Looking for advice on Clones and Kenobi

By SirCormac, in Star Wars: Legion

Hello all,

I've been playing the game since it first came out but am now wrestling with the new core set and trying to wrap my head around the clones and Obi-Wan. So I have a few questions:

1. When you have a 'free' action with the clones, do you aim or Dodge? Does your decision change based on whether you have the Z6 or the DC-15?

2. For Obi-Wan, what builds have you found helpful? Do you build him more defensive and protect the clones, or go on a rampage (a la Luke)?

3. Have you found any other helpful strategies?

Thanks!

1 depends entirely on the for if the game. if unsure dodge. but standbys are great on them.

2) there are a couple accepted answers here from the think thank. I like to go force reflexes, force guidance, tenacity (a must), and aggressive tactics. I play him defensively taking shots for the clones, on average for 3-4 turns then make a move.

3) choose your fire support moments. utilize knowledge and defense on the first big volley turn from your opponent.

I play obi-wan defensively, keep him near the clones and guardian dmg for them, it does mean he gains dmg faster then I would like, but the few games I've been able to play the clone sqauds have stayed at full health or near too for most of the game. Personally cant wait until clones get medic to keep obi-wan alive longer

I think the Republic is far less a "play this way" faction than one that adapts to the situation. Where the Empire wants to aim, and the Rebels want to dodge, the Clones may want to aim, dodge, or standby, depending on that unit's situation and the board state. What weapon they have usually doesn't change the decision that much, rather it's what each action will do for the unit and the army as a whole. A unit out of range may take an aim/dodge and a standby if they can pass those to another unit that is within range to make use of them.

Obi-Wan is much the same. He can stay and defend the Clones, or he can charge through the enemy ranks on a murderfest. Really depends on what's going on. I think ideally, you want to keep him close to clones for the first turn or two, but eventually launch him into the enemy. Ideally, you want to be engaged in melee before playing "Hello There," so he can pick up a free standby that is very hard for him to lose. Really helps him when he can eliminate two units back to back, or even rip through one really tough one. For builds, you have options, as Force Push, Force Reflexes, and Hope are all good, and other people have had success with Jedi Mind Trick or others. I'm not a huge can of the last one, but the others have worked for me.

On 11/4/2019 at 12:15 PM, SirCormac said:

1. When you have a 'free' action with the clones, do you aim or Dodge? Does your decision change based on whether you have the Z6 or the DC-15?

Excuse my ignorance. New player here. What do you mean when clones get a "free" action? Are you talking about token sharing? Thanks!

17 minutes ago, FastWalker said:

Excuse my ignorance. New player here. What do you mean when clones get a "free" action? Are you talking about token sharing? Thanks!

Simply referring to when you have an extra action to spare. Usually this means you don't need to move but wish to attack. So the question is whether to take an aim for the attack, or take a Dodge to aid that unit and any around it when attacked.

On 11/5/2019 at 8:58 AM, Alpha17 said:

I think the Republic is far less a "play this way" faction than one that adapts to the situation. Where the Empire wants to aim, and the Rebels want to dodge, the Clones may want to aim, dodge, or standby, depending on that unit's situation and the board state. What weapon they have usually doesn't change the decision that much, rather it's what each action will do for the unit and the army as a whole. A unit out of range may take an aim/dodge and a standby if they can pass those to another unit that is within range to make use of them.

Obi-Wan is much the same. He can stay and defend the Clones, or he can charge through the enemy ranks on a murderfest. Really depends on what's going on. I think ideally, you want to keep him close to clones for the first turn or two, but eventually launch him into the enemy. Ideally, you want to be engaged in melee before playing "Hello There," so he can pick up a free standby that is very hard for him to lose. Really helps him when he can eliminate two units back to back, or even rip through one really tough one. For builds, you have options, as Force Push, Force Reflexes, and Hope are all good, and other people have had success with Jedi Mind Trick or others. I'm not a huge can of the last one, but the others have worked for me.

This. I think the big takeaway is to stay away from Force Guidance. I find this card to be a trap most of the time. Reflexes + Hope have served me well in my games.

12 hours ago, R3dReVenge said:

This. I think the big takeaway is to stay away from Force Guidance. I find this card to be a trap most of the time. Reflexes + Hope have served me well in my games.

how is it a trap?

18 minutes ago, Tirion said:

how is it a trap?

Must....resist....temptation...to...meme....

37 minutes ago, Tirion said:

how is it a trap?

It's just not very efficient compared to alternative choices like Force Reflexes or Aggressive Tactics. It might find a home on a future Master of the Force 2 unit, though.

25 minutes ago, Squark said:

It's just not very efficient compared to alternative choices like Force Reflexes or Aggressive Tactics. It might find a home on a future Master of the Force 2 unit, though.

that doesn't tell me how it is a trap, not does it prevent you from taking either of those things?...

2 hours ago, Tirion said:

how is it a trap?

You always want Reflexes on Obi because the dodge works well with his mastery and protects the clones. It's inefficient to put two exhaust force power cards on a commander with MotF 1.

I like Hope better because it doesn't run into this issue above and helps remove suppression (something that the clones struggle with).

I find it a trap because it comes in his kit (with artwork of him), implying that it would fit well with him when I don't believe that's the case.

On 11/4/2019 at 2:15 PM, SirCormac said:

Hello all,

I've been playing the game since it first came out but am now wrestling with the new core set and trying to wrap my head around the clones and Obi-Wan. So I have a few questions:

1. When you have a 'free' action with the clones, do you aim or Dodge? Does your decision change based on whether you have the Z6 or the DC-15?

2. For Obi-Wan, what builds have you found helpful? Do you build him more defensive and protect the clones, or go on a rampage (a la Luke)?

3. Have you found any other helpful strategies?

Thanks!

1. If I have an extra action, I will take something my other clones that are in range don’t have. That way you can have one of each when needed for others. If I have only a unit leader left of a unit, I try to hide him in LoS blocking terrain and in range 1 and sight of the others. The most important thing, if you spend a dodge from one unit, replace it with the next unit’s action and don’t overspend. White dice are kind of a waste to use aims for, so don’t use more than one, unless your rerolling black or better.

2. I usually have Force Reflexes, Force Push, Tenacity and Aggressive Tactics or Strict Orders (Obi has one, Rex has the other). I find the Force Reflexes good for early in the game so I can keep Obi hidden in LoS blocking terrain and still Guardian hits for clones. Then Force Push is for when the enemy is close (about round 3) and Obi goes to town on the enemy infantry. He can really clear one unit after another like some kind of human wrecking ball.

3. Standby that can’t be shot off cause it’s on a unit that is behind LoS blocking terrain is awesome for messing with your opponent. It will be even better for a Phase 2 unit with Overwatch or Phase 1 with a Captain from the Upgrade Pack and Overwatch, so you get to use it out to range 3. Also with Standby only one or two of you units need to be visible and thereby shootable, but you still get all your attacks. Then when you visible unit gets whittled down, just retire them behind terrain to pass out Standbys and other tokens and send out a fresh unit. Man, GAR is so much more fun than the other factions. Oh, and don’t forget Force Push is a move, so it also triggers Standby. Ah, good times. Force Push a nearby commander like Grievous and three units light him up, then Obi attacks with a charge. Yeah, good times.😊

You’ll love Rex when he comes out too.

9 hours ago, Squark said:

It's just not very efficient compared to alternative choices like Force Reflexes or Aggressive Tactics. It might find a home on a future Master of the Force 2 unit, though.

Palpatine...

FG is good on Sparky, but Obi really doesn't want to use it. At some point, you'll face the law of diminishing returns with surges; I've ever used up all of the tokens provided by General Kenobi and AT, and a one time use force power (because I'm always going to recover Force Reflexes) isn't worth the points.

I generally get 2 uses a game out of it. 2 surges on turns I don't get surges is worth it to me.

12 hours ago, Squark said:

It's just not very efficient compared to alternative choices like Force Reflexes or Aggressive Tactics. It might find a home on a future Master of the Force 2 unit, though.

Its pretty great on Palpatine if you have the spare points