How do you play on running the Saber Tank?

By R3dReVenge, in Star Wars: Legion

Looking for suggestions with this new model.

What lists will you put it in?

What do you plan on equipping it?

I assume most Saber lists will have Rex leading the charge since I find it hard to imagine a successful Republic list with the tank + Obi Wan.

Personally I'm playing Republic for the Clones so Captain Rex most def. I'm thinking of giving the tank Armour Piercing Rounds to make it my main anti-armour. Probably the Veteran Clone Pilot to fit well with my Clone heavy list 😂

Points permitting I'd like the Beam Cannon but I may have to settle for the TLC or no cannon, not 100% sure how much I want to commit to a single unit.

Go saber tank with:

high velocity missiles (just so you can sit back at range 4)
HQ Uplink
Veteran Pilot

Use rex to double move nearby first. Getting 2 aims.

Next go, have the tank fire, using those two aims.

Add a clone squad's fire support.

Delete target unit.

As with everything else I play, I plan on running it very poorly and inefficiently.

But seriously, Rex as commander of course.

So I could stay at range 4 as much as possible, I was planning the HES with the Laser Turret (not sold on Beam Cannon for 30 points), along with Vet Clone Pilot.

But also, more aggressively, I'd play Laser Turret, Bunker Buster, with Aayla

9 hours ago, R3dReVenge said:

Looking for suggestions with this new model.

What lists will you put it in?

What do you plan on equipping it?

I assume most Saber lists will have Rex leading the charge since I find it hard to imagine a successful Republic list with the tank + Obi Wan.

Why can’t Obi and the tank work?

799/800 - 8 activations

Obi-Wan Kenobi (175 + 29 = 204) --Force Reflexes (10), Force Push (10), Strict Orders (5), Tenacity (4)

R2-D2 (35 + 0 = 35)

2x Phase I Clone Troopers (52 + 25 = 77) --Z-6 Phase I Trooper (25)

2x Phase I Clone Troopers (52 + 30 = 82) --DC-15 Phase I Trooper (30)

Phase I Clone Troopers (52 + 0 = 52)

TX-130 Saber-Class Fighter Tank (170 + 20 = 190) --Veteran Clone Pilot (7), High-Energy Shells (8), Linked Targeting Array (5)

19 hours ago, JediPartisan said:

Why can’t Obi and the tank work?

799/800 - 8 activations

Obi-Wan Kenobi (175 + 29 = 204) --Force Reflexes (10), Force Push (10), Strict Orders (5), Tenacity (4)

R2-D2 (35 + 0 = 35)

2x Phase I Clone Troopers (52 + 25 = 77) --Z-6 Phase I Trooper (25)

2x Phase I Clone Troopers (52 + 30 = 82) --DC-15 Phase I Trooper (30)

Phase I Clone Troopers (52 + 0 = 52)

TX-130 Saber-Class Fighter Tank (170 + 20 = 190) --Veteran Clone Pilot (7), High-Energy Shells (8), Linked Targeting Array (5)

I think you answered your own question. 8 activations in a game where activation advantage is key.

Most lists are running 10 activations with a few that are just above at 11 and 12 activations.

1 hour ago, R3dReVenge said:

I think you answered your own question. 8 activations in a game where activation advantage is key.

Most lists are running 10 activations with a few that are just above at 11 and 12 activations.

If the tank removes an activation a turn, it can be worth it. Beam has the potential to cripple three units a turn. It's a good option.

21 minutes ago, Mokoshkana said:

If the tank removes an activation a turn, it can be worth it. Beam has the potential to cripple three units a turn. It's a good option.

Being able to attack 3 units a round and if each shot does give suppression seems pretty good.

31 minutes ago, Mokoshkana said:

If the tank removes an activation a turn, it can be worth it. Beam has the potential to cripple three units a turn. It's a good option.

So after one or two turn, enemy list is no more a 11/12 activation one ;)

8 hours ago, R3dReVenge said:

I think you answered your own question. 8 activations in a game where activation advantage is key.

Most lists are running 10 activations with a few that are just above at 11 and 12 activations.

Umm... Republic lists? I think not. With how limited their unit selection is I don't know if I've even seen a 10 activation Republic list in the wild.

On 2/23/2020 at 1:59 AM, lologrelol said:

Go saber tank with:

high velocity missiles (just so you can sit back at range 4)
HQ Uplink
Veteran Pilot

Use rex to double move nearby first. Getting 2 aims.

Next go, have the tank fire, using those two aims.

Add a clone squad's fire support.

Delete target unit.

How is the tank using those aims? I thought only (clone)Trooper units can share tokens?

1 minute ago, 54NCH32 said:

How is the tank using those aims? I thought only (clone)Trooper units can share tokens?

Veteran Clone Pilot

2 minutes ago, manoftomorrow010 said:

Veteran Clone Pilot

Ah cool, did wonder if it was, couldn't find the preview image! Man that's savage then

Edited by 54NCH32
2 hours ago, 54NCH32 said:

Ah cool, did wonder if it was, couldn't find the preview image! Man that's savage then

It exhausts to allow the tank to spend aim, dodge or surge off a Clone Trooper, or a Clone Trooper to spend them off the tank, at range 1 of each other. It then readies in the End Phase. The image is in this article: https://www.fantasyflightgames.com/en/news/2020/2/3/on-the-hunt-1/

1 minute ago, Platinum_V said:

It exhausts to allow the tank to spend aim, dodge or surge off a Clone Trooper, or a Clone Trooper to spend them off the tank, at range 1 of each other. It then readies in the End Phase. The image is in this article: https://www.fantasyflightgames.com/en/news/2020/2/3/on-the-hunt-1/

Cheers, I later found the card ( I had seen it before, but forgot it allowed this on the tank)

Personally, I plan on trying it with the Beam Turret and Veteran Clone pilot, but it will probably change based on local meta.

Would using C-3PO to feed a clone squad (maybe with a specialist too?) tokens to then feed the tank be good?

6 hours ago, arnoldrew said:

Umm... Republic lists? I think not. With how limited their unit selection is I don't know if I've even seen a 10 activation Republic list in the wild.

Just ran a Prime this past Saturday with 26 players, 4 of which were Republic. Of those 4 lists the highest ranked (6th) only had 7 activations. Two of the lists had the usual 8-9 activations and the fourth one was running 11 activations. The 11 activation list still placed 14/26.

Personally I plan on trying the Saber with Aayla and the Beam Cannon first. The Inspire 2 for 5 points seems pretty good to me as does the ability to issue orders from the tank itself, even if they are only the generic ones.

Probably something like this.

795/800
Clone Captain Rex (Aggressive Tactics, Endurance, Recon Intel)
R2-D2 (Integrated Comms Antenna)
Phase I Clone Troopers (DP-23 Phase I Trooper, Phase I Clone Trooper)
Phase I Clone Troopers (DP-23 Phase I Trooper, Phase I Clone Trooper)
Phase I Clone Troopers (DC-15 Phase I 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 (Aayla Secura, TX-130 Beam Cannon Turret)

Commands:
Ambush (1), Blast Off! (1), Push (2), Take That, Clankers! (2), Assault (3), Were Not Programmed (3), Standing Orders (4)

Deployments: Major Offensive, The Long March, Disarray, Advanced Positions
Objectives: Sabotage the Moisture Vaporators, Key Positions, Intercept the Transmissions, Breakthrough
Conditions: Rapid Reinforcements, Minefield, Limited Visibility, Clear Conditions
Edited by NeonWolf
37 minutes ago, DarthDanMan said:

Would using C-3PO to feed a clone squad (maybe with a specialist too?) tokens to then feed the tank be good?

I used him for the first time Saturday in a Republic squad and he is surprisingly useful. Extra token generation for clones is always a good thing.

12 hours ago, Mokoshkana said:

If the tank removes an activation a turn, it can be worth it. Beam has the potential to cripple three units a turn. It's a good option.

You're being incredibly optimistic. I'm more realistic .

I don't think we will see much of the beam since it takes advantage of a weak positioning opponent. At a high level, I don't think players will allow you gain full advantage of the beam.

6 hours ago, arnoldrew said:

Umm... Republic lists? I think not. With how limited their unit selection is I don't know if I've even seen a 10 activation Republic list in the wild.

I'm just following the analytics. Right now, low activation lists aren't effective in a competitive environment. This is a fact.

Maybe, the Sabertank let's low activation lists finally viable? Who knows, but history has shown that 10 activations are the sweet spot.

Right now the most activations GAR has been able to field is 9. With ARC strike teams they can increase that number to 10-11. I think 9 will be the sweet spot for GAR and they will just have to play the game down an activation.

3 minutes ago, R3dReVenge said:

Right now the most activations GAR has been able to field is 9. With ARC strike teams they can increase that number to 10-11. I think 9 will be the sweet spot for GAR and they will just have to play the game down an activation.

As I posted previously, just had an 11 activation Republic list at a Prime I ran two days ago.

3 minutes ago, R3dReVenge said:

You're being incredibly optimistic. I'm more realistic .

I don't think we will see much of the beam since it takes advantage of a weak positioning opponent. At a high level, I don't think players will allow you gain full advantage of the beam.

And yet CIS relies on maintaining that tight grouping in order to maximize coordination while GAR relies on tight grouping for token sharing. Beam will do solid work against both of those factions. As for the others, if an opponent has 10+ activations, please tell me how they are going to ensure that everything is so far apart that the beam can't work? The beauty of beam is that only the first unit targeted needs to be in range as the follow on units are measured from the first. So if this means that your opponent has to play more hide and seek games, it gives the tank owner an advantage as they are forcing their out of range opponents to move in a way to avoid beam.

14 hours ago, R3dReVenge said:

I think you answered your own question. 8 activations in a game where activation advantage is key.

Most lists are running 10 activations with a few that are just above at 11 and 12 activations.

I never run more than 8 as clones obviously anecdotal... But I think it works.

35 minutes ago, Mokoshkana said:

And yet CIS relies on maintaining that tight grouping in order to maximize coordination while GAR relies on tight grouping for token sharing. Beam will do solid work against both of those factions. As for the others, if an opponent has 10+ activations, please tell me how they are going to ensure that everything is so far apart that the beam can't work? The beauty of beam is that only the first unit targeted needs to be in range as the follow on units are measured from the first. So if this means that your opponent has to play more hide and seek games, it gives the tank owner an advantage as they are forcing their out of range opponents to move in a way to avoid beam.

With the size of the Saber will The Long March become one of the Republic's favorite deployments? The narrow engagement makes it harder to get around the sides of the tanks and harder to target something behind them. Also forces your opponent to group their units closer together. Add in that with a roughly 6" diameter base and a Speed 2 move you can move roughly 24" in a single turn.

11 minutes ago, NeonWolf said:

With the size of the Saber will The Long March become one of the Republic's favorite deployments? The narrow engagement makes it harder to get around the sides of the tanks and harder to target something behind them. Also forces your opponent to group their units closer together. Add in that with a roughly 6" diameter base and a Speed 2 move you can move roughly 24" in a single turn.

Don't forget that with Rex they get a bit of a head start (while still supported by the rest of the army, unlike Infiltrate when used very aggressively).