Strategy Help

By King of Communism, in Star Wars: Legion

I have been having some trouble using the T-47 air-speeder and the rebel laser cannon. I have trouble keeping them alive while also getting enough bang for their buck so to speak. I am open to all advice

35 minutes ago, King of Communism said:

I have been having some trouble using the T-47 air-speeder and the rebel laser cannon. I have trouble keeping them alive while also getting enough bang for their buck so to speak. I am open to all advice

Though there are some people here who can play it better than others (and maybe they can give you some pointers), but the T-47 is a bit of a write off currently. It looks good on paper, but has never been anything but a letdown. We’re all hoping for errata that could fix it through point reduction or something, or have an new upgrade come out that would make it playable, but there hasn’t been anything as yet. Sorry to be the bearer of bad news, but RIP T-47.😢

The Laser Cannon is good and has its moments, but i’ll Let a better player explain.

50 minutes ago, King of Communism said:

I have been having some trouble using the T-47 air-speeder and the rebel laser cannon. I have trouble keeping them alive while also getting enough bang for their buck so to speak. I am open to all advice

For the Speeder:

1) Start on an enemy flank

2) Don’t expose it to the entire army at once (see 1)

3) Identify the most favorable matchups, and use the speed of the 47 to make those happen. (Ie pick on melee who can’t hit back, dip in and out of range on range 1-2 enemies);

4) Feel free to throw 1-3 out the window if you are just using it to screen your troops (ie its purpose is to draw enemy fire and keep them from advancing while your troopers abscond with the victory points on those objectives) Then it doesn’t matter if it dies, as long as in doing so you secure a win.

5) You can extend their shelf life with a repair droid, if you bring one consider running multiple vehicles to ensure it’s able to fully expend all the repair ability.

For the FDs:

1) position with interlocking fields of fire, preferably over objectives that the enemy won’t want to ignore.

2) don’t position them where a sniper has a clear lane of fire.

That’s kind of it. If you really wanted to you could extend their shelf life via Medics, but that’s pretty situational as to when it’d be worth holding back the offensive capacity of the medic unit vis ensuring a specific unit gets healed.

The problem with asking for advice for the 1.4 FD laser cannons are that they are entirely deployment dependent. I mean no disrespect, as that much is obvious with it being stationary and all, but I mean that your tactics with it will have to adapt to which deployment and objective cards are drawn, as well as how the terrain is set up. When playing Long March with Intercept the transmissions, FDs can sit on the object in your deployment zone while still having the range to shoot at any unit (LOS permitting) contesting the center objective. Contrast that with Battle Lines and Breakthrough, where your FD cannon might not get the chance to shoot at all. This doesn't mean they were wasted points, area denial can be worth alot when rebels are generally outranged. The single best piece of advice anyone can give for them is to make sure you have a healthy bid for blue player when you run them so that you can make sure they have the best deployment position possible on your table. If you're looking to have them for area denial, HQ uplink and barrage generators are both worth considering.

deployment deployment deployment