E-Web and 1.4D Results

By SirCormac, in Star Wars: Legion

Hey Guys,

I have gotten these guys, but haven't had a chance to put them on the table. Was wondering: what have the early games revealed? TTS? I have heard that the FDs are solid while the E-Webs haven't made as great as an impact. Wanted some news!

I’ve heard the same from multiple sources, though I thought it would be the opposite (e-web good, 1.4Fd bad).

On paper the E-Web looks great. 1 red, 2-3 black and 2-4 white attack, 4 health, red save dice and 2 courage for 55-65 points, it should be awesome.

Wonder if it’s just too new and we need to figure out unique tactics/play style for it, or if there is something else about it that just brings it down.

I was thinking i could skip both. Rts and speeder bikes seem like a better buy no matter how you slice it. I've played with the e web a little and was not impressed.

Standby is still practically worthless against a player who knows the rules. FD 1.4 gives you some area denial sort of, but mines are worse to f ace and flame rts are more useful as shot soakers.

Black dice are very finicky

5 hours ago, buckero0 said:

Standby is still practically worthless against a player who knows the rules. FD 1.4 gives you some area denial sort of, but mines are worse to f ace and flame rts are more useful as shot soakers.

Standby is extended to range 3 with the Sentinel keyword.

That difference alone should throw off players who respond to Standby by stopping in range 3, which is normally in range for the attacker, but out of range of the defender.

I would have to say they are both good. The 1.4FD was a major target in my game with it, so it didn't last long. However I would argue stand by is amazing for those that do know the rules. Range 3 is a large area of control, and if you're placed within 2 objectives, that's huge.

The e-webs are fantastic to keep those rebel scum pinned down. Take 2 for 130 points with maybe and that's a lot of suppression every round. You just have to keep them off the front line. They are support not damage soakers.

I've played two games in the last 24 hours with 2x FD turrets. The first game ended up being Long March/Recover the Supplies. Only finished 3 turns in the 2 hour limit and the turrets only got a single shot off on Boba Fett between them. The second game was Battle Lines /Moisture Validators. They were much more effective at dealing damage in this game.

Ultimately, the biggest impact they had on high games was the uncertainty they caused in my opponents. They can control a large area of the board and neithernof my opponents had played against them before. I like the idea of them instead of the AT-RT but feel they will require a bitnofnpractice to place effectively. They are like the T-47 in that they require some finesse to use effectively, at least to me.

My full list was:


++ Standard (Rebel Alliance) [798 Points] ++

+ Commander +

•Han Solo [141 Points]: Duck and Cover, Emergency Stims, Esteemed Leader

•Leia Organa [110 Points]: Commanding Presence, Improvised Orders

+ Corps +

Rebel Troopers [62 Points]: Z-6 Trooper

Rebel Troopers [62 Points]: Z-6 Trooper

Rebel Troopers [62 Points]: Z-6 Trooper

Rebel Troopers [40 Points]

+ Special Forces +

Rebel Commandos - Strike Team [47 Points]: DH-447 Sniper, Grappling Hooks

Rebel Commandos - Strike Team [47 Points]: DH-447 Sniper, Grappling Hooks

Rebel Commandos - Strike Team [47 Points]: DH-447 Sniper, Grappling Hooks

+ Support +

1.4 FD Laser Cannon Team† [90 Points]: Barrage Generator†, HQ Uplink

1.4 FD Laser Cannon Team† [90 Points]: Barrage Generator†, HQ Uplink

+ 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: [798 Points] ++

Created with BattleScribe

3 hours ago, Indy_com said:

Standby is extended to range 3 with the Sentinel keyword.

That difference alone should throw off players who respond to Standby by stopping in range 3, which is normally in range for the attacker, but out of range of the defender.

Yeah i know, but when my 44pt sniper team eliminates your standby token for a 70-90pt turret allowing my other unit to get behind its arc or obliterate it from range 3, i don't feel as threatened.

I've also played enough 5 black die units to know that this tower has a pretty good average of about 2 hits without an aim token. 1.5 with an aim token if you use my dice. Standby isn't a good mechanic or action almost ever.

10 hours ago, buckero0 said:

Yeah i know, but when my 44pt sniper team eliminates your standby token for a 70-90pt turret allowing my other unit to get behind its arc or obliterate it from range 3, i don't feel as threatened.

If your snipers are shooting at my FD/eweb then my snipers are killing your snipers. I think your snipers die before they do anything significant to the FD/eweb?

On 10/26/2018 at 11:44 PM, SirCormac said:

Hey Guys,

I have gotten these guys, but haven't had a chance to put them on the table. Was wondering: what have the early games revealed? TTS? I have heard that the FDs are solid while the E-Webs haven't made as great as an impact. Wanted some news!

Those were my impressions from using them on TTS. I was surprised, I think like you and most others I thought the eweb looked better on paper.

Really the big difference is that Ragne 3 vs. Range 4. Range 4 for a Rebel weapon is huge, and most objectives require fighting over something near the center of the table, which the FD can be positioned to cover. The eweb is just slow, short ranged, and fragile, with only 4 wounds.

Further, the FD fills a hole on the Rebel roster, as they don't have access to cheap impact or long ranged firepower. Imperial players were just finding they would rather pay the extra 13 points for a tougher, more mobile, more flexible DLT squad.

Edited by Orkimedes

What if you could build an army with 3 e webs. ?

5 minutes ago, LordBubba said:

What if you could build an army with 3 e webs. ?

You can, but i still prefer the speeder bike

10 hours ago, Qark said:

If your snipers are shooting at my FD/eweb then my snipers are killing your snipers. I think your snipers die before they do anything significant to the FD/eweb?

I was speaking specifically to the notion that the FD would want to standby as an action. I wish it worked like it does in my head. Frankly, standby is so situational that it is nearly useless, no matter what range

The one issue I was finding in my games was snipers which knock these teams out of standby, which I've seen being the biggest issue. Personally I think standby should not go away from suppression, or change it so that your suppression has to equal you courage value to drop out of standby, making the turret and eweb require two shots against it to fall out of standby. That said, i do like the pressure both weapons can put onto units when they hit and think the rebel one is doing a bit better job on the table currently as our bikes are still really good and hard to replace with a slower weapon. I play aggressive though so others peoples play may be different.

20 hours ago, LordBubba said:

What if you could build an army with 3 e webs. ?

I have a 13 activation list with 3 E-Webs.

As I have been thinking of this topic, I have come into a few realizations:

I had initially thought that Barrage Generators on the EWebs backed up by Veers would be amazing, as he can refresh them, and get tons of suppression out (and maybe this is true, haven't tested it), but realized that when comparing this with a DLT squad, it doesn't hold up well. Let's compare:

EWebs, Range 1-3, 1 Red, 2 Blacks, 4 Whites (with Barrage)

DLT Squad, Range 1-3 (Heavy can go to 4), 2 Reds, 4 Whites

The difference in price is a mere 3 points, so they are practically even. Basically, the EWeb 'turned' 1 Red die into 2 Blacks, which is nice, but you lose alot to get that extra die.

1. Can't move and shoot (except for the very unreliable standby)

2. Have something that needs to be refreshed to maintain firepower

3. Lose Impact 1 and Range 4 shooting (although surge to crit helps with the loss of Impact)

4. Lose 1 overall HP (but gain courage resistance and don't lose firepower as you take wounds.)

5. Lose precise 1, so aiming on those white dice is not as good.

6. Lose the ability to split fire if need be

7. Gain the ability to double stress (helpful, but if they have already activated, not nearly as nice)

Overall, I think what really breaks it for me is the addition of an odd order (Support) if you don't have any others. The Trooper just sounds like a better bargain.

However, I will add a caveat. If you take the EWeb cheap (at 55 points), it becomes clearly the cheapest, best firepower option available to the Imps (and perhaps the game, next would be the 62 point Z6 squad). It is the same cost as a Stormtrooper regiment with an extra guy, and throws the same # of dice, but 1 becomes Red, and two black. That's a pretty good deal for not being able to move and shoot. Also, you gain a courage boost.

And this is where, if the EWeb will work (other than as a cheap spam unit), I think as a cheap platform that can operate independently of courage bubbles, it may just have a place. Need a cheap infantry to annoy the enemy in one part of the map? These just may be your guys. They don't lose fire power as they get hit, have only 1 less wound than an equivalent Stormtrooper squad, and won't (probably) panic. So I am thinking of taking 1, sitting it somewhere off to the side where the enemy has more forces, and simply annoy them and slow them down while my main forces takes out the other side of the map. Sure he'll die, but he'll hopefully do good work for me while he does. Anyways, it'll be worth a shot.

Edited by SirCormac

it doesn't diminish when it starts taking wounds. But I agree, for what you get, I'd rather have troopers than these emplacements (Rebel or Imperial)

That and the ATRT and the Speeder bikes are too useful to be replaced by the emplacements.

Edited by buckero0