How would you use these guys in skirmish? I'm looking at 4 points, with a white die minus dodge and there is no way I'm taking 2 HGs over 1 trandosian hunter. What am I missing?
Blaster for Hire (Hired Guns preview article)
I think the HG's will work in skirmish, they give you some guys to camp terminals, go after mission objectives etc. I would be happy taking 4 models worth of HGs vs 2 models of regular Trandos.
Just throwing this out off the top of my head:
Elite Trados 10 pts
Trando x2 14 pts
HG's x4 12 pts
That's 14 units your opponent will have to chew threw. Giving you tones of board control options. No reason to bunch them up so you can limit blast and cleave AOE. Obviously i've never tried it, but a spammy list like this could be interesting.
Or you can combo them with the heavy hitters like IG and Fett something like this:
Fett 13
IG 12
HG's x2 = 8
Trando 7
This gives you 8 figures with a decent balance of heavy hitters and support. Do i think this list is top teir? Probably not, but having low cost units helps to give the skum more options for bringing out their heavy hitters without needing to splash in rebel troops, or just adding fett or IG to the imps.
First thing I'm trying is this list:
Boba Fett
E Hired Gun
Hired Gun
Hired Gun
Temporary Alliance
Luke Skywalker
C-3PO
I think the HG's will work in skirmish, they give you some guys to camp terminals, go after mission objectives etc. I would be happy taking 4 models worth of HGs vs 2 models of regular Trandos.
Just throwing this out off the top of my head:
Elite Trados 10 pts
Trando x2 14 pts
HG's x4 12 pts
That's 14 units your opponent will have to chew threw. Giving you tones of board control options. No reason to bunch them up so you can limit blast and cleave AOE. Obviously i've never tried it, but a spammy list like this could be interesting.
Or you can combo them with the heavy hitters like IG and Fett something like this:
Fett 13
IG 12
HG's x2 = 8
Trando 7
This gives you 8 figures with a decent balance of heavy hitters and support. Do i think this list is top teir? Probably not, but having low cost units helps to give the skum more options for bringing out their heavy hitters without needing to splash in rebel troops, or just adding fett or IG to the imps.
Ok so you are planning on using them as kind of a zerg rush if I understand correctly?
Hmm. I was working on a Boba list that I posted elsewhere, but with 5 move I guess that negates the need for officers. Am I thinking about this right? List idea to come later.
First thing I'm trying is this list:
Boba Fett
E Hired Gun
Hired Gun
Hired Gun
Temporary Alliance
Luke Skywalker
C-3PO
Command card ideas? what will be your strategy when using this squad?
I think the HG's will work in skirmish, they give you some guys to camp terminals, go after mission objectives etc. I would be happy taking 4 models worth of HGs vs 2 models of regular Trandos.
Just throwing this out off the top of my head:
Elite Trados 10 pts
Trando x2 14 pts
HG's x4 12 pts
That's 14 units your opponent will have to chew threw. Giving you tones of board control options. No reason to bunch them up so you can limit blast and cleave AOE. Obviously i've never tried it, but a spammy list like this could be interesting.
Ok so you are planning on using them as kind of a zerg rush if I understand correctly?
Hmm. I was working on a Boba list that I posted elsewhere, but with 5 move I guess that negates the need for officers. Am I thinking about this right? List idea to come later.
Ya exactly, something like that. Just an idea... 5 movement lets them get around you still have to play smart, as they will die, and when they do you want to make sure they get to shoot. Remember they don't have to shoot at the figure that killed them, so if you park them near another figure that has already activated if they get killed by an enemy that is out of their range they can always shoot at the other figure.
First thing I'm trying is this list:
Boba Fett
E Hired Gun
Hired Gun
Hired Gun
Temporary Alliance
Luke Skywalker
C-3PO
Command card ideas? what will be your strategy when using this squad?
I'd have to look through the command cards again. I know slippery target is super nice and you can have 2 of those. Probably Recovery and Emergency Aid to maybe keep the Guns alive just a bit longer.
I played a similar list, but with two regular trandos instead of the Guns and everyone except luke and Boba died in the second round. (Luke and Boba went on to win but that's a different story).
I loved Luke+Boba so much I needed something to fill out the team besides Trandos.
My strategy would probably be to keep my distance. Shoot and move. Shoot and move. Guerrilla tactics.
In a campaign - I'd say they're most like Trandoshans for limits on how many you can have - 1 Elite deployment and 1 Regular deployment. They may be as cheap as stormtroopers but I'm assuming they'd be capped like Trandoshans. That's how I'd play Heavy Stormtroopers and Tuskens as well, unless there's a rule somewhere I missed which is very possible ![]()
In general, they're good little units because they:
1. Help fill out scum lists with cheap units that can interact and help make lists have more variety
2. They are almost guaranteed to get to shoot back at someone who killed them
3. You can even use them to shoot someone who didn't kill them.
4. They are cheap and not too much of a threat but they can become threats if your opponent doesn't leave deal with them. Death by a million papercuts is still death. You can use them to create some very tricky decisions for your opponents.
5. Swarms, as someone pointed out above, can be very hard to deal with
6. The thermal detonator could be really fun on them, and more than one pack of these guys allows more than one thermal detonator!
7. In campaign, these guys can be revolving doors of cheap reinforcements, and are guaranteed to get to shoot at least once unlike stormtroopers who can be one-shotted in campaign and never get to retaliate.
As to the elites: they gain a second surge for 1 damage instead of the pierce 1. Extra damage is always better than pierce 1 to 1. They may not be better than some other elite versions of cards (as the example of probe droids and tuskens) but they play a totally different role than those units and they interact with different command cards and one different faction. A probe droid is a single unit not two. Takes less combined actions to take it down than these, and you can split the mercs up on the map. Tuskens don't get to shoot back when they die. Everything has perks and balances and imbalances ![]()
The best way to handle these guys is to kill one while standing in a place that they can't target you back. Think Jyn Odan.
The best way to handle these guys is to kill one while standing in a place that they can't target you back. Think Jyn Odan.
That's literally impossible without the "Priority Target" ability or using one of the few corners on the map that allow LOS from cover. Both are too situational to rely on. Even then, Parting Shot allows you to target any hostile figure, so counter play will be very difficult to pull off if you want to avoid Parting Shot.