The white defense dice don't work.

By Jake the Hutt, in Star Wars: Legion

2 minutes ago, buckero0 said:

IS this a complaint about the dice not working? I've rolled several sets of 5 black dice on attack (RT and troopers) and always miss at least 3 of them being blanks, sometimes 4. even with rerolls.

Dice are dice.

some suck no matter what.

And some of us are nicknamed “Statistically Abysmal” ?

I feel guilty, my AT-RT w/flamethrower did this:

n0Ukaqz.jpg

5 minutes ago, The Cocky Rooster said:

I feel guilty, my AT-RT w/flamethrower did this:

n0Ukaqz.jpg

hence the name "the Cocky Rooster"

Your white dice are not broken. You just need to roll them more to understand.

I’m an imperial player for Legion, but my speeder bikes have white dice too. They always throw either all natties or all blanks. Not much in between.

I think that averages out.

2 hours ago, Drasnighta said:

Providing those numbers is still more useful than not.

They are out of balance.

They have non even gouged/ embossed sides vs flat blanks.

the question is wether such imbalance is an intended discrepancy or not.

Sample size of 22 is worthless
OP is complaining of 3/22 when perfect stats would give him 3.6666666/22

1 minute ago, comawhite said:

Sample size of 22 is worthless
OP is complaining of 3/22 when perfect stats would give him 3.6666666/22

Only one part of his complaint. Feel free to ignore the other half ?

Just now, Drasnighta said:

Only one part of his complaint. Feel free to ignore the other half ?

1/22 instead of 3.6666/22 is still meaningless with that sample size

If anyone would like to borrow my son he has some sort of white dice deal with the devil pact going on. First go on Saturday had him rolling 4 white dice which all came up shield. Thinking back now I should have rushed out and got him to buy a lottery ticket!

10 minutes ago, comawhite said:

1/22 instead of 3.6666/22 is still meaningless with that sample size

“Meaningless” is relative.

provinding an impetus to collect more data is a meaning ?

So 4/22 blocks instead of 7 isn't exactly any indication of flawed dice.

I think rebels in cover negating 3 hits every time they are shot is mighty defensive and becomes really tough for stormtroopers to get enough hits on them to do anymore than plink of 1 man at a time. That nimble is basically a free dude everytime you are shot is a huge boon to them.

It should also be noted that both sides are statistically perfectly balanced against each other. Ignoring aim and heavy weapons, a Rebel Trooper unit shooting at a Stormtrooper unit on average yields the same number of wounds as the other way around. A unit of 4 on average will produce 1 wound. I'm not so sure that Rebel players need to do anything that Imperial players don't also need to do, defensively. When you introduce heavy weapons I think it begins to slightly skew in favor of the Imperials (talking about averages; Rebels can spike higher).

Dice can be frustrating, but it's very difficult to make a judgment on just a single game (or even a handful of games). In our game yesterday, my friend's Stormtrooper unit failed 9/10 red-dice armor saves against a single flamethrower attack. Next round, my Rebel Trooper unit removed all 3 suppression tokens during its rally step. But I'm not ready to say that white dice are better than red dice :D

I had the hardest time dislodging rebels from cover on my games. Their defense dice weren't needed since I couldn't roll a hit.

5 hours ago, Vineheart01 said:

My friend and i are under the assumption the white def die is actually not balanced right.

Its a D6, so its easy to sub for any D6. A 5+ on a D6 is equal to a white def die with surge, and of course the white def die rolls its 5+ significantly less when compared.

The other dice dont seem to have this problem, not even the white attack dice. But i have gone almost entire games without any block/surge results, even on suppression rally tests, and i can attest by playing a lot of Orks in 40k that 5+ results are not that rare of an occurrence.
Yes statistically if 10 hits fly at both stormtroopers and rebeltroopers, rebels get hammered harder almost every time. When literally the only defense you've gotten is cover + dodge, you start to suspect things.

After thinking this we just started rolling 6 white def dice over and over, and sure enough they almost never rolled any results.
Flipside, awesome for clambering lol. Thats how you know the die is messed up when things you DONT want to see the normally good results for suddenly start showing up now that you dont want them.

White dice with surge (rebel troopers) are just one less success per 6 rolls than red dice without surge (stormtroopers)

2/6 vs 3/6. With a dodge token to preblock rebels effectively have better defense in a shootout.

it's all luck of the draw, on the weekend i had an AT-ST hit a rebel trooper for 5 hits and i rolled 5 blanks, i then shot the AT-ST with my AT-RT's with Laser Cannons and every round i scored 2 hits each and i think by turn 3 it had only taken 4 dmg, but then i rallied Luke before he panicked with 2 out of 3 dice rolling block.

2 hours ago, Derrault said:

White dice with surge (rebel troopers) are just one less success per 6 rolls than red dice without surge (stormtroopers)

2/6 vs 3/6. With a dodge token to preblock rebels effectively have better defense in a shootout.

If it's a 1v1 shootout, Stormtroopers can dodge too, so it's just a matter of who activates first.

It's also important to note that there is an a bit of exponential swing in batch rolling, especially on D6's i.e. odds of passing 3 in a row for a rebel defense die is only 1 in 27. Odds of failing 3 in a row is 8 in 27. Flipside, odds of a Stormtrooper passing 3 in a row is a 1 in 8, odds of failing 3 in a row, also a 1 in 8. You are literally 8 times more likely to fail all 3 than pass all 3 with rebel troopers, but stormtroopers have identical odds for either result.

Has anyone yet coined the phrase:

Fickle White Dice

8 minutes ago, ABXY said:

Has anyone yet coined the phrase:

Fickle White Dice

I don't think somebody has invoked that, but I have described the AT-RT's defense die as "made of sadness".

4 minutes ago, Squark said:

I don't think somebody has invoked that, but I have described the AT-RT's defense die as "made of sadness".

S.A.D.

(Sorrowful Albino Dice)

Thanks for all the responses. I think a lot of you got caught up in the first part of my post and missed my actual question, so I'll post it again:

"So my question is, what do other Rebel players do to mitigate their lousy luck/lousy defense dice rolls? I've been very good about keeping my units in cover or out of sight as much as possible and having Dodge tokens. What else can I be doing?"

I appreciate the advice that some of you did give. I had actually completely missed the Nimble skill. I'm not sure how. That would have probably made a big difference in a lot of my engagements. I suspect that with Nimble my Rebels will feel a lot more resilient.

Edited by Jake the Hutt
On 4/22/2018 at 2:44 PM, Jake the Hutt said:

So my question is, what do other Rebel players do to mitigate their lousy luck/lousy defense dice? I've been very good about keeping my units in cover or out of sight as much as possible and having Dodge tokens.

I think this is the first game I have played in a while, where supporting fire is important, so you always want 2+ units that can help each other, if you can shoot and kill just two models of a unit of six you have saved a model or two of your own. Even better for you, if your opponent hasn't activated as those suppression token(s) may prevent him from taking an aim.

In general we start 2' away from each other and can with a move/move cover 1', most units shoot at range 3 so it doesn't take much effort and things are going to start happening. So, unlike some other games this one isn't a race.

Because of suppression consider splitting fire as to try for one hit on the unit that hasn't activated and the rest goes on the unit you want to hurt more. Which may be the same units as often as not. Z-6 maybe at the unit you want to suppress and the remainder of your unit at what you want to kill.

1 minute ago, Amanal said:

I think this is the first game I have played in a while, where supporting fire is important, so you always want 2+ units that can help each other, if you can shoot and kill just two models of a unit of six you have saved a model or two of your own. Even better for you, if your opponent hasn't activated as those suppression token(s) may prevent him from taking an aim.

In general we start 2' away from each other and can with a move/move cover 1', most units shoot at range 3 so it doesn't take much effort and things are going to start happening. So, unlike some other games this one isn't a race.

Because of suppression consider splitting fire as to try for one hit on the unit that hasn't activated and the rest goes on the unit you want to hurt more. Which may be the same units as often as not. Z-6 maybe at the unit you want to suppress and the remainder of your unit at what you want to kill.

I've been trying to keep my squads together, but I'm still getting the hang of it. i keep wanting to branch them off to do their own thing, which I guess is a mistake. I haven't tried splitting my fire yet. My opponent did that in our last game and managed to suppress one of my units while killing half of the other, so it seems really viable.

Thanks!

12 hours ago, Darkfine said:

You disagree with maxing troops with rebels? Who have point for point the cheapest black dice in the game?

You disagree with troops being the main objective unit?

Again, I take naked AT-RTs because you can’t take more than six troop corps units and we don’t have spec ops yet. You disagree that you can take more?

If it is the bit about not being able to keep pace with hits taken then that is a difference of metas I guess. My point was you can’t expect rebels to soak fire all day long. Which again I am struggling to see how you could disagree with that.

I pretty much agree with what you’re saying here, I just didn’t get any of that out of your original post. Sounded like you were saying that spamming troopers is the ONLY viable way to run Rebels, which I disagree with, partially based on experience, and partially just because the game hasn’t been out long enough to make such sweeping generalizations. That also applies to the comment on vehicles...now I get that your RTs are fillers, but I’ve certainly never felt like the points I’ve spent on vehicles are wasted. There’s counterplay, and that goes both ways.

But yeah, troopers can’t soak fire all day long. I get that.

Many players I know use (naked) RT's as meatshields to push foward. I don`'t like this, cause an ST or a single HH12 will often broke the tactic, but you could decide this for your own.

1 hour ago, TobiWan said:

Many players I know use (naked) RT's as meatshields to push foward. I don`'t like this, cause an ST or a single HH12 will often broke the tactic, but you could decide this for your own.

I was trying to do this in my last game (although my TR's were armed), but after deploying I realized that the terrain rules did not work how I thought, and my RT's were both stuck in poor positions that required a full 2 turns of climbing to get out of. So my troops ended up outpacing them. But in the future I want to try advancing my troops behind armed RT's until they can find better positions.

Edited by Jake the Hutt
7 hours ago, Jake the Hutt said:

Thanks for all the responses. I think a lot of you got caught up in the first part of my post and missed my actual question, so I'll post it again:

"So my question is, what do other Rebel players do to mitigate their lousy luck/lousy defense dice rolls? I've been very good about keeping my units in cover or out of sight as much as possible and having Dodge tokens. What else can I be doing?"

I appreciate the advice that some of you did give. I had actually completely missed the Nimble skill. I'm not sure how. That would have probably made a big difference in a lot of my engagements. I suspect that with Nimble my Rebels will feel a lot more resilient.

Just wait for Leia who can hand out Dodge tokens. Then you can move, attack, and dodge.