Republic Lists by Alpha

By Alpha17, in Army Building

Hello all. With the new points scuttling an article I was writing about my Imperial meta list, figured I'd start doing some more work with Republic lists. Thanks to the changes, Obi-Wan got a bit cheaper, and I can fit in a few more (probably useless) upgrades.

Obi's Crew--795/800
Obi-Wan Kenobi (175 + 29 = 204)
--Force Reflexes (10), Hope (3), Aggressive Tactics (10), Endurance (6)

Phase I Clone Troopers (52 + 34 = 86)
--DC-15 Phase I Trooper (30), Targeting Scopes (4)

Phase I Clone Troopers (52 + 34 = 86)
--DC-15 Phase I Trooper (30), Targeting Scopes (4)

Phase I Clone Troopers (52 + 34 = 86)
--DC-15 Phase I Trooper (30), Targeting Scopes (4)

Phase I Clone Troopers (52 + 34 = 86)
--DC-15 Phase I Trooper (30), Targeting Scopes (4)

Phase I Clone Troopers (52 + 29 = 81)
--Z-6 Phase I Trooper (25), Targeting Scopes (4)

Phase I Clone Troopers (52 + 29 = 81)
--Z-6 Phase I Trooper (25), Targeting Scopes (4)

BARC Speeder (75 + 10 = 85)
--HQ Uplink (10)
Targeting scopes are in as a filler, and to see if having Precise helps their damage output. Worse case scenario, I don't really see an improvement, and I use Recon Intel instead, and maybe throw a bigger Force power on Obi than Hope. Haven't really found the side cars to be all that useful on the BARC, so I'm dropping it to save points for other things. When I get all (or really, any) of the Clone Wars stuff I have preordered, I 'll play around with it a bit. May end up adding a second BARC, but since I'm not a huge fan of them, I'll probably pass.
Edited by Alpha17


798/800 (8 activations)
Commanders:
- Obi-Wan Kenobi (175): Jedi Mind Trick (5), Force Push (10), Aggressive Tactics (10), Tenacity (4) = 204
Corps:
- 2× Phase I Clone Troopers (52): Z-6 Phase I Trooper (25), Emergency Stims (12) = 178
- 4× Phase I Clone Troopers (52): DC-15 Phase I Trooper (30), Recon Intel (2) = 336
Supports:
- BARC Speeder (75): Linked Targeting Array (5) = 80

I would use this.

Reasoning behind upgrades is that Clones need action efficiency and recon intel allows them to take less moves. also E.stims is two free wounds on my units I will use to firesupport. firesupport is very important to utilize, and a bigger dice pool can take advantage of the surge to hit the BARC gives you. BARC also hits from a different angle, so you can get no cover. Kenobi without JMt is not great and FP is required on all force users. I like AggT in single commander lists with red defense dice. Tenacity is the only spot I might swap out, but honestly you cannot go wrong with it.DC-15s are consistent, so they are best. I prefer rex to obi-wan so this is temporary. IMO force reflexes is still bad and Inspire 1 is not better than JMt or FP by a long shot. Endurance is strong. Scopes are a waste of points if you firesupport and HQ is too expensive for the barc. Honestly 4 or less units want orders in these lists anyway. Only Obi-wan and the BARC NEED it, so I would take LTA for those sweet aims.

11 hours ago, Cleto0 said:

Reasoning behind upgrades is that Clones need action efficiency and recon intel allows them to take less moves. also E.stims is two free wounds on my units I will use to firesupport. firesupport is very important to utilize, and a bigger dice pool can take advantage of the surge to hit the BARC gives you. BARC also hits from a different angle, so you can get no cover. Kenobi without JMt is not great and FP is required on all force users. I like AggT in single commander lists with red defense dice. Tenacity is the only spot I might swap out, but honestly you cannot go wrong with it.DC-15s are consistent, so they are best. I prefer rex to obi-wan so this is temporary. IMO force reflexes is still bad and Inspire 1 is not better than JMt or FP by a long shot. Endurance is strong. Scopes are a waste of points if you firesupport and HQ is too expensive for the barc. Honestly 4 or less units want orders in these lists anyway. Only Obi-wan and the BARC NEED it, so I would take LTA for those sweet aims.

I really couldn't disagree more on a lot of that. Mind trick is a gimmick that doesn't really have a pay off, and while Force Push is handy, it too is limited. Force Reflexes needs to be stapled on to Kenobi so he can always have at least one dodge to chew threw. The ability to hurt enemy units, even in melee, with deflect is extremely powerful, and it helps Kenobi's Guardian ability as well. Since Deflect just deals damage, its a great work around for hyper defensive units like Sabine, or units with Armor. Hope is there because the Republic desperately needs a method of suppression removal. Courage 1 with fewer activations practically guarantees that a lot of your units won't have more than a single action; even Obi-Wan can fall victim to it without Endurance. I'm not a fan of E-Stims on troopers, even before the price increase. I see what you're trying to do, and keep the Z-6 in the fight longer, but its a lot of points for a 1 time deal that might not even end up paying off.

The scopes are the experiment, to see if it works out. If it doesn't, I'll go to Recon Intel as you said, and possibly try something instead of Hope, though, again, Inspire is needed for the Republic. They do have a point however, as fire support will almost always leave you with several to reroll, so might as well make the most of it. The token sharing ability of Clones also helps, as the unit in question doesn't need to have taken an aim action to make use of Scopes. The BARC really doesn't need HQ Uplink, but it helps pick up another surge token through Aggressive Tactics, and that's proven handy on several occasions. I'd love Linked targeting array, but I don't have it yet, nor will I be likely to pick up a copy any time soon.

17 hours ago, Alpha17 said:

Hello all. With the new points scuttling an article I was writing about my Imperial meta list, figured I'd start doing some more work with Republic lists. Thanks to the changes, Obi-Wan got a bit cheaper, and I can fit in a few more (probably useless) upgrades.

Obi's Crew--795/800
Obi-Wan Kenobi (175 + 29 = 204)
--Force Reflexes (10), Hope (3), Improvised Orders (10), Endurance (6)

Phase I Clone Troopers (52 + 34 = 86)
--DC-15 Phase I Trooper (30), Targeting Scopes (4)

Phase I Clone Troopers (52 + 34 = 86)
--DC-15 Phase I Trooper (30), Targeting Scopes (4)

Phase I Clone Troopers (52 + 34 = 86)
--DC-15 Phase I Trooper (30), Targeting Scopes (4)

Phase I Clone Troopers (52 + 34 = 86)
--DC-15 Phase I Trooper (30), Targeting Scopes (4)

Phase I Clone Troopers (52 + 29 = 81)
--Z-6 Phase I Trooper (25), Targeting Scopes (4)

Phase I Clone Troopers (52 + 29 = 81)
--Z-6 Phase I Trooper (25), Targeting Scopes (4)

BARC Speeder (75 + 10 = 85)
--HQ Uplink (10)
Targeting scopes are in as a filler, and to see if having Precise helps their damage output. Worse case scenario, I don't really see an improvement, and I use Recon Intel instead, and maybe throw a bigger Force power on Obi than Hope. Haven't really found the side cars to be all that useful on the BARC, so I'm dropping it to save points for other things. When I get all (or really, any) of the Clone Wars stuff I have preordered, I 'll play around with it a bit. May end up adding a second BARC, but since I'm not a huge fan of them, I'll probably pass.

I like the list, but is improvised orders really necessary? You have 3 types of units and one has HQ - uplink.

Also, I agree that the BARC seems a bit meh for my liking, but I think the sidecar is necessary due to it's damage output for the price you pay. For 18 points you get 4 dice. You're paying 85 points for 3 dice. For 17% increase in cost you double damage output! So, I would make room for it no matter what.

Thoughts on the DP-23?

23 minutes ago, R3dReVenge said:

I like the list, but is improvised orders really necessary? You have 3 types of units and one has HQ - uplink.

Also, I agree that the BARC seems a bit meh for my liking, but I think the sidecar is necessary due to it's damage output for the price you pay. For 18 points you get 4 dice. You're paying 85 points for 3 dice. For 17% increase in cost you double damage output! So, I would make room for it no matter what.

Thoughts on the DP-23?

Haha, whoops. Improvised orders is not supposed to be there! Supposed to be aggressive tactics. I'll fix that. Sorry for any confusion that may have caused.

As for the side card, you're not paying 85 points for 3, you're paying for 4, as the speeder has arsenal 2 and the driver's side arm should count. For the rocket launcher, you're paying 24 points for an extra 2 dice, one white, one red. No thanks. For the twin turret, the increase is a bit better, but you're still losing speed to gain 3 dice, two of the white and thus not really reliable. As the BARC is a bit of a glass cannon, being able to get away from danger or into range quickly is better than the slight chance of increased damage, especially for the points. I might try playing around with the side car some more, but I figure I'll try this list a time or two first.

As for the DP-23, I'm not a huge fan. Leaves you without a heavy weapon until you get to range 2 (assuming I'm squinting right), and the attack pool isn't great. I'll probably give it a try when it comes out, but since we don't even know when the CW core will release, I'm not going to start banking on the upgrade expansions yet.

11 hours ago, R3dReVenge said:

For 18 points you get 4 dice. You're paying 85 points for 3 dice.

You are paying 85 for free orders and 4 dice as @Alpha17 said. 18 dice for 3 dice added. side cars are nice, I recommend the rocket as it is not arc locked so you can strafe. if you do not go rocket, it might be better to run it naked.

12 hours ago, Alpha17 said:

I really couldn't disagree more on a lot of that. Mind trick is a gimmick that doesn't really have a pay off, and while Force Push is handy, it too is limited. Force Reflexes needs to be stapled on to Kenobi so he can always have at least one dodge to chew threw. The ability to hurt enemy units, even in melee, with deflect is extremely powerful, and it helps Kenobi's Guardian ability as well. Since Deflect just deals damage, its a great work around for hyper defensive units like Sabine, or units with Armor. Hope is there because the Republic desperately needs a method of suppression removal. Courage 1 with fewer activations practically guarantees that a lot of your units won't have more than a single action; even Obi-Wan can fall victim to it without Endurance. I'm not a fan of E-Stims on troopers, even before the price increase. I see what you're trying to do, and keep the Z-6 in the fight longer, but its a lot of points for a 1 time deal that might not even end up paying off.

Sorry, the stats disagree with you. JMt is a great addition especially against clones, luke and obi wan. Why against those? JMt can remove standbys that clones love to take and can also stop luke from gaining extra defense dice with his new card. Besides that, if Obi is alive in the late game, many pushed up units are vulnerable to losing actions or panicking due to JMt. Force push is the single handedly BEST card in this game without a doubt. yes. best. Not taking it is a huge mistake. Force reflexes runs into the problem of activation order and gaining the dodge. Kenobi also has cards for gaining dodges on crucial turns. Republic does not need a huge suppression removal gimmick because they should not be in direct LOS for the most part. Endurance is strong on Obi-wan and it is honestly between that or tenacity. E.stims is a fun trick that can hugely effect your overall firepower, but I understand not wanting to sink 24 points into it. end of the day, it is your build. Do what you think is best, I am just some dude on the internet ;)

12 hours ago, Cleto0 said:

You are paying 85 for free orders and 4 dice as @Alpha17 said. 18 dice for 3 dice added. side cars are nice, I recommend the rocket as it is not arc locked so you can strafe. if you do not go rocket, it might be better to run it naked.

Sorry, the stats disagree with you. JMt is a great addition especially against clones, luke and obi wan. Why against those? JMt can remove standbys that clones love to take and can also stop luke from gaining extra defense dice with his new card. Besides that, if Obi is alive in the late game, many pushed up units are vulnerable to losing actions or panicking due to JMt. Force push is the single handedly BEST card in this game without a doubt. yes. best. Not taking it is a huge mistake. Force reflexes runs into the problem of activation order and gaining the dodge. Kenobi also has cards for gaining dodges on crucial turns. Republic does not need a huge suppression removal gimmick because they should not be in direct LOS for the most part. Endurance is strong on Obi-wan and it is honestly between that or tenacity. E.stims is a fun trick that can hugely effect your overall firepower, but I understand not wanting to sink 24 points into it. end of the day, it is your build. Do what you think is best, I am just some dude on the internet ;)

I've tried the rocket, and while not bad, it's just not worth the points in my opinion.

And again, I've never seen a reason for Mind trick or Force Push, especially mind trick. It comes off as gimmick that might be nice, but isn't worth the points nor the exhaust. Force Push might be good for clearing melee, or pulling someone else in, but I really don't find that useful. Obi wants to be in melee, and I keep him backed up with enough clones that they want somebody to shoot at too. Force Reflexes does depend on activation order, but as you said, Kenobi can gain a few dodges off of some of his cards, so it's not the end of the world on crucial turns. That said, with a free dodge every turn, he gets really defensive really fast, and is a pain to chew through. Most games I've won/lost have revolved around Kenobi. (see pictures below for how that went)

I'm not sure what you mean by the Republic not being in direct LOS; maybe its a play style difference, but I'm not sure how you pull that off nor why you would want to. Most tables allow for a fair amount of LOS blockers, but it's difficult to keep all of your army out of LOS. Even if you do so, that means that the enemy is free to maneuver without fear of return fire (can't shoot what you can't see), and they can also concentrate fire on the units they do have eyes on. That, if anything will exacerbate the Republic's problem of suppression removal. I didn't think to get a picture of it, but I lost a full unit to panic last night when they had multiple units just dump suppression on them, and they repeatedly failed their rally rolls. (and forgetting to use Hope really hurt, whoops)

Now, for a mini AAR about this list. As I said above, I faced an Imperial Suppression list (Krennic, DTs, Bossk, troopers) For the most part, things went well, though I did have a lot of misplays. Besides forgetting Hope at a really, really bad time, I also misplayed Obi, and pushed him up a little too aggressively. Holding him back a turn would have been helpful. That said, he also served as a great distraction, and soaked up a ton of activations (and suppression) and he still hadn't gone down when we had to call it. For a while, he did have an impressive array of tokens though.

IMG_20190906_204823388

And that was after he had rallied off several tokens. For a while, I think he had 7 suppression on him. The misplay kept him out of action for a turn, but jump makes for a relatively easy out, and through deflect he did take down a few death troopers. Endurance is great, and allowed him to take almost all of a squad of stormtroopers next round, and the game state ended with a bit of a stand off.

IMG_20190906_220459435

List changes: targeting scopes, as predicted, didn't really help all that much. I think I made use of them once or twice all game. To be fair, however, that was partially due to the how relatively few aim actions I was able (or wanted to) take. I'm going to give it another try before I remove them. The times I did use them was usefully, as I usually picked up at least one more hit, and that's not usually the case for me/my die.

not to give away all my secrets, but clones have a weird way of working. most of the time, you can have units hide behind walls and do standby- aim as their actions as any clone trooper at range 1 can use them. this means you can strategically position clones so they can jump out and attack instead of aiming like they would normally have to. Force push is also very good at denying objectives, and that is why it is a must bring. you can stop someone from scoring, which can effectively win you the game for 10 points ;) . Happens more than you would think.

GAR's number one secret is that holding off is better than rushing in. the standby shenanigans are wack

2 hours ago, Cleto0 said:

not to give away all my secrets, but clones have a weird way of working. most of the time, you can have units hide behind walls and do standby- aim as their actions as any clone trooper at range 1 can use them. this means you can strategically position clones so they can jump out and attack instead of aiming like they would normally have to. Force push is also very good at denying objectives, and that is why it is a must bring. you can stop someone from scoring, which can effectively win you the game for 10 points ;) . Happens more than you would think.

GAR's number one secret is that holding off is better than rushing in. the standby shenanigans are wack

I’m pretty sure you can’t share standby tokens with clones. Let me double check that.

EDIT: Looks like they updated rules reference to include standbys now!

Edited by R3dReVenge
On 9/6/2019 at 9:58 AM, Alpha17 said:

Haha, whoops. Improvised orders is not supposed to be there! Supposed to be aggressive tactics. I'll fix that. Sorry for any confusion that may have caused.

As for the side card, you're not paying 85 points for 3, you're paying for 4, as the speeder has arsenal 2 and the driver's side arm should count. For the rocket launcher, you're paying 24 points for an extra 2 dice, one white, one red. No thanks. For the twin turret, the increase is a bit better, but you're still losing speed to gain 3 dice, two of the white and thus not really reliable. As the BARC is a bit of a glass cannon, being able to get away from danger or into range quickly is better than the slight chance of increased damage, especially for the points. I might try playing around with the side car some more, but I figure I'll try this list a time or two first.

As for the DP-23, I'm not a huge fan. Leaves you without a heavy weapon until you get to range 2 (assuming I'm squinting right), and the attack pool isn't great. I'll probably give it a try when it comes out, but since we don't even know when the CW core will release, I'm not going to start banking on the upgrade expansions yet.

Good catch! For some reason, I thought the BARC pilot had a shorter range. So yes, 4 dice at Range 1-3 is nice. I'm still having trouble with the logic behind not taking the sidecar. 18 points for 4 more dice seems really good. Especially when you're paying 85 points for 4. I also find the decrease in speed to be beneficial because it allows you to keep enemies in the front arc easier. Though, it does restrict your threat range.

I've messed around with the ION sidecar and have had mixed results. The exhaust isn't that big of a downside because you can recover, shoot, and free move. The problem is the point cost.

I do agree with you. BARC speeders tend to be meh and I look forward to replacing them with other clone trooper units.

12 hours ago, Cleto0 said:

not to give away all my secrets, but clones have a weird way of working. most of the time, you can have units hide behind walls and do standby- aim as their actions as any clone trooper at range 1 can use them. this means you can strategically position clones so they can jump out and attack instead of aiming like they would normally have to. Force push is also very good at denying objectives, and that is why it is a must bring. you can stop someone from scoring, which can effectively win you the game for 10 points ;) . Happens more than you would think.

GAR's number one secret is that holding off is better than rushing in. the standby shenanigans are wack

That's fair, though that does still leave you with a few units exposed, and thus taking a lot of incoming fire. Since they're the ones that will be actually doing your fighting, your offensive firepower will start going down dramatically. And with other units hiding, you're losing out on fire support. Not sure what you mean by by having clones "jump out and attack," at least in regards to standby. You have to have LOS to spend a standby, and you can't attack. If you meant just having a unit shoot twice because of a standby, that makes more sense, it goes back to the few units exposed degrading unit firepower.

9 hours ago, R3dReVenge said:

Good catch! For some reason, I thought the BARC pilot had a shorter range. So yes, 4 dice at Range 1-3 is nice. I'm still having trouble with the logic behind not taking the sidecar. 18 points for 4 more dice seems really good. Especially when you're paying 85 points for 4. I also find the decrease in speed to be beneficial because it allows you to keep enemies in the front arc easier. Though, it does restrict your threat range.

I've messed around with the ION sidecar and have had mixed results. The exhaust isn't that big of a downside because you can recover, shoot, and free move. The problem is the point cost.

I do agree with you. BARC speeders tend to be meh and I look forward to replacing them with other clone trooper units.

It's probably a play style thing. I've found that the faster BARC is better in the light cavalry role, of running down stragglers and making deep strikes, while the sidecar tends to want to be used as a support weapon, a role it really isn't suited for. The points/dice ratio is less of a factor for me than the points invested in a unit that almost always dies. I think I've played one game where the BARC didn't end up a smoking ruin by round 3-4.

5 hours ago, Alpha17 said:

That's fair, though that does still leave you with a few units exposed, and thus taking a lot of incoming fire. Since they're the ones that will be actually doing your fighting, your offensive firepower will start going down dramatically. And with other units hiding, you're losing out on fire support. Not sure what you mean by by having clones "jump out and attack," at least in regards to standby. You have to have LOS to spend a standby, and you can't attack. If you meant just having a unit shoot twice because of a standby, that makes more sense, it goes back to the few units exposed degrading unit firepower.

It's probably a play style thing. I've found that the faster BARC is better in the light cavalry role, of running down stragglers and making deep strikes, while the sidecar tends to want to be used as a support weapon, a role it really isn't suited for. The points/dice ratio is less of a factor for me than the points invested in a unit that almost always dies. I think I've played one game where the BARC didn't end up a smoking ruin by round 3-4.

I'll just explain in person whenever I make it down to tueday game nights. too hard online. :)

After taking a week or so to test out Shoretroopers (they're Ok, nothing special to me though), back at it with the Republic. Tweaked the list, and settled on this:

799/800
Obi's Crew
Obi-Wan Kenobi (Force Reflexes, Hope, Aggressive Tactics, Endurance)
Phase I Clone Troopers (DC-15 Phase I Trooper, Recon Intel)
Phase I Clone Troopers (DC-15 Phase I Trooper, Recon Intel)
Phase I Clone Troopers (DC-15 Phase I Trooper, Recon Intel)
Phase I Clone Troopers (DC-15 Phase I Trooper, Recon Intel)
Phase I Clone Troopers (Z-6 Phase I Trooper, Phase I Clone Trooper, Recon Intel)
Phase I Clone Troopers (Z-6 Phase I Trooper, Phase I Clone Trooper, Recon Intel)
BARC Speeder

The BARC died super fast (it blocked 1 out of 7 defense die it rolled, and even that was pierced by Boba), but otherwise the list was fine. I didn't have having precise 1, but it only helps if I have an aim, and that's not always possible, and it ate up a lot of points. We'll see what my next major change will be down the line. Only major deficiency I feel in this list is the lack of range 4+ weapons. The DC-15 is good, but it's not going to be super effective at fighting units like DTs or Bossk at range.
Couple of pictures since this is a minor update.
Clone Paras and a Z-6 squad holding a MG nest.
IMG_20190920_191650573

And the same units with Veers in the open at Range 3. Oh, boy was that fun.

IMG_20190920_191644063

Small update on this list's performance, it was able to squeak out a narrow win last night in a breakthrough game against an 11 activation, double tauntaun list. My squad of Clone Paras dang near got one shotted (why do my red die hate me so?) but the lone survivor was able to get into the enemy's deployment zone and score the game winning VP while the tattered remains of the rest of my army pinned the Seppies, I mean, Rebels, in place. While I still need to "git guud" at playing Obi, really starting to enjoy this list.

On 9/25/2019 at 7:01 AM, Alpha17 said:

Small update on this list's performance, it was able to squeak out a narrow win last night in a breakthrough game against an 11 activation, double tauntaun list. My squad of Clone Paras dang near got one shotted (why do my red die hate me so?) but the lone survivor was able to get into the enemy's deployment zone and score the game winning VP while the tattered remains of the rest of my army pinned the Seppies, I mean, Rebels, in place. While I still need to "git guud" at playing Obi, really starting to enjoy this list.

Does the BARC continually die quickly? Would 2x even matter?

48 minutes ago, FastWalker said:

Does the BARC continually die quickly? Would 2x even matter?

If you play a speeder too aggressively, yes, it will die very quickly. I recommend a slow roll with as much time out of LOS for at least the first 2 rounds. I would then jump in round 3 or 4 and start doing the main part of your attack with them as they will be harder to kill as the game goes on. 2x is very nice imo. I would have a hard time running 3. In the coming months, I will probably ditch at least one of them for rex and phase II upgrades. Hope this helped!

2 hours ago, Cleto0 said:

If you play a speeder too aggressively, yes, it will die very quickly. I recommend a slow roll with as much time out of LOS for at least the first 2 rounds. I would then jump in round 3 or 4 and start doing the main part of your attack with them as they will be harder to kill as the game goes on. 2x is very nice imo. I would have a hard time running 3. In the coming months, I will probably ditch at least one of them for rex and phase II upgrades. Hope this helped!

Definitely helps. Follow up question: Is it efficient to run the BARC naked? Or do you recommend a Crew and/or Linked Targeting Array?

12 hours ago, FastWalker said:

Does the BARC continually die quickly? Would 2x even matter?

9 hours ago, FastWalker said:

Definitely helps. Follow up question: Is it efficient to run the BARC naked? Or do you recommend a Crew and/or Linked Targeting Array?

To answer both questions: for me, yes the BARC dies very quickly. Almost always, it'll take a shot or two and be toast. I'm not a fan of light, fast units, so I'll admit to not playing it ideally, and I'll be dumping it as soon as possible. I've tried it both ways, both naked and with a sidecar and HQ Uplink, and I kind of prefer it naked. I think it works better as a flanker, and I can use the points on units that'll actually do something for me rather than die by round 3. (or round 4, if it sat out the first round)

That said, your experience and play style might be better suited for it. I tend to favor a slower, more methodical grinding approach, so it doesn't work for me at all. I probably wouldn't like Tauntauns either, if I played Rebels, and they're arguably one of the better units available right now. I'd suggest testing it out in a variety of ways, and see what works for you.

@Alpha17 , good to know about the BARCs. We'll see how it plays out. I think I'll play 2xBARCs -- one naked and other with Crew+Comm. See what shakes up with my playstyle.

Unfortunately, my playstyle is Mechanized Units. Which means I'll be waiting a while before i can get my metal boxes (aka, APCs). I usually wrap my infantry in metal boxes, move them up to objectives and deploy. All the while, a tank or two are laying down pain on my enemies... sigh. Soon... soon.

Thanks for your input. Aim true and May the Force be with You.

Here's some that I'm toying with (on TTS so unreleased units) This is the best plan I have to deal with Imperial Armor.

Republic Tanks
799/800

Obi-Wan Kenobi (189) - Force Reflexes (10) - Tenacity (4)

TX-130 Saber-Class Fighter Tank (175) - Linked Targeting Array (5)

TX-130 Saber-Class Fighter Tank (175) - Aayla Secura (5)

Phase I Clone Troopers (52)

Phase I Clone Troopers (52)

Phase I Clone Troopers (52)

Phase I Clone Troopers (52)

Phase I Clone Troopers (52)

Command Cards:

•Hello There!
•Ambush
••Push
••Knowledge and Defense
•••Assault
•••General Kenobi
••••Standing Orders

Battle Deck

Objectives:
- Key Positions - Sabotage the Moisture Vaporators - Recover the Supplies - Breakthrough

Conditions:
- Rapid Reinforcements - Limited Visibility - Hostile Environment - Minefield

Deployments:
- Major Offensive - Disarray - Advanced Positions - Battle Lines

Considering dropping the linked array on the second tank, and might swap a trooper squad for hardpoints once we know what those are.

Aayla Secura being able to be the field commander is nice for the other tank. Works well in disarray. Inspire 2 is good in a major offensive map. You can run her in the middle of the army.

So of course this has no heavy weapons because none of those have been spoiled for the Phase IIs yet and is thus lacking in impact. The thought behind this one was that the Phase IIs have 2 courage and suppression becomes less of an issue. Hopefully the increased mobility and action economy can make up for that. Rex has Recon and Evo Gear to maximize his scout party. That will usually be the two smoke guys but you could also swap Obi Wan out for one of them in the scouting party. I'm pretty excited about the use of smoke especially in conjunction with clones sharing green tokens.

Ben/Rex/R2

795/800

Obi-Wan Kenobi (197) - Force Reflexes (10) - Hope (3) - Strict Orders (5) - Tenacity (4)

Clone Captain Rex (101) - Hunter (6) - Environmental Gear (3) - Recon Intel (2)

R2-D2 (35)

Phase II Clone Troopers (90) - Phase II Clone Trooper (15) - Endurance (6) - Environmental Gear (3) - Smoke Grenades (6)

Phase II Clone Troopers (90) - Phase II Clone Trooper (15) - Endurance (6) - Environmental Gear (3) - Smoke Grenades (6)

Phase II Clone Troopers (83) - Phase II Clone Trooper (15) - Electrobinoculars (8)

Phase II Clone Troopers (79) - Phase II Clone Trooper (15) - Offensive Push (4)

Phase II Clone Troopers (60)

Phase II Clone Troopers (60)

Command Cards:

•Blast Off!
•Hello There!
••Push
••Knowledge and Defense
•••General Kenobi
•••We're Not Programmed
••••Standing Orders

Battle Deck

Objectives:
- Intercept the Transmissions - Sabotage the Moisture Vaporators - Recover the Supplies - Breakthrough

Conditions:
- Limited Visibility - Hostile Environment - Rapid Reinforcements - Minefield

Deployments:
- Major Offensive - Battle Lines - Disarray - Advanced Positions

On 9/26/2019 at 6:45 PM, Cleto0 said:

If you play a speeder too aggressively, yes, it will die very quickly. I recommend a slow roll with as much time out of LOS for at least the first 2 rounds. I would then jump in round 3 or 4 and start doing the main part of your attack with them as they will be harder to kill as the game goes on. 2x is very nice imo. I would have a hard time running 3. In the coming months, I will probably ditch at least one of them for rex and phase II upgrades. Hope this helped!

That seems to be the same for droidekas keep them back at first so they don't get focused then they are very hard to remove mid to late game

7 hours ago, Zrob314 said:

TX-130 Saber-Class Fighter Tank (175)

I'll be using my 40K stuff as proxy, including a Tau Hammerhead hover tank as a Republic Saber tank.

How has the Saber tank performed despite the lack of hardpoints? Worth it? Or better to throw more bodies into the meat grinder?

Here's a list I've built with a Saber:

Clone Captain Rex (Aggressive Tactics, Offensive Push, Grappling Hooks, Electrobinoculars, Smoke Grenades)
Phase I Clone Troopers (DC-15 Phase I Trooper)
Phase I Clone Troopers (Z-6 Phase I Trooper)
Phase I Clone Troopers (DC-15 Phase I Trooper)
Phase I Clone Troopers (DC-15 Phase I Trooper)
Phase I Clone Troopers (Z-6 Phase I Trooper)
BARC Speeder (BARC Twin Laser Gunner, Linked Targeting Array)
TX-130 Saber-Class Fighter Tank (Aayla Secura, Linked Targeting Array)

2 hours ago, FastWalker said:

I'll be using my 40K stuff as proxy, including a Tau Hammerhead hover tank as a Republic Saber tank.

How has the Saber tank performed despite the lack of hardpoints? Worth it? Or better to throw more bodies into the meat grinder?

Here's a list I've built with a Saber:

Clone Captain Rex (Aggressive Tactics, Offensive Push, Grappling Hooks, Electrobinoculars, Smoke Grenades)
Phase I Clone Troopers (DC-15 Phase I Trooper)
Phase I Clone Troopers (Z-6 Phase I Trooper)
Phase I Clone Troopers (DC-15 Phase I Trooper)
Phase I Clone Troopers (DC-15 Phase I Trooper)
Phase I Clone Troopers (Z-6 Phase I Trooper)
BARC Speeder (BARC Twin Laser Gunner, Linked Targeting Array)
TX-130 Saber-Class Fighter Tank (Aayla Secura, Linked Targeting Array)

I haven't gotten to pull it out against anyone really experienced yet. But

It's big, and imposing so it soaks up a lot of blaster fire. Moreso with two on the board than one, really.

I mean it rolls a double rainbow with Crit 1, so It might be awesome and it might suck. I spent two rounds of a match last night trying to kill a sniper strike team. In the end I put one damage through while the strike team put three through on me (after cover and defense rolls)

I'm pretty good though at maneuvering it to keep it pointed squarely downrange and now expose the 75% weak side. I might avoid taking it against rebels, Tauntauns will be able to exploit the weak zones very easily while arc dodging.