is 2 speeder bikes turn 1 PUSH OP??

By bageldrone, in Star Wars: Legion

so turn 1 i have vader or veers standing within range 3 of my 2 speeders which are at deployed at far as can forward (normally 6"). I get Initiative, i move both speeders their compulsory, i move a further speed 3, i then attack any unit at range 3 with 2white,2black,2Red, impact 2, with surge to hits twice! panicing pretty much any infantry unit. or doing a bunch of impact damage to a vehicle. their combined attack is better than a naked at-st (impact 4 with surge to hits compared to impact 3)with the ability to close ground seriously quick.

what do you guys think?

will you be playing ambush first turn against a list like that?

Edited by bageldrone

Then the Speeders are far forward with little to no support, and don't have Armour. Sounds like a good way to lose a 90 point unit to me between the return fire from the remaining AT-RT's, Luke slashing them, or all of the infantry that doesn't yet have another target. They'll probably work best as flankers and formation disruption. The Speeder rule is going to take a bit to get used to for everyone.

Personally, I think you're about to lose two speeder bikes and I hope the amount of damage they did was enough to justify it. Also, they'll have courage support from their commander in most cases so I don't expect a panic.

Instead of your opponent moving up and maybe not having anything in range to shoot at with some of their units, their entire force can probably move and shoot the bikes now. Maybe even some of the short-ranged guys that definitely wouldn't have been able to fire can get in on the fun or their leader attacking in melee which is a super-nice bonus for them they weren't expecting to get.

Or am I misunderstanding something about your scenario?

you can premeasure. so you would move the speederbikes into range 3 of just that unit. any other units would need to move and then shot. stopping them moving up the board.

it may force your opponent to deploy their more powerful units closer to supporting units. restricting them to a single blob of units. if youve set out your objectives far enough apart this wil seriously hamper his ability to grab them

Edited by bageldrone

also you measure to the nearest enemy mini not their leader. so if you are at range 3 of one mini and out of range 3 from the defender's leader he cant shoot back

i realise this is a pretty gamey play

you only place one suppression token pr attack, so i dont see how you can panic a unit.

3 hours ago, kongsgaard said:

you only place one suppression token pr attack, so i dont see how you can panic a unit.

Yep, and anyone who have any idea how too play would always have the unit leader in front, so no worries about aiming and shooting back, and maybe you dont do any real damage to the unit you are attacking, you know dice.

3 hours ago, kongsgaard said:

you only place one suppression token pr attack, so i dont see how you can panic a unit.

youre attacking with 2 units of speeders. thats 2 suppresion tokens

But one at a time, so opponent gets to react first.

3 minutes ago, GilDK said:

But one at a time, so opponent gets to react first.

yea i ddnt realise tis at first, thought they both get activated at the same time but its still pretty powerful if you measure correctly

7 minutes ago, bageldrone said:

yea i ddnt realise tis at first, thought they both get activated at the same time but its still pretty powerful if you measure correctly

Don't mess up unit and minis.

One unit of Speeder bikes is two minies. You move and attack with them together, with one attack (only one supression counter).

2 hours ago, Tokra said:

Don't mess up unit and minis.

One unit of Speeder bikes is two minies. You move and attack with them together, with one attack (only one supression counter).

Im not. I just missread the command cards as activating units, not giving units "orders" which it is

im talking about 2 units of 2 speeder bike minis, activating one after another attacking the same target incurring 2 suppression which equals a paniced unit if out of command.

Edited by bageldrone
21 minutes ago, bageldrone said:

Im not. I just missread the command cards as activating units, not giving units "orders" which it is

im talking about 2 units of 2 speeder bike minis, activating one after another attacking the same target incurring 2 suppression which equals a paniced unit if out of command.

Don't forget that even if the unit is out of 1-3 range of their commander, they still rally before panicking, so they may not actually panic at all and have a chance at still performing normally with both actions if their lucky.

1 hour ago, bageldrone said:

Im not. I just missread the command cards as activating units, not giving units "orders" which it is

im talking about 2 units of 2 speeder bike minis, activating one after another attacking the same target incurring 2 suppression which equals a paniced unit if out of command.

In this case the part from @GilDK. The opponent can, if he has anything left, react on this.
And you are not sending in 90 points this way but 180 points. I find this really risky to send in this much just for the chance to panik a trooper unit (and maybe kill it this way) :P.

Couple times in the starter scenario I've seen the Speeder squad take a rebel inf squad down to 1 or 2 models multiple times as first activation before Rebs get a chance to pop in to cover.

In the right circumstances it will be very powerful, in the wrong circumstances it's a suicide run. It all depends on the scenario and setup.

4 hours ago, KovuTalli said:

Couple times in the starter scenario I've seen the Speeder squad take a rebel inf squad down to 1 or 2 models multiple times as first activation before Rebs get a chance to pop in to cover.

Do your speeders get torn up afterwards? Where do you take them next turn.

Played a game and watched a couple more this afternoon. Every time a speeder bike squadron moved in to attack it was eliminated from the board completely, usually by focused fire from one or two trooper squads, before it could activate again. Not sure if losing 90 points is worth being so reckless with them.

Just an idea, how about sending your bikes around the sides. They hug the edge and distract and pincer the enemy

5 minutes ago, Jabby said:

Just an idea, how about sending your bikes around the sides. They hug the edge and distract and pincer the enemy

Remember if they can't do a max speed compulsory move then they explode

Just now, TallGiraffe said:

Remember if they can't do a max speed compulsory move then they explode

So make sure they can get around

2 minutes ago, Jabby said:

So make sure they can get around

I just like this ruling is all.

On 3/25/2018 at 3:07 AM, NukeMaster said:

Do your speeders get torn up afterwards? Where do you take them next turn.

I'm the rebel player ;) They only really get shredded if Luke gets on them. Finding in 800 point games they last decently unless vs a Gatling ATRT or Luke, vs Inf squads they do quite well.