https://imgur.com/gallery/VAExbCh
So these three got spoiled by 5th trooper yesterday. What do people think about the new deployment and mission? Will it be enough to see a huge jump in vehicles once again?
https://imgur.com/gallery/VAExbCh
So these three got spoiled by 5th trooper yesterday. What do people think about the new deployment and mission? Will it be enough to see a huge jump in vehicles once again?
21 minutes ago, PikminToo said:Will it be enough to see a huge jump in vehicles once again
Barcs, Droidekas, speeders will likely see an increase, not sure if it will benefit them too much though, I don't think we'll see heavy vehicles do much better. Maybe AT-STs with the new deploy.
I think suppression is going to start becoming more crippling now though.
I hate that War Weary is moving from Skirmish into basic 800. It gives suppression lists even more power.
Bombing Run and ( Optimus Prime voice ) Roll Out will give vehicles some value.
I think those vehicle cards means people will push for Blue Player even more, whether a vehicle list or not.
I love Bombing Run and Roll Out, but I do not like War Weary at all, but not for the reasons you may think.
Legion already heavily rewards clustering of units. While I like limited ranges, I find the game extremely painful to manage and identify units/minis when both sides are clustered in their own 6" radius. Too many tokens, too many mixing of minis.
There are a few game elements that discourage this, like bombs and grievous' 1 pip, but for the most part you are almost always better clustering your entire army into a tight 6" radius ball. This really takes away from the esthetic of the game and makes it painful to manage.
War Weary makes you cluster or panic, and noone wants to panic.
Edited by ThraugMore panic is good for the game. It will allow different units to see play that get left behind now.
War weary is going to make taking unit leaders more important and also make those 2 courage units (specially the corp ones) that much more pivotal to this game.
5 minutes ago, Mokoshkana said:More panic is good for the game. It will allow different units to see play that get left behind now.
Explain? What units does this help?
Right now there's too much max/min type of list-building as it is IMO.
I'd love to see more variety.
Is it me or does Bombing run only enable static armies with a decent defense (Clones/Imperials) even more.
No one wants to roll 3 red dice on themselves, but for the victory tokens. I'd shoot my fellow stormtroopers (especially the unit with the Med Droid) and hang out in heavy cover and wait for someone to come and try and remove my token from me in my pillbox. It makes way more sense than storming out of cover and getting shot at by all the other units as you charge across the valley of Shenadoah. Red dice defense already gives a little more advantage than I prefer to those armies.
11 minutes ago, buckero0 said:Is it me or does Bombing run only enable static armies with a decent defense (Clones/Imperials) even more.
No one wants to roll 3 red dice on themselves, but for the victory tokens. I'd shoot my fellow stormtroopers (especially the unit with the Med Droid) and hang out in heavy cover and wait for someone to come and try and remove my token from me in my pillbox. It makes way more sense than storming out of cover and getting shot at by all the other units as you charge across the valley of Shenadoah. Red dice defense already gives a little more advantage than I prefer to those armies.
I don't think it does. I think it enables fast armies much better. When this card was spoiled it was discussed that vehicles could start with the bombs. Throw that thing on an air speeder and it can take 3 moves turn 1 into opponent's deployment, free action drop the bomb, and not suffer any hits cause its a range 1 weapon. Now sure that's a corner case but a similar thing can be done with speeder bikes. Suddenly that clumped opponent is getting bombs dropped on them from the skies while the opponent is gaining victory points. I think once we know that the other objectives in the set are bombing type lists might become very popular and result in more aggressive play.
23 minutes ago, buckero0 said:Is it me or does Bombing run only enable static armies with a decent defense (Clones/Imperials) even more.
No one wants to roll 3 red dice on themselves, but for the victory tokens. I'd shoot my fellow stormtroopers (especially the unit with the Med Droid) and hang out in heavy cover and wait for someone to come and try and remove my token from me in my pillbox. It makes way more sense than storming out of cover and getting shot at by all the other units as you charge across the valley of Shenadoah. Red dice defense already gives a little more advantage than I prefer to those armies.
Confused, because holding onto your tokens, or having them not taken from you, does not give you anything toward winning. If someone sends over a speeder bike, tank, AT-ST, etc., and drops bombs, and you're just sitting in your hole, you're down 1 or 2 victory points, and you've wasted 3-4 turns not doing anything toward the objective, and are screwed.
Will be fun to see the full spoiler and do an analysis. They got a big chance here to really do some changes.
Hopefully they try to help vehicles, we need an excuse to use all those impact weapons that cost so much points.
37 minutes ago, buckero0 said:Explain? What units does this help?
Right now there's too much max/min type of list-building as it is IMO.
I'd love to see more variety.
Wookiees?
1 hour ago, Mokoshkana said:More panic is good for the game. It will allow different units to see play that get left behind now.
Units left behind that might see play due to War Weary (i.e. 2-courage non-unique units), are left behind for deficiencies that a 2-courage doesn't suddenly solve.
18 minutes ago, Krakus said:Wookiees?
For example, Wookiees have 2 courage, yes, and under War Weary conditions, don't have to be so close to a 2-courage Commander to avoid panic. But, they're not used right now because white dice saves without surge still totally suck. Pathfinders with 2-courage, aren't going to suddenly be great under War Weary, they're still gonna get shredded by higher quality units. On the Empire side, the 2-courage units are already great.
1 hour ago, Gridloc said:War weary is going to make taking unit leaders more important and also make those 2 courage units (specially the corp ones) that much more pivotal to this game.
War Weary does make the officer personnel upgrade more valuable. People might add officers to their Shoretroopers, in which case it only makes Imperial suppression lists that much better, because your Shores won't panic as easily. The rich will get richer by this card.
It presents the option of your opponent saying "well, I don't want to play War Weary, so I have to focus my card cancels to avoid that, instead of avoiding these other things I'd rather not play."
Edited by manoftomorrow0105 minutes ago, manoftomorrow010 said:Units left behind that might see play due to War Weary (i.e. 2-courage non-unique units), are left behind for deficiencies that a 2-courage doesn't suddenly solve.
For example, Wookiees have 2 courage, yes, and under War Weary conditions, don't have to be so close to a 2-courage Commander to avoid panic. But, they're not used right now because white dice saves without surge still totally suck. Pathfinders with 2-courage, aren't going to suddenly be great under War Weary, they're still gonna get shredded by higher quality units. On the Empire side, the 2-courage units are already great.
War Weary does make the officer personnel upgrade more valuable. People might add officers to their Shoretroopers, in which case it only makes Imperial suppression lists that much better, because your Shores won't panic as easily. The rich will get richer by this card.
It presents the option of your opponent saying "well, I don't want to play War Weary, so I have to focus my card cancels to avoid that, instead of avoiding these other things I'd rather not play."
I think war weary is one of 8 cards when you make your list that you take into account. Turn 0 is very important, if your list is clones and relying on a lot of phase 2, war weary becomes a good pick and one that forces your opponent to eat through or avoid choosing that row as it can be eaten into.
Will it be in every ones deck? No. Its like limited visibility which tends to punish imperials where one of their strength is access to lots of long range weapons. Does that mean its bad card? No, its one that as imperial players, we have been list building for over a year now, realize is fully possible of being on the table and adjust accordingly.
1 minute ago, Gridloc said:I think war weary is one of 8 cards when you make your list that you take into account. Turn 0 is very important, if your list is clones and relying on a lot of phase 2, war weary becomes a good pick and one that forces your opponent to eat through or avoid choosing that row as it can be eaten into.
Will it be in every ones deck? No. Its like limited visibility which tends to punish imperials where one of their strength is access to lots of long range weapons. Does that mean its bad card? No, its one that as imperial players, we have been list building for over a year now, realize is fully possible of being on the table and adjust accordingly.
I never said it was a bad card lol I said it heavily favors suppression lists, so, we agree lol
I feel like bombing Run will provide a massive advantage to high activation count lists. Ideally on turn 3-4 assuming you still have activation control advantage of numbers, just leave your objective carrying units till last, move into range of an opponent's unit, drop the objective run out of range and watch the fireworks as your opponent has no opportunity to move and claim the objective token before it blows up murdering their units.
1 hour ago, manoftomorrow010 said:Confused, because holding onto your tokens, or having them not taken from you, does not give you anything toward winning. If someone sends over a speeder bike, tank, AT-ST, etc., and drops bombs, and you're just sitting in your hole, you're down 1 or 2 victory points, and you've wasted 3-4 turns not doing anything toward the objective, and are screwed.
If you keep the objective unit from getting destroyed, they don't drop it, the enemy can't claim it and therefore don't gain any VPs. I guess in my head, since you start with the objectives in your deployment zone. You make the enemy come to you which is what most gunlines' want.
48 minutes ago, Mace Windu said:I feel like bombing Run will provide a massive advantage to high activation count lists. Ideally on turn 3-4 assuming you still have activation control advantage of numbers, just leave your objective carrying units till last, move into range of an opponent's unit, drop the objective run out of range and watch the fireworks as your opponent has no opportunity to move and claim the objective token before it blows up murdering their units.
or this, and then go claim it back with the first activation of the next turn.
Maybe I'm just reading it wrong
22 minutes ago, buckero0 said:If you keep the objective unit from getting destroyed, they don't drop it, the enemy can't claim it and therefore don't gain any VPs. I guess in my head, since you start with the objectives in your deployment zone. You make the enemy come to you which is what most gunlines' want.
or this, and then go claim it back with the first activation of the next turn.
Maybe I'm just reading it wrong
Each side has 3 tokens, and if you do nothing with your tokens, and the other player is able to detonate even 1 of their tokens, you will lose regardless of how much your gunline kills.
The VPs aren't earned by taking the other player's tokens.
Edited by manoftomorrow01046 minutes ago, buckero0 said:Maybe I'm just reading it wrong
My understanding of the card is that any 3 unit leader are given a "claimed" objective token at the start of the game.
to score a VP you must get a unit to an opponents deployment zone or within R1 of that deployment zone, then as a free action "Drop" it, so it is now an unclaimed obvective token, then at the end of the round you may chose to detonate an objective that you have dropped.
this does not account for the fact that an opposing trooper unit can get to the token and claim it, preventing it from being blown up. additionally as the objective token needs to be dropped with the free action for you to be able to detonate it you cant just kill an opposing unit and detonate the unclaimed objective token that it dropped.
It feels like it will be very hard to actually score points with this VP card, I would in fact expect it to be used as some sort of "air-support" type action where as one of your last activations you get into range of a unit, drop the device and get the **** out of there.
the value you would get from actually hitting a unit even outside of the point scoring zones with this might outweigh not gaining a VP from the detonation.
Seriously you you were to drop this near a full squad of B1's with a heavy and extra trooper your rolling 24 red attack dice with Surge to crit mods!!!!
Pretty much any trooper squad within range of one of these going off is just flat out dead.
As I mentioned above, this VP card is going to heavily favour high activation count lists, where you get 1-3 activations after your opponent has fully finished and you can potentially
decimate
(slightly maim) them without your opponent having a chance to respond.
Edit: got Blast and Spray mixed up, ignore that last bit.
Edited by Mace Windu3 hours ago, Mace Windu said:My understanding of the card is that any 3 unit leader are given a "claimed" objective token at the start of the game.
to score a VP you must get a unit to an opponents deployment zone or within R1 of that deployment zone, then as a free action "Drop" it, so it is now an unclaimed obvective token, then at the end of the round you may chose to detonate an objective that you have dropped.
this does not account for the fact that an opposing trooper unit can get to the token and claim it, preventing it from being blown up. additionally as the objective token needs to be dropped with the free action for you to be able to detonate it you cant just kill an opposing unit and detonate the unclaimed objective token that it dropped.
It feels like it will be very hard to actually score points with this VP card, I would in fact expect it to be used as some sort of "air-support" type action where as one of your last activations you get into range of a unit, drop the device and get the **** out of there.
the value you would get from actually hitting a unit even outside of the point scoring zones with this might outweigh not gaining a VP from the detonation.
Seriously you you were to drop this near a full squad of B1's with a heavy and extra trooper your rolling 24 red attack dice with Surge to crit mods!!!!
Pretty much any trooper squad within range of one of these going off is just flat out dead.As I mentioned above, this VP card is going to heavily favour high activation count lists, where you get 1-3 activations after your opponent has fully finished and you can potentially
decimate(slightly maim) them without your opponent having a chance to respond.Edit: got Blast and Spray mixed up, ignore that last bit.
This will heavily favor speeders. They have the movement to get into range, drop a Bomb near an activated unit (which therefore cannot pick it up) and out of range of unactivated units (which prevents them from picking it up).
For example, the T-47 can fly 4 feet of board space in a single turn. That pretty well guarantees they are going to score. That means the rest of the force just has to frustrate the enemy.
42 minutes ago, Derrault said:For example, the T-47 can fly 4 feet of board space in a single turn. That pretty well guarantees they are going to score. That means the rest of the force just has to frustrate the enemy.
Not sure about your math there, by my calcs the airspeeder performing 3 x speed 3 moves you get a front to front distance of about 810mm or approx. 2 feet 8 inches, not 4 feet.
That said, the airspeeder is fast enough to get into Range 1 of the opponents deployment zone on deployment battle plan cards (except long march) to be able to perform 2 moves, drop the marker then the 3rd move to get out of range of the blast, not sure that’s enough to make the Airspeeder viable but it’s a start..
8 minutes ago, Mace Windu said:Not sure about your math there, by my calcs the airspeeder performing 3 x speed 3 moves you get a front to front distance of about 810mm or approx. 2 feet 8 inches, not 4 feet.
That said, the airspeeder is fast enough to get into Range 1 of the opponents deployment zone on deployment battle plan cards (except long march) to be able to perform 2 moves, drop the marker then the 3rd move to get out of range of the blast, not sure that’s enough to make the Airspeeder viable but it’s a start..
T-47 doesn't even care about the blast, as it's a range 1 attack. T-47 is immune!
i think war weary will promote taking an extra generic officer commander for those lists who worry about the suppression, could also be good for people building elite focused armies as their courage values are usually 2 or more
20 minutes ago, manoftomorrow010 said:T-47 doesn't even care about the blast, as it's a range 1 attack. T-47 is immune!
You are absolutely right!!! how could I forget!!
almost like this mission is custom made for the Airspeeder then haha
The big question now is will this pack be out before worlds and if so how will it shake up the scene. Will we see crazy high bids again to be blue player just to take some of the cards out of the deck?