Infiltrate shenanigans

By Jabby, in Star Wars: Legion

Has anyone thought of cool strats for infiltrate.

Personally, i thought about dropping Jyn and a couple pathfinders in the enemy deployment zone. Also, assuming the pathfinders have a sniper configuration that can reach range 4, deploying distance 3 from the enemycommander then sniping them first round could be devastating.

27 minutes ago, Jabby said:

Has anyone thought of cool strats for infiltrate.

Personally, i thought about dropping Jyn and a couple pathfinders in the enemy deployment zone.

You could but remember your opponent doesn't have to deploy at range 3 from your infiltrators. If you have fewer units than your opponent they can then set up Vader, flamer-Fett or The Emperor half an inch away from your pathfinders and the larger your infiltration force, the more of a heads-up your opponent will have. You'd have to have 2-3 more units than your opponent for your plan to work well.

Flamers, wookiees and guard would also give your spec ops a hard time.

1 hour ago, Katarn said:

You could but remember your opponent doesn't have to deploy at range 3 from your infiltrators. If you have fewer units than your opponent they can then set up Vader, flamer-Fett or The Emperor half an inch away from your pathfinders and the larger your infiltration force, the more of a heads-up your opponent will have. You'd have to have 2-3 more units than your opponent for your plan to work well.

Flamers, wookiees and guard would also give your spec ops a hard time.

What do you think off deploying them in range to snipe enemy leaders.

also, you could drop them on top of height 2 terrain, defensible locations and next to objectives.

Range 4 attack against enemy leaders is a good idea depending on the leader, how many guardian units there are nearby and the disposition of the rest of the enemy army. If you're in range 4 to aim and fire they can retaliate with a 2 move and range 3 shot with multiple units. This could be part of a diversion plan if nothing else as the enemy slows down to shoot.

Taking the high ground (game over for your opponent according to Obi-Wan) sounds like a decent idea and taking objectives early is useful in some scenarios. Given their Dauntless rule, you know they can always move toward an objective even when suppressed so I don't think you should feel the need to literally be on top of the objective.

Pathfinders seem to be designed as speed bumps/early game suppression providers. Their abilities are geared towards surviving through being suppressed, and the deployment shenanigans allow them to deploy such that they can target multiple units just to place suppression.

Infiltrate on top of the center crate in Recover Supplies. Turn 1, grab the crate and flee to victory.

5 minutes ago, DekoPuma said:

Infiltrate on top of the center crate in Recover Supplies. Turn 1, grab the crate and flee to victory.

Provided your opponent doesn't also have infiltrate. And if they do, A) Be the Blue Player or B) Choke off the exit somehow.

Choking off the exit is tough because the unit you put back there is going to be right amongst the bulk of their forces.

One of those situations where the blue player has a massive advantage, similar to Key Positions

1 minute ago, DekoPuma said:

Choking off the exit is tough because the unit you put back there is going to be right amongst the bulk of their forces.

One of those situations where the blue player has a massive advantage, similar to Key Positions

Unless you plan for it and either bring your own Infiltrating units (as Rebels) or something that could intercept the unit quickly, like speeder bikes or Boba Fett (Imperials) or...a T-47 or two (Rebels).

Just a thought...

That's what I mean.

If both players have infiltrate, Blue player deploys first on the objective.

Red player infiltrates at range 3 of the objective, between the blue unit and blue deployment zone.

The rest of the blue player's forces deploy in range of the red infiltrator and destroy it turn 1. Even if red goes first, they are unlikely to kill the unit with the crate before it moves in close.

Boba Fett with Whipcord launcher might be able to tie them down long enough for a couple of speeder bikes to close in, but it's still a huge advantage to blue.

38 minutes ago, DekoPuma said:

That's what I mean.

If both players have infiltrate, Blue player deploys first on the objective.

Red player infiltrates at range 3 of the objective, between the blue unit and blue deployment zone.

The rest of the blue player's forces deploy in range of the red infiltrator and destroy it turn 1. Even if red goes first, they are unlikely to kill the unit with the crate before it moves in close.

Boba Fett with Whipcord launcher might be able to tie them down long enough for a couple of speeder bikes to close in, but it's still a huge advantage to blue.

Why in the world would you deploy between the Blue Infiltrating unit and the Blue deployment zone? Of course you would lose your Infiltrating unit.

The things you are leaving out of this equation are the Deployments and Conditions. As the Red Player the only way you get stuck playing Recover the Supplies is if it ends up in the third position on the Objectives row. Then your opponent has to use both of their eliminations to push for that Objective. That means you, as the Red player, get to dictate both the deployment and conditions you will be playing that objective under.

Use Minefields or Hazardous Conditions to slow down, Panic, or even destroy the Infiltrating unit. Go for the Advanced Positions deployment and use the Scout 1 it provides to get a unit close enough to engage the Infiltrating unit in Melee and tie it up.

To me, Infiltrate is the best counter to the argument that "Key Positions" is unfair. There are ways to mitigate the advantage, use them.

Back on topic, I play Rebels exclusively and I think Rogue One was actually a great movie. I can see using Jyn and at least one Pathfinder unit to Infiltrate and play havoc with your opponents battle plan. Until we see what the two Heavy Weapon upgrades for the Pathfinders actually do, and how much they cost, any tactic speculation is half-baked at best.

Edited by NeonWolf

Is it too much to hope that a unit with Infiltrate may ignore other units with Infiltrate for placement purposes?

That could make things very interesting.

1 hour ago, NeonWolf said:

Why in the world would you deploy between the Blue Infiltrating unit and the Blue deployment zone? Of course you would lose your Infiltrating unit.

The things you are leaving out of this equation are the Deployments and Conditions. As the Red Player the only way you get stuck playing Recover the Supplies is if it ends up in the third position on the Objectives row. Then your opponent has to use both of their eliminations to push for that Objective. That means you, as the Red player, get to dictate both the deployment and conditions you will be playing that objective under.

Use Minefields or Hazardous Conditions to slow down, Panic, or even destroy the Infiltrating unit. Go for the Advanced Positions deployment and use the Scout 1 it provides to get a unit close enough to engage the Infiltrating unit in Melee and tie it up.

To me, Infiltrate is the best counter to the argument that "Key Positions" is unfair. There are ways to mitigate the advantage, use them.

Back on topic, I play Rebels exclusively and I think Rogue One was actually a great movie. I can see using Jyn and at least one Pathfinder unit to Infiltrate and play havoc with your opponents battle plan. Until we see what the two Heavy Weapon upgrades for the Pathfinders actually do, and how much they cost, any tactic speculation is half-baked at best.

One is Range 1-4; Impact 1, Ion 1...probably taps.

The Other is Range 1-4 and appears to carbon copy the traits from the specialist: Courage+1, inspire, leader of the unit

Just now, Derrault said:

One is Range 1-4; Impact 1, Ion 1...probably taps.

The Other is Range 1-4 and appears to carbon copy the traits from the specialist: Courage+1, inspire, leader of the unit

Right, but the first one is obviously a Unique upgrade and we don't know if the second one is, and we don't know what the points costs are or if they are Exhaust cards or not, etc. We can speculate all we want but what shenanigans we can actually get up to will have to wait for the actual RRG update and the full unit preview article.

That was my point.

11 minutes ago, NeonWolf said:

Right, but the first one is obviously a Unique upgrade and we don't know if the second one is, and we don't know what the points costs are or if they are Exhaust cards or not, etc. We can speculate all we want but what shenanigans we can actually get up to will have to wait for the actual RRG update and the full unit preview article.

That was my point.

I mean, Ion at Range 4 with that placement? It could lock down an AT-ST I’d think

2 minutes ago, Derrault said:

I mean, Ion at Range 4 with that placement? It could lock down an AT-ST I’d think

Well, not necessarily lock it down since that would take 2 Ion tokens but they could reduce it's actions.

Even if the rest of the Pathfinder unit could actually get a Range 4 attack through their A300 XXX Config upgrade it would still only add 1 Ion token.

Don't get me wrong, I'd love to see a reason to actually take vehicles and Ion weapons in this game, but I think we are still 6-12 months worth of releases away from that actually happening.

44 minutes ago, Derrault said:

The Other is Range 1-4 and appears to carbon copy the traits from the specialist: Courage+1, inspire, leader of the unit

It doesn't seem to increase the courage, but in everything else it's as you say, a copy of the specialist (leader and inspire 1), but with a different weapon than the standard team

29 minutes ago, NeonWolf said:

Well  , n  ot necessarily lock it down since that would take 2 Ion tok  ens but they could reduce it's actio  ns.

You could lock it down if you last-first it 😁 .

Here’s hoping that making it a unique upgrade means it doesn’t have exhaust, since unique tempers the power a bit.

4 hours ago, Caimheul1313 said:

Pathfinders seem to be designed as speed bumps/early game suppression providers. Their abilities are geared towards surviving through being suppressed, and the deployment shenanigans allow them to deploy such that they can target multiple units just to place suppression.

This is a lot of what I was thinking they could be used for. Put them out in front to put pressure/suppression on the enemy right off the bat, while other units move up to support and/or grab objectives.

Of course, in games like Priority Supplies, they could be used to grab supplies closer to the enemy early, and try to get them back towards friendly lines.

I don't know if I have a solid "infiltrate strat" that will work every single game because there are too many variables. However, Infiltrate certainly makes the nightime conditions card more valuable.

I want to run my Infiltrate people with rebel commandos/scout troopers to work in tandem together. I like the idea of an army with more guerilla-esque tactics. I think the key to commandos/infiltrators will be to pick off isolated units or soften up weak spots in the line.

Depending on all the conditions, it seems like you either want to infiltrate first as bait/speed bump or place those units last and force your opponent to spread out in their deployment zone.

If you are using them as bait, then Reckless Diversion with Han and Chewie/Commandos/Wookiees could help absorb some of the hits. If you spread them out, then a T-47 seems like a good unit to have in your list.

Just some thoughts without needing to know all the upgrades!

You're probably going to typically want to deploy last if you're going for some big play.

That allows you to respond to your opponent's deployments, which is important for a unit deploying forwards. When you're closer to the opponent, you're in much more danger, so you need to know where stuff is, whether you need to first activate, etc.

Most of the time it's probably just Scout 3, in practice - not diving straight into enemy lines, just sticking with the army while taking advantage of the ability to deploy in harder cover or closer to the objective.

You could place an infiltrate unit first, though, on the opposite side of a piece of heavy cover that denies LOS and is just beyond the deployment zone. That could force your opponent to put their own troops in a vulnerable position turn 1. Turn 2 with Han you can play Reckless Diversion and protect the troops they were after while picking off theirs. How you use them game to game is highly dependent on terrain, objectives, conditions, etc. Seems to me they are meant to be a Swiss Army knife that gives you a high degree of flexibility but can’t do everything at once.

12 hours ago, svelok said:

You're probably going to typically want to deploy last if you're going for some big play.

That allows you to respond to your opponent's deployments, which is important for a unit deploying forwards. When you're closer to the opponent, you're in much more danger, so you need to know where stuff is, whether you need to first activate, etc.

Most of the time it's probably just Scout 3, in practice - not diving straight into enemy lines, just sticking with the army while taking advantage of the ability to deploy in harder cover or closer to the objective.

They look more durable than the commandos though. Getting to roll up to +3 dice over hits taken sounds pretty great.

12 hours ago, Derrault said:

They look more durable than the commandos though. Getting to roll up to +3 dice over hits taken sounds pretty great.

We’ve seen how crazy effective that is with Boba against pierce. This is for any ranged attack! Imagine blocking saber throw’s pierce b/c you rolled 6 dice. That will throw a wrench in your opponent’s plans.