I recently notice lists that utilise the excellent eWeequays and eGamorreans in double.
Is there any actual use for the regular ones?
Also for the regular Hired guns or the fragile rWing Guards?
I recently notice lists that utilise the excellent eWeequays and eGamorreans in double.
Is there any actual use for the regular ones?
Also for the regular Hired guns or the fragile rWing Guards?
rWeequays and rWing Guards are totally useless, you'll never see them in any list for the time being;
rGamorreans might come in handy in some list so you might see them played sometimes;
rHired Goongas are still a resource, i've seen them being played pretty constantly even now.
rHired Guns seem more useful than eHired Guns.
I've considered rWeequays several times, as cheap hunters for various card-usage. The rest I haven't considered.
I often use rHired Guns, I rate them pretty highly.
Speed 5, 2 points each, and when they inevitably die you get a bonus attack. They're great!
RGammorians and rWeequays never had any life in them. They're damage just isn't good enough, especially the gammos
22 minutes ago, brettpkelly said:RGammorians and rWeequays never had any life in them. They're damage just isn't good enough, especially the gammos
I don't think there was ever life in any of these. Frankly, they were never designed for skirmish, they are specifically designed for Campaign.
Regular Hired Guns I rate extremely high. In a world of who kills who the fastest, they serve as excellent objective grabbers and generally fly under the radar. At 5 speed for only 2 pts a piece, there isn't many important places they can't get to round 1. When focused they actually can hit pretty hard too. I always think twice attacking a focused HG because i'll more than likely kill him and he'll unleash the wrath of Parting Shot.
I actually rate them the 2nd best deployment in the game for overall objectives, coming in 2nd to the Alliance Smuggler (the move 2 spaces on an interact is just soooo good). Both of course aren't beefy so if challenged they usually die, but if played well they are a force.
rHired Guns are really good. I still use them in most of my Merc lists.
rGammoreans are designed for campaign only. Nuff said.
rWeequays are actually better than most people rate them. Still I'd always take 2 sets of eWeequays before I'd consider taking a set of rWeequays.
I'm not a big skirmish player, but it would seem to me that rWeequays suffer a bit compared to eQuays because of the beneficial conditions.
Usually when people have eQuays they spend the first turn hiding them - the regulars can't do that. Also, because of the eQuays' rerolls and multiple surge abilities they also do well when focused. But it's rare that you're going to waste Gideon or Threepio's focus on a regular weequay when there are undoubtedly stronger candidates in your list. For an extra 2 points the elites just give you so much more.
As for the Gammoreans, the -1 damage takes them down a big notch. Again I can't think of any scenarios where it's not better to spend 2 points for the upgrade or to just use another unit.
Yes, the r-guns, e-gams, and e-quays are way more cost effective compared to their other versions.
In the current meta, having a set of r-guns is not a bad idea. They'll pay for themselves in one round in most scenarios.
2 hours ago, wannabepudge said:Regular Hired Guns I rate extremely high. In a world of who kills who the fastest, they serve as excellent objective grabbers and generally fly under the radar. At 5 speed for only 2 pts a piece, there isn't many important places they can't get to round 1. When focused they actually can hit pretty hard too. I always think twice attacking a focused HG because i'll more than likely kill him and he'll unleash the wrath of Parting Shot.
I actually rate them the 2nd best deployment in the game for overall objectives, coming in 2nd to the Alliance Smuggler (the move 2 spaces on an interact is just soooo good). Both of course aren't beefy so if challenged they usually die, but if played well they are a force.
this is nice, but there are to many better 4pt deployments in a Merc army. Parting shot is actually very easy to work around as about a 25% of the time you'll only have 1 accuracy and about 40% of the time, less than 2 base accuracy and you can only surge for +1. They have no inherent defense and you have to take 2 figures so in my estimation. If you could take them separately or they were 3pts for 2 then we'd be cooking, otherwise, Greedo, rClaw, Jawa, eJawa, even the Nexu in certain lists outperform the hired guns (elite hired guns are miserable).
If they were reduced both by 1pt they would fit in lists better.
Edited by buckero052 minutes ago, buckero0 said:this is nice, but there are to many better 4pt deployments in a Merc army. Parting shot is actually very easy to work around as about a 25% of the time you'll only have 1 accuracy and about 40% of the time, less than 2 base accuracy and you can only surge for +1. They have no inherent defense and you have to take 2 figures so in my estimation. If you could take them separately or they were 3pts for 2 then we'd be cooking, otherwise, Greedo, rClaw, Jawa, eJawa, even the Nexu in certain lists outperform the hired guns (elite hired guns are miserable).
If they were reduced both by 1pt they would fit in lists better.
Your analysis is simply basing their value on attack/head-to-head combat. They aren't a figure that thrives in that environment by any means. Yes, Greedo is a better choice often, but if he's not already in your Merc list, then I argue you might be doing something wrong (GIA). rClaw certainly has its benefits, Nexu can't interact without Beast Tamer, the only reason to bring an eJawa is for non-faction droids, and only reason for an rJawa is you've already selected all the upgrades you want and still have 2 pts left (the last two points being fairly opinionated).
Their value, IMO, is solely on objective running. Having 2 figures in a deployment I actually see as a benefit when running objectives. Being able to nab 2+ objectives in 1 activation is much better than splitting that between 2 activations.
I initially wrote them off until they repeatedly were the difference in me winning and losing games.
55 minutes ago, wannabepudge said:Their value, IMO, is solely on objective running. Having 2 figures in a deployment I actually see as a benefit when running objectives. Being able to nab 2+ objectives in 1 activation is much better than splitting that between 2 activations.
4 hours ago, wannabepudge said:I actually rate them the 2nd best deployment in the game for overall objectives, coming in 2nd to the Alliance Smuggler (the move 2 spaces on an interact is just soooo good). Both of course aren't beefy so if challenged they usually die, but if played well they are a force.
Point for point the smuggler is probably better individually, but I think that being able to influence the board with 2 speed 5 figures puts them ahead as a total deployment on many maps and scenarios. I'm just arguing for the sake of it though. Both come in as the best in their respective factions for objectives and doors.
1 hour ago, buckero0 said:this is nice, but there are to many better 4pt deployments in a Merc army. Parting shot is actually very easy to work around as about a 25% of the time you'll only have 1 accuracy and about 40% of the time, less than 2 base accuracy and you can only surge for +1. They have no inherent defense and you have to take 2 figures so in my estimation. If you could take them separately or they were 3pts for 2 then we'd be cooking, otherwise, Greedo, rClaw, Jawa, eJawa, even the Nexu in certain lists outperform the hired guns (elite hired guns are miserable).
If they were reduced both by 1pt they would fit in lists better.
There are lists where you want a different 4 points, but their synergy with the smuggler hunter lists helps them out quite a bit. Parting shot can be played around, but there's other times it can't. I've had a Jedi Luke sneak off with 1 hp left only to run up a hired gun and shoot him point blank unfocused. Whether Luke lives or dies I've only over extended a 2 point figure that will get a second chance to kill Luke if they attack him. And if I'm contesting a terminal or other objective with that same hired gun then it's even more hilarious. There's been games where I've used change of plans to stand down a single hired gun to bring Greedo back for a second activation (sure you can do that with reg clawdites too but not many of the others). Or there's been a game where an ignored hired gun got focused by Jabba from across the map and played tools for the job on a bonkers attack. Doesn't matter what surges you have when you're rolling 4 dice. I never expect them to survive more than 1 attack, but when they do that alone often wins games because too much time and effort gets wasted on a 2 point figure. Having them as bait to eat focused hidden weequay shots or other kinds of powered up attacks also seems like a net gain often as well.
They have a completely different kind of utility than the other scum figures in the 4 or less cost range.
Are rHired guns better than a pair of rJawas?
3 hours ago, Averagejo3gam3r said:Are rHired guns better than a pair of rJawas?
I say the Guns. They may not get great attacks, but they're likely always going to get one with "Parting Shot". They can't dodge with the white die like the rjawas, but that might not matter since your opponent may not care to waste attacks on them. They can move faster which in this meta makes a difference. Also, working as a pair can come in handy. For example, Figure 1 opens door and ducks around a corner. Figure 2 takes objective 10 spaces away.
Edited by NeverBetTheFett15 minutes ago, Averagejo3gam3r said:Are rHired guns better than a pair of rJawas?
HGs without question, as @NeverBetTheFett said, that 5 speed is fantastic for an objective runner.
Edited by wannabepudgeDepends. 2 Jawas for activation management and shooting, Hired Guns for mission objectives.
rGuns are good for controlling purposes, they have speed, also when they die they get an attack and this can situationally discourage or prevent the opponent to attack them. Not too bad for 4 points. Also Change of Plans allows you to trade one of their activation for Greedo which is a nice plus.
Edited by Golan Trevize