OMG post yer lists! Yeah, it's a bit dopey at this point. Wow, these titles can be really long, huh?

By Weatsop, in Star Wars: Legion

So I was laughing about getting too concerned over early-tournament lists at this stage of the game, when there are only, like, half a dozen units. It's silly...

...but then we had a discussion over whether ATSTs or Ion rifles would actually fit. And the discussion was actually sort of fun. And then people were mentioning that sort of thing over in another thread.

So! For want of anything better to do right now, here are my lists. I guess this is more to do with anticipation than strategy, but then I'm pretty broke and I want to make sure I don't buy stuff that I'll regret, if that makes sense.

Please to mock or add suggestions:

Weatsop's Rebel cheapo two-box

  • Luke (Reflexes, Push(?) )
  • Leia (Shoot him, not me! Esteemed leader)
  • 2 x AT-RT with laser cannons pew pew
  • 1 x AT-RT with rotary cannon
  • 2 x Trooper units with Ion rifles
  • 2 x Trooper units with extra dood and concussion grenades

Very obvious list, I reckon.

It's two starter boxes, adding a third ATRT (because those things are brilliant) and Leia (because she makes all that infantry half-decent, wot with a second commander bubble, her dodge-giving ability, and her suppression reducing powahs). Easy stepping stone while waiting for Leia's release: bigger infantry units, using the stuff you get from the boxes anyway. Not nearly as good without her, though.

Two ion rifle troopers since I'm pretty sure that most imperial lists will bring an ATST, so kinda-sorta an extra turn to kill the thing seems useful; they're good for a shot onto bikes; and EVERY Rebel will bring ATRTs if not a landspeeder.

Two meat-shield trooper units with concussion grenades, since they're 1. going up front to be shot at; 2. concussion grenades help a bit if speeder bikes get lost or something and come too close (blast means the volley does an extra wound, since it cancels their cover); and 3. grenades can let you split fire to try to put more suppression on enemy units.

Laser cannons on two of the ATRTs to help counter the ATST/ATRT threat, but one rotary cannon to help with general-purpose stuff. Together they can put about 5 crits on (for example) an ATST, so with some help from ion-rifleers and the odd stray crit, I can hope to two-round the thing if I'm very lucky, and three-round it fairly well, losses permitting.

Considering dropping some 'nades to go back to three laser cannons on the ATRTs. On paper it's a fair bit less damage to troopers and bikes (compared to the rotary), but a bit more to armoured targets (ATST or ATRT). Range 4 is the thing. Especially in mirror-matches (vs Rebels), but even vs Imps (where the rocket launchers want help from the grunts) range 4 should make it easier to plink away at units without them being able to get you back that easily. Plus, generally, being able to park in cover and sit there all day. If you can find it.

And no, I don't know two of Leia's command cards. But she's already excellent.

The major alternative is to drop Luke altogether to bring the T-47

  • Leia (as above)
  • No Luke, no kissing, thank god because eeyew
  • 3 x ATRT with laser cannons pew pew
  • T-47 with Wedge and a funky cannon on the back because you are ALWAYS pivoting first action, aren't you?
  • 2 x Trooper units with Ion rifles
  • 2 x Trooper units with nuthin', just bare naked and running, screaming, at the enemy

I really think Leia is more important than Luke. You have to bring infantry. She makes them decent. This list should easily two-round an ATST, for what it's worth.

...but it's expensive in dollars, and I reckon I'll stick with the first list for now.

For the other side:

Imperial low infantry

  • Vader with Caber Toss Saber Throw, Reflexes and optional-whatever-you-like-but-probably-Push
  • ATST with everything that's not comms (Weiss, side cannon, grenade launchers, mortar)
  • 2 x speeder bikes, one with optional comms
  • 3 x snowtrooper units with nothing but bells and paint. Oh, one unit gets grenades because points-left-over

Just in case infantry is as difficult to use as I think it is.

Frankly, I probably can't afford Snowies (in money, that is), but I can take out the bike's comms and the grenades and "up"-grade them to Stormies.

Can drop the second bike to put DLT19's in, if I do go back to Stormies. That'll leave some points for a couple of cheap optionals too. That's the cheapest option in dollars, since it's just two starter boxes and an ATST. It's also, IMO, pretty good, because even suppressed troopers can shoot a DLT and be getting good work done. Really not sure which way to go on that. 3 DLTs or a speeder bike squad?

Didn't bring / do not like:

Veers: Maybe his other cards will be good enough, but boosting troopers doesn't seem that worthwhile at the level he does it. And only removes 1 suppression, compared with Leia's 2.. Will have to see him in action, I guess.

Fleet troopers: nope. Range 2 is pooh. Does that word get starred out? It rhymes with "two", anyway.

Edited by Weatsop
I should put the lists instead of expecting people to click

Both rebel list are decent (no opinion on Imperials, as those will be run by my girlfriend, not me :P) but after those two demo games I had i would consider double leader list to be superior to Leia + Airspeeder. Leia looks excellent on paper, making core units viable threats. I'd choose her over Luke until we see some supression-immune droid units, or at least units with courage value of 2 or 3 (possibly trooper elite-choice units). And, as I agree with you that most list WILL bring a decent amount of Armor, so Laser Cannons > Rotary Blaster, and also Ion Trooper every time :D

I started working on one for each. I'm just picking up a Core Set and one of each expansion this month, and then rounding it out early April, so the list will be subject to change in a few weeks. I'm mostly trying to get in the hang of designing units to do specific things, if that makes sense (e.g. trooper unit for attacking other trooper versus a trooper unit for attacking vehicles), as well as make sure I get a little of everything into the lists to find out what I like and what I don't.

Rebels: 797
Luke Skywalker- 160 (180)
Force Reflexes- 15
Jedi Mind Trick- 5

Rebel Troopers- 40 (77)
MPL-57 Ion Trooper- 32
Impact Grenades- 5

Rebel Troopers- 40 (80)
Z-6 Trooper- 22
Rebel Trooper- 10
Grappling Hooks- 3
Concussion Grenades- 5

Rebel Troopers- 40 (80)
Z-6 Trooper- 22
Rebel Trooper- 10
Grappling Hooks- 3
Concussion Grenades- 5

AT-RT- 55 (90)
AT-RT Laser Cannon- 35

AT-RT- 55 (80)
AT-RT Flamethrower

T-47 Airspeeder- 175 (210)
Wedge Antilles- 5
Ax-108 Ground Buzzer- 20
Long-Range Comlink- 10


Imperial List: 798
Darth Vader- 200 (215)
Saber Throw- 10
Force Choke- 5

Stormtroopers- 44 (68)
DLT-19 Stormtrooper

Stormtroopers- 44 (60)
Stormtrooper- 10
Concussion Grenades- 5

Stormtroopers- 44 (60)
Stormtrooper- 10
Concussion Grenades- 5

74-Z Speeder Bike- 90

74-7 Speeder Bike- 90

AT-ST- 195 (215)
AT-ST Mortar Launcher- 10
Long-Range Comlink- 10

There are 2 very obvious tournament lists for release. I have played a ton of games (it has been out for months on TTS) and tried tons of things but these are easily the best tournament lists upon release. When the new troops and commanders come out, the options open up a bit more.

Rebels:

Luke - Reflexes + Push (Push isn't mandatory and can be subbed for 10 points wherever, I just found it to be very useful).

3x ATRT - Rotary

5x Full Z6 Squads

Imperials:

Vader - Reflexes + Saber Throw (Push + Choke over reflexes is also an option that I like a lot)

2x Speeders

5x Full DLT Squads

Edited by Hoffburger

Hey Hoff, are you using Luke’s Push ability to pull? Or can it not be done like that? I jsut haven’t considered it much before your post.

3 minutes ago, beefcake4000 said:

Hey Hoff, are you using Luke’s Push ability to pull? Or can it not be done like that? I jsut haven’t considered it much before your post.

It can be used to "Pull." The card itself does not specify a direction. The target just has to be within Range 1, and you perform a Movement 1 move with it.

Think of it as being able to push it from any direction- it is all in the mind, after all.

What I tend to use it for is to pull units out of cover. It's really amazing to double move with Luke to charge into melee with a unit behind cover and use force push on another unit behind cover to make it easy to shoot to pieces. Pushing units off of objectives after they have activated can win you the gamr too. There are lots of shenanigans you can do with push on a fast unit like Luke.