B1 upgrade expansion

By TIE wing, in Star Wars: Legion

For the other factions of upgrade units, you can make a separate unit with the ones that come in the set, but how are you supposed to make another uni with the B1 battle droids expansion set?

I was thinking of maybe putting in two unused e-5c or e-60r units bu I'm not sure if that is allowed...

2 hours ago, TIE wing said:

For the other factions of upgrade units, you can make a separate unit with the ones that come in the set, but how are you supposed to make another uni with the B1 battle droids expansion set?

I was thinking of maybe putting in two unused e-5c or e-60r units bu I'm not sure if that is allowed...

you use the extra trooper from other squads that you aren't currently using on the table.

5 hours ago, Zrob314 said:

you use the extra trooper from other squads that you aren't currently using on the table.

what if I am using those in other squads too?

10 minutes ago, TIE wing said:

what if I am using those in other squads too?

Buy more droids? :)

Yeah it's an issue. I got 4 squads from the core set and I bought 1 extra b1 expansion and planning to buy 2 upgrade expansions.

That way I got enough models for making 6 squads and I will have 2 new weapons/personel upgrades for use.

You might not need 6 full squads though, but I like having my options open and I love my plastic crack.

Edited by jocke01

Unless you proxy cards you'll want more than 1 upgrade expansion imo, ooms and the comm antenna open up too much tactical flexibility to not be spammed

Edited by Ralgon

Well one Expansion is supposed to support one troop of droids with the new Options. Thats why I bought 4

Quote

Unless you proxy cards you'll want more than 1 upgrade expansion imo, ooms and the comm antenna open up too much tactical flexibility to not be spammed

I don't really see OOM's being used. I never have issues with not getting coordinates off

2 hours ago, Qraith said:

Well one Expansion is supposed to support one troop of droids with the new Options. Thats why I bought 4

I don't really see OOM's being used. I never have issues with not getting coordinates off

I am only getting two packs for my five units. I think one pack for each squad is overkill.

OOM's are the best part about the pack. Getting tactical flexibility to spread droids is huge.

The poison gun isn't what your getting it for?

4 hours ago, buckero0 said:

The poison gun isn't what your getting it for?

Honestly it feels like trash to me. Granted that may change after some tests, but the range is too short on that unit. A couple of z6's can wipeout the droids before they ever get into range to use it.

10 hours ago, Mokoshkana said:

Honestly it feels like trash to me. Granted that may change after some tests, but the range is too short on that unit. A couple of z6's can wipeout the droids before they ever get into range to use it.

The range is an issue, but the poison is gonna be nasty vs empire and clones since it ignored armor. It's like adding 2 hits vs an unit with red defence dice and 3 vs an unit with surge block. So you get a payout if they survive long enough to get close.

Unlike the new rebel range 2 gun that only boosts dmg a little bit and gives you impact 1 for the risk.

The new sniper gun is nice as well for a backline unit. I think all 3 non exhaust guns are gonna be nice options. The rocket launcher is the coolest model, sadly exhaust is a big handicap and the impact won't be worth it unless people start using way more ground vehicles.

Edited by jocke01
2 hours ago, jocke01 said:

The rocket launcher is the coolest model, sadly exhaust is a big handicap and the impact won't be worth it unless people start using way more ground vehicles.

And with the tank coming later, it'll be our best AT option and the E-60R will be relegated to the shelves, I'd wager

1 hour ago, Vector Strike said:

And with the tank coming later, it'll be our best AT option and the E-60R will be relegated to the shelves, I'd wager

Probably, which is a shame for the cool model. Would be nice if it could be fired with an anti personel grenade that removed impact, but added blast or something.

I bought 2 core sets (4 full squads of B1's) and just bought 2 upgrade packs giving you 44 minis, enough for 6 full squads including a heavy (but not an extra Trooper), there are a total of 6 leader minis and enough extra E5 Blaster riffles in the upgrade packs to re-mod most of your unused Heavy options (very unlikely to be running more than 1-2 60R's) from the other squads.

Sure you cant have the same heavy option in all the squads but its close enough.

23 hours ago, Mokoshkana said:

Honestly it feels like trash to me. Granted that may change after some tests, but the range is too short on that unit. A couple of z6's can wipeout the droids before they ever get into range to use it.

You're saying that unit can guarantee the attention of 2 of your opponent's more-expensive units for several turns? Wow, sounds pretty good. It's just like Snowtroopers with a flamethrower. You know how many people whine to me about how they "weren't good" because I managed to kill them before they got a shot off? I always have to give them a lengthy explanation as to how focusing that many units on the objective of killing THAT unit affected my overall strategy and caused me to lose (or made it harder to win). You have a unit that forces the enemy to focus on it over other potential targets or punishes them severely if they ignore it. I shouldn't have to explain how useful that is.

On ‎1‎/‎26‎/‎2020 at 11:33 AM, Mokoshkana said:

Honestly it feels like trash to me. Granted that may change after some tests, but the range is too short on that unit. A couple of z6's can wipeout the droids before they ever get into range to use it.


I think I would have to agree, to get the poison effect you actually have to deal damage which is no easy feat with a squad of B1's if they make it to R2 unless yo can get a shot vs a squad with no cover, then the effect will only kill 1 extra trooper after its next activation then the poison goes away.

compared to the other heavy options sadly the Poison Heavy is not even a real consideration in my opinion

5 hours ago, arnoldrew said:

You're saying that unit can guarantee the attention of 2 of your opponent's more-expensive units for several turns? Wow, sounds pretty good. It's just like Snowtroopers with a flamethrower. You know how many people whine to me about how they "weren't good" because I managed to kill them before they got a shot off? I always have to give them a lengthy explanation as to how focusing that many units on the objective of killing THAT unit affected my overall strategy and caused me to lose (or made it harder to win). You have a unit that forces the enemy to focus on it over other potential targets or punishes them severely if they ignore it. I shouldn't have to explain how useful that is.

Multiple turns? It the right two units shoot at a B-1 unit, it'll be a single turn. Why would I spend 4 points more over the E-5C and forego the extra range? The juice isn't worth the squeeze here for me at the moment. Again, it could change in play testing, but this weapon seems ill suited for the B-1 unit. Were it on the B-2 unit, I'd be much more interested.