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

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He trains people in your Jedi arts.
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 <s>animal</s> <s>Jedi</s> Sith.
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 <s>animal</s> <s>Jedi</s> 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.
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.
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''Anger'' (5 pts.) - Gain an aim token every time you take damage.
''Anger'' (5 pts.) - Gain an aim token every time you take damage.


''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.
''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.


''Force Choke'' (5 pts.) - Exhaust this ability to deal 1 wound to a trooper mini at range 1, that isn't a commander.  Makes sure you get that last pesky trooper.
''Force Choke'' (5 pts.) - Exhaust this ability to deal 1 wound to a trooper mini at range 1, that isn't a commander.  Makes sure you get that last pesky trooper.
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<B>Command Upgrades (x1 Slot)</B>
<B>Command Upgrades (x1 Slot)</B>


''Aggressive Tactics'' (10 pts.) - After issuing orders, give 1 surge token to up to 4 friendly units with a face-up order token. Surge increases a B1's odds to hit by 50%, and doubles their odds of blocking one, when defending. Combine this with Crush Them! to try to get at least 2 surge tokens on four of your units. Really good. Take this.
''Aggressive Tactics'' (10 pts.) - After issuing orders, give 1 surge token to up to 4 friendly units with a face-up order token. Surge increases a B1 mini's odds to hit by 50%, and doubles their odds of blocking one, when defending. Combine this with Crush Them! to try to get at least 2 surge tokens on four of your units by combining abilities/effects. Really good. Take this.


''Commanding Presence'' (10 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. Having one unit equipped with HQ Uplink costs the same, though, and allows them to get an order even if your General is dead.
''Commanding Presence'' (10 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. Having one unit equipped with ''HQ Uplink'' costs the same, though, and allows them to get an order even if your General is dead.


''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).
''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).


''Improvised Orders'' (10 pts.) - Draw 2, pick 1 token from your order pool. Okay. Sort of works with his ''Double the Fall'' card, if you happen to have a lot of token in the order pool, but between your B1's, and HQ Uplink, it is situational, at best.
''Improvised Orders'' (10 pts.) - Draw 2, pick 1 token from your order pool. Okay. Sort of works with his ''Double the Fall'' card, if you happen to have a lot of token 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 a suppression when they activate, rather than leaving it to chance.  For 5 points, it's well worth it.
''Strict Orders'' (5 Points) - Guarantees a trooper unit can remove a suppression when they activate, rather than leaving it to chance.  For 5 points, it's well worth it.

Revision as of 05:26, 4 November 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 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