Star Wars: Legion/Tactics/CIS: Difference between revisions

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===Operatives===
===Operatives===
TBD


===Corps===
===Corps===

Revision as of 01:30, 15 October 2019

This page is in need of cleanup. Srsly. It's a fucking mess.

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Why Play The Confederacy of Independent Systems

For commanders who are to cheap for conscripts.

Pros

  • No moral obligation to bring your army home alive.

Cons

  • Carron can out think most of your units


Units

Commanders

1-2 Selections

The focal point of you army they often have game changing abilities. Currently lacking any cheaper choices.

General Grevious

As a four-armed, lightsaber-wielding, asthmatic cyborg, General Grevious can do a passable blender impression in melee.

At 175 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. 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.

Relentless allows you to make an attack after you perform a move action, and coupled with his DT-57 "Annihilator" pistol, he can dish out 4 dice (2 Black, 2 White) with Critical 1 and Pierce 1 while ducking between terrain.

Speaking of terrain, Grevious has Scale, giving him the ability to make a free clamber maneuver after he moves. In addition, he gains Unhindered and Expert Climber, meaning that Grevious can hide attack from places most units couldn't get to easily. Combined with the above Relentless, this lets you fire from atop cover and retreat behind it in one turn.

His melee weapons consist of two, "Trophy Lightsabers," which deal 1 Red, 2 Black, and 1 White dice in damage, with Impact 1 and Pierce 1. Not great, not terrible.

On top of everything else, he's got Arsenal 2, meaning he gets two attacks in melee, and his DT-57 has Versatile, allowing you to use it in melee, if you like.

Count Dooku

(Currently on Pre-Order)

He trains people in your Jedi arts.

On the surface, he looks a lot like Luke Sky Walker, with Speed 2, 6 wounds, 3 courage, Immune: Pierce, Deflect, a red defense die and the ability to convert surges to crits. Don't be fooled, however, Dooku is a much different animal Jedi Sith.

At 205 points, he's second only to Emperor Palpatine in terms of cost, making him a pretty expensive Commander, but his Cunning special rule allows you to potentially activate first to help keep your army one step ahead of your opponent. Master of the Force 2 allows twice the space-magic goodness per turn, at the cost of sinking even more points into one unit.

His weapons do not disappoint - 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 throw 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.

Finally, Makashi Master allows you to reduce your Pierce value by 1 on a melee attack ignore Immune: Pierce. Puts the hurt on Commanders and Operatives that don't have good defense, otherwise. Disgusting.

Operatives

TBD

Corps

3-6 Selections.

B1 Battle Droids

Roger, roger.

Your basic infantry unit. With 1 wound, 1 courage, and white dice for both attack and defense, don't expect them to do much on their own, but quantity has a quality all its own. In general, try to build the biggest squads you can, unless you can drop enough extra personnel to pay for another squad. This makes units harder to wipe in one bad round of shooting, in the former, and more targets to spread their fire over, in the latter.

Always take a E-5C B1 Trooper if you take nothing else, as its 3 black dice will contribute about the same statistical damage as all six of your standard troopers put together. Obviously, upgrade to E-60R B1 Troopers if your opponent brings armor.

AI: Attack forces each unit to make an attack action, if able, before it can do anything else, if it doesn't have a faceup order token. This is hardly ever what you want to do first, which means your units really start to suffer if your commander is knocked out, but there are ways around this.

Coordinate: Droid Trooper lets you issue an order to a nearby unit at range one, allowing one order to one of your B1 units to potentially issue orders to most of your army. Handy. If you're concerned about a unit being left out, remember, with so many models in each squad, that range 1 coherence allows you to stretch out pretty far in both directions, at the cost of cover. If you have better things to do with your orders, or if you think your Commander is going to be too far away or focused to death quickly, you can equip one unit with HQ Uplink (10 pts.) to still allow your droids to ignore their AI rule. Long-Range Comlink costs the same, but requires your nominated commander to be alive for you to get your points out of it.

The Comms Relay (5 pts.) card has the potential to allow the bulk of your army to spread out a little further, but this means the unit that "passes" the order doesn't get one. Alternatively, you could arrange your army in such a way that a B1 unit could pass an order to a non-Trooper unit, and still get an order token from another B1 unit through the Coordinate rule. Obviously, this is pretty niche, and rely on you issuing 2 orders a turn, or else having a B1 unit equipped with HQ Uplink. In the former case, you could potentially save 5 points over taking HQ Uplink, though.


The (upcoming) B1 Battle Droids Upgrade Expansion adds much needed versatility to your lovable idiots, including a sniper unit for long range firepower, and a radiation cannon unit for shorter ranges. Also, includes an OOM-series Battle Droid.

The B1 Security Droid (9 pts.) replaces the extra standard B1 you could take, and for 3 points more, lets you exhaust the unit to allow the attached squad to ignore AI: Attack for one turn. Okay, as a cheap way for a unit or two to function away from your commander, or remain flexible in the even they die.

Integrated Comms Antenna (3 pts.) is a Droid Trooper-only upgrade. Cheaper than Long Range Comlink by 7 points, but instead of infinite range on your commander's orders, you only get range 1-4, which should be plenty, under most circumstances. Somewhat cheaper than giving your commander Commanding Presence (10 pts.), and more slot efficient, while still having the same range. You could outfit 3 B1 units with this and still save a point over giving Grevious or Dooku the longer range.

B2 Super Battle Droids

(Currently on Pre-order)

Special Forces

TBD

Support

Up to 3 Selections.

Droidekas

Heavy

Up to 2 Selections.

AAT Trade Federation Battle Tank

(Currently on Pre-Order)