Opinions on new Jyn and Pathfinders.

By oaicart, in Star Wars: Legion

Hello fellow players!

Last week I (at least, after a few other projects) opened my Legion Core Set and played a couple practice games with a friend. It is super fun and refreshing when comped with other miniature wargames!

And now that I've had my first contact with the rules, I want to buy some expansions to finish my first Rebel 800 points list and go to my shop to play a little more seriously. I know that buying another core would be good for my money, but I don't really like to have more of the same units, even if it's cheaper... and I looked for the units I liked the most: A box of Veterans, one box of Tauntauns, Jyn Erso and a box of Pathfinders.

I've seen that both Veterans and Tauntauns are pretty good, but I don't know about Jyn and the Pathfinders, are they fun to play? I'm not the most competitive player, but I don't want to handicap myself either. They seem cool with all the Danger Sense stuff.

Another possibility is just buy more Tauntauns and Leia, I like that way too, and it seems easier to play for a new player.

Thanks a lot!

Edited by oaicart

I find Jyn and Pathfinders fun to play, but they are not as easy to use as Leia and more Tauntauns. They play very differently, so it might depend on your playstyle. Pathfinders take more planning, in my experience, since you can get close to the enemy quickly with Infiltrate - but that puts you in harms way sooner as well. I have had Jyn wiped of the table in turn 1, and I have had her survive five rounds of punishing attacks. It all depends on how well your dice roll that day. Danger Sense is fun, but not consistent.

In my experience they either crumple immediately or they clean house. Veeery hit or miss but man I love them, I usually have at least one squad in all my armies. If you want varied playstyles in your units Pathfinders will feel very fresh, I've found vets to not feel too different from Troopers, though the turret is fun to have.

Not sure what the points difference changes about them, but it can only be good things now that you can take more than before

Edited by Xclbr1
33 minutes ago, Sentry71 said:

I find Jyn and Pathfinders fun to play, but they are not as easy to use as Leia and more Tauntauns. They play very differently, so it might depend on your playstyle. Pathfinders take more planning, in my experience, since you can get close to the enemy quickly with Infiltrate - but that puts you in harms way sooner as well. I have had Jyn wiped of the table in turn 1, and I have had her survive five rounds of punishing attacks. It all depends on how well your dice roll that day. Danger Sense is fun, but not consistent.

Thank you!

I'm not sure about my playstyle, to be honest. I play Dark Eldar in WH40k, so I prefer aggressive fast play than defensive, and I think Rebels are the way to go, as Empire units are tougher and slower. So I prefer tactical play, I guess, more glass canonny units.

25 minutes ago, Xclbr1 said:

In my experience they either crumple immediately or they clean house. Veeery hit or miss but man I love them, I usually have at least one squad in all my armies. If you want varied playstyles in your units Pathfinders will feel very fresh, I've found vets to not feel too different from Troopers, though the turret is fun to have.

Not sure what the points difference changes about them, but it can only be good things now that you can take more than before

Thanks!

I'm not a very competitive player, so I don't care much about points efficiency (but I don't want to play unfun units either), that's why I chose to buy a different trooper unit for my 3rd compulsory slot. Z6 Rebel Troopers seem super efficient, but pretty boring to play.

At the end, I will buy both Tauntauns/Leia and Jyn/Pathfinders because I love the models anyway, but I guess I will try the Tauns first, as they seem more straightforward while still being fun to play. But eh, all this Danger Sense, Dauntless stuff looks sooooo fun...

Can't decide! XD

I loved them before, I love them even more now

I liked both of them before , but would have agreed they were overcosted for tournament play. Pathfinders didn't see any change other than danger sense working in melee, they essentially didn't have to pay for their range 4 upgrade (I'd say don't play the range 2 upgrade because it does mean you get 0.5 more DMG on a hit, which IMO is unlikely to benefit you more than your range 4 capability, but there may be occasionally set ups where you want range 2,. Beauty is you can choose this when you deploy though) both saw stealth boosts with duck and cover down to 4. These should be stapled to both cards but is now a more risky proposition with a lot of suppressive weapons now in the game on the imperial side.

Those that didn't like them before are unlikely to do now, they are definitely more competitive either way

30 minutes ago, Tirion said:

I loved them before, I love them even more now

Why!? They seem really skill intensive, decisions seeme to hurt you so much if you don't nail it.

17 minutes ago, syrath said:

I liked both of them before , but would have agreed they were overcosted for tournament play. Pathfinders didn't see any change other than danger sense working in melee, they essentially didn't have to pay for their range 4 upgrade (I'd say don't play the range 2 upgrade because it does mean you get 0.5 more DMG on a hit, which IMO is unlikely to benefit you more than your range 4 capability, but there may be occasionally set ups where you want range 2,. Beauty is you can choose this when you deploy though) both saw stealth boosts with duck and cover down to 4. These should be stapled to both cards but is now a more risky proposition with a lot of suppressive weapons now in the game on the imperial side.

Those that didn't like them before are unlikely to do now, they are definitely more competitive either way

They feel kinda unforgiving and pretty dice dependant, but I guess Rebels in general (with that white dice) are that way.

Thanks to both for your responses! Everyone is talking good things about Jyn and the Pathfinders :)

14 minutes ago, oaicart said:

Why!? They seem really skill intensive, decisions seeme to hurt you so much if you don't nail it.

They feel kinda unforgiving and pretty dice dependant, but I guess Rebels in general (with that white dice) are that way.

Thanks to both for your responses! Everyone is talking good things about Jyn and the Pathfinders :)

The whole system is dice dependant. You can roll 6 saves with Vader and fall all 6 , however I've found Jyn solid in defense in multiple games so skill dependant, yes, dice dependant, not so much. she is defensively more solid than any rebel unit , with Han, Pathfinders , being on a par, and Sabine and Luke being better(although strangely Luke can be situationally worse, depending on the wounds landed.

Jyn is probably my least favorite commander in that she acts a lot like Leia and Luke combined where you get none of their strengths. She isn't really a melee character but her 1 pip acts like she is. She has white defense dice and needs multiple suppression to overcome that which to get you often have to be shot at, which means you don't have the suppression for the first couple of hits. She doesn't really do team support like Leia but effectively shoots like Leia.

That being said I think she is viable now because of things like Tauntauns and the T47 price decrease. You can now infiltrate her to the flank and support her if she is rushed allowing her to harass turns 1-4 or so. I think she should be an equivalent price to Leia but I could play her and have fun now with a chance of winning.

Jyn and pathfinders are both fun, solid units after the point changes. They definitely take a little practice to use though.

Leia is probably still my favorite commander though. Of course, its entirely possible to use both Leia and Jyn in the same list.

Veterans are good. Basically just an upgraded rebel trooper unit without the bevy of heavy weapon options though.

Tauntauns are the new hotness right now. They would be right up your alley if you like aggressive moves. Their speed allows you to shove them forward in support of your infiltrating units and/or melee options like Luke.

2 hours ago, Sentry71 said:

I find Jyn and Pathfinders fun to play, but they are not as easy to use as Leia and more Tauntauns.

Pretty much this sums it up pretty well. Leia is overall probably a better choice since she is so cheap and does her job really well with so many different unit. Tauntauns are also very versatile since they can shoot, melee, and can do a good job surviving on their own.

2 hours ago, Xclbr1 said:

In my experience they either crumple immediately or they clean house.

This is the best way to describe Jyn/Pathfinders. They are very dependent on objective, terrain, and dice rolls. The 24 points decrease on Jyn and 10 points for pathfinders (duck and cover should be taped onto their cards) made it feel at least better to take them into combat. You will get games that Jyn takes two objectifies and kills two units while an AT-ST is unable to kill her for 4 turns................. you will also get games where she takes 4 damage from one unit even with duck and cover and rolling 3 extra dice.

2 hours ago, oaicart said:

so I prefer aggressive fast play than defensive

Then I would say look into units like Han/Chewie maybe? Most games I played with them they were a walking path of destruction. Not a pro list, but very effective at what they did. Most of Rebel heavys are also pretty quick and aggressive. Pathfinders I find are.... aggressively defensive and really want to hold down a spot. Jyn sort of works the same way, but I been trying a aggressive fast play with her partnered with Sabine or tauntauns since that courage 3 is really good for both those units.

I have always thought that Jyn and Pathfinders were fun to play, just a little over costed to really be competitive. But if you are not that into competitive play then that should be less of an issue. With a core set, and what you plan on purchasing you can make an interesting list. This is what I threw together using the new point costs.

Luke Skywalker (Force Push, Force Reflexes)
Jyn Erso (Duck and Cover, A-180 Rifle Config)
Rebel Troopers (Z-6 Trooper)
Rebel Troopers (Z-6 Trooper)
Rebel Veterans (CM-O93 Trooper)
Mark II Medium Blaster Trooper
Rebel Pathfinders (Pao, Duck and Cover, A-300 Long Range Config)
AT-RT (AT-RT Rotary Blaster)
Tauntaun Riders (Endurance, Comms Jammer)

While I don't think that this list will become the new meta or anything, it does look like a fun list to play. In fact, I have a friendly game coming up this weekend, and this might just be what I bring.

1 hour ago, Dosiere said:

Jyn and pathfinders are both fun, solid units after the point changes. They definitely take a little practice to use though.

Leia is probably still my favorite commander though. Of course, its entirely possible to use both Leia and Jyn in the same list.

Veterans are good. Basically just an upgraded rebel trooper unit without the bevy of heavy weapon options though.

Tauntauns are the new hotness right now. They would be right up your alley if you like aggressive moves. Their speed allows you to shove them forward in support of your infiltrating units and/or melee options like Luke.

Great! I know I would like the Pathfinder route, but maybe I couldn't drive them well, I've just played a couple practice games. But hey, just have to learn.

3 minutes ago, DFocke said:

I have always thought that Jyn and Pathfinders were fun to play, just a little over costed to really be competitive. But if you are not that into competitive play then that should be less of an issue. With a core set, and what you plan on purchasing you can make an interesting list. This is what I threw together using the new point costs.

Luke Skywalker (Force Push, Force Reflexes)
Jyn Erso (Duck and Cover, A-180 Rifle Config)
Rebel Troopers (Z-6 Trooper)
Rebel Troopers (Z-6 Trooper)
Rebel Veterans (CM-O93 Trooper)
Mark II Medium Blaster Trooper
Rebel Pathfinders (Pao, Duck and Cover, A-300 Long Range Config)
AT-RT (AT-RT Rotary Blaster)
Tauntaun Riders (Endurance, Comms Jammer)

While I don't think that this list will become the new meta or anything, it does look like a fun list to play. In fact, I have a friendly game coming up this weekend, and this might just be what I bring.

I was thinking something like that, with a core set and some boxes :) it looks like a list that has something of a lot of things though, and I'm not sure if trying to do a lot of different stuff is good in this game. From what I've heard though, the game is pretty balanced.

Thanks everyone!

To an extent that list does have a lot of different units. But I look at it as really have two elements. The first element being a base of fire element containing the rebel troopers, vets, MK II, and the AT-RT. The second element is a flanking element containing Jyn and the pathfinders initially deploying on a flank, with Luke and the Tauntauns quickly moving up to support.

But also having a number of different units is, in my opinion, a good way to learn the game. It lets you learn what works for you, and is fun for you to play vs what does/is not. Then you can build out your collection from there.

23 minutes ago, DFocke said:

To an extent that list does have a lot of different units. But I look at it as really have two elements. The first element being a base of fire element containing the rebel troopers, vets, MK II, and the AT-RT. The second element is a flanking element containing Jyn and the pathfinders initially deploying on a flank, with Luke and the Tauntauns quickly moving up to support.

But also having a number of different units is, in my opinion, a good way to learn the game. It lets you learn what works for you, and is fun for you to play vs what does/is not. Then you can build out your collection from there.

That's true, having that many different units may help me with finding the way I like to play, and all the minis look cool!

3 hours ago, Uetur said:

Jyn is probably my least favorite commander in that she acts a lot like Leia and Luke combined where you get none of their strengths. She isn't really a melee character but her 1 pip acts like she is. She has white defense dice and needs multiple suppression to overcome that which to get you often have to be shot at, which means you don't have the suppression for the first couple of hits. She doesn't really do team support like Leia but effectively shoots like Leia.

That being said I think she is viable now because of things like Tauntauns and the T47 price decrease. You can now infiltrate her to the flank and support her if she is rushed allowing her to harass turns 1-4 or so. I think she should be an equivalent price to Leia but I could play her and have fun now with a chance of winning.

duck and cover so your at 3 on the second hit.

3 hours ago, oaicart said:

Jyn is probably my least favorite commander in that she acts a lot like Leia and Luke combined where you get none of their strengths. She isn't really a melee character but her 1 pip acts like she is. She has white defense dice and needs multiple suppression to overcome that which to get you often have to be shot at, which means you don't have the suppression for the first couple of hits. She doesn't really do team support like Leia but effectively shoots like Leia.

That being said I think she is viable now because of things like Tauntauns and the T47 price decrease. You can now infiltrate her to the flank and support her if she is rushed allowing her to harass turns 1-4 or so. I think she should be an equivalent price to Leia but I could play her and have fun now with a chance of winning.

she is a defensive tank as far as rebels are concerned. she is one of the most survivable pieces in the game versus Pierce, she prevents your entire any from being supressed or panicking for a turn (also while helping stack up your danger sense), tied for highest courage of any Commander not Vader, has a great weapon. what's not to love. just don't over infiltrate

Edited by Tirion

They aight

I liked them before the Danger Sense and points changes, but ultimately got frustrated with them. I lost one or the other Round 1 too often. Sometimes this was my fault, but often it was the defense dice not hitting the odds.

Now that they are discounted and defensively better in melee? I’m really enjoying them both.

I typically take Pathfinders with only Duck and Cover, nothing else. I don’t find a need for the range-4 plinks (though I may try it now that the armament is free). Typically, I’ll make them look like they are going to take an objective i.e. a threat, then run them around letting an enemy threat chase them. It’s especially effective if you “accidentally” leave one exposed but the rest behind LOS blocking cover.

Jyn is good for taking an objective, guarding an objective, or lying in wait. Melee with a corps unit will often protect her and let her wipe that unit from the board.

With both units, deployment and timing are everything!

Inevitably, the answer is more Tauntauns.

I do wonder if the rumors are true about a Cassian/K2SO commander since that would really make Jyn/pathfinders shine. I like them, but can see they need some help in a few areas. That Jyn 2 pip also points really wanting to work close with someone else.

But that is just random speculations and I am also betting that the GAR are getting wookies that will fix the Rebels version problems.

12 hours ago, smickletz said:

I liked them before the Danger Sense and points changes, but ultimately got frustrated with them. I lost one or the other Round 1 too often. Sometimes this was my fault, but often it was the defense dice not hitting the odds.

Now that they are discounted and defensively better in melee? I’m really enjoying them both.

I typically take Pathfinders with only Duck and Cover, nothing else. I don’t find a need for the range-4 plinks (though I may try it now that the armament is free). Typically, I’ll make them look like they are going to take an objective i.e. a threat, then run them around letting an enemy threat chase them. It’s especially effective if you “accidentally” leave one exposed but the rest behind LOS blocking cover.

Jyn is good for taking an objective, guarding an objective, or lying in wait. Melee with a corps unit will often protect her and let her wipe that unit from the board.

With both units, deployment and timing are everything!

The idea looks so good, do you think that Jyn and one unit of Pathfinders with Pao es enough to learn how to play them?

12 hours ago, Hawkstrike said:

Inevitably, the answer is more Tauntauns.

They look so awesome, I wonder if they are that good as they look. There's even a topic that call them OP :o

13 hours ago, smickletz said:

Jyn is good for taking an objective, guarding an objective, or lying in wait. Melee with a corps unit will often protect her and let her wipe that unit from the board.

I've always had her die to stormtroopers' fire. I have sent her into melee for protection only to have the stormtrooper out-hit me and jyn die

she has one of the best hero guns in the game... just use that

4 hours ago, oaicart said:

The idea looks so good, do you think that Jyn and one unit of Pathfinders with Pao es enough to learn how to play them?

Yes, this would be a good way to start.

5 minutes ago, Sentry71 said:

Yes, this would be a good way to start.

Agreed, I'll often not play any more than that. Weirdly my next competition on Saturday I'm taking a pathfinder unit without a heavy