Skiffs...

By AldousSnow, in Star Wars: Legion

Repulsorlift skiffs. Trooper transport? Weapons platform? Defensive airspeeder? Discuss. Cuz I want one. Or 3.

File:Police gunships Lothal.png

Troop transports: unnecessary and would break breakthrough

Weapons platform: side arc weapons... Wait did we just go naval?

Mobile cover: mechanized infantry? You mean mechanized infant panzies!

Edited by Orcdruid

StarWars_ScrapSkiff_MarkMolnar.jpg

I really don't want it to break Breakthrough. Because I love the idea of picking up a unit of troopers. But it totally breaks Breakthrough. I do want those side arc weapons though.

empire_swamp_skiff___ilm_challenge_by_ph

While I am a fan of battle taxis... I'd rather have something a bit more military.

Trooptransports are a thing and should be possible in Legion. Not in a 40k way though were like every single unit can get a transport. Perhaps as a heavy slot so you can only have 2 of them? For the Empire IDT's would make sense. Not sure for Rebels, but some sort of skiff.

Yeah I think troop transports will be good for this game. Especially since it seems very objective heavy. You gotta get to those objectives. I agree with the idea that they should be heavy slot units so they aren't too numerous on the battlefield.

18 minutes ago, Omnustechni said:

Yeah I think troop transports will be good for this game. Especially since it seems very objective heavy. You gotta get to those objectives. I agree with the idea that they should be heavy slot units so they aren't too numerous on the battlefield.

Two of the objectives are capture and hold not relying on speed but durability. Of the two others that rely on speed one would be broken ant the other would be cumbersome.

In breakthrough you would get 2vp for the price of one. While this objective was in the pool people would have to bring units to counter not only the vehicle but the passengers.

In raising the supplies the trooper unit would likely have to disembark grab the token then re-embark. That is three actions. So, unless embark/disembark is a free action, it would make the vehicle travel slower than travelling on foot.

For the imperials:

latest?cb=20140907200613

2 hours ago, Orcdruid said:

Two of the objectives are capture and hold not relying on speed but durability. Of the two others that rely on speed one would be broken ant the other would be cumbersome.

In breakthrough you would get 2vp for the price of one. While this objective was in the pool people would have to bring units to counter not only the vehicle but the passengers.

In raising the supplies the trooper unit would likely have to disembark grab the token then re-embark. That is three actions. So, unless embark/disembark is a free action, it would make the vehicle travel slower than travelling on foot.

The point of transports is not only getting your troops faster to a location but also unscathed. In addition, if one player has a troop transport and the other doesn't, then the player that doesn't can make sure that breakthrough isn't picked in the 'mini game' if they think they have no way of dealing with the transport. Honestly, blocking out units beforehand because they provide tactical uses that make a list better at certain objectives is a bad idea, since every unit does this to some extend, its the whole point of having different units.

if breakthrough is the third objective then it can be guaranteed. It's the one thing I dislike about the set up phase, that you are forced to eliminate the left most card. It all but eliminates the first row from consideration.

3 hours ago, Orcdruid said:

Two of the objectives are capture and hold not relying on speed but durability. Of the two others that rely on speed one would be broken ant the other would be cumbersome.

In breakthrough you would get 2vp for the price of one. While this objective was in the pool people would have to bring units to counter not only the vehicle but the passengers.

In raising the supplies the trooper unit would likely have to disembark grab the token then re-embark. That is three actions. So, unless embark/disembark is a free action, it would make the vehicle travel slower than travelling on foot.

That is true, but getting there first can sometimes be the determining factor in a game. Not to mention the transport can probably provide cover even if it gets destroyed. It could help you hold an objective by keeping your troopers alive for another turn at least, which could lead to more turns getting points.

Something like the military Naboo defense force speeders would be cool

Edited by Nihm
Spelling error

Freerunner to counter balance AT-AT

sshot1_lrg_freerunner2.jpg

I want a freerunner so bad. They remind me of hammers slammers by David Drake

16 hours ago, AldousSnow said:

Repulsorlift skiffs. Trooper transport? Weapons platform? Defensive airspeeder? Discuss. Cuz I want one. Or 3.

I liked the idea of skiffs as well so I scratch built one from spare parts. I play it as having weak defences and in two games it has been caught cold by AT-ST and it occupants suffered badly as a result. That said, its a nice game piece, both visually and scenario wise (e.g. evacuations, Imperial ambush of Rebel patrol).

Skiff1.thumb.jpg.266c10ba382de70ac3f6fd69ff0f93db.jpg

The venerable SW Rebel Alliance Sourcebook (West End Games) has a section on their usage and I recall it notes their vulnerability on the battlefield and the need to keep them clear of the immediate front-line....or this might happen! :o

Skiff2.jpg.1d08ccd0d6270a675f3bc1c494dac06f.jpg

18 hours ago, AldousSnow said:

empire_swamp_skiff___ilm_challenge_by_ph

....nice.....equal to the self propelled artillery of the Sd. Kfz. 124 Wespe...