A Journey Begins - R2D2 & C-3PO

By frbfli, in Star Wars: Legion

43 minutes ago, Caimheul1313 said:

As the counterpart is not the unit leader, doesn't it have to take damage first?

Also, I'll point out again that as a Droid Trooper with no special rule the the contrary, R2 can additionally be used as a cheap objective grabber who can really only be shot once. He can pick up crates, repair/sabotage evaporators, pick up incoming transmissions, and touch terrain pieces. Set up an objective in an out of the way place your opponent will struggle to get to, and R2 can claim it without significantly reducing your combat effectiveness.

Wounds can be assigned to either model, but the counterpart has to be removed as a casualty first.

Also, with C3-P0, he can Calculate the Odds on himself to get a suppression token before being shot at. Granted, it takes an action away from moving across the battlefield. But it triggers Inconspicuous and gives them a dodge in case an enemy model pulls some line of sight blocking shenanigans.

Bummer that R2's Repair takes an action versus the Astromech model that does a lesser version as a free action.

8 minutes ago, Weikel said:

Wounds can be assigned to either model, but the counterpart has to be removed as a casualty first.

Not according to the RRG's section on Wounds:

"The unit leader cannot be chosen to suffer wounds unless it is the only mini in the unit that is in line of sight of the attack, if it is the only wounded mini in the unit, or if it is the last mini in the unit."

Additionally, you can't spread out wounds among the unit:

"A mini with at least one wound token assigned to it is wounded. When assigning wound tokens, wounded minis must be chosen to suffer wounds before minis that do not have wound tokens. If the unit leader is wounded, it must be chosen to suffer wounds before minis that do not have wound tokens. If two or more minis in the same unit are wounded, the unit with more wounds must be chosen to suffer wounds before minis with fewer wounds."

1 hour ago, Fistofriles said:

not if you think of what he can do as repair bot thing wounds he can give back to the republic tank

The problem is the price. Republic already has high costed corp units. You will be bringing a tank that will cost around 200 points and now you want to pay 35 points for 4 more wounds. Maybe it can work but I’m hesitant.

38 minutes ago, Caimheul1313 said:

Not according to the RRG's section on Wounds:

"The unit leader cannot be chosen to suffer wounds unless it is the only mini in the unit that is in line of sight of the attack, if it is the only wounded mini in the unit, or if it is the last mini in the unit."

Additionally, you can't spread out wounds among the unit:

"A mini with at least one wound token assigned to it is wounded. When assigning wound tokens, wounded minis must be chosen to suffer wounds before minis that do not have wound tokens. If the unit leader is wounded, it must be chosen to suffer wounds before minis that do not have wound tokens. If two or more minis in the same unit are wounded, the unit with more wounds must be chosen to suffer wounds before minis with fewer wounds."

Agreed, but the Counterpart wording seems to override the normal rules for a unit.

"When the combined unit suffers wounds, any mini can be assigned any number of those wounds, as decided by the player that controls that unit, regardless of whether the attacking unit has line of sight to that mini.

A counterpart mini must be defeated before a non-counterpart mini."

It looks like you can play games with the wound distribution.

Yeah, counterparts break all the wound rules. LOS doesn't matter and you can spread them around. So in theory both minis should stay alive until the last 2 wounds are suffered.

7 minutes ago, nashjaee said:

Yeah, counterparts break all the wound rules. LOS doesn't matter and you can spread them around. So in theory both minis should stay alive until the last 2 wounds are suffered.

Which is going to make Cassian crazy durable if K2-S0 is close to Chewie's wound levels.

17 hours ago, Caimheul1313 said:

I don't know, 35 points for a unit your opponent only really gets to shoot at once in a game, can heal 4 health on vehicles, and can earn you an additional victory point it doesn't seem too overcosted.

How is he only getting shot at once per game?

17 hours ago, DtLS said:

That is incredibly underwhelming when long range comms was dropped to only 5 points, it should probably be free now.

"Underwhelming" is a good way to describe it.

11 minutes ago, arnoldrew said:

How is he only getting shot at once per game?

Presumably the first shot gives him a suppression, and Inconspicous keeps him safe from there. It’s not a guarantee, because your opponent can shoot him if they have no other targets or they can engage in melee. On the other hand C-3PO can use Calculate Odds to pick up the suppression token, so there’s no guarantee your opponent will get off even one shot, either.

1 minute ago, GooeyChewie said:

Presumably the first shot gives him a suppression, and Inconspicous keeps him safe from there. It’s not a guarantee, because your opponent can shoot him if they have no other targets or they can engage in melee. On the other hand C-3PO can use Calculate Odds to pick up the suppression token, so there’s no guarantee your opponent will get off even one shot, either.

You still lose the suppression at the end of the turn though. So unless you are Calculating Odds frequently (and thus slowing down your advance to the end zone) they can potentially get shot once per turn.

25 minutes ago, arnoldrew said:

How is he only getting shot at once per game?

"Underwhelming" is a good way to describe it.

Because once R2 gets a suppression token, he can't be targeted if there is another valid target from Inconspicuous, which also allows him to keep suppression rather than remove them in the Rally step.

Edit: Forgot about picking one up at the end of turn >_<

Edit 2: once the unit is shot, you later activate it and use Calculating Odds to get a second one, at that point you can ensure you have two for the rest of the game.

Still only typically getting shot at 6 times in total at best.

52 minutes ago, Weikel said:

Agreed, but the Counterpart wording seems to override the normal rules for a unit.

"When the combined unit suffers wounds, any mini can be assigned any number of those wounds, as decided by the player that controls that unit, regardless of whether the attacking unit has line of sight to that mini.

A counterpart mini must be defeated before a non-counterpart mini."

It looks like you can play games with the wound distribution.

Hmmm, the wording is a little off directly contradicting but I definitely see how that reading could be intended. I think the wording SHOULD be "any mini can be assigned wounds regardless of wounds or if the mini is the unit leader" just to directly contradict.

Edited by Caimheul1313
12 minutes ago, Caimheul1313 said:

Edit 2: once the unit is shot, you later activate it and use Calculating Odds to get a second one, at that point you can ensure you have two for the rest of the game.

Well, you'd ensure that you're safe for 1 additional turn and there's still the issue of Calculate Odds costing an action. The net effect is identical, I think.

In any case, there are a lot of moving parts involved. You need an escorting unit for the droids, which can potentially be an issue for GAR depending on the objective, given that clones want to stay together. You can also just engage them to get some melee attacks in, though R2's 1-pip lets him get away. There is plenty of play and counter-play.

I also think it's thoroughly thematic and hilarious to just have the droids off on a flank completely disengaged from the rest of the game. Just going off on their "secret mission" while the battle goes on elsewhere. 😂

20 minutes ago, nashjaee said:

Well, you'd ensure that you're safe for 1 additional turn and there's still the issue of Calculate Odds costing an action. The net effect is identical, I think.

In any case, there are a lot of moving parts involved. You need an escorting unit for the droids, which can potentially be an issue for GAR depending on the objective, given that clones want to stay together. You can also just engage them to get some melee attacks in, though R2's 1-pip lets him get away. There is plenty of play and counter-play.

I also think it's thoroughly thematic and hilarious to just have the droids off on a flank completely disengaged from the rest of the game. Just going off on their "secret mission" while the battle goes on elsewhere. 😂

Alternately, in at least a few games I've played at my FLGS the terrain is often such that I am able to stick an objective behind a building or otherwise out of the way/out of LoS of my opponent's deployment zone. A 35 point non-combat unit would be perfect for taking that kind of objective as opposed to a unit of troopers.

21 minutes ago, nashjaee said:

Well, you'd ensure that you're safe for 1 additional turn and there's still the issue of Calculate Odds costing an action. The net effect is identical, I think.

In any case, there are a lot of moving parts involved. You need an escorting unit for the droids, which can potentially be an issue for GAR depending on the objective, given that clones want to stay together. You can also just engage them to get some melee attacks in, though R2's 1-pip lets him get away. There is plenty of play and counter-play.

I also think it's thoroughly thematic and hilarious to just have the droids off on a flank completely disengaged from the rest of the game. Just going off on their "secret mission" while the battle goes on elsewhere. 😂

It's definitely very thematic and fun. I've been critical about this expansion, yet I'm still a fool who is going to buy one or two.

Competitive? Unlikely and will depend on the power level of Republic vehicles.

13 minutes ago, R3dReVenge said:

Competitive? Unlikely and will depend on the power level of Republic vehicles.

Oh interesting, I had the exact opposite reaction. I think R2 and/or 3PO will be extremely competitive. For GAR it's a cheap activation with a legitimate VP threat that makes that tank nearly invulnerable. I predict R2 will be a staple among GAR lists.

For Rebels, they're yet another cheap activation. And with the cost reductions to vehicles, I think we'll see a lot more AT-RTs around for R2 to repair.

51 minutes ago, nashjaee said:

Oh interesting, I had the exact opposite reaction. I think R2 and/or 3PO will be extremely competitive. For GAR it's a cheap activation with a legitimate VP threat that makes that tank nearly invulnerable. I predict R2 will be a staple among GAR lists.

For Rebels, they're yet another cheap activation. And with the cost reductions to vehicles, I think we'll see a lot more AT-RTs around for R2 to repair.

This! I feel people are getting hung up on him trucking to the other side of the table. As imperial player, many games I don't even care about the bounty, i picked up bossk for his other abilities and cards. R2 is a unit who can grab objectives while not being shot, hands out green tokens to GAR who love them or Rebels who rely on them to counter white armor/lack of offensive surges. He can repair vehicles in what may soon be a shifting meta back to them with point reductions. This is a fantastic unit for 2 armies and one that adds so much fun fluffy feel that makes this game great.

4 hours ago, nashjaee said:

Oh interesting, I had the exact opposite reaction. I think R2 and/or 3PO will be extremely competitive. For GAR it's a cheap activation with a legitimate VP threat that makes that tank nearly invulnerable. I predict R2 will be a staple among GAR lists.

For Rebels, they're yet another cheap activation. And with the cost reductions to vehicles, I think we'll see a lot more AT-RTs around for R2 to repair.

The problem is that R2 3PO combined is 50 points which is equivalent to a squad of clones (52). Clones directly impact the board and synergize with the rest of your army via tokens and fire support.

The VP generation by R2 is possible, but tough to achieve. You need to reach the enemies deployment zone and then survive.

I do agree that giving a vehicle +4 wounds seems strong, but you have to realize that your vehicle is already going to cost ~200 points. With R2, your vehicle costs 235+. That's a significant chunk of your army that doesn't directly synergize with clones.

4 hours ago, Gridloc said:

This! I feel people are getting hung up on him trucking to the other side of the table. As imperial player, many games I don't even care about the bounty, i picked up bossk for his other abilities and cards. R2 is a unit who can grab objectives while not being shot, hands out green tokens to GAR who love them or Rebels who rely on them to counter white armor/lack of offensive surges. He can repair vehicles in what may soon be a shifting meta back to them with point reductions. This is a fantastic unit for 2 armies and one that adds so much fun fluffy feel that makes this game great.

R2 doesn't give green tokens unless I'm missing something. You would need to purchase C3PO which makes the unit cost 50 points. I think at that point, you're better off taking a squad of clones. Good point about grabbing objectives. That is another reason great reason to take R2 over another clone unit.

I just wish that R2 had some direct clone synergies. I feel that if I take R2, I'm required to take the TX-130.....

Will there be a similar expansion for the Empire/Separatists?

Up to now every faction had the same amount of unit variation, but now there is no announcement for additional Empire/Seperatists operatives...

What would an imperial/separatist counter part look like?

Just now, Staelwulf said:

Will there be a similar expansion for the Empire/Separatists?

Up to now every faction had the same amount of unit variation, but now there is no announcement for additional Empire/Seperatists operatives...

What would an imperial/separatist counter part look like?

Empire at least is easy enough: 0-0-0 and BT-1 from the Dr. Aphra comics.

I'm not sure about Separatists though, but I'm of the opinion that not every faction has to have an equivalent of every unit.

I suppose Todo 360 could be a counterpart for Cad Bane.

31 minutes ago, Caimheul1313 said:

Empire at least is easy enough: 0-0-0 and BT-1 from the Dr. Aphra comics.

I'm not sure about Separatists though, but I'm of the opinion that not every faction has to have an equivalent of every unit.

I suppose Todo 360 could be a counterpart for Cad Bane.

I believe we've reached a point in the game where factions will begin to receive "unique / thematic units" I remember hearing this in one of their online blogs or something.

1 hour ago, R3dReVenge said:

The problem is that R2 3PO combined is 50 points which is equivalent to a squad of clones (52). Clones directly impact the board and synergize with the rest of your army via tokens and fire support.

The VP generation by R2 is possible, but tough to achieve. You need to reach the enemies deployment zone and then survive.

I do agree that giving a vehicle +4 wounds seems strong, but you have to realize that your vehicle is already going to cost ~200 points. With R2, your vehicle costs 235+. That's a significant chunk of your army that doesn't directly synergize with clones.

R2 doesn't give green tokens unless I'm missing something. You would need to purchase C3PO which makes the unit cost 50 points. I think at that point, you're better off taking a squad of clones. Good point about grabbing objectives. That is another reason great reason to take R2 over another clone unit.

I just wish that R2 had some direct clone synergies. I feel that if I take R2, I'm required to take the TX-130.....

Any vehicles are sunk costs by the time you pick up a droid; 50 points is more than worth a victory point.

I think I will try running them with an at-rt escorting them. Use the at-rt to displace c3p0 to get a suppression, and r2 and heal the at-rt as needed.

6 hours ago, R3dReVenge said:

The problem is that R2 3PO combined is 50 points which is equivalent to a squad of clones (52). Clones directly impact the board and synergize with the rest of your army via tokens and fire support.

You can only take 6 Corp units. A cheap activation outside of that is quite valuable. And it’s not even a dummy activation; they pose an actual threat that must be dealt with. For example:

https://legion-hq.herokuapp.com/list/republic/1fyik0da00,1jh0,1jj,6gyhp000,2icid0

That’s 10 activations in a faction that people have considered to be at an activation disadvantage. And Rex gives the droids a speed-2 scout move to jump-start their secret mission.

6 hours ago, R3dReVenge said:

I do agree that giving a vehicle +4 wounds seems strong, but you have to realize that your vehicle is already going to cost ~200 points. With R2, your vehicle costs 235+. That's a significant chunk of your army that doesn't directly synergize with clones.

Well, it’s a nice level of added insurance to your vehicles. And it’s a flexible bit of insurance that can also do other things. Again, at a low cost.

6 hours ago, R3dReVenge said:

The VP generation by R2 is possible, but tough to achieve. You need to reach the enemies deployment zone and then survive.

Possibly. Ideally you present it in such a way that you punish your opponent in other ways if they choose to focus on droids. You wouldn’t just push them into the teeth of the army unsupported. The threat alone is big, but also objective dependent (basically identical to Bounty).

The real big question is how do I trick my opponent into giving a bounty to R2-D2 🤔

2 hours ago, SailorMeni said:

The real big question is how do I trick my opponent into giving a bounty to R2-D2 🤔

Easy: Handwave and say "These are the droids you are looking for."

7 hours ago, nashjaee said:

You can only take 6 Corp units. A cheap activation outside of that is quite valuable. And it’s not even a dummy activation; they pose an actual threat that must be dealt with. For example:

https://legion-hq.herokuapp.com/list/republic/1fyik0da00,1jh0,1jj,6gyhp000,2icid0

That’s 10 activations in a faction that people have considered to be at an activation disadvantage. And Rex gives the droids a speed-2 scout move to jump-start their secret mission.

Well, it’s a nice level of added insurance to your vehicles. And it’s a flexible bit of insurance that can also do other things. Again, at a low cost.

Possibly. Ideally you present it in such a way that you punish your opponent in other ways if they choose to focus on droids. You wouldn’t just push them into the teeth of the army unsupported. The threat alone is big, but also objective dependent (basically identical to Bounty).

Like I said earlier, the power of R2 comes from the vehicle that he repairs. Him gaining the VP is going to be very challenging and rarely happen against a competent opponent.

R2 doesn't seem like he fits in your list. How is he going to keep up with the BARC speeders to repair them? It usually takes 1-2 turns for your opponent to kill them and their compulsory movement will separate them from R2. So to me, it seems like you are wasting 35 points for a chance of a VP.

What other things does R2 do? He repairs vehicles and has a low chance to score a VP. Not worth 35 points unless the vehicle he repairs is high cost.