Any ideas for the clone army?

By Lightrock, in Star Wars: Legion

Does anyone have any interesting ideas / experiences with the clone army? I've already seen some pretty neat droid armies (not very diverse yet, understandably). All the droid units (well, all 3 of them) seem to have a purpose and are good at what they do with a good bit of synergy between them.

Meanwhile I can't seem to figure out the clones. The infantry seems okayish for a solid gunline but not really something that could beat the imperial equivalent with their DTs. BARCs are not very appealing since they resemble bikes way too much and are likely to get shot to pieces at long range (or short range for that matter). Obi is the most baffling of all. His stats and 1 pip suggest he should be a melee brawler/flanker like Luke but his Guardian keyword and the units available at this time do not support that kind of playstyle at all, so I have no idea how to play him while utilizing his full potential. Should I be steadily advancing my army and eventually charge with Obi, hoping he somehow survives being in the open for that long? Or should I just stay back and shoot, forgetting that Obi even has a lightsaber unless something comes close? Anyone has any thoughts?

Haven't played myself yet, but it would seem that the Clones are meant to burn through High-Priority targets, and Obi keeps them alive to do so, while engaging them too.

Just now, That Blasted Samophlange said:

Haven't played myself yet, but it would seem that the Clones are meant to burn through High-Priority targets, and Obi keeps them alive to do so, while engaging them too.

Yeah, I figured as much. The thing is that he's not much tougher than Luke, especially without access to stims. I've got enough experience with Luke to know how hard it can be to keep him alive even if he moves along the flank, taking advantage of cover and shot blockers whenever possible.

Obi on the other hand basically stays right in the center of the army and draws fire like crazy. Even if he doesn't use his guardian, the very fact that he COULD use it, along with how dangerous he may be if he comes close, pretty much guarantees he's gonna get focused ASAP. How you're supposed to keep him alive and able to actually engage is beyond me.

Another thing to do with Obi, is to try to lock down units. His Soresu lets him “deflect” melee attacks, so it can be dangerous to attack him. Find a way to get multiple dodge tokens, and he can slowly approach the target.

Guardian and Soresu works together, so there is that.

Edited by That Blasted Samophlange

Also see a lot of dislike for the BARC with a lot of focus on the 6 infantry and Obi Wan doing the work.

Clones are all about teamwork. Keep them together, share their tokens, utilize fire support, and use obi-wan's cards at the right time and they can outshoot imperials. The barcs are all about enabling firesupport; moving quick to get around cover and giving the clone troopers surge to hit. You can't consider the efficiency of a republic unit in a vacuum because all their abilities are about teamwork.

Edited by Qark
1 hour ago, Qark said:

Clones are all about teamwork. Keep them together, share their tokens, utilize fire support, and use obi-wan's cards at the right time and they can outshoot imperials. The barcs are all about enabling firesupport; moving quick to get around cover and giving the clone troopers surge to hit. You can't consider the efficiency of a republic unit in a vacuum because all their abilities are about teamwork.

Well said both droids and clones require a different approach than rebels and emperials

5 hours ago, Qark said:

Clones are all about teamwork. Keep them together, share their tokens, utilize fire support, and use obi-wan's cards at the right time and they can outshoot imperials. The barcs are all about enabling firesupport; moving quick to get around cover and giving the clone troopers surge to hit. You can't consider the efficiency of a republic unit in a vacuum because all their abilities are about teamwork.

How do barcs give out surges? Is there an upgrade I've missed?

3 minutes ago, buckero0 said:

How do barcs give out surges? Is there an upgrade I've missed?

The Barc natively surges, so if shoots and you use fire support for a Z-6 with the Barc, you basically just gave the Z-6 surges to hit.

Thanks for some great insights guys. Which heavy weapons do you think are best for the infantry and the BARCs? Or maybe you run BARCs vanilla, with no upgrades at all? Also, what actions do you take on infantry, assuming it can't fire or you simply choose not to?

4 hours ago, Lightrock said:

Thanks for some great insights guys. Which heavy weapons do you think are best for the infantry and the BARCs? Or maybe you run BARCs vanilla, with no upgrades at all? Also, what actions do you take on infantry, assuming it can't fire or you simply choose not to?

Z-6 and DC-15 are both viable. I mainly run the Z-6 because it costs 5 points less and gives fairly similar numbers though. I wish someone could go deeper into the math of both options.

The DP-23 and the RPS-6 are a bit lacking. DP-23 range 2 seems situational (may be different with more releases).

BARC base or with Twin laser Gun. Right now the BARC is a bit overpriced. It's main strength comes from Fire support so running it base might be best. I just have a problem with its cost efficiency. For a small increase in points, you gain 2 white and 1 black. The RPS is quite overpriced and the ION gunner is pretty situational (and overpriced).

I find taking actions with clones takes a bit of experience, so I can't just say do X because of there are several dynamic lines due to token sharing. Remember they can share Standby tokens!

I guess this is one of those threads that I don't understand the problem.

Vs Imperial Gunline : Clones are better at gunlining than Stormtroopers, by a lot. Not only can they share various tokens, allowing them to take full advantage of them, but the ability to gain Surge to whatever with the right tokens means they can last longer, and come close to matching Death Troopers in performances at a reduced cost. Only major hang up is that they isn't a real equivalent for Veers or, dare I say it, Krennic, yet, so the benefits those commanders provide are absent. Now, when fighting a gunline, the real worry is if the Imperial list is built to maximize suppression. That can be a problem, and something you'll need to overcome by nuking Imperial units off the board as fast as possible. Ideally, You want to take at least one off the board per turn, and then get Kenobi in the mix to mess up their cohesion.

BARCs : useful for flanking or harassing, or making a surgical strike on a target that with Fire Support. I'll admit to being terrible with the BARC, and its usually dead by round 3 at the latest, but it can be useful if played right. I'll personally be dropping it as soon as possible, but it's not completely worthless now.

Kenobi : Kenobi shouldn't be baffling; he's **** near the best commander in the game. He has the ability to be both a supporting commander, assisting your troops and improving their abilities, and one of the best combat commanders. A properly timed Hello There can wreck shop, and change the course of a game. Done it more than once. As to how you play him, it depends on what's going on. Usually, advancing him with the Clones is a good idea, especially if you can get him into cover, but where he can still see the Clones to use Guardian. I'd recommend using Guardian only when you have dodge tokens to spend on it, and then, usually only block shots one at a time (with the dodge) unless guardianing more prevents Pierce to be used. When the option is open, send Kenobi after a key position or unit. Ideally, you want to push him into a swirling mass of enemy units before playing Hello There, but the key is to do so when he can take full advantage of it. Personally, I like to have Kenobi charge into an enemy unit, end the round in melee, and next turn play Hello there to gain a standby token. Since he's in melee, and most melee attacks don't give suppression, wait til someone else moves, spend the standby, kill the unit he's in melee with, then activate him, and charge into another unit. Two attacks in a turn, and you've just eliminated an activation if not two.

1 hour ago, Alpha17 said:

I guess this is one of those threads that I don't understand the problem.

Vs Imperial Gunline : Clones are better at gunlining than Stormtroopers, by a lot. Not only can they share various tokens, allowing them to take full advantage of them, but the ability to gain Surge to whatever with the right tokens means they can last longer, and come close to matching Death Troopers in performances at a reduced cost. Only major hang up is that they isn't a real equivalent for Veers or, dare I say it, Krennic, yet, so the benefits those commanders provide are absent. Now, when fighting a gunline, the real worry is if the Imperial list is built to maximize suppression. That can be a problem, and something you'll need to overcome by nuking Imperial units off the board as fast as possible. Ideally, You want to take at least one off the board per turn, and then get Kenobi in the mix to mess up their cohesion.

BARCs : useful for flanking or harassing, or making a surgical strike on a target that with Fire Support. I'll admit to being terrible with the BARC, and its usually dead by round 3 at the latest, but it can be useful if played right. I'll personally be dropping it as soon as possible, but it's not completely worthless now.

Kenobi : Kenobi shouldn't be baffling; he's **** near the best commander in the game. He has the ability to be both a supporting commander, assisting your troops and improving their abilities, and one of the best combat commanders. A properly timed Hello There can wreck shop, and change the course of a game. Done it more than once. As to how you play him, it depends on what's going on. Usually, advancing him with the Clones is a good idea, especially if you can get him into cover, but where he can still see the Clones to use Guardian. I'd recommend using Guardian only when you have dodge tokens to spend on it, and then, usually only block shots one at a time (with the dodge) unless guardianing more prevents Pierce to be used. When the option is open, send Kenobi after a key position or unit. Ideally, you want to push him into a swirling mass of enemy units before playing Hello There, but the key is to do so when he can take full advantage of it. Personally, I like to have Kenobi charge into an enemy unit, end the round in melee, and next turn play Hello there to gain a standby token. Since he's in melee, and most melee attacks don't give suppression, wait til someone else moves, spend the standby, kill the unit he's in melee with, then activate him, and charge into another unit. Two attacks in a turn, and you've just eliminated an activation if not two.

Exactly, I’ll be dropping the BARC for elite clones once they become available.

Kenobis cards are just brutally efficient. Probably one of the best commander in the game.