Command card disparity.

By Mace Windu, in Army Building

The poor OP asked about command cards for Separatists and Republic forces. The short answer is, while the separatists and Republic forces have some good unit synergies and the command cards they have are very competetive, they don’t have nearly as much choice when it comes to force construction, and so they are almost certainly at a competetive disadvantage. But that doesn’t mean they can’t see success competitively or there’s no point in running them. I also think Skirmish format will be more competitive in general with a wider variety of lists being viable and less emphasis on snipers and gun lines. But I could be wrong.

As for the rest of it, can’t we have a single thread without someone crusading to “fix” tauntauns? Remember when all the imperial lists were running 3 speeder bikes? Remember when FFG nerfed them because they were broken? Oh wait. They didn’t do anything. How popular are three speeder bikes now?

The argument that “lots of people run tauntauns” means they are OP or broken is logically bankrupt.

I know it’s terribly upsetting that Rebel forces have an option available that allows them to approach your range 4 gun line rather than just cower on one side of the board and let you score on all the objectives.

Does anyone have any actual data on tauntauns? Their prevalence and the win percentage of lists using them? A quick google brought up this site:

https://legiontournamentcircuit.com/tournament-data-2019/

Which reports tournament results. Looking at tournament reports starting in October, I count 13 Rebel victories and (drum roll) 13 Imperial victories. So make whatever tortured logic arguments you want about how tauntauns ruin the game by making Imperial players have to deal with something threatening. But until I see some actual data there’s no case that they are ruining the competetive meta.

Maybe instead of spamming shoretroopers and mortars in suppression gun lines and then complaining that tauntauns can engage them in melee, imperial players should take advantage of their other unit options - including the two viable heavy support units at their disposal (compared to the zero viable heavies available to Rebel lists).

If people want rebel lists to have more variety at the support unit slot then instead of nerfing tauntauns they should maybe take Win-win, easy choice, range 4 impact options off of every single imperial unit. I would take ATRTs if I knew I only had to fight rebels because the rebels don’t have much range and what they have doesn’t have impact. But the imperials can take apart ATRTs pretty easily.

Edited by BigBadAndy
On 1/14/2020 at 10:09 AM, BigBadAndy said:

I know it’s terribly upsetting that Rebel forces have an option available that allows them to approach your range 4 gun line rather than just cower on one side of the board and let you score on all the objectives.

I've thought this so many times when an Imperial player is ******* about taun-tauns while bringing the exact same Deathtroopers-Shoretroopers-Mortars list every time and obliterating his tauntaun-less opponents before they have a chance to roll attack dice.

3 hours ago, arnoldrew said:

I've thought this so many times when an Imperial player is ******* about taun-tauns while bringing the exact same Deathtroopers-Shoretroopers-Mortars list every time and obliterating his tauntaun-less opponents before they have a chance to roll attack dice.

CIS and GAR are a thing...