Star Wars: Legion/Tactics/CIS: Difference between revisions
Line 182: | Line 182: | ||
Your basic infantry squad. 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 basic squad. This makes units harder to wipe in one bad round of shooting, in the former, and more targets to you opponent to spread their fire over, in the latter. | Your basic infantry squad. 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 basic squad. This makes units harder to wipe in one bad round of shooting, in the former, and more targets to you opponent to spread their fire over, in the latter. | ||
AI: Attack forces each squad 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 'bots really start to suffer if your commander is knocked out, but there are ways around this. | '''AI: Attack''' forces each squad 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 'bots 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 Droid Trooper squad at range one, allowing one order to one of your B1 units to potentially copy+paste orders to most of your army. Handy. If you're concerned about a squad 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 squad 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-worth out of it. | '''Coordinate: Droid Trooper''' lets you issue an order to a nearby Droid Trooper squad at range one, allowing one order to one of your B1 units to potentially copy+paste orders to most of your army. Handy. If you're concerned about a squad 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 squad with ''HQ Uplink'' (10 pts.) to still allow your droids to ignore their '''AI: Attack''' rule. ''Long-Range Comlink'' costs the same, but requires your nominated commander to be alive for you to get your points-worth out of it. | ||
<div class="toccolours mw-collapsible mw-collapsed" style="100%"> | <div class="toccolours mw-collapsible mw-collapsed" style="100%"> | ||
Line 194: | Line 194: | ||
''E-5C B1 Trooper'' (18 pts.) - Adds a 'bot with a machine gun analog '''-Always-''' take this 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. | ''E-5C B1 Trooper'' (18 pts.) - Adds a 'bot with a machine gun analog '''-Always-''' take this 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. | ||
''E-60R B1 Trooper'' (20 pts.) - Try to guess what the 'R' stands for. Adds a 'bot with a rocket launcher, who gets tired when you fire it. Unsurprisingly, this one is pretty good versus vehicles and things with armor. 1 red and 2 black dice is the most any B1 has the ability to dish out on their own, and Impact 2 allows two of those hits to be crits. Range 2-4 is, again, good for hunting vehicles so long as they don't get too close, and the price is fair, considering this one doesn't have cumbersome. A solid buy, when the situation calls for it. | ''E-60R B1 Trooper'' (20 pts.) - Try to guess what the 'R' stands for. Adds a 'bot with a rocket launcher, who gets tired when you fire it. Unsurprisingly, this one is pretty good versus vehicles and things with armor. 1 red and 2 black dice is the most any B1 has the ability to dish out on their own, and '''Impact 2''' allows two of those hits to be crits. Range 2-4 is, again, good for hunting vehicles so long as they don't get too close, and the price is fair, considering this one doesn't have cumbersome. A solid buy, when the situation calls for it. | ||
''(Currently on Pre-order)'' | ''(Currently on Pre-order)'' | ||
Line 210: | Line 210: | ||
''OOM-Series Battle Droid'' (??? pts.) - | ''OOM-Series Battle Droid'' (??? pts.) - | ||
''B1 Secruity Droid'' (9 pts.) - Add a Security Droid mini, allowing you to exhaust its card to ignore AI: Attack on the attached unit, until the end of the activation. For three points more than the regular B1, its an okay way to get around breaks in your command chain, or function for a turn after you commander dies. | ''B1 Secruity Droid'' (9 pts.) - Add a Security Droid mini, allowing you to exhaust its card to ignore '''AI: Attack''' on the attached unit, until the end of the activation. For three points more than the regular B1, its an okay way to get around breaks in your command chain, or function for a turn after you commander dies. | ||
<B>Comms Upgrades (x1 Slot)</B> | <B>Comms Upgrades (x1 Slot)</B> | ||
Line 216: | Line 216: | ||
''Comms Jammer'' (15 pts.) - Prevents enemy units at range 1 from receiving orders. Really bad if your opponent has this equipped to a melee-heavy squad. Even though our B1s aren't that good in melee, a squad or two equipped with these in a larger point game can prevent vehicles/elite infantry/Commanders from from getting face-up orders, if you're willing to sacrifice a minimum of 51 points per squad to accomplish this. Not useless, but not great, either. Consider something else, for the points. | ''Comms Jammer'' (15 pts.) - Prevents enemy units at range 1 from receiving orders. Really bad if your opponent has this equipped to a melee-heavy squad. Even though our B1s aren't that good in melee, a squad or two equipped with these in a larger point game can prevent vehicles/elite infantry/Commanders from from getting face-up orders, if you're willing to sacrifice a minimum of 51 points per squad to accomplish this. Not useless, but not great, either. Consider something else, for the points. | ||
''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. This has the potential to allow a unit at the end of your B1 conga-line to still receive orders, but for 5 more points, you could give anything that's not a Commander HQ Uplink, instead. | ''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. This has the potential to allow a unit at the end of your B1 conga-line to still receive orders, but for 5 more points, you could give anything that's not a Commander ''HQ Uplink'', instead. | ||
You could also arrange your army in such a way that a B1 squad could pass an order to a non-Trooper squad, and still get an order token from another B1 squad through the Coordinate rule. This is pretty niche, and relies on you issuing 2 orders a turn, or else having a B1 squad equipped with HQ Uplink. In the former case, you could potentially save 5 points over taking HQ Uplink, though. | You could also arrange your army in such a way that a B1 squad could pass an order to a non-Trooper squad, and still get an order token from another B1 squad through the '''Coordinate: Droid Trooper''' rule. This is pretty niche, and relies on you issuing 2 orders a turn, or else having a B1 squad equipped with ''HQ Uplink''. In the former case, you could potentially save 5 points over taking ''HQ Uplink'', though. | ||
''HQ Uplink'' (10 pts.) - Exhaust this to allow a unit to issue an order to itself. Useful, for the turn you need that unit to activate when you need it to, or to get a surge token from ''Aggressive Tactics''. Note that this counts as the unit issuing an order to | ''HQ Uplink'' (10 pts.) - Exhaust this to allow a unit to issue an order to itself. Useful, for the turn you need that unit to activate when you need it to, or to get a surge token from ''Aggressive Tactics''. Note that this counts as the unit issuing an order to "itself" so cards like ''Crush Them!'' don't apply. | ||
''Long-Range Comlink'' (10 pts.) - You always count as being within range of your commander. Situational, and not very helpful on smaller battlefields. | ''Long-Range Comlink'' (10 pts.) - You always count as being within range of your commander. Situational, and not very helpful on smaller battlefields. |
Revision as of 05:24, 4 November 2019
>
Why Play The Confederacy of Independent Systems
For commanders who are too cheap for conscripts.
Pros
- No moral obligation to bring your army home alive.
- Get to say, "Roger Roger," a lot.
- Synapse style shenanigans
- Most of your units are Immune to suppression.
Cons
- Jar-Jar Binks can out-think most of your units.
- I lost how many models this turn?
- Synapse style weaknesses.
- Your Units CAN still panic.
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.
Upgrade Cards
Command Cards
Tactics
Count Dooku
(Currently on Pre-Order)
He trains people in your Jedi arts.
On the surface, he looks a lot like Luke Skywalker, 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.
Upgrade Cards
Command Cards
Tactics
Operatives
TBD
Corps
3-6 Selections
B1 Battle Droids
"Roger, roger."
Your basic infantry squad. 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 basic squad. This makes units harder to wipe in one bad round of shooting, in the former, and more targets to you opponent to spread their fire over, in the latter.
AI: Attack forces each squad 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 'bots 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 Droid Trooper squad at range one, allowing one order to one of your B1 units to potentially copy+paste orders to most of your army. Handy. If you're concerned about a squad 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 squad with HQ Uplink (10 pts.) to still allow your droids to ignore their AI: Attack rule. Long-Range Comlink costs the same, but requires your nominated commander to be alive for you to get your points-worth out of it.
Upgrade Cards
Tactics
B2 Super Battle Droids
(Currently on Pre-order)
Very much, "super," compared to the B1s. These guys have 2 wounds and 2 courage, a black dice in melee, and a black and a white die on their ranged attacks, but their range in only 1-2, and they still only save on a white die.
Luckily, they have Armor 1 to soak one hit a round.
Compared to the larger squads of B1s, which can hit 8 models in a single squad, B2s come in groups of 3 by default. Like their smaller cousins, they aren't the brightest minds on the battlefield, and get the same AI: Attack rule, along with all its drawbacks.
Unlike the B1s, they lack the ability to copy orders to other squads, meaning B2s are best deployed at the end of a line of B1s to avoid wasting a potential order.
Upgrade Cards
Special Forces
Up to 3 Selections
TBD
Support
Up to 3 Selections.
Droidekas
The biggest drawback about these units might be the fact that you have to build them -twice-, once for wheel-mode, and one for its regular mode. Seriously, what's the Wheel Mode token for?
Droidekas excel at defense against ranged attacks. Out of all the Core units, they are the only ones that convert any surge results by default, and they do this for defense.
Upgrade Cards
Tactics
Heavy
Up to 2 Selections
AAT Trade Federation Battle Tank
(Currently on Pre-Order)
Upgrade Cards
Tactics