Han Solo and Rebel Commandoes

By Shadow345, in Star Wars: Legion

So how are we running them and using them in game?

At the moment from using them once... Han doesn't seem to support troopers very much... I found him a bit disappointing for his points. I think he needs at least a buddy commander. He didn't do well SOLO last night. Maybe I'll try him with Leia next time. I like the commandos though. I think they'll do well with Leia.

In large groups... 3 games into them for me and I think they are brilliant, completely redefining for rebels IMO.

here's a few thoughts. I've had 3 games now with triple cheap sniper teams and I found that they chew through bikes stupidly easily and punch out pretty reliable damage if you can keep them aiming/firing. I've also found they die to a stiff breeze so the real challenge is to utilise range and avoid them getting picked off. I really liked the synergy of having the snipers work long-range suppression and damage to allow the fleets to move up more aggressively... I lost them really quick in game 3 to my own stupidity and noticed how vulnerable those fleets became

One of our group was trying the bombs in a full commando squad and it was amazing how quickly chunks of the battlefield became a scary prospect even with only one bomb throwing unit... In one turn I activated fleets, shot him, so he detonated a bomb under me, then he shot back and chucked another bomb with his activation which was detonated about 5 seconds later... So 3 suppression tokens from one unit that turn... I did not consider that at all previously. And that was only one bomb throwing unit...

Only played against Han and that was only once, can't say I'm sold on him but only because of how **** good Luke is. In this game he picked off a few guys and was generally annoying, his command card stopped my Leia doing bombardment turn 1 which really hurt when I wanted to disrupt the horde of crap crossing the board. My Luke got into BTB with Hand and I had SOS so I would have confidently killed him except I had to deal with an ATRT kicking me in the head so he slunk away... That said he's cheap and will synergise well with Chewie so I'll want and see there I reckon.

It feels like sniper war to me at present. They are nasty. It helps if you have more than one piece of terrain on your side of the board that actually blocks los.

If they have a chance to aim and fire they were reliably taking 2 troopers off.

Alternatively if they dodge they seem to be able to surbive the leia bombard.

Im wondering what an imperial 3 sniper plus dlt gunline would be like.

2 minutes ago, Ophion said:

I'm wondering what an imperial 3 sniper plus dlt gunline would be like.

2

You'll see next month :)

Great

Its not like t47 has any opening in this sort of match up either...

Atrts seem finished.

Maybe the atst might have some options if the enemy has nothing but relying on crits to bring it down?

Bring on the turret wave!

4 hours ago, Ophion said:

It feels like sniper war to me at present. They are nasty. It helps if you have more than one piece of terrain on your side of the board that actually blocks los.

If they have a chance to aim and fire they were reliably taking 2 troopers off.

Alternatively if they dodge they seem to be able to surbive the leia bombard.

Im wondering what an imperial 3 sniper plus dlt gunline would be like.

I don't find snipers to be that effective. With aim, they have a 3% of defeating 2 rebel defenders (white dice) with light cover. However, they will pretty reliably take out 1 guy at 60%

Edited by WillKill

I played first game with snipers yesterday... also Han.

I found them both to be reliable at least one wound per activation + suppression - YES PLEASE THANKYOU!

Snipers are awesome out of range of everybody.

Han is awesome up front, and Solo-ish. He's not impossible to kill, but takes up so many activations to do it my opponent was really torn between letting Han rampage, or whittling him down ever so slow. I ran Han with Leia so I didn't care if I lost him.

9 hours ago, CaptainRocket said:

Han is awesome up front, and Solo-ish. He's not impossible to kill, but takes up so many activations to do it my opponent was really torn between letting Han rampage, or whittling him down ever so slow. I ran Han with Leia so I didn't care if I lost him.

I had a feeling this might be the case. Take him as a commander, run him like an operative. I guess he will be paired with Chewbacca in game and flavorly so.

On 8/27/2018 at 7:22 PM, Ophion said:

Its not like t47 has any opening in this sort of match up either...

Atrts seem finished.

Maybe the atst might have some options if the enemy has nothing but relying on crits to bring it down?

Bring on the turret wave!

As a rebel I had a heap of problems taking down the ATRTs because I didn’t have anything with impact other than a Jedi but as an imp I don’t think I’d have any issues like that. Turrets probably balance that out by giving Rebs better options but not giving imps much.

8 hours ago, beefcake4000 said:

As a rebel I had a heap of problems taking down the ATRTs because I didn’t have anything with impact other than a Jedi but as an imp I don’t think I’d have any issues like that. Turrets probably balance that out by giving Rebs better options but not giving imps much.

I've had the same issues playing as rebels to the point where I always run 2 ATRTs with laser cannons on every list just to make sure I can at least check enemy armor. While the rebel turret is going to be great for hitting armor or anything else for that matter, I don't see them being used an awful lot because they can't move. The only objective where that isn't a problem is breakthrough.

The turrets also aren't much cheaper on the rebel side. 20 points for a naked turret vs a laser cannon ATRT doesn't seem worth it, especially once you throw on overcharged generator just to get the impact 3 to tie up with the laser cannon.

1 hour ago, thepopemobile100 said:

I've had the same issues playing as rebels to the point where I always run 2 ATRTs with laser cannons on every list just to make sure I can at least check enemy armor. While the rebel turret is going to be great for hitting armor or anything else for that matter, I don't see them being used an awful lot because they can't move. The only objective where that isn't a problem is breakthrough.

The turrets also aren't much cheaper on the rebel side. 20 points for a naked turret vs a laser cannon ATRT doesn't seem worth it, especially once you throw on overcharged generator just to get the impact 3 to tie up with the laser cannon.

Right, this is not going to be your ATST killer, unless you get lucky and your opponent decides to throw down in the same neighborhood as you. But...

6 Black dice though? Pretty tempting to me. I can deal with the stationary so long as I actually put it in good lanes of fire. Plus sentinel? For 10 points less I think the turret gives a strong argument......for armor area denial. Just like any other turret its a defense weapon. Go in with that mentality and its value shows up more. If your more offense minded, then yeah, their not for you. Personally i see myself bringing 1 per match.

Edit; I did forget though, if your playing Rapid Reinforcements, you could plop one down and cause some chaos in the backfield. :)

Edited by Galahax
16 minutes ago, Galahax said:

Right, this is not going to be your ATST killer, unless you get lucky and your opponent decides to throw down in the same neighborhood as you. But...

6 Black dice though? Pretty tempting to me. I can deal with the stationary so long as I actually put it in good lanes of fire. Plus sentinel? For 10 points less I think the turret gives a strong argument......for armor area denial. Just like any other turret its a defense weapon. Go in with that mentality and its value shows up more. If your more offense minded, then yeah, their not for you. Personally i see myself bringing 1 per match.

Edit; I did forget though, if your playing Rapid Reinforcements, you could plop one down and cause some chaos in the backfield. :) 

All of your points are valid, its just in my experience that when I play defensively I get steamrolled. I'm still going to pick one up so I can mix things up a bit. For me at least, I see them being incredible in certain situations and at the very least an effective area denying tool.

I completely forgot about rapid reinforcements. That may give me a reason to try and play it alone

8 hours ago, thepopemobile100 said:

All of your points are valid, its just in my experience that when I play defensively I get steamrolled. I'm still going to pick one up so I can mix things up a bit. For me at least, I see them being incredible in certain situations and at the very least an effective area denying tool.

I completely forgot about rapid reinforcements. That may give me a reason to try and play it alone

I guess I’m hoping that their damage output is too high to ignore which makes them relevant and they should be able to find a spot where they can cover an objective well. Not sure how that will work in reality but with ATRTs so easily chewed up by DLTs and Bikes I’m hoping I can make them work. I’ll let you know in a couple months eh!

Fair warning Imperial players: Han and the commandos do work against imperial bikes. Both have sharpshooter 1, negating the bikes insta cover. They also have pierce 2 and 1 respectively. You really have to pick your spots now against these guys as to when to run in the bikes. Also low profile is amazinggg. Once they’re suppressed, they auto have hard cover. Doesn’t even matter if they’re in the open. So if you shoot at these guys, you better kill them right away. I think the sniper will be the way to go with the 5 man teams. 2 man seems more like the saboteur. Just the first impressions :)