The Rebels show effect

By Darth evil, in Star Wars: Legion

13 hours ago, RaevenKS said:

Are you sure about that ?

Impervious "trigger" if opponent has Pierce in his pool.

Immune: Pierce only say "Opponent can't cancel your block".

IMO, nothing state that both abilities do not stack.

EDIT : From Rule References

A defender with impervious rolls additional dice equal to the pierce x value in the attack pool, regardless of whether pierce is applied to the defender’s dice or to dice rolled by another unit using the guardian keyword during the attack

That’s specific to Guardian, and it’s a complete thought, you can’t cut it off before the conjunction of or and call it a day.

12 hours ago, Senjius said:

Even without "Now you will die", Palpy deals 1.5 crits and 2.25 hits to Han per Round. That means 2 wounds per round if Han is in Heavy Cover or 3-4 wounds if he is not. In return, Han has 2 red dice for 0.5 crits and 1.25 hits. With no cover the Emperor suffers 0.58 wounds. With heavy cover, the Emperor gets only 0.25 wounds. And that is without aim (which benefits the Emperor a lot but Han not so much).

“Never tell me the odds.”

-Han Solo

On 4/2/2019 at 7:18 PM, thepopemobile100 said:

This most minor, and it really doesn't matter, but the Emperor cannot have heavy cover from Han's attack due to sharpshooter. I'm not arguing against the result, but rather the process.

The Emperor is in heavy cover. Then it is reduced to light cover because of sharpshooter. If you check my Math you will see that I have take it into account. And it is the reason there is only two situations in my post: "Emperor in heavy cover" or "Emperor with no cover".

Then again, "Sorry about the mess" maybe a counter to "Now you will die" if you are going to double move with Han far from Palpy. If you are going to shoot him and run you are going to get caught. Then again, you can play "Now you will die" near the objectives the 2 last turns of battle and there will be plenty of enemy units to choose from (it is that or you already have decimated the enemy army).

Taking Han´ s 3 pip to protect him from NYWD it is not great neither because a single shot from Palps means 2-4 wounds depending on cover and dice.

Finally, the IRG shooting capabilities is nothing to laugh off even with heavy cover. 8 black dice (16 with Palps) are a nasty threat to anybody (even Han with his great saves suffers 3,5 wounds in heavy cover from a double shot).

Edited by Senjius
On 4/2/2019 at 6:18 PM, Thalandar said:

One word; Gunslinger. 10 wounds a game is a very conservative. He has the potential for killing 4 stormtroopers a round. Round 1 and 2 are usually move into range, although i have made kills in round 2 before. Under the right circumstances, Han can kill 20+ stormtroopers a game, ghough i ve never gotten higher than 14....yet

Another word: Range 2. That means you are in shark infested waters vs Boba, vs Vader, Vs Palpatine, vs Luke, vs Chewie, vs IRG, vs Wookies or just versus anybody who throws you a regular unit of troopers to melee you into oblivion (or at least they will mitigate your damage a lot). If you kill more than 10 stormtroopers with Han in a game you are playing vs a player who is far from your skill level.

I still like Han but he is in no way top tier.

1 hour ago, Senjius said:

The Emperor is in heavy cover. Then it is reduced to light cover because of sharpshooter. If you check my Math you will see that I have take it into account. And it is the reason there is only two situations in my post: "Emperor in heavy cover" or "Emperor with no cover".

Then again, "Sorry about the mess" maybe a counter to "Now you will die" if you are going to double move with Han far from Palpy. If you are going to shoot him and run you are going to get caught. Then again, you can play "Now you will die" near the objectives the 2 last turns of battle and there will be plenty of enemy units to choose from (it is that or you already have decimated the enemy army).

Taking Han´ s 3 pip to protect him from NYWD it is not great neither because a single shot from Palps means 2-4 wounds depending on cover and dice.

Finally, the IRG shooting capabilities is nothing to laugh off even with heavy cover. 8 black dice (16 with Palps) are a nasty threat to anybody (even Han with his great saves suffers 3,5 wounds in heavy cover from a double shot).

Then why did you say that the emperor has heavy cover then? You could've said light and that would've been more clear.

You don't always need to double move to get out of range of Palpatine though. Since he lacks relentless, any unit with a speed 2 move can get away with one move provided that they are at the edge of his range. Assuming that there'll be multiple targets to hit with his one pip late game or the opposing force is decimated isn't completely accurate either. That late into the game and you've probably lost the IRG if you've been using Palp aggressively, who has probably also taken some hits as well. The only objectives where your opponent is going to have multiple units you can hit with it are key positions and intercept transmission (breakthrough has too wide of a zone on most deployments to rely upon it), but by the time Palpatine gets there the troops could run back until the last round and then run back in after Palp has gone with their almost assured higher activation count.

Taking the average 2.75 hits (We'll call it 3) is far better than just dying with Han's 3 pip, and it gives Han a chance to get out of range of NYWD.

Han doesn't suffer 3 wound on average with heavy cover though, he suffers about 1.4 wounds (we'll call it 1, since that's the most likely option) or 3 after a double attack. That is something to laugh at frankly when the unit doing so is 100 points at least. You're better off rushing Han with the IRG so he can't get heavy cover than just sitting there shooting at him.

Edited by thepopemobile100
18 minutes ago, thepopemobile100 said:

Then why did you say that the emperor has heavy cover then? You could've said light and that would've been more clear.

That would be wrong. Emperor IS in heavy cover. Cover is a permanent state and then, sharpshooter modifies it ONLY when the attack is done. Anyway, you know what I meant now ;)

Quote

Han doesn't suffer 3 wound on average with heavy cover though, he suffers about 1.4 wounds (we'll call it 1, since that's the most likely option) or 3 after a double attack. That is something to laugh at frankly when the unit doing so is 100 points at least. You're better off rushing Han with the IRG so he can't get heavy cover than just sitting there shooting at him.

Incorrect. Palpy deals 1.5 crits and 2.25 hits to Han per Round. So in heavy cover, 2 wounds average. And that is without aim.

Quote

You don't always need to double move to get out of range of Palpatine though. Since he lacks relentless, any unit with a speed 2 move can get away with one move provided that they are at the edge of his range.

You cannot shoot with Han to Palpy and not get shooted back. Palpy is not going to move "just to the border of range 2". He is going to keep just 1 cm out of it so if you want to shoot him (to almost no effect) then he is going to shoot you back.

5 hours ago, Senjius said:

Incorrect. Palpy deals 1.5 crits and 2.25 hits to Han per Round. So in heavy cover, 2 wounds average. And that is without aim.

I was talking about IRG here, not Palp. It wasn't super clear what I meant and I apologize for that.

5 hours ago, Senjius said:

You cannot shoot with Han to Palpy and not get shooted back. Palpy is not going to move "just to the border of range 2". He is going to keep just 1 cm out of it so if you want to shoot him (to almost no effect) then he is going to shoot you back

This isn't completely true though. Imperial armies with Palpatine rarely have the numerical advantage while rebel ones do. Provided that the rebel army is larger Han can go last, get in range and shoot Palp+royal guards. Next round he plays his 0 pip card and goes first, shooting Palp+IRG then backing back out of range. This is a strategy I've used numerous times to bait out NYWD from inexperienced players. It also has the bonus effect of almost always killing the IRG if they're taking the hits for Palpatine. Without them, Palpatine is easy to bring down.

12 hours ago, thepopemobile100 said:

I was talking about IRG here, not Palp. It wasn't super clear what I meant and I apologize for that.

Do not worry, this things happen in forums ;)

Quote

This isn't completely true though. Imperial armies with Palpatine rarely have the numerical advantage while rebel ones do. Provided that the rebel army is larger Han can go last, get in range and shoot Palp+royal guards. Next round he plays his 0 pip card and goes first, shooting Palp+IRG then backing back out of range. This is a strategy I've used numerous times to bait out NYWD from inexperienced players. It also has the bonus effect of almost always killing the IRG if they're taking the hits for Palpatine. Without them, Palpatine is easy to bring down.

That is true but has 3 important problems associated.

-If all goes well it is still an expensive bait. You spend your 0 pip card to shoot twice Palpatine in cover (you go for him, not the other way around) and you get 0,5 wounds on the bad guy.

-In many situations that approach means you are 1 range ahead of your army with Han. If not, sometimes Palp can NYWD the rest of your units when Han retreats. This possible advanced position can generate a situation where half army shoots at Han and you do not shoot back because of range. (Not counting the usual advantage in weapon range the Empire already has).

-As you point out, you do not spend NYWD if you are not sure is going to hit somebody. If playing a "same as you-level opponent" it is a risky bait for Han who is not the best tool for dealing damage to the empy.

My normal approach with Palpatine Vs Rebels is deploying every 100% blocking LOS scenery avalaible in the middle, possibly near objectives. Then I play a couple turns the game of attrition shooting from range 4 with DLTs and snipers giving the opponent two options. Either they hide in heavy cover and pray for good dice or they go for the middle risking a close range battle with Palpy and IRG.

It is not easy to play with the expensive old guy (specially comparing him with Boba) but it is really funny XD

I wasnt pleased with the Rebels getting a "jump pack" character so soon after the release of Boba, I was fearing a *** for tat,or, need to balance releases.

I do like the model and think shes a neat addition though.

As far as Rebels being added, why not? Clone Wars and Rebels have helped propel and maintain the series. Just like Marvel Comics and Starlog Magazine did when the original movies came out.

Heck, I wouldn't mind a miniature of The Hunter from the comics.