11 act rebel han leia snipers

By The captn, in Army Building

Went to store tourney yesterday and had a chance to play my activation spam list. Han and snipers are efficent units that can change how your opponent plays. Strike teams want to avoid fire if at all possible. The atrt makes the oppent choose to either kill it of deal with 5 black dice at range 3. Hans commans cards are some of the most useful in the game. If im playing a veers or leia list change of plans is usually my turn 1 drop to keep the space guns at bay for a turn and follow with my own.


++ Standard (Rebel Alliance) [790 Points] ++

+ Commander +

•Han Solo [136 Points]: Duck and Cover, Emergency Stims

•Leia Organa [90 Points]

+ Corps +

Fleet Troopers [72 Points]: Impact Grenades, Scatter Gun Trooper

Fleet Troopers [72 Points]: Impact Grenades, Scatter Gun Trooper

Rebel Troopers [67 Points]: Impact Grenades, Z-6 Trooper

Rebel Troopers [62 Points]: Z-6 Trooper

Rebel Troopers [40 Points]

Rebel Troopers [62 Points]: Z-6 Trooper

+ Special Forces +

Rebel Commandos - Strike Team [52 Points]: DH-447 Sniper, Duck and Cover

Rebel Commandos - Strike Team [52 Points]: DH-447 Sniper, Duck and Cover

+ Support +

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

+ Command Hand +

Command Hand: Sorry About the Mess, •Coordinated Bombardment, ••No Time for Sorrows, ••Reckless Diversion, •••Change of Plans, •••Somebody Has to Save Our Skins, ••••Standing Orders

++ Total: [790 Points] ++

Created with BattleScribe

Impact Grenades on the fleet troopers aren't that effective IMO although I'd swap them out for concussion grenades losing two white dice for a black but giving impact might seem like a good switch but many of your hits will be crits anyway (1 in 3) out of two dice, but adding concussion grenades lets you strip cover from your targets , which is way more useful for the fleet troopers.

To compare you rolls against armour would be 5 black with 2 red with surge to hit so 7 dice with average 3.16 hits

the normal team rolls 10 white dice and 2 reds with average 5.5 hits with about 2 of them crits so you get one more wound on armour per full unit shooting because more dice=more crits, however stripping cover from shooting anything else is going to get you a lot more damage I'd prefer to bring atrts with laser canons for my impact also are good for cover , even if I lost one activation for it

Edited by syrath

How did you do in the tourney. Did you get to round 6 in any of your games with so many activations??

42 minutes ago, cookluke5150 said:

How did you do in the tourney. Did you get to round 6 in any of your games with so many activations??

I won overall with some smart objective playing. My second game went all 6 rounds with my opponent have 10 activations as well. Game 2 was a slug fest so the activation count dropped rather quickly. Ive learned to keep my pace up and leave it up to my opponent to keep pace.

On 10/8/2018 at 7:20 PM, syrath said:

Impact Grenades on the fleet troopers aren't that effective IMO although I'd swap them out for concussion grenades losing two white dice for a black but giving impact might seem like a good switch but many of your hits will be crits anyway (1 in 3) out of two dice, but adding concussion grenades lets you strip cover from your targets , which is way more useful for the fleet troopers.

To compare you rolls against armour would be 5 black with 2 red with surge to hit so 7 dice with average 3.16 hits

the normal team rolls 10 white dice and 2 reds with average 5.5 hits with about 2 of them crits so you get one more wound on armour per full unit shooting because more dice=more crits, however stripping cover from shooting anything else is going to get you a lot more damage I'd prefer to bring atrts with laser canons for my impact also are good for cover , even if I lost one activation for it

The only reason for impact over concussion was the threat of armor. Rebel list are popular around here and so are atrts. I faced 0 armor all day and never once tossed a grenade. Ill swap some concussions in and see what happens

On 10/10/2018 at 3:12 AM, The captn said:

The only reason for impact over concussion was the threat of armor. Rebel list are popular around here and so are atrts. I faced 0 armor all day and never once tossed a grenade. Ill swap some concussions in and see what happens

I understand but rolling 2 white produces more criticals, which while not as good as rolling black with impact against armor , it means the difference of an average 1 wound per attack. Whereas , adding 1 concussion grenade to the pool when shooting anything in cover, has a net result of potentially 1, or 2 damage regardless of target. So it is generally more effective against everything that uses cover, EG , speederbikes , the new spec forces units lose low profile, any unit that is suppressed, any unit that is hiding behind an ATRT / ATST , or any unit, just simply in cover will get more average damage as a result.

Note, one unit it is definitely worse against is the airspeeder, although it has the cover keyword, since it has armor any non crit roll against it doesnt count anyway, so cover never actually does anything, so there is no point in using concussion, although it would be tactically bad for a player to stop it in range anyway, again rolling mote dice= more crits, so it evens it out a little

Ultimately, the fleets push out more average damage in a lot more cases as a result, with just a minor drop against armor, since they are range 2 anyway, the range1 limitations of grenades comes up less times than other units also. To be honest your best anti armor replacement would be either z6 rebel trooper units , ATRT with lasers, or melee by luke or anyone with surge to crit . A cheap option would be some suicide bombers, which are also great for taking out troopers hiding around corners (commamdo strike team).