Statistician needed.

By buckero0, in Star Wars: Legion

Is it cost effective to run my Wookiee horde with Emergency Stims or is Tenacity a better upgrade? I'm assuming I'm not going to use either more than once a game.

5 minutes ago, buckero0 said:

Is it cost effective to run my Wookiee horde with Emergency Stims or is Tenacity a better upgrade? I'm assuming I'm not going to use either more than once a game.

Unless they only get one attack off after being wounded, Tenacity would be on for most of the game. That’s potentially +6 red dice total, worth 5.25 hit/crit outcomes.

edit: More if you have a way to activate their charge when it’s not their turn (ie Leia’s command card).

Edited by Derrault
6 hours ago, Derrault said:

Unless they only get one attack off after being wounded, Tenacity would be on for most of the game. That’s potentially +6 red dice total, worth 5.25 hit/crit outcomes.

edit: More if you have a way to activate their charge when it’s not their turn (ie Leia’s command card).

I might be wrong, but doesn't tenacity add one red for the entire pool? At best you'd get 8 black and a red which would come out to 5.875 hits on average, which is great still.

As per OP, why can't you have both?

Edited by thepopemobile100
6 hours ago, thepopemobile100 said:

I might be wrong, but doesn't tenacity add one red for the entire pool? At best you'd get 8 black and a red which would come out to 5.875 hits on average, which is great still.

As per OP, why can't you have both?

No you misunderstand, it’s 1 red per attack, 6 attacks over 6 rounds (possibly more if you can get off-activation attacks), total value: 6 red dice.

14 hours ago, Derrault said:

edit: More if you have a way to activate their charge when it’s not their turn (ie Leia’s command card).

Just to clarify, Leia’s No Time For Sorrows grants a move, not a move action. Charge wouldn’t be able to trigger. Rebels don’t currently have any way of granting units extra attacks outside their activations (no Palp-like effects). That changes with Jyn, but it’s only for her.

16 hours ago, buckero0 said:

Is it cost effective to run my Wookiee horde with Emergency Stims or is Tenacity a better upgrade? I'm assuming I'm not going to use either more than once a game.

Assuming you only use them once per game:

Stims allows you to keep 1 of your minis alive for one more activation, so you would get one more use of their 2-black-die attack. These dice average 1.25 hits, so for 8 points you’re adding 0.156 hits per point. Edit: aside from damage output, this upgrade also has the potential of keeping the unit alive at the end of the game since you effectively increase its health by 2, which is great if you’re holding an objective. That’s probably rare, and also more difficult to quantify in a comparison with Tenacity..

Tenacity adds 1 red die, for an average of 0.875 at 4 points. That’s 0.218 hits per point.

However, I agree with @Derrault that your “once per game” premise is flawed. It’s a safe assumption for Stims, but not for Tenacity (which almost certainly will be active from the moment the enemy attacks you. And if they don’t attack out of fear of Tenacity, then it has done its job in a different way.).

Edited by nashjaee
Typos
29 minutes ago, nashjaee said:

Just to clarify, Leia’s No Time For Sorrows grants a move, not a move action. Charge wouldn’t be able to trigger. Rebels don’t currently have any way of granting units extra attacks outside their activations (no Palp-like effects). That changes with Jyn, but it’s only for her.

Ack!

Tenacity is definitely better bang for your buck. It is 50% cheaper and much more likely to trigger multiple times.

I'm probably using that Wookiee gear slot for Recon Intel, if anything.

Edited by Orkimedes

Tenacity is cheaper, i assumed it was

+1 red per attack, so up to 4 more red dice. I assume oncw per game because even with charge you won't get into melee combat until turn 2 at the soonest, turn 3 to finish that squad you charged off, then you've for to move and charge again if you're still alive through another round of shooting. I guess if the enemy had several squads clumped together you might get multiple charges off, but you'll be ahot at and suppressed some of those turns, so i don't see it kicking in every turn unless your opponent lets you

3 hours ago, buckero0 said:

Tenacity is cheaper, i assumed it was

+1 red per attack, so up to 4 more red dice. I assume oncw per game because even with charge you won't get into melee combat until turn 2 at the soonest, turn 3 to finish that squad you charged off, then you've for to move and charge again if you're still alive through another round of shooting. I guess if the enemy had several squads clumped together you might get multiple charges off, but you'll be ahot at and suppressed some of those turns, so i don't see it kicking in every turn unless your opponent lets you

With their courage value and red dice for rally rolls, I think wookiees may end up being functionally immune to suppression, so that should help with getting off multiple charges.

They will take a lot of focus fire to suppress effectively, though they can of course be killed by said focus fire as well.