Jyn, Fully Loaded Pathfinders, and Leia

By manoftomorrow010, in Army Building

Alright I will have Jyn and my Pathfinders painted by the time the next season of our League begins in a few weeks. I have 3 different configurations of lists with these units. Wanted to see how people felt about this one, which I may begin the season with this particular one.

I'm hoping to deploy Jyn and the Pathfinders in strategic places near objectives, try to hold those objectives with them, and let Leia and the Trooper squads charge up to support after Jyn and the Pathfinders begin taking fire.

1) People in my area almost always play Imperial, and if they play Imperial, they are about 90% going to have an AT-ST. I usually get annihilated by it, so this is why Bistan and Impact grenades are included. The AT-ST may be considered bad at LVO, etc., but for me, it is really a huge obstacle, so I feel better being prepared for it.

2) I have all of Jyn & Leia's Command Cards but I was debating including some generic ones, instead. However, Complete the Mission & Rebellious feel like good late-game cards to me.

Jyn Erso 130
Improvised Orders, Duck and Cover, Recon Intel, A-180 Rifle Config,


Leia Organa 90
Esteemed Leader,


Rebel Troopers 40
Z-6 Trooper,
Rebel Troopers 40
Z-6 Trooper,
Rebel Troopers 40
Z-6 Trooper,
Rebel Troopers 40
Z-6 Trooper,


Rebel Pathfinders 68
Pao, Duck and Cover, HQ Uplink, Recon Intel, A-300 Long Range Config, Impact Grenades,

Rebel Pathfinders 68
Bistan, Duck and Cover,
HQ Uplink, Recon Intel, A-300 Long Range Config, Impact Grenades,

Rebel Commandos (Strike Team) 16
DH-447 Sniper, Duck and Cover,

Commands:
Standing Orders, No Time for Sorrows, Coordinated Bombardment, Rebellious, Complete the Mission, Trust Goes Both Ways, Somebody Has to Save Our Skins,

Which generic cards were you thinking of?

I think the ones you have may be the best. Push and covering fire could be used but i don't see any profit from any of the others unless you think Jyn or Leia will be dead by turn 5-6

1 hour ago, buckero0 said:

Which generic cards were you thinking of?

I think the ones you have may be the best. Push and covering fire could be used but i don't see any profit from any of the others unless you think Jyn or Leia will be dead by turn 5-6

I have used Covering Fire ever since it came out, since my list I've been using has 5 corps. That's the one I was thinking of using, or Sab Comms, since I have 3 special forces targets here

I would ditch the Impact grenades on the Paths and give some of the Z6 units Frag grenades. They do a good job against Armor or any close range threats. 4 Red 6 White with Surge Crit is scary.

10 hours ago, Matt Antilles said:

I would ditch the Impact grenades on the Paths and give some of the Z6 units Frag grenades. They do a good job against Armor or any close range threats. 4 Red 6 White with Surge Crit is scary.

Unfortunately I don't have Frags cause I haven't bought Wookiees or IRG

10 minutes ago, zeromoon17 said:

The Pathfinders box should come with frag grenades. Mine did at least, and they are on the product preview here https://www.fantasyflightgames.com/en/news/2019/2/18/leading-the-way/ . If you don't have them you should contact FFG and they should send you replacements.

Oh you're right haha I haven't taken the Pathfinder cards out of the boxes yet lol

Here's what I'm playing tomorrow. I just love my AT-RT boys too much.

796/800

Jyn Erso 130
Improvised Orders, Duck and Cover, A-180 Rifle Config


Rebel Troopers 40
Z-6 Trooper, Rebel Trooper
Rebel Troopers 40
Z-6 Trooper, Rebel Trooper
Rebel Troopers 40
Z-6 Trooper, Rebel Trooper
Rebel Troopers 40
Z-6 Trooper, Rebel Trooper


Rebel Pathfinders 68
Pao, Duck and Cover, Recon Intel, A-300 Long Range Config
Rebel Pathfinders 68
Duck and Cover, Recon Intel, A-300 Long Range Config


AT-RT 55
AT-RT Rotary Blaster
AT-RT 55
AT-RT Rotary Blaster

Commands:
Standing Orders, Rebellious, Sabotaged Communications, Trust Goes Both Ways, Turning the Tide, Complete the Mission, Covering Fire

so I ran the list below at a RPQ and went 2 wins 1 loss (to the final winner of the event) which was more due to my combined turn zero stuff ups and his red defense dice having no blanks.

the variation of this I also had success with was one sniper and fleet troopers instead of wookies. but I found I needed the wookies to contain a mellie threat as the best way to kill jyn and pathfinders is with mellie

++ Standard (Rebel Alliance) [794 Points] ++ + Commander +

•Jyn Erso [146 Points]: A-180, Duck and Cover, Environmental Gear, Strict Orders

•Leia Organa [90 Points] +

Corps

+ Rebel Troopers [62 Points]: Z-6 Trooper

Rebel Troopers [62 Points]: Z-6 Trooper

Rebel Troopers [58 Points]: 2-1B Medical Droid

Rebel Troopers [40 Points] + Special Forces +

Rebel Pathfinders [106 Points]: A-300, Duck and Cover, Recon Intel, •Pao

Rebel Pathfinders [116 Points]: A-300, Duck and Cover, Recon Intel, •Bistan

Wookiee Warriors [114 Points]: Bowcaster Wookiee, Tenacity +

Command Hand + Command Hand: •Coordinated Bombardment, •Rebellious, ••No Time for Sorrows, ••Trust Goes Both Ways, •••Complete the Mission, •••Somebody Has to Save Our Skins, ••••Standing Orders + Battle Cards + Condition Cards: Hostile Environment, Limited Visibility, Minefield, Rapid Reinforcements Deployment Cards: Battle Lines, Disarray, Major Offensive, The Long March Objective Cards: Breakthrough, Intercept the Transmissions, Recover the Supplies, Sabotage the Moisture Vaporators ++ Total: [794 Points] ++ Created with BattleScribe

Edited by Talism
formatting

A question.

Did the configs on the pathfinders work out for you? Did you use them a lot, at what range, shirt or long?

I personally would not use them with pathfinders but don't own them yet so it is only speculation so far.

Love to hear your option on them.

8 hours ago, landoro said:

A question.

Did the configs on the pathfinders work out for you? Did you use them a lot, at what range, shirt or long?

I personally would not use them with pathfinders but don't own them yet so it is only speculation so far.

Love to hear your option on them.

I've played them twice, and don't think I've gotten full use out of the unit as a whole, yet.

I'm also not good at the game, so take this with a grain of salt.

The 2nd game I felt much better about them, and they laid down a lot of fire, especially since I played Bistan. The Bistan squad put a lot of fire down at range 4, with 8 white and `1 black die. If you have them in position already and can aim with them, it ain't bad.

But really, being in range 2-3 is better with them, as range 3 means you can throw 8 white dice with the basic 4 guys, plus Bistan's 4 white and 1 black, or Pao's red and white for the other squad.

I felt great about the Short Range Config in the back half of the game. I managed to really deal out some damage with those red dice at range 2.

2 hours ago, manoftomorrow010 said:

The 2nd game I felt much better about them, and they laid down a lot of fire, especially since I played Bistan. The Bistan squad put a lot of fire down at range 4, with 8 white and `1 black die. If you have t  hem in position already and can aim with them, it ain  't bad.

I would have expected with Bistan needing recover that you wouldn't get much of a chance to aim after the first round of fire. But OTOH Bistan's extra 3 white + 1 black dice would be better that two white rerolls.

How did you play them? Camp on the objectives or just maintain a gunline? Thinking of doing a very similar list for my first store competition but with the rebel clown car instead of the AT-RTs.

1 hour ago, Zerker said:

I would have expected with Bistan needing recover that you wouldn't get much of a chance to aim after the first round of fire. But OTOH Bistan's extra 3 white + 1 black dice would be better that two white rerolls.

How did you play them? Camp on the objectives or just maintain a gunline? Thinking of doing a very similar list for my first store competition but with the rebel clown car instead of the AT-RTs.

Bistan's squad stayed behind cover and never moved until toward the end (Vaporators). So I never used a move action, so I got a couple shots with Bistan by Recovering with a 2nd action the round before.

The Pao squad didn't move much either, stayed in cover and ran at the vaporator later (I lost so this was a bad strategy).

On 5/7/2019 at 9:15 PM, landoro said:

A question.

Did the configs on the pathfinders work out for you? Did you use them a lot, at what range, shirt or long?

I personally would not use them with pathfinders but don't own them yet so it is only speculation so far.

Love to hear your option on them.

yes I've get use it of them every game and wouldn't run.the pathfinders without them.

what use you get really depends on the roll your using the pathfinders for. Which is based on missions. deployments opponents deployments.

as I per to hold back the pathfinders to counter deploy you can pick the side you need the best.

I perfer the short range side as I can deploy outside range 3 and move up into cover. if they come forward into your range 2 the red dice are punishing.

the long range side I would I some times use on bistan squad. as when you recover shoot. bistan + 4 pathfinders. it gives you there range 3 attack at range 4.

The config for me is about flexibly. it let's me change the pathfinders rolls on turn zero .

my pathfinders have duck n cover + config stapled to them.