Republic Army Build - Looking for Tweaks

By FastWalker, in Army Building

19 hours ago, Lochlan said:

Yeah, the DLT-19, DLT-20A, DC-15, and E-5s are all basically the same weapon, just with small tweaks to each of them.

I think a better description for these would be Designated Marksman Rifles (DMRs) or even battle rifles rather than Sniper Rifles, but the community does seem to have latched on to the term.

57 minutes ago, Alpha17 said:

I think a better description for these would be Designated Marksman Rifles (DMRs) or even battle rifles rather than Sniper Rifles, but the community does seem to have latched on to the term.

The DLT-19 is actually supposed to be a light machine gun, regardless of what its stats in this game say. I'm not sure about the other ones.

3 minutes ago, arnoldrew said:

The DLT-19 is actually supposed to be a light machine gun, regardless of what its stats in this game say. I'm not sure about the other ones.

Oh, I definitely agree. The original film versions were just MG-34s with extra stuff tacked on. Game wise, however, it functions more like a DMR. The DC-15 could also go either way; the original version from the film and EU was a battle rifle, while the BFII (2) version is more like an LMG.

18 hours ago, Cleto0 said:

Yeah you can still get free aims with the specialists, but the suppression gig is nice... If you go with Captain, I would recommend hunter for better efficiency.

Hunter is an option. More efficiency for a few more points. Not sure I'm sold on it.

How about Overwatch? With the murderball, you can probably spend Standby tokens multiple times at Range 3.

Another option is Endurance. Which is probably overkill because of the Captain's exhaust ability. But i hate getting suppressed and having one of your units panic is no picnic.

Probably depends how often any of these options will trigger. Hunter doesn't require an action. So there's that.

20 hours ago, FastWalker said:

Hunter is an option. More efficiency for a few more points. Not sure I'm sold on it.

How about Overwatch? With the murderball, you can probably spend Standby tokens multiple times at Range 3.

Another option is Endurance. Which is probably overkill because of the Captain's exhaust ability. But i hate getting suppressed and having one of your units panic is no picnic.

Probably depends how often any of these options will trigger. Hunter doesn't require an action. So there's that.

Right. Hunter is better if you get more than 1 trigger out of it. I think overwatch is a solid choice because it can trigger more than once a round, but only if you play with standbys. Endurance is too expensive for what it does imo at least for corps units.

3 hours ago, Cleto0 said:

Right. Hunter is better if you get more than 1 trigger out of it. I think overwatch is a solid choice because it can trigger more than once a round, but only if you play with standbys. Endurance is too expensive for what it does imo at least for corps units.

Good info. Thanks.

I'm at the flip-a-coin point between Hunter and Overwatch. Both are good options.

Based on my cagey playstyle, I'll probably end up picking Overwatch. So that means, I shall playtest Hunter. If i can change my playstyle and get Hunter to trigger 2+, then yay.

Another consideration is how will your opponent change his tactics based on what upgrades you have. At the moment, I'm not experienced enough to know how different the majority of players will react to Overwatch or Hunter. I can only guess.11

18 hours ago, FastWalker said:

Good info. Thanks.

I'm at the flip-a-coin point between Hunter and Overwatch. Both are good options.

Based on my cagey playstyle, I'll probably end up picking Overwatch. So that means, I shall playtest Hunter. If i can change my playstyle and get Hunter to trigger 2+, then yay.

Another consideration is how will your opponent change his tactics based on what upgrades you have. At the moment, I'm not experienced enough to know how different the majority of players will react to Overwatch or Hunter. I can only guess.11

tbh, it really does depend on the list. if you have 2x Overwatch with a good clone list, I play around the potential standby shenanigans. Remember that legion is a range game, so many people will be able to avoid your standby plays with range 4 or suppression. Hunter is a buff, but I wouldn't play around it. you won't avoid my tauntauns if they are coming for you ;) take your aim, I'll deliver 3 wounds to your unit still.

Here's my latest iteration of a Rex Army. I took away the Captain and changed it to Specialist. I also found myself struggling with Suppression and hardly using Surge tokens. So i changed Rex from having Aggressive Tactics + Hunter to Offensive Push + Strict Orders. The 5x Specialists will help generate additional tokens when needed. I need to remember to stagger the use of the Specialists. With these changes, i can put 2x Recon Intel on 2 Core units and, with Rex's Scouting Party, have 5 units Scout 1 during deployment.

Next, making a build with R2D2.

PS - @Cleto0 thanks for your input that helped make this list.


++ Standard (Galactic Republic) [800 Points] ++

+ Commander +

•Clone Captain Rex [99 Points]: Offensive Push†, Strict Orders

+ Corps +

Phase I Clone Troopers [101 Points]: DC-15 Phase I Trooper, Phase I Clone Specialist†, Recon Intel

Phase I Clone Troopers [101 Points]: DC-15 Phase I Trooper, Phase I Clone Specialist†, Recon Intel

Phase I Clone Troopers [99 Points]: DC-15 Phase I Trooper, Phase I Clone Specialist†

Phase I Clone Troopers [99 Points]: DC-15 Phase I Trooper, Phase I Clone Specialist†

Phase I Clone Troopers [99 Points]: DC-15 Phase I Trooper, Phase I Clone Specialist†

Phase I Clone Troopers [52 Points]

+ Support +

BARC Speeder [75 Points]

BARC Speeder [75 Points]

++ Total: [800 Points] ++

9 Activation Build w/o BARCs. Thank you, R2D2. See below.

My question is C-3PO worth the 15 points and removing a Heavy Weapon from a Core unit? Also, I'm thinking about exchanging the naked Core unit for a Phase 2 unit.

What do you think? How to improve this build?


++ Standard (Galactic Republic) [798 Points] ++

+ Commander +

•Clone Captain Rex [99 Points]: Offensive Push†, Strict Orders

•Obi-Wan Kenobi [202 Points]: Aggressive Tactics, Force Reflexes, Hope, Tenacity

+ Operative +

•R2-D2† [35 Points]

+ Corps +

Phase I Clone Troopers [84 Points]: DC-15 Phase I Trooper, Recon Intel

Phase I Clone Troopers [84 Points]: DC-15 Phase I Trooper, Recon Intel

Phase I Clone Troopers [82 Points]: DC-15 Phase I Trooper

Phase I Clone Troopers [82 Points]: DC-15 Phase I Trooper

Phase I Clone Troopers [78 Points]: RPS-6 Phase I Trooper†

Phase I Clone Troopers [52 Points]

++ Total: [798 Points] ++

I've been back and forth on upgrade on Obi and Rex.

- I think Agressive Tactics might be a hair better on Rex than on Obi, since Obi's 3-pip gives you more Surge tokens than you'll ever need already. Swapping them seems like a decent idea.

- Does Rex need Esteemed Leader to work? He's an extremely high priority target for the enemy, with low morale for a leader, and low HP. He really wants to make it to mid-late game so he can shoot, too.

- Does Obi want push? I feel like post-Dooku he wants it more, and after Operative Vader & Luke get released, that's a lot of supreme melee beatsticks Obi can't hope to beat in a straight fight, it'll be crucial to move them out of melee to get some fire support shots on them.

- Recon Intel works well on Rex since it extends to his Scouting Party.

- DP-23s will real good with Scout 2 and Rex's 2-pip, and you shave a few more points there.

- Feels like running 2x Phase IIs will mostly eliminate the need for Aggressive tactics, giving you a lot more freedom in command card choices. It just feels like it doesn't provide a lot of synergy to clones (compared to droids) but since we aren't exactly spoiled for choice to get surge tokens, we take it.

Edited by OneLastMidnight
13 hours ago, FastWalker said:

9 Activation Build w/o BARCs. Thank you, R2D2. See below.

My question is C-3PO worth the 15 points and removing a Heavy Weapon from a Core unit? Also, I'm thinking about exchanging the naked Core unit for a Phase 2 unit.

What do you think? How to improve this build?


++ Standard (Galactic Republic) [798 Points] ++

+ Commander +

•Clone Captain Rex [99 Points]: Offensive Push†, Strict Orders

•Obi-Wan Kenobi [202 Points]: Aggressive Tactics, Force Reflexes, Hope, Tenacity

+ Operative +

•R2-D2† [35 Points]

+ Corps +

Phase I Clone Troopers [84 Points]: DC-15 Phase I Trooper, Recon Intel

Phase I Clone Troopers [84 Points]: DC-15 Phase I Trooper, Recon Intel

Phase I Clone Troopers [82 Points]: DC-15 Phase I Trooper

Phase I Clone Troopers [82 Points]: DC-15 Phase I Trooper

Phase I Clone Troopers [78 Points]: RPS-6 Phase I Trooper†

Phase I Clone Troopers [52 Points]

++ Total: [798 Points] ++

wait, isn't r2d2 rebel?

17 hours ago, FastWalker said:

9 Activation Build w/o BARCs. Thank you, R2D2. See below.

My question is C-3PO worth the 15 points and removing a Heavy Weapon from a Core unit? Also, I'm thinking about exchanging the naked Core unit for a Phase 2 unit.

What do you think? How to improve this build?

Swap Aggressive Tactics and Strict Orders around.

As for dropping a heavy weapon for 3PO, I'd recommend against it. You're dropping a squad's major offensive firepower to gain a unit that can generate, at best, 2 tokens per turn, and can still die from a single shot. No thanks. To many support units, and not enough front line firepower at that point, at least in my opinion.

4 hours ago, TIE wing said:

wait, isn't r2d2 rebel?

They will be released with the Cards for both Rebel and Republic.

9 hours ago, OneLastMidnight said:

Obi can't hope to beat in a straight fight

While I think that Push is an auto-include on all force users except Palpatine, Obi beats most force users in a 1 on 1. He has such a good defense and his deflect damage is pretty great in melee.

Thanks, you just made me realize that Soresu deals Deflect damage in melee!

You learn something new every day!

The more and more I play GAR the more I'm loving the faction. Their synergy combined with good offense and defense is a great combo. With all of your feedback and changing my playstyle, I no longer feel like other factions have an advantage over GAR. When new units, like ARC Troopers arrive, GAR will be oustanding. Thanks!

13 hours ago, OneLastMidnight said:

I've been back and forth on upgrade on Obi and Rex.

- I think Agressive Tactics might be a hair better on Rex than on Obi, since Obi's 3-pip gives you more Surge tokens than you'll ever need already. Swapping them seems like a decent idea.

- Does Rex need Esteemed Leader to work? He's an extremely high priority target for the enemy, with low morale for a leader, and low HP. He really wants to make it to mid-late game so he can shoot, too.

- Does Obi want push? I feel like post-Dooku he wants it more, and after Operative Vader & Luke get released, that's a lot of supreme melee beatsticks Obi can't hope to beat in a straight fight, it'll be crucial to move them out of melee to get some fire support shots on them.

- Recon Intel works well on Rex since it extends to his Scouting Party.

- DP-23s will real good with Scout 2 and Rex's 2-pip, and you shave a few more points there.

- Feels like running 2x Phase IIs will mostly eliminate the need for Aggressive tactics, giving you a lot more freedom in command card choices. It just feels like it doesn't provide a lot of synergy to clones (compared to droids) but since we aren't exactly spoiled for choice to get surge tokens, we take it.

Good info. Thanks. I've been toying around with lists without Aggressive Tactics. It saves me some points that I can include a Phase 2 Corps unit. The one thing I find myself discarding at the end of each turn are extra or unused Surge tokens. Your advice made my list that much more efficient.

Esteemed Leader on Rex has its potential. It'll help me be more aggressive with Rex without fear of losing him. I'll test with or without EL.

I'm not completely sold on Force Push. I usually prefer Obi be locked in melee until his target is destroyed and my other units are shooting at other units. Force Push is something I need to play with. If I don't like it, I'll at least be more familiar with it.

I like having 2x Recon Intel on my Corps units. That way, during deployment, 5x units can perform a 1-move -- Rex + Scout Party 2 + 2x Recon Intel. That just brings my Murderball that much closer to the enemy with DC-15s.

I haven't considered DP-23s because I prefer DC-15s Range 4 attacks. With Rex's 2-pip, I can have a whole squad reach out to Range 4.

5 hours ago, Alpha17 said:

As for dropping a heavy weapon for 3PO, I'd recommend against it. You're dropping a squad's major offensive firepower to gain a unit that can generate, at best, 2 tokens per turn, and can still die from a single shot. No thanks. To many support units, and not enough front line firepower at that point, at least in my opinion.

Yeah, after Alex Davy explained how R2D2's Repair 2 and Capacity 2 works, it makes R2D2 even more better. He's essentially 8 HPs for 35 points. That's pretty good. As long as nothing one-shots R2D2 (can be easy). As for C-3PO, you're completely right that a Heavy Weapon is worth WAY more than this egotistical hunk of junk.

4 hours ago, Cleto0 said:

While I think that Push is an auto-include on all force users except Palpatine, Obi beats most force users in a 1 on 1. He has such a good defense and his deflect damage is pretty great in melee.

I have yet tested Obi against other Force users. Grievous doesn't count, but Obi sure did chew him up.

- Remember that Obi can use Push whenever he wants. You can move a high value target out of melee then engage with Obi. You can attack with Obi then get that unit out of melee and let other units shoot at it. You can clear objectives. You can take units out of heavy cover then engage a separate unit. It's really versatile! And for 2 turns each game, Obi doesn't really need Force Reflexes since he's getting heaps of Dodge tokens from his orders.

- You can also use Recon Intel on Rex on top of having it on other units! Scout 2 is the bomb, especially on 3 models.

- I'm out of the loop, how does R2 work? You can repair 2 twice??

- My view of Obi has improved further now that I understand Soresu Mastery properly. I always thought, well he defends the clones really well, he has incredibly good orders, he's mobile, he has Master of the Force, so he's a little worse in melee, he needs a downside! Nope. Turns out he really CAN do everything!

Edited by OneLastMidnight
1 hour ago, OneLastMidnight said:

- Remember that Obi can use Push whenever he wants. You can move a high value target out of melee then engage with Obi. You can attack with Obi then get that unit out of melee and let other units shoot at it. You can clear objectives. You can take units out of heavy cover then engage a separate unit. It's really versatile! And for 2 turns each game, Obi doesn't really need Force Reflexes since he's getting heaps of Dodge tokens from his orders.

- You can also use Recon Intel on Rex on top of having it on other units! Scout 2 is the bomb, especially on 3 models.

- I'm out of the loop, how does R2 work? You can repair 2 twice??

- My view of Obi has improved further now that I understand Soresu Mastery properly. I always thought, well he defends the clones really well, he has incredibly good orders, he's mobile, he has Master of the Force, so he's a little worse in melee, he needs a downside! Nope. Turns out he really CAN do everything!

- Yeah, I know what can be done with Force Push. I just use my Obi differently. Having Rex & Obi in the same list will be challenging because both of their command cards are fantastic. Gotta find the right timing and balance between each commanders' cards. I'll practice with Force Push since I'm already familiar with Force Reflexes.

- True about Scout 2. Gotta playtest and see which I like best.

- R2D2 has Repair 2 and Capacity 2. Alex Davy explained in the last livestream. R2D2 can repair 2 wounds, or a wound and ion, or 2 ions. When R2D2 does, it counts as a single Capacity. So R2D2 can self heal up to 4 wounds. That's assuming he survives whatever attack is aimed at him.

16 hours ago, FastWalker said:

Yeah, after Alex Davy explained how R2D2's Repair 2 and Capacity 2 works, it makes R2D2 even more better. He's essentially 8 HPs for 35 points. That's pretty good. As long as nothing one-shots R2D2 (can be easy). As for C-3PO, you're completely right that a Heavy Weapon is worth WAY more than this egotistical hunk of junk.

Don't forget that R2's repair is an action, unlike most Astros. Means that if you're going to try to heal those wounds off, you'll need to give up at least half of your actions for two turns. Might be possible to do if the suppression gained keeps them from targeting you again, but that's far from certain, especially if anyone is close enough for melee.