13 minutes ago, Aurelus said:I played Rebels against Krennic, 3 DTs with DLT and config, 1 DT with leader and config, 3 Storms with medic, Eweb...
I got lit up 2 games in a row.
There is no answer to 2 red, 4 black, and a white at Range 4 with suppression. None. Never mind 6 red and white at Range 2 with blast.
Having a unit that can punch this hard, with the best defense possible is a recipe for disaster... If it was a single commander, ok sure, but having the option to put 4 of these on the table is terrible design.
That list is a very stationary list if you plan to take advantage of the config range which is a problem that is compounded by the lack of good units to advance up the field.
The damage is good, but without surge to crit or sharpshooter they'll have problems with units in cover without using the blast config. And that's only range 2, which they can't advance into if beyond that without having given their play away a round in advance at minimum. Frankly Strict Orders is a hard counter to their suppressive if you have your commander in a good spot to be handling that. If suppression is a problem, then I recommend Wookies. I finally got to play with them, and I was thoroughly impressed by their performance.
Finally, Flamethrower RTs are the best counter to that list. Only three units with impact, and two with surge to crit. Have them go after the medic squads, and once down the obligitory sniper teams won't have to worry about the wounds being healed. Or just focus on one squad with snipers. Medics can only heal damage done in the same round as when it was taken and it's unlikely that all three medics will be in range of one of the squads.