Leia's Veterans

By Docgimmethenews, in Army Building

800/800

-Leia: Imp. Orders, Strict Orders

-Pathfinders: Bistan, short range config.

-Pathfinders: Pao, comms relay.

-Rebel Troops: Z6. x2

-Rebel Vets: Radio Operator, comms relay. x2

-MarkII Blaster Cannon. x2

-ATRT: Rotary Cannon. x2

Command Hand: SO, Covering Fire, Sombody Has to Save Our Skins, Turn the Tide, No Time for Sorrows, Sabotage Comms, Coordinated Bombardment.

Looooooooooot of hate on the Pathfinders. I freaking love them. Get on objectives early to score points as your main army moves up. Lump the PFs together to act as a distraction team and just light up the enemy if they get within range two. The ability to throw 5 red dice early in the game is stupid good. Thier ability to delay your opponent for a turn or two is invaluable in objective games. Even if the game is "kill everything" I have found them to be a fun unit.

I have been waiting a long time for Rebels to have a machine gun team. Was so jealous of the Eweb for the longest time, which was most of the reason I built an empire army too.

Edited by Docgimmethenews
8 hours ago, Docgimmethenews said:

Looooooooooot of hate on the Pathfinders. I freaking love them. Get on objectives early to score points as your main army moves up. Lump the PFs together to act as a distraction team and just light up the enemy if they get within range two. The ability to throw 5 red dice early in the game is stupid good. Thier ability to delay your opponent for a turn or two is invaluable in objective games. Even if the game is "kill everything" I have found them to be a fun unit.

Who walks into 5 red dice? Shoot at them once and they lose half that efficiency. The white dice they use all the time don't justify their price.

10 hours ago, Docgimmethenews said:

Looooooooooot of hate on the Pathfinders. I freaking love them. Get on objectives early to score points as your main army moves up. Lump the PFs together to act as a distraction team and just light up the enemy if they get within range two. The ability to throw 5 red dice early in the game is stupid good. Thier ability to delay your opponent for a turn or two is invaluable in objective games. Even if the game is "kill everything" I have found them to be a fun unit.

Love them too everyone says theyre terrible but i loooove using them theyre super effective and super fun to use for the exact reasons you said...plus theyre fairly effective at sniping from range 4.

Awesome army I still havent used the veterans so dont know for sure how they do but they look really powerful

3 hours ago, buckero0 said:

Who walks into 5 red dice? Shoot at them once and they lose half that efficiency. The white dice they use all the time don't justify their price.

You would be very surprised how your oppenent forgets about the short range config.

Also, getting within range 2 of your opponent with PFs is really easy to do.

You have to use PFs stupidly aggressively. Who cares if you lose them round one or two, this gives you a lot of time to push your army up and take objectives while your opponent wastes time trying to kill your PFs

On 8/5/2019 at 12:04 PM, Docgimmethenews said:

You have to use PFs stupidly aggressively. Who cares if you lose them round one or two, this gives you a lot of time to push your army up and take objectives while your opponent wastes time trying to kill your PFs

Not really. If they are that aggressively playes and lost all i did was overspend or give my opponent an easy target#of points. I care if i lose them because that's one more unit that won't be scoring. The problem is that FFG gave Rebels several poorly defensible units that are too reliant on lucky dice and can't carry their own weight.

4 hours ago, buckero0 said:

Not really. If they are that aggressively playes and lost all i did was overspend or give my opponent an easy target#of points. I care if i lose them because that's one more unit that won't be scoring. The problem is that FFG gave Rebels several poorly defensible units that are too reliant on lucky dice and can't carry their own weight.

You are not wrong, but hear me out.

Depending on the objective, playing PFs aggressively forward to score early hits on moisture vaporators, terrain hold, etc. You get the points early for turn one and possibly turn 2, while flooding center. Soldiers are ment to be sacrificed. You have no idea how often opponents fixate on trying to destroy your units rather than play the objective.

I've won games with 2-3 units left while they still have most thier army, but because they did not play the objective and I suckered them into killing my units, I win.

1 hour ago, Docgimmethenews said:

You are not wrong, but hear me out.

Depending on the objective, playing PFs aggressively forward to score early hits on moisture vaporators, terrain hold, etc. You get the points early for turn one and possibly turn 2, while flooding center. Soldiers are ment to be sacrificed. You have no idea how often opponents fixate on trying to destroy your units rather than play the objective.

I've won games with 2-3 units left while they still have most thier army, but because they did not play the objective and I suckered them into killing my units, I win.

I see what you're saying

That works VS some opponents.

I'm just disappointed in Wookiees and the pathfinders mainly bc i really wanted them to be in all my lists. I find that the Tauntauns seem to be really good so far though. I'm not as sure about the Vets yet bc they face similar defensive problems that the other rebels face and just cost more than troopers or fleets.

50 minutes ago, buckero0 said:

I see what you're saying

That works VS some opponents.

I'm just disappointed in Wookiees and the pathfinders mainly bc i really wanted them to be in all my lists. I find that the Tauntauns seem to be really good so far though. I'm not as sure about the Vets yet bc they face similar defensive problems that the other rebels face and just cost more than troopers or fleets.

I mean this is an 11 activation list...not sure how much more you can cram in.

On 8/5/2019 at 6:55 AM, Docgimmethenews said:

-Rebel Vets: Radio Operator, comms relay. x2

Whats your plan with these Comm Relays? Unfortunately they dont synergize well with Veterans since you wont trigger Defend nor Coordinate when passing the order off with the relay.

Issue order to vet, triggers defend, pass order to trooper/whatever, issue another order to mkII.

You end up with order tokens on trooper/whatever and mkII and dodge on vet

And yes this triggers defend. Vet was issued an order, triggers defend, then the order is passed on

Edited by Docgimmethenews

No. The rules reference explicitly states that this does not work since Comm Relay lets you issue the order to another unit in 1-2 range instead of the Veterans. See relevant entries for Coordinate and Defend:

Quote

If a unit with the coordinate keyword would be issued an order but a game effect causes that order not to be issued or to be issued to another unit instead, that unit cannot use the coordinate keyword. (Page 25, Rules Reference 1.5.0 )

If a unit with the defend x keyword would be issued an order but a game effect causes that order not to be issued or to be issued to another unit instead, that unit cannot use the defend x keyword. (Page 31, Rules Reference 1.5.0 )

Well I stand absolutely corrected! Thank you for that clarification, time to redo the army!

Minus radio operators, minus the comms relays.

Add x2 xtra Vets and short range config for PFs

New total is 797pts

Edited by Docgimmethenews

To be fair I build exactly the same double Veterans/Relay combo when they were first fully spoiled only to realize later that the following clarfication from the rules reference forbids this interaction 😄

But maybe its for the better to limit Comm Relay like that before it gets abused in a broken combo somewhere in the future.

Yeah...I thought I was being slick. Lolololol

23 hours ago, Docgimmethenews said:

Well I stand absolutely corrected! Thank you for that clarification, time to redo the army!

Minus radio operators, minus the comms relays.

Add x2 xtra Vets and short range config for PFs

New total is 797pts

They work great with hq uplink: triggers Defend and Coordinate. With 2 units and 2 detachments, that's 4 extra orders on the table and out of the bag!

Plus it works with several command cards (no time for sorrows, and complete the mission come to mind).

Put the comms relay on the mk2 order to vet , vet gives order to mk2 which passes order to vet unit 2 , then passes order to mk2 no 2 who then passes order to another unit voila 3 orders from 1.

also average difference between shooting with , 5 red (4.375 max 5)and 10 (3.75 max 10)white is negligible yes it makes it more consisitent when shooting reds but you lose 0.5 hit average but take a look at the stats of each choice

range - average dmg- average crit - max -cost

2 - 4.375 - 0.625 - 5 -6

3- 3.75 -1.25 -10 -0

So comparing you have 0.625 more dmg using short range config but half as many criticals which will bypass armor/guardian/dodge/cover which brings the dmg up again. Now when you factor in the increase in max damage you have potentially much more DMG on a barrage from the pathfinders. If you use Pau instead of Bistan you swap one white for a red each turn anyway. IMO long range config is better because you can at least throw out damage at range 4 and play more conservatively and punish them relentlessly at range 3 with negligible damage difference when compared to the short range config.

Edited by syrath