imp officer spoiled

By azeronbloodmoone, in Star Wars: Legion

this isn't my video saw it on facebook sharing the love.

Edited by azeronbloodmoone
not my video just sharing it.

don't get me wrong i like the cards but rebels on this made out like bandits compare to imps, the 1 pip is really nice but the 2 and 3 pip compare to rebels is down right bad. rebels corps just attacks (doesn't have to hit) free dodge. imps corps spend a action to get a aim to give another corps unit a aim (is decent but still using a action compare to rebels who could double dodge). 2 pip for rebels all support and heavies get inspire 2 ( up to 5 inspire 2 from those alone). imps are just put the token back into the shuffle pile of a unit with a face up token you just attack (which yes i know can be good).

I think you are undervaluing the Imperial 3 pip.

Lets say you've got veers going first - giving out aims. Then a Stormtrooper activates - Aim + Shoot, spends 2 aim tokens, they then go to the next trooper, who has 1 from veers, so now has 3... aims and shoots, spends 4 aims, passes ALL 4 - etc etc... you can hand out a TON of aims that way.

Maybe you have an AT-ST in your build? Boy I know I'd love to have a few spare aims laying around when I drive those things.

4 minutes ago, Crabbok said:

I think you are undervaluing the Imperial 3 pip.

Lets say you've got veers going first - giving out aims. Then a Stormtrooper activates - Aim + Shoot, spends 2 aim tokens, they then go to the next trooper, who has 1 from veers, so now has 3... aims and shoots, spends 4 aims, passes ALL 4 - etc etc... you can hand out a TON of aims that way.

Maybe you have an AT-ST in your build? Boy I know I'd love to have a few spare aims laying around when I drive those things.

It’s a good thing that you can only reroll rerolls, so max you’d get is an extra 2 hits

Just now, Crabbok said:

I think you are undervaluing the Imperial 3 pip.

Lets say you've got veers going first - giving out aims. Then a Stormtrooper activates - Aim + Shoot, spends 2 aim tokens, they then go to the next trooper, who has 1 from veers, so now has 3... aims and shoots, spends 4 aims, passes ALL 4 - etc etc... you can hand out a TON of aims that way.

Maybe you have an AT-ST in your build? Boy I know I'd love to have a few spare aims laying around when I drive those things.

it can be good but you have every corps unit within range 1-2 of the last which can be good, and yes you can snowball it down to every single unit. but you have to spend actions to build up that snowball first and with 2 commanders to start it. which someone did it already it comes out to at most 40 aim tokens by the time it is at the end of the thing. but double dodge clears 2 hits

1 minute ago, lukecook said:

It’s a good thing that you can only reroll rerolls, so max you’d get is an extra 2 hits

3 with stormies.

1 minute ago, lukecook said:

It’s a good thing that you can only reroll rerolls, so max you’d get is an extra 2 hits

Think about that statement.... if people could only reroll "rerolls", then how did anyone ever reroll the first die?

Either way I like the 3 pip, but I don't ever want all my stormtroopers within distance 1-2 of each other. One crazy rebel saboteur comes in and blows us all up!

@Crabbok if this is your video i'm sorry just wanted to get people talking already.

Yes it's my video... and don't worry about I'm not likely to complain when people share my videos! ha ha!

19 minutes ago, Crabbok said:

Think about that statement.... if people could only reroll "rerolls", then how did anyone ever reroll the first die?

Lol potatoe potatoe, you know what I mean

The Imperial 2 and 3 pips are quite good in my opinion.

The 2 pip is going to be crazy with speeder bikes and AT-ST, just because they have so much reach. You have the potential to really mess up your opponent's turn.

The 3 pip is a straight up action multiplier. Will be good with Veers.

The 1 pip is the only bad one out of the bunch, mostly because there just isn't that much variety in command card choices so far in the game (i.e. the commanders and operatives all have pretty set 'auto-include' cards to be successful) so there wont be many surprises from it. It will get better as the game matures, but still, I wish that it at least let you look at their whole hand of command cards instead of two randos (you might get screwed and draw standing orders). Moreover, if you are playing a casual game with your friend at home, they might only have a core set plus a few expansions so you already know their whole command hand.

33 minutes ago, lukecook said:

Lol potatoe potatoe, you know what I mean

You mean Potato? 😂

Edit: Liking those command cards.

Edited by Derrault

The 3 pip for Imps is really nice I think.

As for the minis? I only see taking the commander out for a spin (in both forms - generic commander and inspiring troop). The medic seems a little high for what amounts to a slightly better emergency stims. The astromech is a maybe once the tx225 is out.

33 minutes ago, ScummyRebel said:

The 3 pip for Imps is really nice I think.

As for the minis? I only see taking the commander out for a spin (in both forms - generic commander and inspiring troop). The medic seems a little high for what amounts to a slightly better emergency stims. The astromech is a maybe once the tx225 is out.

I think the medic/repair units are actually way better for the Empire from an efficiency standpoint. The Empire has a giant 200+ point ground vehicle, so being able to pull a damage token or a couple wound tokens off of it is pretty great from a points perspective. The rebel AT-RT is likely going to go down in a small number of attacks so it wont get to benefit from any droid assistance. The AT-ST usually takes most of the game to die (barring a crazy Son of Skywalker double attack).

Likewise, the Empire has 2 super expensive powerhouse force using commanders. Restoring one of Palpatine's wounds is a big return on his points investment, especially considering he is guaranteed to need it after popping his 1 pip command card. Both Palps and Vader are also slow, so it will be easy to keep a trooper unit in the vicinity of them, whereas Luke is generally Jumping around and using his mobility to his advantage.

Boba Fett is going to love people running the generic officer commanders...

2 hours ago, azeronbloodmoone said:

this isn't my video saw it on facebook sharing the love.

we know you are not @Crabbok

@Crabbok is @Crabbok

don't worry though nobody here bites, but the wookies do rip off arms on occsion.

Edited by Geressen
6 hours ago, lukecook said:

It’s a good thing that you can only reroll rerolls, so max you’d get is an extra 2 hits

Wait, what? If you have 2 aim tokens and roll four blanks, you can reroll all of those blanks.

29 minutes ago, arnoldrew said:

Wait, what? If you have 2 aim tokens and roll four blanks, you can reroll all of those blanks.

You can reroll all of them. Don't listen to the rebel propaganda, soldier!

Aim tokens are used one at a time! Use one, don't like your results, use another on whatever dice from the pool you choose! Reroll hits trying for crits if you want! :D

There is some difference in the packs, but very much another mirror exp.

Glad we get some faction variety with the tank and speeder.

Feels like the 3 pip cards really cancels eachother out. Aims for imps and Dodge for reb. Will need to se in action of course.

1 hour ago, crx3800 said:

Aim tokens are used one at a time! Use one, don't like your results, use another on whatever dice from the pool you choose! Reroll hits trying for crits if you want! :D

That is incorrect. When you spend the first aim you pick 2 or 3 dice if you have precise. After that those are the only dice you can reroll with any more aim tokens spent.

1 hour ago, jocke01 said:

There is some difference in the packs, but very much another mirror exp.

Glad we get some faction variety with the tank and speeder.

Feels like the 3 pip cards really cancels eachother out. Aims for imps and Dodge for reb. Will need to se in action of course.

Imperial looks better in just about every way. Their 3 pip card, especially at the beginning could give out Aim to every unit if you chain it right. Or is is just the units that receive a command? Either way free Aim is better than Free Dodge almost always, especially since you can pass the Aim to any unit not necessarily a corps. 3Pip to Rebels is good, especially for Nimble units, but Offensive firepower almost always wins over defense in this game, and the Imperials tend to have a bit of both better (offense and defense)

2 Pip card is amazing, any double activation, especially with these bigger, beefy units like Death Troopers and Occupier tanks and even Palp/Vader or Veers shooting twice and passing out 4 Aim tokens. Way better than the Inspire everywhere.

1 pip on rebels is a bit better than looking at 2 random command cards, this will almost never see play in my opinion, because at least for the forseeable future, most of the command cards in a deck are almost all predictable. If you're playing Luke/Leia, I know guaranteed 6/7 command cards, same with Han/Chewie 5/7 + 1-2 of these cards or Ambush, etc. There's not enough variety to make it that big difference. The only reason you would take this card is if you were playing heavy Boba Fett list and needed another way to operate.

9 minutes ago, lukecook said:

That is incorrect. When you spend the first aim you pick 2 or 3 dice if you have precise. After that those are the only dice you can reroll with any more aim tokens spent.

According to the RRG:

Quote

During an attack, a unit can spend one or more aim tokens to reroll up to two dice for each aim token spent.

You can reroll your entire pool if you have enough aim tokens.

12 minutes ago, lukecook said:

That is incorrect. When you spend the first aim you pick 2 or 3 dice if you have precise. After that those are the only dice you can reroll with any more aim tokens spent.

your not limited to which dice you can reroll after each aim token spent, so if you have 2 aim and re rolled a black and white and then spent the other aim you can re roll two white next.

14 hours ago, Crabbok said:

Maybe you have an AT-ST in your build? Boy I know I'd love to have a few spare aims laying around when I drive those things.

Looks like that Medical Droid was giving you fits trying to put it together👍

welp i have been playing aims wrong this entire time....

Edited by lukecook
wrong