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

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''HQ Uplink'' (10 pts.) - Exhaust this to allow a unit to issue an order to itself.
''HQ Uplink'' (10 pts.) - Exhaust this to allow a unit to issue an order to itself.
''Linked Targeting Array'' (5 pts.) - Gain '''Target 1''', allowing you to get a free aim token when the equipped unit is issued an order.


''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 04:47, 4 November 2019

Why Play Empire

Pros

  • The Empire has lots of heavy weaponry and tanky units, able to both take and deal out a lot of firepower.
  • You have the AT-ST, one of the best vehicles in the game.
  • Versatile Corps choices that allow you to be prepared for any situation.
  • Support choices are solid and will compliment your Corps nicely.
  • Good support leaders that will make your troops even better.
  • Strongest force-users in the game with a lot of killing potential.
  • Death troopers are a thing.

Cons

  • Units tend to be higher cost, so you'll have fewer units and upgrades than a Rebel opponent.
  • Stormtroopers have movie quality shooting without buffs.
  • Unless the commander is a force user, chances are their offensive capability is limited at best.
  • Force user commanders move at a snails pace
  • You're going to need to use white to paint most of these guys, you have been warned.
  • How do you paint Death Troopers if they're all black?

Units

Commanders

1-2 Selections

The focal point of you army they often have game changing abilities.

Darth Vader

Vader is an absolute glacier, with the slowest movement speed a unit can have, and being melee only without using force powers it's going to be a few turns before he's doing any damage. However when he does, it is the most terrifying and destructive force you could ever imagine.

At 200 points he's a good chunk of your army as well. But, what he does, he does well; with 8 wounds, a red defense die, and Immune: Pierce awesome- he's difficult to take down. Deflect allows him to send wounds back at his attackers if you spend a dodge token, so be sure to have a dodge available if he's likely to take a lot of enemy fire to make your opponent think twice.

Master of the Force 1 lets you ready an expended force upgrade token. What's that? Vader activates and dodges FOR FREE EVERY TURN? that means he has a 3+ save on a red dice, and has a 1 in 6 chance to send lasers back at your enemy. Terrifying. Finally, Relentless gives a free attack action when he engages an enemy, but as you only get one attack action per activation (free or not) be sure to use your other action on something productive like Saber Throw.

Once in combat, he can attack with an amazing six red dice with Impact 3 and Pierce 3, sure to tear up whatever he comes in contact with. He can be equipped with three Force upgrades, so be sure to give him Force Reflexes for that dodge token as well as Saber Throw for dealing a bit of damage before he closes the distance. His final benefit is his infinite-level Courage: this means that he will never be Panicked, and the same applies to units within 3 distance of him as well, ensuring you get the most out of those Stormtroopers.

Upgrade Cards

Command Cards

Tactics

Director Orson Krennic

A recently new addition to the legion tabletop, Krennic brings a couple different things to the party. Coming in at 90 points base, he is near the cost of Veers, but packs a different kind of punch. Veers' command abilities are less tethered to dishing out tokens or pure damage like with Vader/Palpatween, and more in applying a more tactical use of your forces during the game.

His ability Compel lets a friendly trooper perform a free move action after it rallies and if it is still suppressed. when is this ability really useful? See below...

OH! But not only does Krennic bring Compel to the table, but he also has the keyword Cunning which lets you take priority in the event of command card ties. A very, very powerful ability if you manage your command cards correctly, and even more so if you combine Krennic with any other HQ choice, allowing your cards to be treated with priority in the event of ties.

The other trait he has is one seen on emperor pepperoni sorry... palpatine... I'll stop is entourage: Death Troopers. An interesting keyword, and in my experience, very handy. The current meta for this game is to bring 2-3 sniper teams, since they are very cheap, and then a ton of corps choices. Now, Krennic's entourage allows him to bring a squad of Death Troopers, and ignore their rank. This is important, because for any official list, you can only bring up to 3 special forces choices. Since snipers take up a special forces slot, usually everyone's slots are full. Krennic's Death Troopers however, are quite strong special forces. See below again for more details.

A pistol rather than Veers' E-11, does limit him to range 1-2. However, the pistol fires rainbow spray, meaning one red, black, and white dice. This, accompanied with pierce and sharpshooter however, can make for a reliable removal of models when given an appropriate escort.

Upgrade Cards

Command Cards

Tactics

Emperor Palpatine

Emperor Palpatine is similar to Darth Vader in both points and force abilities but can buff nearby units easily. Slowest movement speed, extremely deadly in close combat, have him and some royal guard get into close combat with a rebel unit and feel the unlimited power as they cry.

Upgrade Cards

Command Cards

Tactics

General Veers

First, at 80 points, he's less than half the cost of Vader, letting you gear out your other units a bit better or throw an extra unit into your army. He's very much a support commander rather than combat, with a modest 3 white attack dice with Pierce 1 at range 1-3 and 2 black in melee with Precise 1 and Sharpshooter 1, so he's best kept in the backfield in cover.

His Inspire 1 ability lets him keep nearby units in the fight, though not to the same degree as Vader, but his greatest boon is his Spotter 2 ability: Giving a free Aim token to two nearby units can let Stormtroopers move while still shooting more accurately, or for laying down serious firepower have an AT-ST perform its own Aim action and fire with two aim tokens, letting it reroll up to four dice during its attack action. Veers can be equipped with two Command upgrades and one Gear.

Upgrade Cards

Command Cards

Tactics

Imperial Officer

Essentially a worse General Veers. She is 30 points cheaper though, with less fewer options and slightly worse offensive capabilities. Take this girl if you want the extra points to use on your unit choices. She can use the rule Spotter 1 to give a unit an Range 1 and Aim Token, Inspire 1 to remove a Suppression Token from a unit at range 1, and Sharpshooter 1 to reduce the cover of a unit she shoots at by one level. She punches with a black dice, has an Officer's RK-3 Blaster Pistol, range 1-2, one black, one white. She has white defense dice, four wounds, two courage, and surges to hit and to save.

Upgrade Cards

Command Cards

Tactics

Operatives

0-2 Selections

Some heroes are not meant to lead. Operatives are powerful individual units often with unique abilities,

Boba Fett

Boba Fett is a very strong ranged operative, with his wrist rockets dishing out 2 black dice with Impact 1 & his E-3 Carbine also putting out 2 black dice with Pierce 1. This coupled with Arsenal 2 and Jump 2; he can practically ignore obstacles and make enemy units paste. He also has the Impervious rule, if your opponent has "Pierce x" roll x amount of extra defense dice, very helpful in some situations.

Fett has an ability where he can select the enemy commander or operative, if that unit has a victory token and you kill them, he steals it off him. Watch the salt in your opponents eyes as you take that victory token off his hands.

Upgrade Cards

Command Cards

Tactics

Bossk

The only bounty hunter polite enough to take off his shoes inside. A bouncing badass of punches, kicks and claws and a handy mortar, Bossk is tough as nails, and for what your pay, packs a solid punch. Bossk comes stock with the Bounty rule, like Boba Fett. At deployment, place a Bounty Token on an enemy Commander or Operative, at the end of the game, that Token is worth a victory point, depending on whether that character lived, or fell victim to the Trandoshan Terror. Bossk also has Enrage 3, giving him Charge and Courage - when he’s taken 3 or more wounds. He’s an Expert Climber, can Regenerate up to three wounds at the end of his activation, and has the Unhindered rule, ignoring difficult terrain. He strikes with one red, two black and one white dice in close combat, with Pierce 1, and his Relby -v10 Mortar is Range 2-4, one red, four white, with Pierce 1 and Suppressive. White defence dice, but 7 wounds, 2 courage, and surges to critical, with movement of two. Yeah, he’s a solid beast.

Upgrade Cards

Command Cards

Tactics

Darth Vader

(Currently on Pre-order)

Not to be confused with the Commander version of the same guy.

Upgrade Cards

Command Cards

Tactics

Corps

3-6 Selections

The meat, they hold the line and die in the trenches.

Shore Troopers

Beach party crasheres. Our 'Veterans' choice. Black dice for close combat, their E-22 Blaster Rifles offer one black dice at Range 1-3. They have a red defense dice, one wound each, and one point of Courage. Rules-wise, their Coordinate: Emplacement Troopers rule allows them to issue an order to an Emplacement Trooper at Range 1 after they are issued an order, and Target 1 gives them an Aim Token after they are issued an order.

Upgrade Cards

Tactics

DF-90 Mortar Trooper

Boom boom. For every Shoretrooper unit you take, you can take one of these. They're a separate unit, but have to deploy close to each other. The Mortar Unit has the Fire Support rule, allowing you to contribute your attack action to the attack of a friendly unit, provided you have a faceup Order Token (Limit 1 Fire Support Per Pool). Doing so counts as your activation. You can pivot up to 360 degrees, which thanks to the Reposition rule is free either before or after you make a standard move. They also have Sentinel, giving them a standby range of 1-3. For weapons, you punch with a black dice, have an E-22 Blaster Rifle, black dice Range 1-3, and of course, a DF-90 Mortar. Ooh wee, Range 3-4, three white dice, Critical 1, Cumbersome, Suppressive, Fixed: Front. You move with speed 1, have 3 wounds, 2 courage, and red dice for defense.

Upgrade Cards

Tactics

Snowtroopers

Snowtroopers are just a tad more expensive while losing Precise 1 for Steady, giving them a free ranged attack action after completing a move action. This frees up an action to get an aim, dodge, or a second move action (remember they only get one attack action per activation, free or not) depending on the situation. Rush them up the board with a flamethrower and laugh maniacally as you're throwing as many as a half-dozen black dice when lighting up enemy infantry units, while getting Ignore Cover for all attack dice.

Upgrade Cards

Tactics

Stormtroopers

The bread and butter of the Empire, stormtroopers have an advantage in armor over their Rebel counterparts, but their shooting skills are shit in exchange, with only a white die in ranged combat. To compensate, they have Precise 1, so maximize on this by having them get aim tokens as often as possible, such as with Veers' Spotter ability.

They can take one upgrade each of Gear, Grenades, Heavy Weapons, and Personnel; like 40k's Tactical Marines, kit them out for their desired role, such as grappling hooks and concussion grenades for if you want to rush them into close combat to take objectives, or targeting scopes and heavy weapons if you want them to sit in the backfield shooting.

Upgrade Cards

Tactics

Special Forces

0-3

Anything too expensive for the Corps section but too numerous for the operative.

Imperial Death Troopers

Spooky scary black armor zombie bois. Their rules are absolutely spot on with how they’re depicted in Rogue One: Terrifying troopers that lay waste to everything in their path (except a blind man walking through a battlefield completely out of cover) but, fragile as all heck. If you’re familiar with the term ‘glass cannon’ then you’ll know what I mean. These blokes can issue absolutely punishing amounts of firepower, but with one wound apiece, they will drop to concentrated fire. Rules wise, they have Disciplined 1, which automatically removes one Suppression Token when they are issued an order, Precise 2, rerolling an extra two dice when they spend an Aim Token (total four rerolls per token), and Ready 1, gain 1 Aim Token when you go on Standby. For weapons, they punch with red dice, have an SE-14s Light Blaster, Range 1-2, two white dice, and an E-11D Blaster Rife, Range 1-3, one black dice. They also Surge to Hit and Surge to Save, with red saving dice, one wound, and two courage.

Upgrade Cards

Tactics

Imperial Royal Guards

For 75 points these guys are Awesome with two wounds a piece, the ability to remove 2 suppression tokens when given an order and being able to divert fire from friendly units with Range 1, these guys are beasts. This is before you consider the fact they're Awesome in combat with their range attack dealing 2 black dice at Range 1-2. Their melee doing 1 black & red dice with the neat ability Charge, allowing them to make a free melee attack after charging. Upgrade them right, and they will absolutely destroy almost anything besides vehicles.

Upgrade Cards

Tactics

Scout Troopers

Scout Troopers are incredibly good at early game board control, especially if you take more than one unit. With 2 black dice and the the ability to reduce the defenders cover by 1 with the sharpshooter special rule; they can be surprisingly deadly, especially if you upgrade them with hunter. Scouts can also improve their cover by 1 with the low profile rule, meaning suppression gives them heavy cover out in the open, and anywhere else is like being behind a brick wall. For 60 points they're not an auto-include but they're definitely useful.

Upgrade Cards

Tactics

Scout Trooper Strike Team

Heavy Weapon and spotter.

Upgrade Cards

Tactics

Support

0-3 Selections

Light vehicles, Artillery, and Beasts

74-Z Speeder Bikes

These guys are your typical hit and run type squad, being able to dodge incoming fire while dishing out a respectable amount back. With 1 White, Black & Red dice each these guys can make rebel infantry squads cry. With "Cover 1" you can improve your cover by 1, not bad. "Speeder 1" allows you to ignore terrain at height 1 and if activated you can make a compulsory movement, again not bad. Speeder Bikes are incredible at getting around the board, with the best movement speed in the game and the ability to move three times. However being 90 points does make them slightly less awesome.

Upgrade Cards

Tactics

Dewback Rider

They ride sand lizards. They have Taser sticks.

Upgrade Cards

Tactics

E-Web Heavy Blaster Team

For 55 points these bad boys can put out an impressive amount of firepower with the E-Web Heavy Blaster and depending on how you upgrade them, they can either suit anti-infantry or vehicle. With 2 white, 2 black & 1 red dice attacks base.

Upgrade Cards

Tactics

Heavy

0-2 Selections

The other big units to build the rest of the your army around.

AT-ST

At 195 points the AT-ST is almost as costly as Vader but is worth every point. For starters its main ranged attack gives two of each die in the front arc with Impact 3, while Arsenal 2 lets it use two of its equipped weapons; General Weiss ups this to Arsenal 4, letting a single fully-equipped AT-ST fire all 4 or its weapons: Twin Blaster Cannons for general offense, grenade launchers for up-close enemies in cover, twin light blasters to support the cannons, and a mortar launcher to punish any backfield units, for 10 points extra this is arguably an auto-include if you want to dish out the ranged attacks. With 11 wounds and Armor, your opponent will struggle to deal with it, even if you kit it as a close-range walker without Weiss and the mortar launcher. Take 2 with General Veers and keep them in the backfield to pepper your opponent with double-aimed blaster cannons, or focus down their commander: firing twice with 3 white dice with 4 rerolls can put wounds on Leia or Luke before they can start causing problems, and can also be used to spam suppression.

Upgrade Cards

Tactics

TX-225

A land raider designed by a nearsighted remembrance a hundred years after the last time they saw one. Watch your flanks.

Upgrade Cards

Tactics

Army Building Advice

General advice

  • Something important to keep in mind is that your commander will more or less determine the kind of army you're going to be running, keep this in mind when making your list.
  • Make sure you have a reliable way of dealing with vehicles no matter the list you're making unless you want to have a bad time.

Melee focus

Definitely either run Darth Vader or "it's ya pal" Palpatine, get some royal guards and equip your Stormtroopers with grappling hooks and concussion grenades, this will make them very maneuverable and versatile. Your Stormtroopers will make for good distractions so that your royal guard and commander don't get toasted straight away, just make sure you get up the board as quick as you can. Snowtroopers can make excellent distractions as well, if your opponent knows the power of flametroopers then expect some fire to be diverted away from the things you want to keep alive

Ranged focus

If you decide to run General Veers or an Imperial Officer, you'll most likely take more of a ranged approach, setting your Stormtroopers and other units up in advantageous ranged positions to give them the best shooting potential and really make your opponent suffer.

If you're going for this style of play then General Veers with 3 Stormtrooper squads equipped with Targeting Scopes and DLT-19's (And Imperial Officers just to keep them around) along with Concussion grenades; with two E-Web Heavy Blaster Teams (Upgraded with Overcharged Generator just to deal with vehicles) makes a very solid base to build up from. With this you still have room for a fully upgraded AT-ST.

  • Alternative take:

For your Stormtrooper squads, you could equip 1 or more with HH-12's and impact grenades as with all the re-rolls you're getting, these things can be devastating to vehicles.

  • Alternative alternative take:'

Snowtroopers with Ion rifles will fulfill this role nicely too while still being more maneuverable, not having the cumbersome rule.

Suppression Party

Thanks to several new units, the Empire has access to a range of new toys that provide the Suppressive rule. Basically, each shooting attack is chucking out two Suppression Tokens (only one if you whiff your shots, which you won't). With careful target selection, you can drive stuff straight off the board from Turn 1. The mainstay units for this type of army are Krennic, Shoretroopers, and DT-90 Mortars. Then use Bossk, Scout Trooper Strike Teams, Death Troopers and E-Webs for flavour. Consider too the GAVw, if sitting back and shooting isn't your style.