How to win as attackers on 2a and 2b of operation blue metal

By Gokuja04, in Star Wars: Legion

So our play group is mostly inexperienced but have gotten games in. We decided to do a league using the blue metal storyline.

now I can usually have ideas on how to win something or tactics to use, but I can’t figure this one out. I am a droid player and I did make mistakes, but I don’t see how I could have won the game, only made it closer.

i played against Rex and clone troopers, and I had 3 droideka units to try and suppress/panic units and push, but he was able to just get past that by using fire support. I don’t see me winning that game no matter what I did. He could just mass points from the start easier than I could unless I grouped almost my whole army on my objective marker. Seems like that’s about the only way, especially with white defense dice and not being able to push up Quickly without being mowed down. I feel like red def can push better and make more plays to maybe push them off their objectives, or if I was playing someone who had to lose an action or panic instead of fire supporting, but it felt uneven to me. 2 other players in our group played tonight, droid attacker again and he couldn’t get the pt balance.

i did manage to take out a large portion of his army. We ran out of time rd 5 and playing a 6th I may have been able to wipe his army, but still behind on points.

is the only way to win is mass your units on your objective and just try to win the attrition war? What am I missing? I am not the only one in our group that feels this way. They give the attacker no bonus or differentiating factor, seems slanted to the defender. He had 6 units scoring pts rd 1 and 2 other units contesting mine and had long range weapons.

I looked through the other objectives and it seems more balanced. They had things for the attacker and defender.

to:dr version how does a droid player win the blue metal 2a or 2b scenario as attacker. we played 2b

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Edited by Gokuja04

AAT is coming.

As it is a part of campaign, it is plausible that the game is not really meant to be balanced. In such settings, balance gives way to the story. Also, the campaign was released waaay before Clone Wars Core Set was even announced and possibly does not take into account the new faction mechanics like Fire Support, Coordinate etc. Also, this scenario really benefits if the defender is a gunline style army, as republic and imperial armies nowadays usually are. These lists are typically less mobile and weaker in the objective game, thus balancing their supreme firepower - but in this scenario it is reversed, and staying in one place and shooting actually can win the game for the defender.

That said, your best choice is to:
a) win game 1 :P
b) exploit the defender's incentive to get clustered and wreak havoc with Grievous' 1 pip
c) kill Rex and rush into enemy zone on turn 6

5 hours ago, Shanturin said:

As it is a part of campaign, it is plausible that the game is not really meant to be balanced. In such settings, balance gives way to the story. Also, the campaign was released waaay before Clone Wars Core Set was even announced and possibly does not take into account the new faction mechanics like Fire Support, Coordinate etc. Also, this scenario really benefits if the defender is a gunline style army, as republic and imperial armies nowadays usually are. These lists are typically less mobile and weaker in the objective game, thus balancing their supreme firepower - but in this scenario it is reversed, and staying in one place and shooting actually can win the game for the defender.

That said, your best choice is to:
a) win game 1 :P
b) exploit the defender's incentive to get clustered and wreak havoc with Grievous' 1 pip
c) kill Rex and rush into enemy zone on turn 6

No I understand that it’s suppose to benefit the winner a little. But it’s only the 2nd scenario and the other scenarios don’t seem as bad. A little harder for one side sure, but not bad.

I killed Rex round 3, I had to play a little conservative with Grievous due to taking early dmg, but rd 4 I tried to set up the pip one, my opponent played his generic pip one (can’tThink of name right now lol) and won the tie breaker, rolled 6 hits. I suppressed one and dodged one, rolled 4 dice.....all blanks.


It is possible it may not be as balanced with the new mechanics and factions, we’ll see how the other scenarios go.

Bumping one time. Just curious to hear others opinions on this. I felt like I played correctly overall though like I said a few mistakes, but don’t see how droids can win right now.

maybe with the B2 and tank coming out it would have changed things. But right now I don’t think this objective is balanced