Upgraded Republic

By manoftomorrow010, in Army Building

I had been playing a standard, all-DC-15 trooper list with Obi-wan and Rex for this season and our Prime Championship. With the upgrade packs released, I am incorporating some of those minis into my list, and have some options.

1) The Clone Specialist is fantastic for the Republic. The action economy you get provides a higher rate of efficiency for your attacking units. Removing those squads is non-negotiable; however, I could possibly try only playing 1 Specialist squad. But, the support of two is a real boon to the Clones. I played them with Electrobinoculars, which means they generate 3 tokens in 1 activation. Since they're for support, using Recover to get the Specialist back up is not a huge deal, since you will still provide 2 tokens to share, or you Recover + another single action to set up the next round of 3 tokens.

2) Though I played the DP-23 last night, I had such a touch match-up against Vader and Palpatine, that they don't deserve to be graded on that performance. They both mounted 6-7 suppression from Vader and Palp's command cards, and thus, weren't able to do much at all (general weakness for Republic right now). I think these guys will be able to chew up infantry, which is why I'm hoping to find the optimal way to use them!

Last Night's List (791/800)

Obi-Wan Kenobi (Force Reflexes; Force Push; Tenacity)
Clone Captain Rex (Aggressive Tactics; Offensive Push; Recon Intel)
Phase I Clone Troopers (DP-23 Phase I Trooper; Frag Grenades)
Phase I Clone Troopers (DP-23 Phase I Trooper; Frag Grenades)
Phase I Clone Troopers (Phase I Clone Specialist, Electrobinoculars)
Phase I Clone Troopers (Phase I Clone Specialist, Electrobinoculars)
Phase I Clone Troopers (DC-15 Phase I Trooper)
Phase I Clone Troopers (DC-15 Phase I Trooper)

Alternative List 1 (797/800)

Obi-Wan Kenobi (Force Reflexes)
Clone Captain Rex (Aggressive Tactics; Recon Intel)
Phase I Clone Troopers (DP-23 Phase I Trooper; Phase I Clone Captain)
Phase I Clone Troopers (DP-23 Phase I Trooper; Phase I Clone Captain)
Phase I Clone Troopers (Phase I Clone Specialist; Electrobinoculars)
Phase I Clone Troopers (Phase I Clone Specialist; Electrobinoculars)
Phase I Clone Troopers (DC-15 Phase I Trooper)
Phase I Clone Troopers (DC-15 Phase I Trooper)

For this one, I really had to trim the upgrades from Obi-wan, cut OP from Rex, and the Frag Grenades from the DP-23s. However, the Captain added to the DP-23 squads means you will have at least 1 turn of no suppression or panic for these boys. That could be extremely clutch. Of course, this is a reaction to how they were pummeled last night with Suppression (both panicked; 1 killed by the Emperor, 1 panicked off the board). But, with Imperial heavy on Suppression and a lot of people playing those lists in my area, this could be a good idea, generally. Of course, they could go on the DC-15 squads, instead.

Alternative List 2 (797/800)

Obi-Wan Kenobi (Force Reflexes)
Clone Captain Rex (Aggressive Tactics; Recon Intel)
Phase I Clone Troopers (DP-23 Phase I Trooper; Phase I Clone Captain; Offensive Push)
Phase I Clone Troopers (DP-23 Phase I Trooper; Phase I Clone Captain; Offensive Push)
Phase I Clone Troopers (Phase I Clone Specialist; Electrobinoculars)
Phase I Clone Troopers (Phase I Clone Specialist)
Phase I Clone Troopers (DC-15 Phase I Trooper)
Phase I Clone Troopers (DC-15 Phase I Trooper)

This iteration really focuses on the DP-23s and getting them into position and hammering something. Sacrificing Electrobinoculars on one of the Specialist squads could be irrelevant since it is replaced with 2 Offensive Push upgrades for the same price, that, if not used, are shared with other squads anyway. This enables the DP-23s to be issued orders with Take That Clankers, have Range 3, Pierce 1, and move & shoot.

There are more combinations to play around with upgrades (I'd like to get Tenacity back on Obi-wan, at least), but these are the options that the Upgrades pack opens for Clones! In a world with limited unit options for the Republic, this adds some excitement to playing them and thinking about building lists.

If a player has a GCW army and is working on Republic, would you recommend buying those final 2x phase 1 units to get up and running now or waiting for phase 2?

I’m debating what to pick up. Right now I’m pretty much locked into double commander, 4x phase 1s, and two barc. Just mix and match upgrades but the units are always the same.

35 minutes ago, ScummyRebel said:

If a player has a GCW army and is working on Republic, would you recommend buying those final 2x phase 1 units to get up and running now or waiting for phase 2?

I’m debating what to pick up. Right now I’m pretty much locked into double commander, 4x phase 1s, and two barc. Just mix and match upgrades but the units are always the same.

That's a good question. Realistically, how many Phase II clones would you buy? Right now, I'm starting with only 2 boxes, as I was thinking they'd be the two units I want to Scouting Party with Rex. I am not sure you'd see many 6x Phase II armies out there.

My experience with the upgrades thus far is only one game, of course, but I was slowly coming around to the principle that you want at least 1 standard Phase I squad to be your token generator for the attacking squads. The Specialist clones just make the army so efficient, it's crazy. I would buy the upgrade pack, at least 1 of them, just to have a Specialist to add to a squad that will be your token generator.

You could buy 1 Upgrade pack, have the Specialist available to you, and then use the Captain mini + all your extra troopers from your existing 4 squads to make a fifth squad. It was really good of them to provide basic weapons for the minis so you can model them as regular troopers.

I just really thing the Specialist provides a lot of value to Clones to not have at least 1 in your army.

Also, I've updated my "Rex and the Skirmish Boys" list from a previous thread, when Skirmish was announced, to include some of the upgrades. I'm playing a Skirmish game this weekend that will be version 1.0 of a new Battle Report video (series, I hope).

499/500 (6 activations)

  • Clone Captain Rex (Aggressive Tactics, Recon Intel)
  • Phase I Clone Troopers (DP-23 Phase I Trooper)
  • Phase I Clone Troopers (DP-23 Phase I Trooper)
  • Phase I Clone Troopers (Phase I Clone Specialist)
  • Phase I Clone Troopers (Z-6 Phase I Trooper)
  • BARC Speeder (BARC Twin Laser Gunner)


Commands: All of Rex, plus the generics, of course.

This focuses on the DP-23 as the main attacking unit, which the smaller field makes possible as they can get into position with Scouting Party, and have a good chance of closing the distance quickly. The Specialist unit will provide tokens for everyone, and the Z-6 unit offers fire support and some heft at range 3. I couldn't fit a DC-15, my preferred heavy for the clones, in the last corps slot. I could run a 2nd Specialist in that unit, but I don't know about having only 2 heavy weapons units.

The BARC is an extra activation and a flanker. Not a bad unit in Skirmish, and with Rex having to play the generic command cards, it can be issued orders with any of the generics to get its token out of the bag.

Alternatively , I could ditch the Z6 and play a Clone Captain in that squad, with Offensive Push, for 5 black dice and an aim + move + shoot capability.

On 1/24/2020 at 12:04 PM, manoftomorrow010 said:

I had been playing a standard, all-DC-15 trooper list with Obi-wan and Rex for this season and our Prime Championship. With the upgrade packs released, I am incorporating some of those minis into my list, and have some options.

1) The Clone Specialist is fantastic for the Republic. The action economy you get provides a higher rate of efficiency for your attacking units. Removing those squads is non-negotiable; however, I could possibly try only playing 1 Specialist squad. But, the support of two is a real boon to the Clones. I played them with Electrobinoculars, which means they generate 3 tokens in 1 activation. Since they're for support, using Recover to get the Specialist back up is not a huge deal, since you will still provide 2 tokens to share, or you Recover + another single action to set up the next round of 3 tokens.

Electrobionoculars are one of the worst upgrades in the game. Stay far away from them.

6 minutes ago, R3dReVenge said:

Electrobionoculars are one of the worst upgrades in the game. Stay far away from them.

Interesting. Never heard that before lol

22 minutes ago, manoftomorrow010 said:

Interesting. Never heard that before lol

8 points for an aim is underwhelming.

1 minute ago, R3dReVenge said:

8 points for an aim is underwhelming.

fair

@R3dReVenge I forgot I had tweaked things a little further after talking with another Republic player in my league, and I did wind up eliminating the Binocs lol

798/800

Obi-Wan Kenobi (Force Reflexes, Saber Throw, Tenacity)
Clone Captain Rex (Aggressive Tactics, Recon Intel)
Phase I Clone Troopers (DP-23 Phase I Trooper, Phase I Clone Captain, Offensive Push)
Phase I Clone Troopers (DP-23 Phase I Trooper, Phase I Clone Captain, Offensive Push)
Phase I Clone Troopers (Phase I Clone Specialist)
Phase I Clone Troopers (Phase I Clone Specialist)
Phase I Clone Troopers (DC-15 Phase I Trooper)
Phase I Clone Troopers (DC-15 Phase I Trooper)

On 1/25/2020 at 12:33 PM, ScummyRebel said:

If a player has a GCW army and is working on Republic, would you recommend buying those final 2x phase 1 units to get up and running now or waiting for phase 2?

I’m debating what to pick up. Right now I’m pretty much locked into double commander, 4x phase 1s, and two barc. Just mix and match upgrades but the units are always the same.

If you don't plan on running the tank when it comes out i would definitely get at least 1 more phase 1 unit specifically for the DC-15 and at least an upgrade pack just so you have options. since you get the corps card you could still run 6 Phase I units if you wanted to.

I plan on running the tank with this set of units where i don't feel you would need another basic Phase I expansion as long as you had an upgrade pack or 2 you could really make it your own.

Rex

Phase I x4

Phase II x1

Saber class Tank

R2-D2

1 minute ago, Matt3412 said:

If you don't plan on running the tank when it comes out i would definitely get at least 1 more phase 1 unit specifically for the DC-15 and at least an upgrade pack just so you have options. since you get the corps card you could still run 6 Phase I units if you wanted to.

I plan on running the tank with this set of units where i don't feel you would need another basic Phase I expansion as long as you had an upgrade pack or 2 you could really make it your own.

Rex

Phase I x4

Phase II x1

Saber class Tank

R2-D2

My tank list is something similar!

  • Clone Captain Rex (Aggressive Tactics, Recon Intel)
  • Phase I Clone Troopers (Phase I Clone Specialist)
  • Phase I Clone Troopers (Phase I Clone Specialist)
  • Phase II Clone Troopers (Phase II Mortar Trooper, Overwatch)
  • Phase II Clone Troopers (Phase II Mortar Trooper, Overwatch)
  • Phase I Clone Troopers (DP-23 Phase I Trooper)
  • Phase I Clone Troopers (DP-23 Phase I Trooper)
  • TX-130 Saber-Class Fighter Tank (Veteran Clone Pilot, TX-130 Beam Cannon Turret, Armor-Piercing Shells)
On 1/25/2020 at 6:33 PM, ScummyRebel said:

If a player has a GCW army and is working on Republic, would you recommend buying those final 2x phase 1 units to get up and running now or waiting for phase 2?

I’m debating what to pick up. Right now I’m pretty much locked into double commander, 4x phase 1s, and two barc. Just mix and match upgrades but the units are always the same.

You do realize that getting a Clone Wars Coreset, and splitting it in two with someone, gets you more than 2 Phase 1 units for the same price ? Even if you don't like the Barcs (I don't really), and you can't field 3 Obiwans (^^), it's still better than nothing (and you get the dices, the barricades etc...)

Edited by Katsutoshi
2 hours ago, Katsutoshi said:

You do realize that getting a Clone Wars Coreset, and slitting it in two with someone, gets you more than 2 Phase 1 units for the same price ? Even if you don't like the Barcs (I don't really), and you can't field 3 Obiwans (^^), it's still better than nothing (and you get the dices, the barricades etc...)

that requires finding a different party. My cis split was done at 2 core sets. He wants B2s instead of even more B1.

I’m not even sure which corps unit to stock beyond my double core

3 hours ago, ScummyRebel said:

that requires finding a different party. My cis split was done at 2 core sets. He wants B2s instead of even more B1.

I’m not even sure which corps unit to stock beyond my double core

I would play around with builds on like, Tabletop Admiral or whatever your preferred list-building site is. Everything from the Phase II box is revealed now, so you can see what looks good for you build wise and decide whether you want to invest in several Phase IIs or more Phase I.

Also, aside, I'm playing Skirmish tomorrow with the following:

500/500

  • Obi-Wan Kenobi (Saber Throw, Force Reflexes, Aggressive Tactics, Tenacity)
  • Phase I Clone Troopers (DP-23 Phase I Trooper)
  • Phase I Clone Troopers (DP-23 Phase I Trooper)
  • Phase I Clone Troopers (Phase I Clone Specialist)
  • Phase I Clone Troopers (Phase I Clone Specialist)

I pretty much know my opponent will be playing Tauntauns (and Wookiees), so I think the Pierce with Obi-wan and DP-23 will be more valuable than playing Rex or a different heavy weapon.

Ready for that tank, baby.

795/800

Clone Captain Rex (Aggressive Tactics, Recon Intel)
R2-D2 (Comms Relay)
Phase I Clone Troopers (Phase I Clone Specialist)
Phase I Clone Troopers (Phase I Clone Specialist)
Phase I Clone Troopers (Phase I Clone Trooper)
Phase I Clone Troopers (Phase I Clone Trooper)
Phase II Clone Troopers (Phase II Mortar Trooper, Overwatch)
Phase II Clone Troopers (Phase II Mortar Trooper, Overwatch)
TX-130 Saber-Class Fighter Tank (Veteran Clone Pilot, TX-130 Beam Cannon Turret)

Commands:
Call Me Captain (1), Ambush (1), Take That, Clankers! (2), Push (2), Smoke Screen (3), Were Not Programmed (3), Standing Orders (4)

1 hour ago, manoftomorrow010 said:

Ready for that tank, baby.

795/800

Clone Captain Rex (Aggressive Tactics, Recon Intel)
R2-D2 (Comms Relay)
Phase I Clone Troopers (Phase I Clone Specialist)
Phase I Clone Troopers (Phase I Clone Specialist)
Phase I Clone Troopers (Phase I Clone Trooper)
Phase I Clone Troopers (Phase I Clone Trooper)
Phase II Clone Troopers (Phase II Mortar Trooper, Overwatch)
Phase II Clone Troopers (Phase II Mortar Trooper, Overwatch)
TX-130 Saber-Class Fighter Tank (Veteran Clone Pilot, TX-130 Beam Cannon Turret)

Commands:
Call Me Captain (1), Ambush (1), Take That, Clankers! (2), Push (2), Smoke Screen (3), Were Not Programmed (3), Standing Orders (4)

Why would you just do an extra trooper on the middle two squads. Would it not be better to drop both extra troopers and put one heavy weapon on instead? Just curious what your thought is behind that.

I think the DP-23 is in a really odd spot for clones. On one hand the DP-23 + Clone Captain + Offensive Push + Scouting Party combo makes for a seriously killer unit. On the other hand clones work best when sharing tokens and I would be worried about sending units so far forward so quickly.

I disagree that electrobinoculars are bad. On Leia or Veers they enhance their support abilities quite a bit and I think are very good. I wouldn't bother giving them to clones because you can just take a regular aim and share it, so why bother spending the points? (I know you can share MORE aim tokens but I think my point remains valid).

I struggle to include specialists in my lists. No doubt the ability is good, I just don't know how often I would get the chance to recover. Like the original lists I tend only to be able to include them if I sacrifice heavy weapons, and I just don't know if that trade is worth it.

Edited by Qark
2 hours ago, Qark said:

I think the DP-23 is in a really odd spot for clones. On one hand the DP-23 + Clone Captain + Offensive Push + Scouting Party combo makes for a seriously killer unit. On the other hand clones work best when sharing tokens and I would be worried about sending units so far forward so quickly.

I disagree that electrobinoculars are bad. On Leia or Veers they enhance their support abilities quite a bit and I think are very good. I wouldn't bother giving them to clones because you can just take a regular aim and share it, so why bother spending the points? (I know you can share MORE aim tokens but I think my point remains valid).

I struggle to include specialists in my lists. No doubt the ability is good, I just don't know how often I would get the chance to recover. Like the original lists I tend only to be able to include them if I sacrifice heavy weapons, and I just don't know if that trade is worth it.

I agree about the awkwardness of having the Range 2 weapon and trying to juggle when and how to spring forward with it, while maintaining the Clone death ball.

Electrobinoculars are easy for me to drop and spend points elsewhere. I don't find it difficult to recover with the Specialists and I haven't missed the extra heavy weapon firepower, honestly. But, I've thought about only running 1 Specialist and making room for another DC-15.

This is what I might be playing next week in my last league match of the season, since I also now have R2-D2. I could play one DP-23 with a Captain in that squad, and drop the Z6 and 1 Specialist. But, I'm undecided.

797/800

  • Obi-Wan Kenobi (Force Push, Strict Orders, Tenacity)
  • Clone Captain Rex (Aggressive Tactics, Recon Intel)
  • R2-D2 (Comms Relay)
  • Phase I Clone Troopers (Phase I Clone Specialist)
  • Phase I Clone Troopers (Phase I Clone Specialist)
  • Phase I Clone Troopers (Z-6 Phase I Trooper)
  • Phase I Clone Troopers (DC-15 Phase I Trooper)
  • Phase I Clone Troopers (DC-15 Phase I Trooper)
  • Phase I Clone Troopers (DC-15 Phase I Trooper)

Commands:
Hello There! (1), Call Me Captain (1), Knowledge and Defense (2), Take That, Clankers! (2), Were Not Programmed (3), Smoke Screen (3), Standing Orders (4)

Edited by manoftomorrow010
On 1/27/2020 at 12:39 PM, R3dReVenge said:

8 points for an aim is underwhelming.

Electrobinoculars are good on units that already have spotter; Veers and the Imp officer. But they are still over costed

20 minutes ago, gothound said:

Electrobinoculars are good on units that already have spotter; Veers and the Imp officer. But they are still over costed

Sorry, I should have clarified. They are underwhelming on Clones (since clones already share aim tokens). Why would I spend 8 points to give a unit an aim, when i can aim with the unit and stand 6" away from said unit. There are very few reasons why someone would want this on clones and these reasons don't justify the price.

I can see them with some IMP builds to maximize precise, or if you're already taking a commander with spotter.

On 2/3/2020 at 12:42 PM, GeneralChonk said:

Why would you just do an extra trooper on the middle two squads. Would it not be better to drop both extra troopers and put one heavy weapon on instead? Just curious what your thought is behind that.

Fair point! Adding any of the heavies is OK to me, other than the Z6, I just hate it.

How do you get your aim tokens in a clone army? Obiwan can get them but outside of the action, but for Rex's 2 pip, how do you get those aim tokens?

13 minutes ago, buckero0 said:

How do you get your aim tokens in a clone army? Obiwan can get them but outside of the action, but for Rex's 2 pip, how do you get those aim tokens?

Specialists can give the squad a free token when they exhaust.

8 minutes ago, DarkHorse said:

Specialists can give the squad a free token when they exhaust.

I guess the captain could take offensive push to give you tactical as well. That seems really expensive and maybe not as efficient. I guess rex would benefit from it most and he comes with tactical. I can't see the clones spending a lot of recover actions

11 hours ago, DarkHorse said:

Specialists can give the squad a free token when they exhaust.

This only works if the Specialist squad is the one shooting with Rex's 2-pip, which as I play them, is mostly not the case.

11 hours ago, buckero0 said:

I guess the captain could take offensive push to give you tactical as well. That seems really expensive and maybe not as efficient. I guess rex would benefit from it most and he comes with tactical. I can't see the clones spending a lot of recover actions

For Rex's 2-pip, the added range is great for Rex, as he can move and shoot at range 3, since as you said he gains an aim, but, for the most part, I pick Rex, and/or DC-15 squads, who can more effectively stand still and take the aim action, then shoot the whole squad's guns at Range 4.

Take That Clankers, for me, is just a card to play when you see you can benefit from the longer range, or can have Rex more safely enter the fight with range 3 gunslinger.