Coordinated Fire - 32 free aim tokens? yes please

By Orkimedes, in Star Wars: Legion

Was mulling over the Imperial Specialists info from Crabbok’s vid yesterday.

The Imperial 3 pip, Coordinated Fire, allows you to gain an aim token whenever you spend an aim token. This is an important language difference from Covering Fire, which requires a corps units to make an attack. Covering Fire therefore hard caps at 6 free dodge tokens, which is obviously still great.

However, if I am interpreting this correctly, Coordinated Fire has no cap; you can just pass around a giant, ever increasing stack of aim tokens.

If I may...

Suppose you have General Veers and 6x Corps units (lets just say DLT Storms), one of which has a comms relay.
Play Coordinated Fire, issuing an order to two corps units and Veers (who got relayed an order via comms relay).

Veers uses Spotter, giving an aim token to Storm #1 and Storm #2.
Storm #1 aims, and now has two aim tokens. Storms #1 attacks, and spends its two aim tokens, passing them to Storm #2. Storm #2 now has three aim tokens.
Storm #2 aims, and now has four aim tokens. Storm #2 attacks, and spends its four aim tokens, passing them to Storm #3. Storm #3 now has four aim tokens.
Storm #3 aims, and now has five aim tokens. Rinse, repeat. You get the idea.

By the time you get to Storm #6, they have a stack of eight aim tokens. You could then distribute those eight aim tokens to the rest of your non-corps units, but you could also pass them out somewhere earlier up the chain, because Storm #6 probably doesn’t need eight aim tokens.
Congratulations, you have just generated 32 free aim tokens (and spent 40).

In the worst case scenario, if none of your corps units can aim, you will get 17 aim tokens; two on the first one and three on every one thereafter.

Basically this card says “convert all your dice to hits this turn.”

Am I missing something?

Storms will still miss Luke. Every. Single. Time.

For reference, here are the odds of various outcomes for a 5 man DLT Storm with three aim tokens (the minimum each of them will have in the worst case: 3+ hits, 100%; 4+ hits, 98%; 5+ hits, 86%; full 6 hits, 49%

Requires a lot of strategic placement to set up that big a chain. Also, this ignores any loss of activations due to suppression. You probably won’t have all the units down the line aiming + shooting.

White dice will still suck.

Someone, somewhere, (probably me) will still get all blanks on a 2 red 5 white roll after two rerolls.

21 minutes ago, ScummyRebel said:

Requires a lot of strategic placement to set up that big a chain. Also, this ignores any loss of activations due to suppression. You probably won’t have all the units down the line aiming + shooting.

The ideal scenario does, sure, but even if all your units are suppressed, it is still 17 free aims; 2 on the first and 3 on each thereafter.

Me thinks disarray is going to be a bit more popular if this doesn't change. I also think it'll have more (not stopped) issues on battle lines or any new deployment that spreads units out. If one part of the chain routes, which I'll be doing my best to do, the pass can get stopped before it gets out of hand provided that there isn't another corp unit in range

Its for one turn and in reality not as good as your ideal scenario. Will it be good and get used, yes, will it be OP, no

Plenty of cards are very good for one turn, some better.

1 hour ago, DarkTrooperZero said:

Its for one turn and in reality not as good as your ideal scenario. Will it be good and get used, yes, will it be OP, no

Plenty of cards are very good for one turn, some better.

Strongly disagree. As long as you’re running Veers, the card effectively reads “All your corps units get at least 4 hits this round, and probably 5-6. Also pass some free actions around to other guys.”

You’re probably wiping out 2-3 enemy squads. It’s like Palpatine’s bomb, but with better range and dispersal across the board, and doesn’t require you to risk your most valuable piece.

It’s the best command card in the game. It’s undoubtedly getting errata.

I said it Will be good, still don't think it's super OP.

It has range restrictions of 1-2, unless you plan some ultra organised daisy chain across the board 'All your troops' probably won't be effected

Deployment restrictions or just mission objectives mean armies are generally spread somewhat. 'All your troops' are getting near full hits is a gross overstatement.

There's an opponent on the other side of the board who can suppress your units to limit actions, hit a linking unit hard who is outside of command range and the 'All your troops' is again hit.

To lend a machete to your mental thicket. If the scenario you've put forth happens, i.e. you are able to activate Veers and then 6 corps units (a total of 7 activations) without any interference from your opponent that results in lost actions or units, you've already won the game before you ever played this command card because your board position has to be so far advanced over the other players that the outcome of the game won't meaningfully change.

Then there's also the range 1-2 restriction, the question of which units even have relevant shots, whether the mission even allows all of your corps to be close enough for this to work without you just losing on mission. More realistically, I'd be surprised even with 6 corps to see it routinely hit double digits i.e. not all units will be within range of Veers, not all units will be alive, not all units will have 2 actions (either suppression, using actions to move or achieve objectives) and an order of activations that's optimal to pass the aim around won't necessarily be optimal for achieving your goals that turn.

It can be fun to see what you can do under optimal circumstances, but in a game where your moves can always be interrupted by your opponent and missions are more important than kills, this kind of "best case scenario" just isn't going to happen.

1 hour ago, DarkTrooperZero said:

I said it Will be good, still don't think it's It has range restrictions of 1-2, unless you plan some ultra organised daisy chain across the board 'All your troops' probably won't be effected

Why is “ultra-organized” required? All that’s necessary is for each corps unit to be in range 1-2 of another.

So deploy one corps unit, then deploy one on either side of it at Range 2. Then deploy the rest of your army anywhere in the 3’ bubble you just created.

Or, to put it another way, just cut Disarray from your deck and keep it out of your Turn 0 if you’re outbid.

1 hour ago, MasterShake2 said:

More realistically, I'd be surprised even with 6 corps to see it routinely hit double digits i.e. not all units will be within range of Veers, not all units will be alive, not all units will have 2 actions (either suppression, using actions to move or achieve objectives) and an order of activations that's optimal to pass the aim around won't necessarily be optimal for achieving your goals that turn.

Suppose it’s suboptimal: you can only pass through 4 corps units, and all but the first are suppressed.

Veers gives that unit two aim tokens from Spotter. It aims and fires, and passes three tokens. Each of the other three passes three tokens.

Thats “just” 12 aim tokens. Each stormtrooper unit can “only” reroll three dice, three times, which is very likely to result in 4-5 hits (or simply max out your dice if you have fewer minis remaining).

This is among the best command cards in the game, if not the best, and needs to be reined in.

3 minutes ago, Vorpal Sword said:

Why is “ultra-organized” required? All that’s necessary is for each corps unit to be in range 1-2 of another.

So deploy one corps unit, then deploy one on either side of it at Range 2. Then deploy the rest of your army anywhere in the 3’ bubble you just created.

Or, to put it another way, just cut Disarray from your deck and keep it out of your Turn 0 if you’re outbid. 

Because the order you activate your units needs to be thought out and you are theory'ing in a vacuum.

The units may need to activate in an order that doesn't suit passing aims down the line. A unit may need to shoot first to suppress an opponents unit or is the only unit who has LOS to a 1 wound hero who you want to kill first. Passing it's aim to a unit may see that unit cop a lightning bolt or full AtSt dakka and die and end the aim passing there and then.

Theoretically I believe you are right (subject to later FAQ of some kind).

There are 100’s of Caviets to it (some mentioned above, such as boardstate but there are lots more - such as if you roll well can you spend and aim to refill hits to get more aims down the line)....

... safe to say if you have a reasonable firebase with a number of Corps this is a really nice order.

Corps don’t excite me too much though (they may be good, but not as interesting as other choices), so I doubt I’ll use this order much.

2 hours ago, Vorpal Sword said:

Why is “ultra-organized” required? All that’s necessary is for each corps unit to be in range 1-2 of another.

So deploy one corps unit, then deploy one on either side of it at Range 2. Then deploy the rest of your army anywhere in the 3’ bubble you just created.

Or, to put it another way, just cut Disarray from your deck and keep it out of your Turn 0 if you’re outbid.

Suppose it’s suboptimal: you can only pass through 4 corps units, and all but the first are suppressed.

Veers gives that unit two aim tokens from Spotter. It aims and fires, and passes three tokens. Each of the other three passes three tokens.

Thats “just” 12 aim tokens. Each stormtrooper unit can “only” reroll three dice, three times, which is very likely to result in 4-5 hits (or simply max out your dice if you have fewer minis remaining).

This is among the best command cards in the game, if not the best, and needs to be reined in.

Ummm...no. Leia's "Coordinated Bombardment" can in a single activation from across the table wipe out three Scout Trooper sniper teams with almost no possibility of any defence because her Sharpshooter 2 takes away any cover and her Pierce 1 will negate the one save the white dice may turn up. So, no. Just...no.

19 minutes ago, Stormtrooper721 said:

Ummm...no. Leia's "Coordinated Bombardment" can in a single activation from across the table wipe out three Scout Trooper sniper teams with almost no possibility of any defence because her Sharpshooter 2 takes away any cover and her Pierce 1 will negate the one save the white dice may turn up. So, no. Just...no.

Coordinated Bombardment doesn't have pierce - only her sporting blaster does. Man, that would make it so mean!

56 minutes ago, Dave Grant said:

There are 100’s of Caviets to it (some mentioned above, such as boardstate but there are lots more - such as if you roll well can you spend and aim to refill hits to get more aims down the line)....

Per the wording of the rules, you can also spend Aim tokens and re-roll no dice. Spending an Aim token allows you to re-roll "up to two dice" implying you can re-roll two, one, or zero dice. This is one of the few cases where you might want to spend the token and re-roll zero dice.

30 minutes ago, Stormtrooper721 said:

Ummm...no. Leia's "Coordinated Bombardment" can in a single activation from across the table wipe out three Scout Trooper sniper teams with almost no possibility of any defence because her Sharpshooter 2 takes away any cover and her Pierce 1 will negate the one save the white dice may turn up. So, no. Just...no.

As colki stated above, Pierce is a weapon keyword, and only applies to attack pools that include that specific weapon (Sporting Blaster). Sharpshooter is a unit keyword, applicable to any attack pool generated by that unit (Leia).

Edit: either way, she can't kill the entire unit if you keep one model behind terrain out of line of sight. Only the sniper needs to be in LoS, and since they are the unit leader, the model swaps out with the "spotter" if it would be removed.

Edited by Caimheul1313
1 hour ago, Stormtrooper721 said:

Ummm...no. Leia's "Coordinated Bombardment" can in a single activation from across the table wipe out three Scout Trooper sniper teams with almost no possibility of any defence because her Sharpshooter 2 takes away any cover and her Pierce 1 will negate the one save the white dice may turn up. So, no. Just...no.

I certainly hope you aren't leaving both team members in the open to be wiped like that, they are very fragile. Gotta corner peek your snipers.

Just a question in this regard, but you cant reroll a reroll right? A dice that gets rerolled cant be reolled again.
So even with 17+ aim tokens a stormtrooper unit for example can only use 4 tokens as a maximum, 7 shots = 8 rerolls.

Still a strong card and awsome of course but just want a clarification.

Have fun.

Landoro

You can reroll a reroll in legion

You can reoll a reroll!!

Wow, that is crazy, not questioning it but where can I find that?

Never mind, found it in the aim section.

Edited by landoro

Yup, you can reroll a reroll, if you spend another aim token.

You can also spend an aim token without re-rolling any dice, so once you've rolled into all hits you can still pass the stack to the next unit without issue.

12 hours ago, Vorpal Sword said:

Veers gives that unit two aim tokens from Spotter. It aims and fires, and passes three tokens. Each of the other three passes three tokens.

1

Correct me if I'm wrong, but Spotter 2 doesn't give any unit two aim tokens, it can give two units one each. Spotter cannot be used twice, because the rules forbid performing the same action more than once per round (besides move).

1 hour ago, Alpha17 said:

Correct me if I'm wrong, but Spotter 2 doesn't give any unit two aim tokens, it can give two units one each. Spotter cannot be used twice, because the rules forbid performing the same action more than once per round (besides move).

You are correct, with spotter Veers gives one aim token to two units.

The point that may be missed is that each of those two units can then also take an aim before attacking, at which point they’d both have two aims. Then, by way of the card effects, they’d pass each of their two aims on to the next trooper units in the chain. And then both of those could take aims, giving them each a total of three before their attacks. And so on.