Is "No time for our sorrows" enough to get you in range?

By Deadshane, in Star Wars: Legion

Just wanting to see peoples opinion on this...

Im running Leia only Rebel max mob...


++ Standard (Rebel Alliance) [794 Points] ++

+ Commander +

•Leia Organa [95 Points]: Esteemed Leader

+ Corps +

Fleet Troopers [84 Points]: Fleet Trooper, Scatter Gun Trooper, Targeting Scopes

Rebel Troopers [72 Points]: Rebel Trooper, Z-6 Trooper

Rebel Troopers [72 Points]: Rebel Trooper, Z-6 Trooper

Rebel Troopers [72 Points]: Rebel Trooper, Z-6 Trooper

Rebel Troopers [72 Points]: Rebel Trooper, Z-6 Trooper

Rebel Troopers [72 Points]: Rebel Trooper, Z-6 Trooper

+ Support +

AT-RT [85 Points]: AT-RT Rotary Blaster

AT-RT [85 Points]: AT-RT Rotary Blaster

AT-RT [85 Points]: AT-RT Rotary Blaster

+ Command Hand +

Command Hand: •Ambush, •Coordinated Bombardment, ••No Time for Sorrows, ••Push, •••Assault, •••Somebody Has to Save Our Skins, ••••Standing Orders

++ Total: [794 Points] ++

Created with BattleScribe

This is my tourney list so Im thinking about how to handle the Imperial DLC/biker spam.

I think there is enough firepower here to handle it. I can deal with Rebel and Imperial Armour well enough just by fishing for crits.

Anyway...the range issue vs DLC....

Open up with 2pip no time for sorrows. Get a move in immediately with 2 Squads (or 1+Leia)

considering my bid and 2 pip....decent chance to have two units out that can fire/dodge hopefully stuck in good forward cover while IN RANGE of longer ranged DLC. Its all about the resilience and hanging on while waiting for this lists superior accuracy and weight of fire to tip the scales vs Imperial spam netlists.

2nd turn....perform my own suppression shenanigans with Leias bombardment. Hopefully, many units will be in place to dodge/fire.

Is my opening idea sound? Or am I just babbling here?

Im thinking Leias 3rd card, "save our skins" is basically the close combat turn card.

Something gets to close that needs to get taken out in a turn...Luke, Vader, fresh biker squad,....Ideally hit them with Leia and Fleet Troopers back to back.

I've found Leia's 1 pip card good for countering Round 1 DLT fire. If you suppress the DLT squad and it doesn't Rally, it's not moving and shooting; which are it's normal first round actions. It either moves into position behind cover and doesn't shoot, or stays in the open to shoot if you're in range. Either option is good for you.

3 hours ago, Matt Antilles said:

I've found Leia's 1 pip card good for countering Round 1 DLT fire. If you suppress the DLT squad and it doesn't Rally, it's not moving and shooting; which are it's normal first round actions. It either moves into position behind cover and doesn't shoot, or stays in the open to shoot if you're in range. Either option is good for you.

yeah but if they're hiding, you're not getting that shot off usually because you can't see them.

your terrain may vary.

Edited by buckero0

The armies generally start Range 4 (24") apart (except for Long March). A speed 1 move is 4", so you will still be inside the DLT-19 range and outside A280/z6 range after "No Time For Sorrows".

So you will need another nice piece of cover to move into turn 1 to get the first punch in.

On the first turn, I usually just play Leia’s 1 pip to throw out some suppression and chip some damage off speeder bikes, then move into good cover with the troopers and dodge.

You can weather that round 1 range 4 DLT fire just fine in cover, as long as your opponent can’t get the rest of their E-11 storms in range to push the extra hits through your cover/dodge.

I save No Time for Sorrows for that ‘rush’ turn to give Luke or Fleets that little bit of extra unexpected speed burst that your opponent didn’t plan for.

20 hours ago, buckero0 said:

yeah but if they're hiding, you're not getting that shot off usually because you can't see them.

your terrain may vary.

I don’t think I’ve ever had a game where Leia can’t see at least three useful targets, and we play pretty dense terrain.

I usually deploy her last to make sure I have good sight lines. She only needs to see a head or a foot or gun barrel anyway, as you aren’t concerned about cover with her sharpshooter 2.