the new tank

By azeronbloodmoone, in Star Wars: Legion

well first who is excited for it now since the rules came out and second when your measuring do you count the trooper that is hanging out as part of the highest part of the vehicle or just up tot he top of the tank part?

The RRG says that you set the transported troops off of the board and denote that they're in the transport with a token so I'd expect it'd still be measuring from the tank's high point. I'm always glad to see new units show up because they add variety to the game.

I think he means the tank commander who sticks out of the top.

To which I would say yes you measure LOS from him, why else is he turned out as opposed to being safe tucked in his tank?

I’ve wanted the tank in the game since the game came out, so I was already stoked to see it.

I’m not really thinking of using transport too much. I don’t like missing the activation, unless it’s for a really good cause like shuttling Palp safely.

Yes, measure LOS from the tank commander popping his head out.

1 hour ago, ScummyRebel said:

I’ve wanted the tank in the game since the game came out, so I was already stoked to see it.

I’m not really thinking of using transport too much. I don’t like missing the activation, unless it’s for a really good cause like shuttling Palp safely.

Yes, measure LOS from the tank commander popping his head out.

Eh, like Palp only has 5 hp and takes damage whenever the tank takes damage. That's literally half your army that letting your opponent double dip for damage on and Palps hp are pretty valuable. I could see Vader, he's got 8 hp, do he's fine taking some damage if it means getting there faster.

Use the tank to obscure LOS to palp but don't put him in the tank

28 minutes ago, buckero0 said:

Use the tank to obscure LOS to palp but don't put him in the tank

My issue with this is how much longer the tank is than wide and it's Weak Point sides rule. Hard to explain specifally, but if Palp is directly behind, it's probably not obscuring him from much. If the tank turns it's side, it's just eating damage (acutally the closer it gets, the more it's probably going to open up the sides to fire anyways, but that's another issue). Like, it sounds good and all, but I'm not sure how well it work when it gets on the table.

1 hour ago, MasterShake2 said:

Eh, like Palp only has 5 hp and takes damage whenever the tank takes damage. That's literally half your army that letting your opponent double dip for damage on and Palps hp are pretty valuable. I could see Vader, he's got 8 hp, do he's fine taking some damage if it means getting there faster.

Speaking of Vader, his 1 pip could work well with the tank. First activation, aim and embark. Activate and move the tank forward. Then second activate Vader to disembark and saber throw. Not as powerful as a melee charge but could help slingshot him across the battlefield.

Yeah, I think Vader is better for the occupier, because his "no panic" bubble still works, and he can explicitly disembark and saber throw, assuming you're not double-moving with the tank. Vader also doesn't have the problem of if you accidentally bump him with the tailgate while you pivot since the elongated base does displace when it does so, he won't suffer the suppression.

8 hours ago, azeronbloodmoone said:

well first who is excited for it now since the rules came out and second when your measuring do you count the trooper that is hanging out as part of the highest part of the vehicle or just up tot he top of the tank part?

The tank commander is part of the miniature, so you count it. This game doesn't distinguish between various parts of miniatures, it's either part of the mini or not.

9 hours ago, MasterShake2 said:

Eh, like Palp only has 5 hp and takes damage whenever the tank takes damage. That's literally half your army that letting your opponent double dip for damage on and Palps hp are pretty valuable. I could see Vader, he's got 8 hp, do he's fine taking some damage if it means getting there faster.

Honestly, it was the only half decent use case I could conjure for the transport when you’re losing the activation of the onboard unit.

I am more thinking about that nice move + free pivot + free aim + shoot.

After some ruminations, I think the part I like best about transporting units with the tank is that it allows you to limit the amount of damage the unit can take. Each shot, no matter many dice rolled, deals a maximum of 1 to the transported unit. That means a 6 unit squad can survive 6 rounds of shooting before dying at minimum. And it only takes damage if the tank takes damage. So you need damage to get through armor and then for the take to fail it's save. That's pretty great odds of survival and ensures that the unit you're delivering makes it to where it's going relatively unscathed.

And with the tank's speed (large oblong base looks like it can book!) you won't need to double-move with it often, so even when a unit disembarks, most of the time it'll still get to take it's second action. Fill this thing with snowtroopers, roll up to an entrenched infantry position, and then unload them into your opponent's face.

It seems really versatile and I'm excited to see how it gets used. The same excitement holds for the speeder as well - compulsory move let's the speeder be action efficient while also protecting high value targets. I can't think of a reason you wouldn't stuff leia inside the speeder and cart her around the field dishing out tokens and effects with her boss command cards. Take a turn to get her orbital bombardment and then protect her with a high speed transport the rest of the game.

Seems good :D

I can't see a reason to ever transport anything in the tank or landspeeder

neither have good enough defense to justify the loss of activations, actions or wounds by the unit being transported. If you tell me that I can get double wounds on a tank and a commander or unit by shooting at the tank, then you just made target priority that much easier for me. the HUGE side of the imperial tank means that if I don't have a shot, I'm at least guaranteed 2 wounds.

12 minutes ago, buckero0 said:

I can't see a reason to ever transport anything in the tank or landspeeder

neither have good enough defense to justify the loss of activations, actions or wounds by the unit being transported. If you tell me that I can get double wounds on a tank and a commander or unit by shooting at the tank, then you just made target priority that much easier for me. the HUGE side of the imperial tank means that if I don't have a shot, I'm at least guaranteed 2 wounds.

This. And I don't get the not being able to shoot out while being transported. It's probably a game balance thing, but you take damage, the back is clearly open--why not shoot?

Ultimately, it doesn't matter, as I'm still getting it.

35 minutes ago, buckero0 said:

I can't see a reason to ever transport anything in the tank or landspeeder

neither have good enough defense to justify the loss of activations, actions or wounds by the unit being transported. If you tell me that I can get double wounds on a tank and a commander or unit by shooting at the tank, then you just made target priority that much easier for me. the HUGE side of the imperial tank means that if I don't have a shot, I'm at least guaranteed 2 wounds.

How are you guaranteed 2 wounds? It has a red defense die, unlike any other unit with Armor in the game. It's the hardest to damage unit in the game that's been revealed so far.

17 minutes ago, arnoldrew said:

How are you guaranteed 2 wounds? It has a red defense die, unlike any other unit with Armor in the game. It's the hardest to damage unit in the game that's been revealed so far.

Put sniper teams to the far left and right, one is pretty guaranteed to be in the side, then you get Impact 1 and pierce 1. Seems pretty bad for tank and contents.

55 minutes ago, MasterShake2 said:

Put sniper teams to the far left and right, one is pretty guaranteed to be in the side, then you get Impact 1 and pierce 1. Seems pretty bad for tank and contents.

Nice, that's what I'm going to do.

sniper is the first I thought of , 1 wound on the tank, 1 on the character or whatever. I might get lucky and get 2 on the tank, 1 on the character/unit. Almost every character has Pierce or sharpshooter or both, which makes them pretty reliable as well. I haven't even mentioned Range 4 1.4 FD turrets which may actually take the tankbuster upgrade with impact. I think (hope) that tanks will become fairly common, which might tempt me to actually include something other than rotary guns for Rebels, and maybe a HH12 (dlt isprobably still better)

Tanks will be fun and cool to use, but transport seems like a poor role for them.

Edited by buckero0

Man, I wanna face ya'lls opponents. Half of the time my opponent's white dice roll the evades they need to take 0 damage - red dice seem nightmarish. Armor backed by red dice seems scary to me no matter how you slice it. Plus, shooting it with snipers seems really inefficient - you're spending 4-8 activations to hopefully remove 155 points and potentially wipe 1 squad in the process? I know if that was my tank, I'd be happy with that trade.

Not only does that free up my usual high priority units to handle objectives/shoot, but also you're visible to the tank. It can shoot back at Range 4. No surges, but it's not strictly an armored transport. And if it does actually have a DLT turret upgrade, it can pull double duty.

Maybe I'm using snipers wrong - aren't you using them to hit high value targets like commanders?

Burning them on a tank just seems wasteful to me. I can see it more against the speeder as that is guaranteed to carry something interesting but a tank carrying some flamers is going to take far too long to destroy before they're up in your free, likely suppression free.

But hey, I never claimed to be any good at this game so maybe I'll just have fun transporting stuff and ya'll will have fun shooting it and we get to be little kids again :D

Edited by Simonsays3
3 minutes ago, Simonsays3 said:

Burning them on a tank just seems wasteful to me. I can see it more against the speeder as that is guaranteed to carry something interesting but a tank carrying some flamers is going to take far too long to destroy before they're up in your free, likely suppression free.

The only reason snipers work on the tank is the massive weak spots on the sides which grant impact 1. I agree with your point though. If my opponent has to position their snipers specifically to counter my tank and then use up most of their sniper activations plinking away at it, that's not bad at all

Even with the ol' Impact 1, Pierce 1 that's still 8 shots to actually kill a tank, and if it was seriously hurting the unit inside, they can just hop out and hide behind it.

Another advantage to the Tank will be if people do maybe switch up some of their Special Forces (or others even) points to Pathfinders to aggressively infiltrate on objectives. There's a lot of debate about Bistan being worth it, I expect he won't be common which means pathfinders will be real swingy on their own vs armor - you have to go fishing for crits and they don't have Sharpshooter or Pierce and it's probably a waste to have them abandon objectives to flank the Occupier. If they're inside R1 for Impact grenades you probably shouldn't have pushed up that far.

Tank with any kind of weapon is going to be 175. And I get double wounds do the ones on the unit is transported. I agree the tank will be fun but it's way too easy a Target and there are too many units with multiple shots in the game now. I definition it's a tank is transporting something, it's going to be getting closer to your army and some more shots fired

One thing odd about the tank is that you get cover 2 from the tank, but as soon as it dies, it’s removed completely from the board. Since there hasn’t been a unit so bulky as the tank, this hasn’t been so jarring, but with the tank I think this will just seem odd. In Rogue One, even after the tank is hit and down, it’s still an obstacle for everyone, and Jyn even takes cover there. I know you have to remove units as they are killed, or the table will get very cluttered, but it’s just not very thematic.

I don’t know if it would be worth it for there to be a rule so that units that provide cover have to remain to continue to provide cover after they are defeated, or if that would just be cluttered and confusing. Just a thought.

great idea . . . as long as they don't require us to buy a "wreck" model for each vehicle. 😜

Edited by buckero0
12 hours ago, JediPartisan said:

One thing odd about the tank is that you get cover 2 from the tank, but as soon as it dies, it’s removed completely from the board. Since there hasn’t been a unit so bulky as the tank, this hasn’t been so jarring, but with the tank I think this will just seem odd. In Rogue One, even after the tank is hit and down, it’s still an obstacle for everyone, and Jyn even takes cover there. I know you have to remove units as they are killed, or the table will get very cluttered, but it’s just not very thematic.

I don’t know if it would be worth it for there to be a rule so that units that provide cover have to remain to continue to provide cover after they are defeated, or if that would just be cluttered and confusing. Just a thought.

Agree, anyway, this won't be a problem with vehicle, since there is not many anyway on the board...