Just wondering who is using the Dewback and what lists seem to do well with them.
I was thinking about running Snow Troopers with flamers.
It seems the Taun Tauns are so much better and way more flexible.
Dewback - How Are You Using Them
1 hour ago, Tri3 said:Just wondering who is using the Dewback and what lists seem to do well with them.
I was thinking about running Snow Troopers with flamers.
It seems the Taun Tauns are so much better and way more flexible.
They are more role flexible than the tauntauns thanks to their 3 weapon upgrades options: Standoff range 4 or range 3 engagement, flamer for torching infantry, powerful melee for anything else (with tenacity you’re looking at 4 red surge + 3 white surge attack dice with critical 2 and suppressive.
4 hours ago, Tri3 said:Just wondering who is using the Dewback and what lists seem to do well with them.
I was thinking about running Snow Troopers with flamers.
It seems the Taun Tauns are so much better and way more flexible.
I’d say there is nothing wrong with Dewbacks.
Dewbacks are a good and versatile unit, but Tauns are broken.
There are many units (and two new factions) that cannot find their niche until Tauns (and to a slightly lesser degree, Shores/Mortars/relay) are nerfed.
Just my opinion.
I might be wrong, but I've experimented with the Dewbacks and believe them to be overcosted. I feel all of their weapons should be 0 points. One of the things that makes TaunTauns so good is everything they do synergizes toward their goal of charging the enemy with their Melee attack. Their ranged attack is really good and appropriately short-ranged.
The Dewbacks, however, don't quite know what to do with themselves. The flamer is worse than it looks, and without an aim against a 5-man squad will only average 5 hits. That's 2.5 dead Stormtroopers, which is ok, but not for the price. Also, you want Tenacity on them, but you really need Endurance because of all the extra suppression you'll be taking, which is unfortunate. Their long-range weapons are ok, and I'd recommend the T21, mainly because it is the cheapest, and is decent when used without an aim due to Critical 2. Overall I think they are decent units, but FFG way overestimated their weapons and the platform. You can play them casually and have fun, but competitively they need a price reduction.
Edited by SirCormac
But, to answer the OPs question, if I were to use them, I'd put them in a Veers list, probably two of them. I'd give them long range comms so that Veers could recover them and clear their suppression. With aggressive tactics, this will give them a surge defensively as well. I'd run them with Tenacity and the T21 in this scenario, and try to force a Melee with them. Hope that helps!
13 minutes ago, SirCormac said:I might be wrong, but I've experimented with the Dewbacks and believe them to be overcosted. I feel all of their weapons should be 0 points. One of the things that makes TaunTauns so good is everything they do synergizes toward their goal of charging the enemy with their Melee attack. Their ranged attack is really good and appropriately short-ranged.
The Dewbacks, however, don't quite know what to do with themselves. The flamer is worse than it looks, and without an aim against a 5-man squad will only average 5 hits. That's 2.5 dead Stormtroopers, which is ok, but not for the price. Also, you want Tenacity on them, but you really need Endurance because of all the extra suppression you'll be taking, which is unfortunate. Their long-range weapons are ok, and I'd recommend the T21, mainly because it is the cheapest, and is decent when used without an aim due to Critical 2. Overall I think they are decent units, but FFG way overestimated their weapons and the platform. You can play them casually and have fun, but competitively they need a price reduction.
I don’t really know if Dewbacks are over costed, but it’s not good to use Tauns as a yard stick, or anything compared to them will be OP too.
Edited by JediPartisan7 minutes ago, JediPartisan said:I don’t really know if Dewbacks are over costed, but it’s not good to use Tauns as a yard stick, or anything compared to them will be OP too.
True, but regardless, I feel they are overcosted. Basically no one at LVO took them, and the lists at LVO were actually quite varied (although Top 8 wasn't too much). ATRTs actually were seen almost as much as TTs, but Dewbacks were non existent, and they've been out for a fair amount of time. Even though TTs are obviously underpriced and Ram is way too good, they point I was making is that they are streamlined for their purpose (Melee charging) while the Dewback doesn't feel like it really excels at anything. They're just in an awkward place.
Edited by SirCormacThey can hold down a piece of paper real good
I used one to kill a Luke Skywalker Commander the other day...
I've tried them a couple of times and they haven't impressed me. I think they're just a little too slow to do what they were intended to do. If FFG errata'd them to move at speed 2 they would probably see a lot more play.
Just now, KarlVonCarstein said:I've tried them a couple of times and they haven't impressed me. I think they're just a little too slow to do what they were intended to do. If FFG errata'd them to move at speed 2 they would probably see a lot more play.
They can already turn 1 alpha strike on Long March using one of Vader's command cards. I don't think they need to be speed 3 (with Spur).
I feel like Spur needs to be 1 suppression token for an activation long speed boost instead of needing a suppression per move action.
9 hours ago, SirCormac said:True, but regardless, I feel they are overcosted. Basically no one at LVO took them, and the lists at LVO were actually quite varied (although Top 8 wasn't too much). ATRTs actually were seen almost as much as TTs, but Dewbacks were non existent, and they've been out for a fair amount of time. Even though TTs are obviously underpriced and Ram is way too good, they point I was making is that they are streamlined for their purpose (Melee charging) while the Dewback doesn't feel like it really excels at anything. They're just in an awkward place.
160 players give or take and not one Dewback ?
8 minutes ago, arnoldrew said:They can already turn 1 alpha strike on Long March using one of Vader's command cards. I don't think they need to be speed 3 (with Spur).
I'd be perfectly fine with dropping spur for speed 2 movement. I hadn't considered the Vader interaction but nobody in my aria uses him on a regular basis.
5 minutes ago, LunarSol said:I feel like Spur needs to be 1 suppression token for an activation long speed boost instead of needing a suppression per move action.
Or if not this seems like a good compromise.
Edited by KarlVonCarsteinWhat about using them in a linebacker role? Put a RT-97C on them to shoot from range 4 with your gunline and intercept any Taun-tauns, jedi, or any melee units that come at you. Roughly the same points as Royal Guard, drop the Guardian for range 4 shooting.
If your opponent runs a gunline, then advance on any objectives while throwing out some return fire. Or provide cover to a naked stormtrooper unit trying to score an objective.
21 hours ago, Weikel said:What about using them in a linebacker role? Put a RT-97C on them to shoot from range 4 with your gunline and intercept any Taun-tauns, jedi, or any melee units that come at you. Roughly the same points as Royal Guard, drop the Guardian for range 4 shooting.
If your opponent runs a gunline, then advance on any objectives while throwing out some return fire. Or provide cover to a naked stormtrooper unit trying to score an objective.
This is a great idea in theory, i think the point cost or return on investment is where people get hung up. They'd rather take another Stormtrooper squad for less
On 1/31/2020 at 1:55 AM, SirCormac said:True, but regardless, I feel they are overcosted. Basically no one at LVO took them, and the lists at LVO were actually quite varied (although Top 8 wasn't too much). ATRTs actually were seen almost as much as TTs, but Dewbacks were non existent, and they've been out for a fair amount of time. Even though TTs are obviously underpriced and Ram is way too good, they point I was making is that they are streamlined for their purpose (Melee charging) while the Dewback doesn't feel like it really excels at anything. They're just in an awkward place.
I wouldn’t rule out the possibility that they aren’t assembled/painted as options yet for some players. Ie I literally just opened and glued mine last night, and they are way back in the painting queue, probably behind the CIS and GAR minis.
I’m sure if it was Tauntauns or Shoretroopers, people would find a way for them to skip the painting queue line and go ahead already. This is the real world, it’s not first here first painted, it’s what you want to see hit the table first gets painted first.
45 minutes ago, Katsutoshi said:I’m sure if it was Tauntauns or Shoretroopers, people would find a way for them to skip the painting queue line and go ahead already. This is the real world, it’s not first here first painted, it’s what you want to see hit the table first gets painted first.
Right, maybe that’s your priority. I’m playing/buying everything, so order of operations really is first in, first out.
Same here. But if I would be going to a tournament, I would paint what I need and want to play first. Anyone logical does the same.
28 minutes ago, Katsutoshi said:Same here. But if I would be going to a tournament, I would paint what I need and want to play first. Anyone logical does the same.
That’s not logical. Anyone who has been playing this long can already form dozens of different list types, they don’t need to play anything in particular, including the latest units.
On 1/31/2020 at 1:55 AM, SirCormac said:True, but regardless, I feel they are overcosted. Basically no one at LVO took them, and the lists at LVO were actually quite varied (although Top 8 wasn't too much). ATRTs actually were seen almost as much as TTs, but Dewbacks were non existent, and they've been out for a fair amount of time. Even though TTs are obviously underpriced and Ram is way too good, they point I was making is that they are streamlined for their purpose (Melee charging) while the Dewback doesn't feel like it really excels at anything. They're just in an awkward place.
Yeah, but that’s what I was trying to say. With Tauns and Shores/Mortars/Relay, it’s hard to tell how things would do without them existing. Unfortunately they are too ubiquitous and maybe if they were nerfed the Dewback and evening the two new factions would have a chance to shine. Or Dewbacks could just suck and need their own point reduction, but it just seems like their’s too much “noise” to tell with the hype and need to include the OP units.
I use them as flankers. They also seem to draw an inordinate amount of fire so tends to take fire off my shores and snows.
4 hours ago, Bigbboyd said:I use them as flankers. They also seem to draw an inordinate amount of fire so tends to take fire off my shores and snows.
Even better if they’re the first target, since damage doesn’t degrade their output until they die. (Whereas Tauntauns get halved first, and the troopers would suffer attrition immediately).
That’s certainly one of the huge benefits that factors in, how resistant a unit is to incoming fire in terms of remaining combat effective.
I love to use Dewbacks with Palpy. Yes I know that gets really pricey but for a few reasons its incredibly powerful:
1- Aggressive tactics is basically an auto include on Palpatine with IRG and if you can get an order token to Dewbakcks they get a surge token as well.
2- Force Guidance is another great upgrade on Palpy and if he can use this on Dewbacks theyve got another surge token. Unless they take a ton of sustained fire these two surge tokens should hold up pretty well defensively. With armor 2 and light cover from suppression they cancel three hits. Then on top of that the 2 surge tokens basically give them best defense in the game, these guys are near impossible to hit without pierce.
3- Best reason for this combo is Palpatine's Pulling the Strings ability. Giving the Dewbacks an extra move to propel them into melee even faster is insanely powerful and makes the dewbacks worth every point.
Dewbacks are an all around great unit. Don't compare them to a broken unit like TaunTauns because they are bound to be nerfed any day now. May to legion gods look with favor upon us and allow that day to come soon...