Krennic Article! - Architect of Terror

By Indy_com, in Star Wars: Legion

So the 3 pip one wants supressive death troopers and vader to maximize damage to enemy .

That 3 pip is disgusting.

Just now, thepopemobile100 said:

That 3 pip is disgusting.

Especially with Hostile Environment, and/or all the sources of Suppressive the Empire has...

1 minute ago, Caimheul1313 said:

Especially with Hostile Environment, and/or all the sources of Suppressive the Empire has...

Fortunately Krennic is made of paper so there is a chance to remove him before round 5

1 minute ago, thepopemobile100 said:

Fortunately Krennic is made of paper so there is a chance to remove him before round 5

This is why he needs Guards.

19 hours ago, thepopemobile100 said:

Fortunately Krennic is made of paper so there is a chance to remove him before round 5

Paper Imperial Commanders are the reason Royal Guards exist though, especially if you add on Esteemed Leader to increase it to Guardian 3, or and also have a naked Stormtrooper squad nearby.

Edited by Caimheul1313

Not impressed with the 3 pip. Situationally useful, granted, but too easy to have it backfire too. Deploy the Garrison looks really good though.

Just now, Caimheul1313 said:

Paper Imperial Commanders are the reason Royal Guards exist though, especially if you add on Esteemed Leader to increase it to Guardian 3, or also have a naked Stormtrooper squad nearby.

Guardian still only works on ranged attacks. Wookies and Luke can still beat him up and take his lunch money

I'm a big fan. I have been waiting for Krennic to play all my Imperial stuff. I gotta finish painting them LOL

Looks very good for 90 points!

My biggest problem though is the defense die and unarmed attack

3 minutes ago, Alpha17 said:

Not impressed with the 3 pip. Situationally useful, granted, but too easy to have it backfire too. Deploy the Garrison looks really good though.

I think it adds a lot of power for Imperials, late game slowing down opponent from scoring objectives could be a big game changer.

Just now, thepopemobile100 said:

Guardian still only works on ranged attacks. Wookies and Luke can still beat him up and take his lunch money

Not if you literally surround Krennic with the Guards such that it is impossible to engage him in melee until the Guards are defeated. Since miniatures can freely be in base to base with other units from their army for really no detriment, a physical wall of Guard miniatures is possible.

Just now, Gridloc said:

I think it adds a lot of power for Imperials, late game slowing down opponent from scoring objectives could be a big game changer.

It also slows down your own units at a time when they need to be pushing hard. It really depends on your play style. If you rush for the objectives and then try to hold, this could help. If you let the enemy take them, and wear them down through attrition, saving the last couple of turns for seizing them yourself, this will only hurt you.

5 minutes ago, Alpha17 said:

Not impressed with the 3 pip. Situationally useful, granted, but too easy to have it backfire too. Deploy the Garrison looks really good though.

If you play Krennic, you have at least one Death Troopers. If you play Death Troopers, you have at least DT-F16 or weapon config, or both.

That's already a number of Compel and Suppresive good enough to push this card into your favor. Only hard counter is Jyn's 3 pip - if it gets played the same turn, you're done.

1 minute ago, Caimheul1313 said:

Not if you literally surround Krennic with the Guards such that it is impossible to engage him in melee until the Guards are defeated. Since miniatures can freely be in base to base with other units from their army for really no detriment, a physical wall of Guard miniatures is possible.

Except Luke can still get through with force push.

1 minute ago, Alpha17 said:

It also slows down your own units at a time when they need to be pushing hard. It really depends on your play style. If you rush for the objectives and then try to hold, this could help. If you let the enemy take them, and wear them down through attrition, saving the last couple of turns for seizing them yourself, this will only hurt you.

Compel doesn't look to be an action, so you should be able if in range of Krennic not take a hit from this as much.

5 minutes ago, Alpha17 said:

It also slows down your own units at a time when they need to be pushing hard. It really depends on your play style. If you rush for the objectives and then try to hold, this could help. If you let the enemy take them, and wear them down through attrition, saving the last couple of turns for seizing them yourself, this will only hurt you.

Not to mention that saving that card for Turn 5-6 may not work if you only make it to Turn 4...

Love his command cards, I can't wait to paint him up and get him on the table.

Voracious Ambition will be interesting to use, even though you'll be pulling 3 random order tokens, you'll have 4 (since you have to activate Krennic) out of the entire pool that you know what they are, and can use instead of randomly drawing. So in an 8-10 activation list, knowing 1/2 to a 1/3 will help determine whats left in the pool to pull from and played correctly (and lucky) you can have a lot of control over that round. Very interesting...

1 minute ago, thepopemobile100 said:

Except Luke can still get through with force push.

Correct. But if Krennic really has no business being anywhere near the "frontlines" of a match unless entirely unavoidable. Typically I've seen Luke hunt down other higher threat targets, not hunting down backline commanders. I also haven't seen Force Push on Luke very often, in part due to his lack of Master of the Force.

Plus saying a non-melee oriented character/unit dies to Luke, Wookies, Royal Guard, or Vader isn't a huge surprise to be honest. There are ways to reduce/avoid that issue, which of course are not foolproof, but a non-melee unit in melee with a melee oriented unit SHOULD die fairly easily.

so looking at these command cards, his 1 pip is good not the best. Palps is still way better. (would of pushed it way higher if it wasn't 3 random + krennic), his two pip is very nice as this is a free attack or movement with out jyn getting her ability to activate (this takes place before anyone picks a unit even if your opponent goes first. his 3 pip is both good and very bad, its good as it on turn 5 or 6 two suppression to every TROOPER unit, this includes about 80% of the forces out there including emplacement trooper, this is very bad as its all units including your own units.

3 minutes ago, azeronbloodmoone said:

so looking at these command cards, his 1 pip is good not the best. Palps is still way better. (would of pushed it way higher if it wasn't 3 random + krennic), his two pip is very nice as this is a free attack or movement with out jyn getting her ability to activate (this takes place before anyone picks a unit even if your opponent goes first. his 3 pip is both good and very bad, its good as it on turn 5 or 6 two suppression to every TROOPER unit, this includes about 80% of the forces out there including emplacement trooper, this is very bad as its all units including your own units.

You can build your army around Krennic's 3 pip card though, while your opponent does not have that luxury. YEs, if you don't build your army around getting a 1-2 suppression late game, then the 3 pip is not as good. If you have a lot of units with Inspire, Courage 2, or stuff like Compel, then it's a LOT worse for your opponent than it is for you.

Just now, Caimheul1313 said:

You can build your army around Krennic's 3 pip card though, while your opponent does not have that luxury. YEs, if you don't build your army around getting a 1-2 suppression late game, then the 3 pip is not as good. If you have a lot of units with Inspire, Courage 2, or stuff like Compel, then it's a LOT worse for your opponent than it is for you.

compel gives you more suppression, courage 2 on turn 5 or 6 means you loose 1 action if you don't clear it. and inspire is very nice for the counter to this. but sadly the most empire can have for inspire is 2 commanders and 6 corps units with 20 point upgrade.

He's got a nice attack .... except range 2 .... and white defense die.... He does have an extra health more than normal I guess. Nice sculpt at least. Clearly a chess player commander but legion has so many checker players. I am not sure after his newness wares off he see a lot of play.