Star Wars: Legion/Tactics/Rebels: Difference between revisions
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Upgrade Cards | Upgrade Cards | ||
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'''Heavy Weapon Upgrades (x1 Slot)''' | |||
'''Personnel Upgrades (x1 Slot)''' | |||
'''Gear Upgrades (x1 Slot)''' | |||
''Electrobinoculars'' (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token. | |||
''Emergency Stims'' (8 pts.) - When you would suffer wounds, prevent up to 2 of them, then suffer the same amount you absorbed with this card at the end of your next activation. Lets a unit (hopefully) survive to shoot one more time. | |||
''Environmental Gear'' (3 pts.) - Gain Unhindered, allowing you to ignore difficult terrain. | |||
''Grappling Hooks'' (3 pts.) - Gain Expert Climber, allowing you to clamber without rolling dice or taking wounds. | |||
''Recon Intel'' (2 pts.) - Gain Scout 1, allowing you to make a speed-1 move after you deploy. | |||
''Targeting Scopes'' (6 pts.) - Gain '''Precise 1''', allowing you to re-roll 3 dice when you spend an aim token. | |||
'''Grenade Upgrades (x1 Slot)''' | |||
''Concussion Grenades (5 pts.)'' - Range 1 attack with 1 black die, that ignores cover. | |||
''Fragmentation Grenades'' (5 pts.) - Range 1 attack with 1 black die, that allows you to convert a hit to a crit. | |||
''Impact Grenades'' (5 pts.) - Range 1 attack with 1 red die, that allows you to convert surge results to crits. | |||
''Smoke Grenades'' (6 pts.) - Exhaust this card to gain '''Smoke 1''', allowing you to put a smoke token out within range 1, and line of sight, of your unit leader (Probably gives '''Cover 1''' if your opponent shoots through this token, but nothing official, yet). | |||
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Upgrade Cards | Upgrade Cards | ||
<div class="mw-collapsible-content"> | <div class="mw-collapsible-content"> | ||
'''Heavy Weapon Upgrades (x1 Slot)''' | |||
'''Personnel Upgrades (x1 Slot)''' | |||
'''Gear Upgrades (x1 Slot)''' | |||
''Electrobinoculars'' (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token. | |||
''Emergency Stims'' (8 pts.) - When you would suffer wounds, prevent up to 2 of them, then suffer the same amount you absorbed with this card at the end of your next activation. Lets a unit (hopefully) survive to shoot one more time. | |||
''Environmental Gear'' (3 pts.) - Gain Unhindered, allowing you to ignore difficult terrain. | |||
''Grappling Hooks'' (3 pts.) - Gain Expert Climber, allowing you to clamber without rolling dice or taking wounds. | |||
''Recon Intel'' (2 pts.) - Gain Scout 1, allowing you to make a speed-1 move after you deploy. | |||
''Targeting Scopes'' (6 pts.) - Gain '''Precise 1''', allowing you to re-roll 3 dice when you spend an aim token. | |||
'''Grenade Upgrades (x1 Slot)''' | |||
''Concussion Grenades (5 pts.)'' - Range 1 attack with 1 black die, that ignores cover. | |||
''Fragmentation Grenades'' (5 pts.) - Range 1 attack with 1 black die, that allows you to convert a hit to a crit. | |||
''Impact Grenades'' (5 pts.) - Range 1 attack with 1 red die, that allows you to convert surge results to crits. | |||
''Smoke Grenades'' (6 pts.) - Exhaust this card to gain '''Smoke 1''', allowing you to put a smoke token out within range 1, and line of sight, of your unit leader (Probably gives '''Cover 1''' if your opponent shoots through this token, but nothing official, yet). | |||
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Upgrade Cards | Upgrade Cards | ||
<div class="mw-collapsible-content"> | <div class="mw-collapsible-content"> | ||
'''Heavy Weapon Upgrades (x1 Slot)''' | |||
'''Personnel Upgrades (x1 Slot)''' | |||
'''Training Upgrades (x1 Slot)''' | |||
''Duck and Cover'' (8 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover. | |||
''Endurance'' (6 pts.) - At the end of your activation, remove 1 Suppression for free. | |||
''Hunter'' (6 pts.) - When attacking a wounded trooper unit, get 1 free aim token. | |||
''Overwatch'' (4 pts.) - Gain '''Sentinal''', making your standby range 1-3. | |||
''Tenacity'' (4 pts.) - When making a melee attack, while you are wounded, gain 1 red attack die. | |||
'''Gear Upgrades (x1 Slot)''' | |||
''Electrobinoculars'' (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token. | |||
''Emergency Stims'' (8 pts.) - When you would suffer wounds, prevent up to 2 of them, then suffer the same amount you absorbed with this card at the end of your next activation. Lets a unit (hopefully) survive to shoot one more time. | |||
''Environmental Gear'' (3 pts.) - Gain Unhindered, allowing you to ignore difficult terrain. | |||
''Grappling Hooks'' (3 pts.) - Gain Expert Climber, allowing you to clamber without rolling dice or taking wounds. | |||
''Recon Intel'' (2 pts.) - Gain Scout 1, allowing you to make a speed-1 move after you deploy. | |||
''Targeting Scopes'' (6 pts.) - Gain '''Precise 1''', allowing you to re-roll 3 dice when you spend an aim token. | |||
'''Grenade Upgrades (x1 Slot)''' | |||
''Concussion Grenades (5 pts.)'' - Range 1 attack with 1 black die, that ignores cover. | |||
''Fragmentation Grenades'' (5 pts.) - Range 1 attack with 1 black die, that allows you to convert a hit to a crit. | |||
''Impact Grenades'' (5 pts.) - Range 1 attack with 1 red die, that allows you to convert surge results to crits. | |||
''Smoke Grenades'' (6 pts.) - Exhaust this card to gain '''Smoke 1''', allowing you to put a smoke token out within range 1, and line of sight, of your unit leader (Probably gives '''Cover 1''' if your opponent shoots through this token, but nothing official, yet). | |||
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Revision as of 03:44, 5 November 2019
>
Why Play Rebels
Pros
- Better infantry shooting.
- Cheaper units on average.
- Han solo, the infantry killing machine
- All around, one of the strongest and most competitive armies that make it to tournaments. The rebels have many abilities that both let you keep your troops on objectives, and let them survive.
Cons
- Literally everything in your army (with the exceptions of Luke and Sabine has white defense dice. literally. everything. Yes Even the Snowspeeder. .
- This means that you will be constantly spending actions on dodge tokens without either support commander available for the rebels.
- You will almost always find yourself fielding either too much, or too little Anti-Tank in your lists, and find it equally punishing.
- Without esteemed leader, your heroes are a little too... squishy. And with it, your infantry seem to not stay around as often.
- You're not the Empire.
Units
Commanders
1-2 Selections
The focal point of you army they often have game changing abilities.
Han Solo
Apparently an infantry blender.
Upgrade Cards
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Command Cards
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Tactics
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Jyn Erso
Stardust herself. Has a baton. Errata dropped her points to 110.
Upgrade Cards
- Blaster
- A-180 Blaster. A free reconfigurable weapon for just Stardust. In rifle mode is has 2 black and a white dice out to range three. In pistol mode it swaps the black dice for reds out to range 2.
Command Cards
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Tactics
How best to use him goes here.
Luke Skywalker
One of the first commanders released for the game, this rebel commander really packs a punch. He comes with a variety of abilities, which is where we begin to see the nature of Luke's playability. Jump 1 lets him hop over smaller things like barricades, barrels, and other terrain classified as "height 1" and it perform like a move action, rather than a separate jump action. Oh, what's that? This isn't the reason Luke is so strong? You'd be correct. Luke's next ability is what arguably makes him so powerful. Charge. This standalone ability is what really can shake up your opponent. It allows Luke to perform a free melee attack after he performs a move action, though not more than one per turn, just like everyone else (unless you see below for his command card Son of Skywalker of course...) which means as Luke is a medium-speed character, he is much more of a mobile threat than other characters. He also has the other standard lightsaber character abilities, with deflect and immune: pierce coming in handy more than once in a game. AKA he is your best chance at dealing with Vader (relatively), or other characters with pierce.
All said and done, Luke is a very strong character. But where he really shines, is in his command cards:
Upgrade Cards
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Command Cards
1 Pip: Son of Skywalker - Nominating only Luke, after Luke performs his first attack, he may perform one additional attack.
Say it with me now. awesome. There is no other character, save for Darth Vader, who can put out this much attack potential in one turn. And since this is free right after he attacks, it is even considered superior to Darth's 2nd attack ability since he has to shuffle his order back into the pool, meaning Luke has more damage output in dire situations.
2 Pip: My ally is the Force - Nominating 2 troopers, whenever a friendly trooper is issued an order, it gains 1 dodge token.
So, this card is an interesting one as well. Most often than not, you'll be issuing one of those 2 orders to Luke, in order to get the most out of his deflect ability. Now what you might not recognize is how well this synergizes with Han and Chewie's partnership ability, which means when you give one to Han, you give a free one to Chewie as well, and vice versa. It also allows you to issue order to troops that would otherwise receive one, if you've given Luke the battle meditation or some troops the HQ uplink upgrade (but don't give them the HQ uplink its a waste) but battle meditation is a very interesting upgrade, and if you take this 2-Pip card in your hand, it may very well be a good consideration.
3 Pip: Return of the Jedi - Nominating Luke Skywalker and 2 units, when Luke Skywalker is issued an order, he gains 1 dodge token. When Luke Skywalker activates, each friendly trooper unit at range 1-3 of him may remove 1 suppression token.
Luke seems to be all about those dodge tokens. And for good reason too. His innate deflect ability makes him a great commander to keep alive since he will be usually stationed near your troops. AKA keeping your troops within range 1-3 of him is usually what you're going to be doing, which means that this card is almost always useful. Especially useful at countering Darth Vader's command card "master of evil".
Tactics
How best to use him goes here.
Leia Organa
Upgrade Cards
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Command Cards
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Tactics
How best to use him goes here.
Rebel Officer
Upgrade Cards
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Command Cards
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Tactics
How best to use him goes here.
Operatives
0-2 Selections
Some heroes are not meant to lead. Operatives are powerful individual units often with unique abilities.
Chewbaca
Wookie first mate.
Upgrade Cards
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Command Cards
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Tactics
How best to use him goes here.
Luke Skywalker
(Currently on Pre-order)
Not to be confused with the Commander of the same name.
Upgrade Cards
If I owned this model, I would fill this in.
Command Cards
I own this model, I will fill this in at some point.
Tactics
How best to use him goes here.
R2-D2
Upgrade Cards
If I owned this model, I would fill this in.
Command Cards
I own this model, I will fill this in at some point.
Tactics
How best to use him goes here.
Sabine Wren
Laser Sword Boba Fett.
Upgrade Cards
If I owned this model, I would fill this in.
Command Cards
I own this model, I will fill this in at some point.
Tactics
How best to use him goes here.
Corps
3-6 Selections
The meat, they hold the line and die in the trenches.
Fleet Troopers
Dakka troops. They are worse at dodging than standard troops and more expensive but throw a lot of dice around an close quarters.
Upgrade Cards
Heavy Weapon Upgrades (x1 Slot)
Personnel Upgrades (x1 Slot)
Gear Upgrades (x1 Slot)
Electrobinoculars (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token.
Emergency Stims (8 pts.) - When you would suffer wounds, prevent up to 2 of them, then suffer the same amount you absorbed with this card at the end of your next activation. Lets a unit (hopefully) survive to shoot one more time.
Environmental Gear (3 pts.) - Gain Unhindered, allowing you to ignore difficult terrain.
Grappling Hooks (3 pts.) - Gain Expert Climber, allowing you to clamber without rolling dice or taking wounds.
Recon Intel (2 pts.) - Gain Scout 1, allowing you to make a speed-1 move after you deploy.
Targeting Scopes (6 pts.) - Gain Precise 1, allowing you to re-roll 3 dice when you spend an aim token.
Grenade Upgrades (x1 Slot)
Concussion Grenades (5 pts.) - Range 1 attack with 1 black die, that ignores cover.
Fragmentation Grenades (5 pts.) - Range 1 attack with 1 black die, that allows you to convert a hit to a crit.
Impact Grenades (5 pts.) - Range 1 attack with 1 red die, that allows you to convert surge results to crits.
Smoke Grenades (6 pts.) - Exhaust this card to gain Smoke 1, allowing you to put a smoke token out within range 1, and line of sight, of your unit leader (Probably gives Cover 1 if your opponent shoots through this token, but nothing official, yet).
Tactics
How best to use him goes here.
Rebel Troopers
They have big rifles and recycle dodges.
Upgrade Cards
Heavy Weapon Upgrades (x1 Slot)
Personnel Upgrades (x1 Slot)
Gear Upgrades (x1 Slot)
Electrobinoculars (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token.
Emergency Stims (8 pts.) - When you would suffer wounds, prevent up to 2 of them, then suffer the same amount you absorbed with this card at the end of your next activation. Lets a unit (hopefully) survive to shoot one more time.
Environmental Gear (3 pts.) - Gain Unhindered, allowing you to ignore difficult terrain.
Grappling Hooks (3 pts.) - Gain Expert Climber, allowing you to clamber without rolling dice or taking wounds.
Recon Intel (2 pts.) - Gain Scout 1, allowing you to make a speed-1 move after you deploy.
Targeting Scopes (6 pts.) - Gain Precise 1, allowing you to re-roll 3 dice when you spend an aim token.
Grenade Upgrades (x1 Slot)
Concussion Grenades (5 pts.) - Range 1 attack with 1 black die, that ignores cover.
Fragmentation Grenades (5 pts.) - Range 1 attack with 1 black die, that allows you to convert a hit to a crit.
Impact Grenades (5 pts.) - Range 1 attack with 1 red die, that allows you to convert surge results to crits.
Smoke Grenades (6 pts.) - Exhaust this card to gain Smoke 1, allowing you to put a smoke token out within range 1, and line of sight, of your unit leader (Probably gives Cover 1 if your opponent shoots through this token, but nothing official, yet).
Tactics
How best to use him goes here.
Rebel Veterans
Upgrade Cards
Heavy Weapon Upgrades (x1 Slot)
Personnel Upgrades (x1 Slot)
Training Upgrades (x1 Slot)
Duck and Cover (8 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover.
Endurance (6 pts.) - At the end of your activation, remove 1 Suppression for free.
Hunter (6 pts.) - When attacking a wounded trooper unit, get 1 free aim token.
Overwatch (4 pts.) - Gain Sentinal, making your standby range 1-3.
Tenacity (4 pts.) - When making a melee attack, while you are wounded, gain 1 red attack die.
Gear Upgrades (x1 Slot)
Electrobinoculars (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token.
Emergency Stims (8 pts.) - When you would suffer wounds, prevent up to 2 of them, then suffer the same amount you absorbed with this card at the end of your next activation. Lets a unit (hopefully) survive to shoot one more time.
Environmental Gear (3 pts.) - Gain Unhindered, allowing you to ignore difficult terrain.
Grappling Hooks (3 pts.) - Gain Expert Climber, allowing you to clamber without rolling dice or taking wounds.
Recon Intel (2 pts.) - Gain Scout 1, allowing you to make a speed-1 move after you deploy.
Targeting Scopes (6 pts.) - Gain Precise 1, allowing you to re-roll 3 dice when you spend an aim token.
Grenade Upgrades (x1 Slot)
Concussion Grenades (5 pts.) - Range 1 attack with 1 black die, that ignores cover.
Fragmentation Grenades (5 pts.) - Range 1 attack with 1 black die, that allows you to convert a hit to a crit.
Impact Grenades (5 pts.) - Range 1 attack with 1 red die, that allows you to convert surge results to crits.
Smoke Grenades (6 pts.) - Exhaust this card to gain Smoke 1, allowing you to put a smoke token out within range 1, and line of sight, of your unit leader (Probably gives Cover 1 if your opponent shoots through this token, but nothing official, yet).
Tactics
How best to use him goes here.
Special Forces
0-3
Anything to expensive for the Corps section but to numerous for the operative
Rebel Commandos
Upgrade Cards
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Tactics
How best to use him goes here.
Rebel Commandos Strike Team
Upgrade Cards
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Tactics
How best to use him goes here.
Wookie Warriors
Upgrade Cards
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Tactics
How best to use him goes here.
Rebel Pathfinders
Upgrade Cards
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Tactics
How best to use him goes here.
Support
0-3 Selections
Light vehicles and Beasts
1.4 FD Laser Cannon Team
Pew.
Upgrade Cards
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Tactics
How best to use him goes here.
AT-RT
Ironstriders.
Cards
How best to use him goes here.
Tactics
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Tautaun Riders
Cold weather fast attack.
Upgrade Cards
Pending
Tactics
How best to use him goes here.
Heavy
0-2 Selections
The other big units to build the rest of the your army around.
T-47 Air Speeder
Upgrade Cards
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Tactics
How best to use him goes here.
X-34 Land Speeder
Upgrade Cards
If I owned this model I would fill this in.
Tactics
How best to use him goes here.