Opinions on General Grievous and DT-57 "Annihilator"

By Parker Pauley, in Star Wars: Legion

2 minutes ago, costi said:

If you withdraw from melee you cannot use any other actions.

He used grievous 1 pip which gives him disengage for the round

2 minutes ago, costi said:

If you withdraw from melee you cannot use any other actions.

Greivous and tauntauns do it for free.

5 minutes ago, thepopemobile100 said:

Greivous and tauntauns do it for free.

Grievous doesnt do it for free. However his 1 pip does give him disengage for a round

11 minutes ago, lunitic501 said:

Grievous doesnt do it for free. However his 1 pip does give him disengage for a round

So he doesn't. Been a while since I used him since I converted to Christopher Lee once he dropped.

25 minutes ago, costi said:

If you withdraw from melee you cannot use any other actions.

As other have said, I used his 1 pip.

Trained%20in%20Your%20Jedi%20Arts.png

Which gives him the ability to disengage.

Ok, thanks :) Good to know.

12 minutes ago, costi said:

Ok, thanks :) Good to know.

It's VERY handy. I've used that One pip JUST to disengage forfeiting his free attacks just to pull him out of a spot in just the right moment. lol

On 8/25/2020 at 4:46 PM, Khobai said:

I dont bother taking the ranged weapon on Grievous. Because its only range 2 and spending 12 points for a ranged weapon I may not even use once doesnt seem like that good of a deal to me.

I prefer using tenacity with him to get the extra red die on both lightsaber attacks. My goal is usually to get him into melee ASAP.

I believe in keeping Grievous as cheap as possible (tenacity is a must have on him though). I would use a cheaper commander altogether if droids had one.

How do you never use it?

Who are you playing against that leaves units in movement range of grievous every turn? tons of turns i am shooting while advancing with him. Add in the fact it can be used in base contact. sometimes you really need one more damage on something and having the ability to do that damage even if the enemy engages you with something else can be worth a **** of alot more then 12points. (or being in base contact with say 1x trooper mini you can melee it and shot something else with the blaster, 12 points extremely well spent)

Also i often have endurance in the slot instead of tenacity.... suppression on grevious is a huge issue for me. (people see my grievous coming and they through as much suppression as they can against him... its his main weakness)

Edited by Icelom
20 hours ago, Icelom said:

Who are you playing against that leaves units in movement range of grievous every turn? tons of turns i am shooting while advancing with him. Add in the fact it can be used in base contact. sometimes you really need one more damage on something and having the ability to do that damage even if the enemy engages you with something else can be worth a **** of alot more then 12points. (or being in base contact with say 1x trooper mini you can melee it and shot something else with the blaster, 12 points extremely well spent)

they have no choice but to leave them in movement range of grievous because they have to try and hold the objectives. if they wanna move away from grievous and give up the objective thats fine too. either situation is fine for grievous. also I dont mind if grievous gets suppressed because if theyre shooting grievous theyre not shooting my units. grievous is mostly just a sacrificial piece and a distraction so the rest of the army can win me the game. he doesnt need the gun to perform that role. he just needs to not completely whiff his defense saves.

And again most of the time Id rather have 2 additional B1s than the annihilator. more B1s helps me hold objectives better. the gun doesnt help me hold objectives. Again I dont think the gun is worth 12 points because saber throw is only 5 points. You could argue saber throw is so cheap because they were throwing Vader a bone but I dont think that argument really holds up since other characters like operative luke also sometimes take saber throw. So saber throw's cost has to be balanced with more characters than Vader in mind.

Edited by Khobai
20 hours ago, Icelom said:

or being in base contact with say 1x trooper mini you can melee it and shot something else with the blaster, 12 points extremely well spent

Meh, I'd leave it alive. It's now a hostage. Can't shoot GG in a melee. The opponent has to either bring a unit into the melee to get rofl stomped by twin lightsabers or concede that GG won't die any time soon (presuming that single mini isn't a melee fighter).

My GG 90% of the time:

Edited by Darth Sanguis
32 minutes ago, Darth Sanguis said:

Meh, I'd leave it alive. It's now a hostage. Can't shoot GG in a melee. The opponent has to either bring a unit into the melee to get rofl stomped by twin lightsabers or concede that GG won't die any time soon (presuming that single mini isn't a melee fighter).

My GG 90% of the time:

Or they withdraw that unit from melee with GG thus opening him up to get shot by your oppenents army

2 minutes ago, lunitic501 said:

Or they withdraw that unit from melee with GG thus opening him up to get shot by your oppenents army

I'd consider it a win still since your oppenent is basically skipping their turn. Also if your oppenent doesn't have good activation control they won't know when they might withdraw too late to matter.

36 minutes ago, lunitic501 said:

Or they withdraw that unit from melee with GG thus opening him up to get shot by your oppenents army

Oh I hope they do that.


You have board control with CIS, so delay GG behind LoS blocking terrain until something in range has activated, then rush GG in and engage. They can't withdraw without force push or something of the like on the board. From that round on, either give grievous the order or use board control to make sure he's the only one that can be pulled from the random pile. Then if that unit you're engaged with withdraws you can immediately activate GG to engage them again. They become perpetually stuck as a hostage. As long as you do not attack the unit you're moving into melee with, who is presumably significantly reduced like you stated (1 mini left) the worst they can do is bum rush you with other units. Then it's double lightsaber stabby time. lol

The true beauty is when they withdraw closer to other units and you use grievous to rush in, hold them hostage, AND get a free shot with his blaster pistol from relentless at the other unit, knowing full well they can't return fire. lol (with offensive push and aggressive tactics it gets cruel really fast. )

Edited by Darth Sanguis
35 minutes ago, lunitic501 said:

Or they withdraw that unit from melee with GG thus opening him up to get shot by your oppenents army

taking the gun doesnt stop that though. if theres one guy left they can still withdraw that one guy from melee with GG regardless of whether he takes the gun or not.

if you couldnt kill the last remaining guy with double lightsabers you certainly arnt going to kill the last remaining guy with the gun since double lightsabers with tenacity does more damage on average than lightsaber+gun.

so in that particular situation taking the gun makes no difference whatsoever.

Edited by Khobai
3 minutes ago, Khobai said:

so in that situation taking the gun makes no difference.

see

17 minutes ago, Darth Sanguis said:

The true beauty is when they withdraw closer to other units and you use grievous to rush in, hold them hostage, AND get a free shot with his blaster pistol from relentless at the other unit, knowing full well they can't return fire. lol (with offensive push and aggressive tactics it gets cruel really fast. )

lol It can matter, it's all pretty situational, but the blaster has been one of my greatest assets with GG.