What about vader & tank?

By naitsirk, in Star Wars: Legion

Yesterday i played the first game running the occupier tank and i decided to go with vader. Combat lines deployment. I put tank and vader in one side just to pick left objetive (transmission was played)

The game goes pretty well (i won the match). It started a little scary to me since the tank suffered hits at the very start. I just move and shoot with tank in my first activation (tearing apart a snipers) and then vader disembark into cover and saber throw.

I had a 7 hp vader in about range 1 of the enemy deployment zone. I thought it was a mistake since a z6 squad, a fleet troopers and skywalkers was around that corner. My rival (i often lost against when use vader lists) split her activations to take down the tank... until the end of the match vader have murdered luke, a z6 squad, some fleet troopers and blocked han solo in the last round.

It was just luck? Perhaps my rival was surprised about new list?

What are your thoughts about? I would love to heard that it can be a viable way to run Vader.

Edited by naitsirk

Mostly luck, if you ask me. Hitting the Occupier with Vader in it would have been a great way of dealing damage to Vader and there's not much he can do about it. Luke is especially good about this with pierce, which won't work against Vader but works fine against the tank. Granted, you're only putting one would on Vader per attack that deals damage, but if you've not gotten him out before the Occupier goes up, he'll end up with another one, and come out of the tank at around half health. That might work for some players, but never seems to work for me.

I can see maybe putting a barebones snowtrooper unit on the tank but still don't know if its worth losing an activation and getting your tank all shot up. The tank actually does really well at range 4

So we must await until a true imperial transport arrieves (without open) to take vader into the battlefields...

I will try this trick one more time to see results but seems that i had a little luck.

i played my tank last night for the first time, first activation my opponents sniper rolled 2 crits and i failed 1 save so 2 wounds. another sniper scored a crit same turn so another wound. Next round those same snipers rolled a crit each. and by turn 3 my tank was dead and not a single impact . Armour still sucks and will always suck until the remove the crit BS.

That sounds incredibly unlucky.

4 hours ago, TalkPolite said:

That sounds incredibly unlucky.

it is, but the fact remains that it can happen. The question is should it ?

53 minutes ago, Darth evil said:

it is, but the fact remains that it can happen. The question is should it ?

Yes, why not?

I don’t think an army should absolutely need to bring Impact weapons just in case his opponent bring an armored unit. Never liked rock-paper-cisors meta.

You just been extremely unlucky and that should not be taken into account when talking about balance.

On 5/31/2019 at 9:18 AM, Alpha17 said:

Mostly luck, if you ask me. Hitting the Occupier with Vader in it would have been a great way of dealing damage to Vader and there's not much he can do about it. Luke is especially good about this with pierce, which won't work against Vader but works fine against the tank. Granted, you're only putting one would on Vader per attack that deals damage, but if you've not gotten him out before the Occupier goes up, he'll end up with another one, and come out of the tank at around half health. That might work for some players, but never seems to work for me.

If you last/first the tank in round 1/2 then it is very unlikely Vader will take more than 1 wound while on the tank.

@ OP: After dropping off Vader in round one at the very end of the round, use implacable round 2 and get Vader into melee with opponent units, and take 2 turns using force Push twice during the Implacable round (since Master of the Force takes place at the end of his turn now) and ensure he is engaged again at the end of round 2 for safety. Then play Master of Evil round 3. Use your tank (I play it without any upgrades) to run over units after dropping off Vader to add additional suppression and use your DLTs to hit the suppressed units so Master of Evil is even more effective at panicking/suppressing. It is very hard to lose the objectives when playing Vader/Tank this way. I would not say it is luck what you did. You have a good strategy there. Keep practicing it. It is underutilized and is generally poorly performed which is why people don' like it/think it is bad.

I haven't tried Vader in the tank, but my last 2 games I've had spectacular performances rushing a sniper nest and unsuspecting squads with the tank full of snowtroopers and a flamethrower. I imagine Vader would enjoy a fast ride if headed at low impact dealing units.

I think the key is to run a list with Vader and at least 1 squad of snowflamers to decide during setup who wants to ride the tank.

On 6/1/2019 at 8:23 AM, Darth evil said:

i played my tank last night for the first time, first activation my opponents sniper rolled 2 crits and i failed 1 save so 2 wounds. another sniper scored a crit same turn so another wound. Next round those same snipers rolled a crit each. and by turn 3 my tank was dead and not a single impact . Armour still sucks and will always suck until the remove the crit BS.

Meh....My last TTS game my opponent rolled 7 crits on 8 dice against an occupier.

I rolled 0 blocks.

It sucked. It annoyed the heck out of me, but that's life I guess.