Leia's Eleven

By syrath, in Army Building

You've heard of Oceans Eleven , well this is Leia's Eleven

Leia Organa (90 + 13 = 103)
--Esteemed Leader (5), Commanding Presence (5), Environmental Gear (3)

Mark II Medium Blaster Trooper (38 + 5 = 43)
--Linked Targeting Array (5)

Rebel Veterans (48 + 25 = 73)
--Rebel Comms Technician (9), Offensive Push (4), Recon Intel (2), HQ Uplink (10)

Rebel Veterans (48 + 25 = 73)
--Rebel Comms Technician (9), Offensive Push (4), Recon Intel (2), HQ Uplink (10)

Rebel Veterans (48 + 25 = 73)
--Rebel Comms Technician (9), Offensive Push (4), Recon Intel (2), HQ Uplink (10)

Mark II Medium Blaster Trooper (38 + 5 = 43)
--Linked Targeting Array (5)

Mark II Medium Blaster Trooper (38 + 5 = 43)
--Linked Targeting Array (5)

Rebel Pathfinders (68 + 38 = 106)
--Bistan (32), Offensive Push (4), Recon Intel (2), A-300 Long Range Config (0)

1.4 FD Laser Cannon Team (70 + 12 = 82)
--Linked Targeting Array (5), Barrage Generator (7)

AT-RT (55 + 25 = 80)
--Linked Targeting Array (5), AT-RT Rotary Blaster (20)

AT-RT (55 + 25 = 80)
--Linked Targeting Array (5), AT-RT Rotary Blaster (20)

Commands:
Coordinated Bombardment (1), Sabotaged Communications (1), No Time for Sorrows (2), Turning the Tide (2), Somebody Has to Save Our Skins (3), Covering Fire (3), Standing Orders (4)

The idea with this list is to pick up about 8-10 aim tokens per turn using recon (when deploying) along with HQ uplink for near perfect activation control (you can get perfect if you change Bistan for Pau and an uplink although this makes you less effective against Armor and denying and Armor set piece actions in turns 1 and 2 is better than having inspire 1. If you have no Armor to Shoot line him up against a hero to drop a fire support 17 dice pool with an aim two turns in a row of you can , either makes the unit worth its cost even if it doesn't reach turn3 . (Using sabotaged communications in turn 1 can be usefulnif you get something like limited visibility)

No time for sorrows does the same in turn 2 (you use one of your normal actions to recover in turn 1, but you can leverage an extra aim by giving an order to the fd turret

If you get a deployment where you can start attacking in turn 1 you can benefit from about 20 extra aim tokens. In those two turns and still having offensive push up for a third time after turn 2

You're going to be recovering a LOT if you expect to have all those aim tokens turn after turn. It seems like your mobility is going to seriously suffer.

On 10/7/2019 at 12:36 AM, arnoldrew said:

You're going to be recovering a LOT if you expect to have all those aim tokens turn after turn. It seems like your mobility is going to seriously suffer.

Assuming coordinated bombardment in turn 1 and burning your offensive push and your hq uplinks followed by no time for sorrows on turn 2 Vs recovering turns 1and 2 and then burning without a recovery on turn 3 .

So (in a perfect world) over 2 turns you get 12 move 1s , 12 aims, 6 dodges 12 shots and you get an additional 6 actions from your MK2 blasters (who didn't need to recover and assuming you don't fire support)

At the end of turn 2 you still have hq uplink up, offensive push up on all 3 vets so assuming you blow it on turn 3 and never use either again, you have had on your all 3 of your veterans

Turn 1 4" of movement, aim , dodge and a shot

Turn 2 4" of movement , aim, dodge and a shot

Turn 3 6" of movement, aim dodge and a shot

On your mk2s you got

Turn 1 4.75" of movement , aim , a shot and an action of your choice (assuming no fire support taken)

Turn 2 4.75" of movement, aim, a shot and an action of your choic

Turn 3 no movement , an aim, a shot and an action of your choice

For a total of

75.5" of total movement amongst your units, 18 aim tokens, your 3 veterans start each turn with their dodge already up. Your mk 2s had 9 additional actions they could choose from and you shot 18 times

Now equipped similarly and not recovering

Turn 1 you ditch the recovery for another movement getting you 6" each on the veterans, so 10" of movement, an aim, a dodge and a shot

Turn 2 only 2 of your units get to take no time for sorrows, so 10" of movement for your veterans , and 4.75" for 2 of your MK2 . Only 2 aim tokens are given out this turn total on the MK2. Your third veteran gets 6" of movement and a shot

Turn 3 assuming no problems with suppression by this time your only getting to move and shoot so 6" of movement and a shot on all 3 vets., And a shot an an action on the MK2

97.75" of movement, 8 aims 5 dodges , 18 shots , 9 additional actions from your mk2s

So yes you travel further but strangely it's like 13" Vs 16" when averaged over all your units. Which is half a range ruler , which is roughly half an action per unit.

You however are down 10 aim tokens (8vs 18) and 4 dodge tokens (5 Vs 9). That's 14 actions worth of benefits for a net gain of 11 actions when you choose to recover. You essentially lose 3 actions worth of movement over 3 turns and gain 14 actions worth of aiming and dodging. It isn't a bad trade off really.

Edited by syrath
Too long