Opinions on new Jyn and Pathfinders.
16 minutes ago, Tirion said:
Now add damage results for all the units with fire support from the mk2 blaster (or just add 2.5 damage to the base attack)
you can't just add that you have to add crit 2 as well
9 minutes ago, syrath said:Is it? Rebel Veterans with an HQ uplink and recon can sit a mk2 blaster 8 inches outside your deployment zone , with advanced positions you can add another move 1 onto that. You can drop the Bistan unit just outside range 3 recon that also to range 3 then play sabotaged communications, hq uplink the veterans and get a face up order token on your Mk2 blaster and turn 1 blast your target for 7.625 (5.125 impact) average damage without the aim , park on an occupier tanks side and you can land 6.125 hits on it before they can even activate..
Don't see how that is so hard to set up.
You're relying on a single deployment and being extremely aggressive with a very frail unit, and you can't garuntee you'll activate first without Han. You also need LOS from the MK and Pathfinders to the same unit that is in range of both.
Pathfinders also need to be in range to actually receive that order, so you will absolutely not be able to get a side arc of an occupier unless you also have long comm or HQ uplink.
There's also the problem of is this plan worth putting out a 104 point minimum unit that close turn one to the opposing side? You will lose that Pathfinder unit turn 1 if it's that close regardless of danger sense, cover, and dodge. Especially once dewbacks hit the table with their flame thrower.
As an opening strategy it locks you into a very static deployment where you very well might do a large amount of damage on a single target, but it's a fairly obvious plan that can easily blow up in your face unless the stars line up.
1 minute ago, Tirion said:you can't just add that you have to add crit 2 as well
To be honest crit 2 won't makers difference except when shooting into guardian or armour since you should always be getting enough regular hits that will be removed by cover or dodges off anyway. So those hits only count when shooting into Armor(factored that I into my calc) or guardian.
1 minute ago, thepopemobile100 said:You're relying on a single deployment and being extremely aggressive with a very frail unit, and you can't garuntee you'll activate first without Han. You also need LOS from the MK and Pathfinders to the same unit that is in range of both.
Pathfinders also need to be in range to actually receive that order, so you will absolutely not be able to get a side arc of an occupier unless you also have long comm or HQ uplink.
There's also the problem of is this plan worth putting out a 104 point minimum unit that close turn one to the opposing side? You will lose that Pathfinder unit turn 1 if it's that close regardless of danger sense, cover, and dodge. Especially once dewbacks hit the table with their flame thrower.
As an opening strategy it locks you into a very static deployment where you very well might do a large amount of damage on a single target, but it's a fairly obvious plan that can easily blow up in your face unless the stars line up.
Not really just about all the one pip cards that would be played are commander only so it depends who you line up against. If you see Han or Krennik on can choose your target or hang back if you see someone else you can line up the shot. If you can land 7 or 8 saves on Palpatine you might even turn 1 kill him with some more shots , well worth throwing Bistan to the wolves . I'm generally not a fan of being this aggressive but it can and does work.
4 minutes ago, syrath said:To be honest crit 2 won't makers difference except when shooting into guardian or armour since you should always be getting enough regular hits that will be removed by cover or dodges off anyway. So those hits only count when shooting into Armor(factored that I into my calc) or guardian.
i meant if i was going to apply it to all units then it would
15 minutes ago, Tirion said:i meant if i was going to apply it to all units then it would
Yeah, anyway it is one of the highest damage attacks in the game (that is till Oct 4th when clone wars drops then even more fire support hits the table (Kenobi saber throw /bars speeder, operative Luke with impact and pierce). Also if you wanted to be less aggressive with the above tactics , deploy Boston at range 4 and lose 4 white dice (for a 1.5 drop, but still 6.125 dmg then pull back out of range with your move or if they only have range 3 you can recover and let them come to you, even if they remove the suppression they can't hit range 3 , letting you shoot again with Bistan for his regular non-fire support damage on turn 2, then fade him back a bit.
Edit: it's worth noting that Bistan shooting into droids may be fun.
Edited by syrath
Moving back to the OP , Choosing Jyn over Leia is a matter of choice, Leia is cheaper and easier to play with and is certainly more forgiving of mistake plays. Her presence of the board is felt from the first turn when you will usually drop Coordinated bombardment getting a double red , sharpshooter 2 (so you think hiding behind that barrier means anything
attack at the end of her activation on 3 units is a great opening activation. Her 2 pip essentially gives better board presence where you can have a number of units advance their positions about 4 inch which can help land surprise attacks from more damaging units like pathfinders and fleet troopers, and finally being able to activate two units back to back can be a great play at any point in the turn.
Moving onto Jyns cards , Rebellious doesn't have the same initial impact coordinated bombardment doea, but played correctly can help out in many ways. Does Jyn have a box grab on recover the supplies a unit activating nearby can let her gain an extra move to get out of dodge. Is there a nearby unit that looks like it could be a threat drop this activate Jyn , quick thinking for the dodge and aim, shoot said unit +1 suppression , when it activates shoot it again (another situation Hunter is quite nice on her but still hard to say no to duck and cover, so if you do Hunter I'd say take esteemed leader) now that unit has 2 suppression from Jyn alone before rally. If this suppressed them , job done. I've even charged her into Boba fett preventing him launching his rockets at her (suppressive tonfa is good also). 2 pip is interesting , good targets for the teamwork would be Tauntauns , since you can pick up one or two of their dodges when they move. Jyns own quick thinking can be used to get an aim and dodge on a unit that needs to move and shoot (Bistan maybe, joking of course ,but still a good idea) note though that and interesting combo is another unit with nimble makes a hilarious target.
Jyn plays "trust goes both ways" on Leia/Sabine/rebel trooper unit activates first and hits quick thinking. Now many players don't pick up their dodge tokens when a nimble unit gets shot, but the correct order of play is you spend your dodge token, and then replace it, so the nimble unit just got a new dodge token, so teamworks it back to the other unit. If the other unit gets shot you spend the dodge and cycle it back to Jyn, making both units quite tanky for that turn.
Finally one of the best late game cards in the game (in my opinion, although it's hard to argue against a well played "And now you will die") is Complete the mission. If you find yourself flooded with suppression with units near to running, or you need to guarantee that the unit needs to have both actions I their activation, drop this card and you can guarantee those 3 units won't run and and won't panic. If this is a last turn play then you don't have to worry about suppression. If it's a pathfinder unit or Jyn you can push the suppression to three or four knowing that you can recover on your turn resetting everything again (HQ uplink works well here) , another good Bistan tactic for resetting his weapon on the turn before he can launch another attack), or just use it to make sure that unit runs into your opponents zone in breakthrough , or lands on an objective , or keeps a hold of a box. I've used that one many a time but I had loaded up suppression on intercept the transmission and had Jyns, Pau and his pathfinders (actually they were all dead just Pau and Jyn remaind) sitting on the objective , each had 4 or more suppression going into turn 6 , complete the mission stopped Pau running off the objective, winning me the game. The suppression also kept both alive from fire including from an AT ST in open terrain (low profile also helped here )
IMO it's worth persevering if you don't get her immediately, first two games she was out by turn 2 with me, but she hasn't served me bad since, even on the games I've lost (won more than I've lost so I'm not complaining)
9 hours ago, syrath said:Moving back to the OP , Choosing Jyn over Leia is a matter of choice, Leia is cheaper and easier to play with and is certainly more forgiving of mistake plays. Her presence of the board is felt from the first turn when you will usually drop Coordinated bombardment getting a double red , sharpshooter 2 (so you think hiding behind that barrier means anything
attack at the end of her activation on 3 units is a great opening activation. Her 2 pip essentially gives better board presence where you can have a number of units advance their positions about 4 inch which can help land surprise attacks from more damaging units like pathfinders and fleet troopers, and finally being able to activate two units back to back can be a great play at any point in the turn.
Moving onto Jyns cards , Rebellious doesn't have the same initial impact coordinated bombardment doea, but played correctly can help out in many ways. Does Jyn have a box grab on recover the supplies a unit activating nearby can let her gain an extra move to get out of dodge. Is there a nearby unit that looks like it could be a threat drop this activate Jyn , quick thinking for the dodge and aim, shoot said unit +1 suppression , when it activates shoot it again (another situation Hunter is quite nice on her but still hard to say no to duck and cover, so if you do Hunter I'd say take esteemed leader) now that unit has 2 suppression from Jyn alone before rally. If this suppressed them , job done. I've even charged her into Boba fett preventing him launching his rockets at her (suppressive tonfa is good also). 2 pip is interesting , good targets for the teamwork would be Tauntauns , since you can pick up one or two of their dodges when they move. Jyns own quick thinking can be used to get an aim and dodge on a unit that needs to move and shoot (Bistan maybe, joking of course ,but still a good idea) note though that and interesting combo is another unit with nimble makes a hilarious target.
Jyn plays "trust goes both ways" on Leia/Sabine/rebel trooper unit activates first and hits quick thinking. Now many players don't pick up their dodge tokens when a nimble unit gets shot, but the correct order of play is you spend your dodge token, and then replace it, so the nimble unit just got a new dodge token, so teamworks it back to the other unit. If the other unit gets shot you spend the dodge and cycle it back to Jyn, making both units quite tanky for that turn.
Finally one of the best late game cards in the game (in my opinion, although it's hard to argue against a well played "And now you will die") is Complete the mission. If you find yourself flooded with suppression with units near to running, or you need to guarantee that the unit needs to have both actions I their activation, drop this card and you can guarantee those 3 units won't run and and won't panic. If this is a last turn play then you don't have to worry about suppression. If it's a pathfinder unit or Jyn you can push the suppression to three or four knowing that you can recover on your turn resetting everything again (HQ uplink works well here) , another good Bistan tactic for resetting his weapon on the turn before he can launch another attack), or just use it to make sure that unit runs into your opponents zone in breakthrough , or lands on an objective , or keeps a hold of a box. I've used that one many a time but I had loaded up suppression on intercept the transmission and had Jyns, Pau and his pathfinders (actually they were all dead just Pau and Jyn remaind) sitting on the objective , each had 4 or more suppression going into turn 6 , complete the mission stopped Pau running off the objective, winning me the game. The suppression also kept both alive from fire including from an AT ST in open terrain (low profile also helped here )
IMO it's worth persevering if you don't get her immediately, first two games she was out by turn 2 with me, but she hasn't served me bad since, even on the games I've lost (won more than I've lost so I'm not complaining)
That's a really good summary, thank you so much! I'm probably going to start with Leia and Tauns so I can grab a few more knowledge of how the game works at its basics, but for sure my next purchase is going to be Jyn and a box of Pathfinders! First list is going to be:
- Luke
- Leia
- Rebel Troopers Z6
- Rebel Troopers Z6
- Rebel Veterans
- Mk II
- ATRT
- Tauns
- More Tauns
Let's see how it works
Thank you again!
I've been playing jyn and pathfinders a lot and they're amongst my favourite units. The trick is learning to use them effectively (don't over infiltrate).
Both are good objective grabbers, especially recover supplies. I deploy pathfinders next to the central supplies, and then grab and run with first activation. You can use jyn's teamwork card (or others) to get a dodge on them.
Danger sense is incredibly effective against small dice pools - my opponents often give up trying to take them out and go for easier targets.
I've been running these units with leia and sabine, plus rebel troopers (with uplinks and detachments). With the vets order shenanigans, you can get amazing results from complete the mission, and leia's no time for sorrows.
I usually run the pathfinders with pao - his weapon is great and the inspire 2 really helps with suppression management. Plus having a range 4 unit really helps against the empire.
@syrath good call on the teamwork + nimble. Like many people, I just leave the token so haven't benefited from this.
14 hours ago, smickletz said:Oops, my browser was showing that I hadn’t replied.
Wow, a sextuple post... I think it's the biggest I ever saw on these forums.
1 hour ago, Ghost Dancer said:I usually run the pathfinders with pao - his weapon is great and the inspire 2 really helps with suppression management. Plus having a range 4 unit really helps against the empire.
You know you can't use Inspire on the unit it is on, right?
2 hours ago, arnoldrew said:You know you can't use Inspire on the unit it is on, right?
Usually you don't want to remove the suppression from the pathfinders except to manage it it's for the other trooper round about . Jyn doesn't have it natively like Leia so it helps if you want Pau and his unit to be more of a supporter
24 minutes ago, syrath said:Usually you don't want to remove the suppression from the pathfinders except to manage it it's for the other trooper round about . Jyn doesn't have it natively like Leia so it helps if you want Pau and his unit to be more of a supporter
It's all true, I was just making sure you didn't have the wrong idea.
4 hours ago, arnoldrew said:You know you can't use Inspire on the unit it is on, right?
Yep