics/Clones
(section)
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
====Obi-Wan Kenobi==== (170 pts.) The man so great, just saying his name is a meme. <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Upgrade Cards <div class="mw-collapsible-content"> '''Force Upgrades (x2 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. Where this could be potentially useful is that it allows Obi-Wan to issue orders to units that his Command Card may not necessarily allow, like the BARC speeder when using "Knowledge and Defense", but that's super situational. Generally a pass, since there are other more useful Force powers. ''Burst of Speed'' (3 pts.) - Expend to increase your speed to 3 for the turn; at the end of the turn, gain an immobilize token. Where Obi-Wan is very defense-oriented, you probably don't want him rushing out away from your clones. Could be useful situationally though, like for a last turn objective grab or to help Obi-Wan keep up with a Wookiee assault division. Where Obi-Wan only has two force upgrade slots and there are other upgrades that may be more useful... this should generally be a pass. ''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. Combined with Obi-Wan's '''Guardian''' rule, this can make your units especially difficult to dislodge from a point. ''Force Lift'' (5 pts.) - when you deploy, you may place a barricade at range 1. Exhaust as a free action to choose a barricade at range 1 and move it within range 1 and height 1 of its current position. Essentially allows you to always have a barricade and drag that heavy cover along the battlefield with you. Worth considering because Obi-Wan likes providing defense! ''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. ''Force Push'' (10 pts.) - Exhaust this ability and spend an action to force 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, or pushing Darth Maul or Darth Vader out of melee with your clones, thereby saving them. Always a good option. ''Force Reflexes'' (5 pts.) - Exhaust this card to gain a dodge token, as a free action. Practically a "must have", as Jedi need dodge tokens to trigger Deflect. ''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). Obi-Wan doesn't have a ranged attack; this gives him a pretty decent one (you get to choose which three of the six dice you use, so the obvious choice is 2 red, 1 black with Critical 2, Impact 2, and Pierce 2). Obi-Wan doesn't have Relentless so he still has to use a normal attack action to use it. '''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 you only have two Force slots on Obi, and there are other good options. If you're facing an army that relies on Suppression (like Empire with Palpatine and mortars), could be worth it. ''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. Not very useful against Droids or an Imperial army led by Commander Vader, but otherwise makes for a nice nuisance. '''Command Upgrades (x1 Slot)''' ''Aggressive Tactics'' (5 pts. errata'ed to 15 pts.) - When you are the nominated commander for the turn, after issuing orders choose up to 4 friendly units with face up order tokens and give each a surge token. In olden days, this upgrade was practically stapled to all Republic commanders. Now with the steep price hike, it's less attractive. Also, where Obi-Wan receives little benefit from surge tokens (thanks to Soresu mastery providing surge, and Critical 2 on his saber), that makes it even less worthwhile. Generally a pass, as this is best taken on Rex or a Clone Commander. ''Commanding Presence'' (10 pts.) - When issuing orders, you can issue orders at range 1-4. Generally not that great considering the table size (unless you're playing on a larger table, or you're worried your BARC is going to wind up out of the normal range). ''Esteemed Leader'' (5 pts.) - Friendly trooper units at range 1 gain Guardian 1 when the character is defending, helping you defend your points investment. '''''Never take this on Obi-Wan.''''' The rules state that a unit with Guardian cannot "guard" a friendly unit that also has Guardian. Obi-Wan has Guardian built-in, meaning he literally cannot benefit from this. It only triggers when Obi-Wan defends so it won't help anyone else either. ''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 each End Phase, choose 1 trooper unit at range 1-2 or up to 2 Corps trooper units at range 1-2. The units chosen can keep one Dodge token and carry it over into the next round. Since Obi-Wan can choose himself, this is a fantastic upgrade to ensure that he will usually start each turn with a Dodge token. '''Training Upgrades (x1 Slot)''' ''Duck and Cover'' (4 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover. Meh. Obi-Wan's got a solid defense already and then Deflect on top of that. ''Endurance'' (6 pts.) - At the end of your activation, remove 1 Suppression for free. It's an ok upgrade, but Obi-Wan has Courage 3 so he doesn't really need to worry as much about being Suppressed. If you feel as if suppression is an issue for you, however, this can be amazing. ''Hunter'' (6 pts.) - When attacking a wounded trooper unit, get 1 free aim token. Have your clones take a shot at whatever Obi-Wan is going to charge and he gets that free Aim token when he swings. A little pricey and doesn't synergize well with Obi's defensive emphasis, but can be handy for a last minute assassination opportunity. ''Into the Fray'' (4 pts.) - when an enemy at range 1 activates, gain a surge token. Surge tokens aren't super useful for Obi-Wan himself since he has Critical 2 on his saber attacks and he ideally wants to be using dodge tokens to trigger wound deflection using Soresu Mastery. Plus he has to be close to enemies to use it, and Obi-Wan's strength is hanging out near clones/Wooks to Guard them. Generally a pass. ''Offensive Push'' (4 pts.) - exhaust to gain '''Tactical 1''', which is gaining a free aim token after making a standard move. Not bad, considering Jedi constantly want to be moving, although where Obi-Wan is very defense-oriented, this is a bit less attractive, especially considering that there are other very good Training upgrades that work better with his style. ''Overwatch'' (4 pts.) - Gain Sentinel, making your standby range 1-3. Obi-Wan has no ranged attack unless you take Saber Throw, and even then it's only range 2. Could be used situationally to react to moves (bear in mind that you can use standby tokens to make a free move or attack), but there are other good options on him to take instead. ''Protector'' (5 pts.) - Exhaust while using Guardian to be able to cancel crits as though they were normal hits, and then ready this card during the End Phase. This upgrade was basically made for Obi-Wan and is absolutely worth taking. ''Seize The Initiative'' (5 pts.) - Expend during the Issue Orders step of the Command Phase and issue an order to yourself. This is normally a pretty good upgrade, but Obi-Wan will usually be receiving any orders that are given. However, this can help for the one round or two where he doesn't, especially if you took a second Commander. ''Situational Awareness'' (2 pts.) - You gain Outmaneuver, meaning you may spend dodge tokens to cancel crits. While this does not allow you to use Guardian to cancel crits (Protector does that, see above), it will still otherwise trigger Soresu Mastery. ''Tenacity'' (4 pts.) - When making a melee attack while you are wounded, gain 1 red attack die. Not bad. Either this or Hunter are probably the Training upgrades most worth taking. ''Offensive Stance'' (5 pts.) - Force user only. At the start of your activation, you may flip this card. When taking an aim action (not using using things like Spotter or command cards), gain two tokens instead of one- but you cannot spend dodge tokens. This is the flip side of Defensive Stance. This can be nice to ensure you really hurt something in melee. Where Obi-Wan really shines on defense, you probably want to use Defensive Stance unless you're really trying hard to finish off something. ''Defensive Stance'' (5 pts.) - Force user only. At the start of your activation, you may flip this card. When taking a dodge action (not using Force Reflexes, Take Cover, or command cards), gain two tokens instead of one- but you cannot spend aim tokens. This is the flip side of Offensive stance. Obi-Wan LOVES Dodge tokens, and you probably want to make heavy use of this, ensuring that if he also has Force Reflexes he'll get at least three Dodge tokens every turn. </div></div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Command Cards <div class="mw-collapsible-content"> 1 Pip: Hello There! - [Obi-Wan Kenobi] Obi-Wan Kenobi gains Nimble. At the start of the Activation Phase, Obi-Wan Kenobi gains 1 aim, 1 dodge, 1 standby, or 1 surge token for each enemy unit at range 1-2. Similar to "Knowledge and Defense", it helps Obi-Wan be the bad ass he was in ''Revenge of the Sith''. Plus it's a meme, and that's always fun. Use this card when you want to recreate the Utapau scene, because that's literally what it's for. 2 Pip: Knowledge and Defense - [2 Troopers] Obi-Wan Kenobi gains 1 dodge token for each other friendly trooper unit at range 1. Obi-Wan Kenobi can use Guardian during a melee attack. Useful for that one turn where you ''really'' need Obi-Wan to survive. Don't forget that he can use the dodges to Deflect while using Soresu Mastery too. 3 Pip: General Kenobi - [Obi-Wan Kenobi and 2 Units] When Obi-Wan Kenobi issues an order to a unit, that unit gains 1 surge token for each other friendly unit at range 1 of it. Good for mid-game if Obi-Wan and some clone units are clustered together, it gives that extra boost that could tip the scales for you. </div></div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Tactics <div class="mw-collapsible-content"> Obi-Wan is a defensive commander through and through. You want to keep him within range 1 of most of your army at nearly all times. After spending a Dodge token, being able to deflect in both Melee and Ranged is a humorous way to punish over-aggressive commanders and units alike. Don't hesitate to have him use his Jump 1 to get into melee with an unsuspecting unit, but he is best served using his Guardian 3 deflecting blaster bolts back at the enemy. Having a 2/3 chance to save against wounds, which includes a 1/6 chance to also deflect damage back is usually a better idea than depending on your expensive unit's base saves. As a side note, a potentially devastating ability is to take Saber-Throw, and use your clone's Fire-support. With abilities stacking onto themselves, this results in Obi-Wan's impact and pierce being given to an entire unit of clones' shooting attacks. Laugh as a unit that was already suppressed suddenly is shooting the equivalent of miniature lightsabers across the board. Shoutout to the DC-15A on Phase Is, rocking Critical 1 for this particular tactic. All the stacking of abilities. Obi-Wan at a glance: *Guardian 3: Being able to absorb a large amount of hits for trooper units within Range 1 is no small feat. Being able to burn dodge tokens on these as well can mean making an otherwise tanky unit infuriating to actually shift. *Deflecting and Defense: Burning dodge tokens to deflect ranged attacks back at enemy units is a powerful ability. On this, using Obi-Wan's Knowledge and Defense whist in the middle of your Clone-Blob will result in an almost hilarious amount of dodge tokens. Pair this with using an action to dodge and using Force Reflexes can result in upwards of 6+ dodge tokens. *Accidental Offense: Using Obi-Wan's Guardian ability can result in taking damage. Upgrading him with tenacity will result in an extra red dice in his pool for attacks. This won't put him on the same level as Vader or Dooku, but it does mean his lightsaber is that much more deadly. All while doing what he was already going to be doing- defending your doods. </div></div>
Summary:
Please note that all contributions to 2d4chan may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
2d4chan:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
Page
Discussion
English
Views
Read
Edit
Edit source
View history
More
Search
Navigation
Main page
Recent changes
Random page
Help about MediaWiki
Tools
What links here
Related changes
Special pages
Page information