Rebels, how do we deal with armour?

By landoro, in Star Wars: Legion

36 minutes ago, Uetur said:

Part 2, picking good objectives, deployments and conditions is a part of this game, unless you are really lucky you can usually get one of your choice.

With the next objective box release, battlefield condition deck composition will start to matter more, as each army's deck can be fairly different.

Yeah, armor sucks in this game. Ignore the armor and take the gimme win.

13 minutes ago, Mep said:

Yeah, armor sucks in this game. Ignore the armor and take the gimme win.

Soon it seems there will be four objectives that allow for scoring by armour, it might not be such a gimme anymore. Maybe.

9 hours ago, bllaw said:

I like using pathfinders against armor of any kind even if I get Pao as the heavy. The ability to throw out 10 dice per attack generates a lot more crits than a normal attack. Then if you do happen to get Bistan, you get 13 dice and all those other keywords to take stuff down. Pathfinders have almost single handedly taken down an AT-ST in a matter of 2 turns for me before on multiple occasions with Pao as the heavy

I have literally never had a unit of Pathfinders stay intact past one unit's shooting. I've played them more times than I can count and every-time they move into heavy cover where only 1 unit can possibly see them. That unit activates and shoots, I lose 4 wounds. Every-time . Teach me the ways of the Pao and Bistan. I have 2 fully painted and customized units of Pathfinders and even with full danger sense 3 going I lose 4 wounds anytime a unit sniffs them.

15 hours ago, Kwatchi said:

I wholeheartedly agree. My rebels have danced away from every chicken walker and pickup truck tank they’ve ever faced, and won far more than they’ve lost.

The exception for me was a double Dewback list I faced in a recent skirmish game. I had double Wookies so decided to duke it out. I couldn’t help myself!

500pts doesn't exist. 🤣

2 hours ago, buckero0 said:

I have literally never had a unit of Pathfinders stay intact past one unit's shooting. I've played them more times than I can count and every-time they move into heavy cover where only 1 unit can possibly see them. That unit activates and shoots, I lose 4 wounds. Every-time . Teach me the ways of the Pao and Bistan. I have 2 fully painted and customized units of Pathfinders and even with full danger sense 3 going I lose 4 wounds anytime a unit sniffs them.

Step 1, get rid of your improbably unlucky dice.

I’m wondering how rebels deal with anything. They get the short end of so many sticks...

3 hours ago, buckero0 said:

I have literally never had a unit of Pathfinders stay intact past one unit's shooting. I've played them more times than I can count and every-time they move into heavy cover where only 1 unit can possibly see them. That unit activates and shoots, I lose 4 wounds. Every-time . Teach me the ways of the Pao and Bistan. I have 2 fully painted and customized units of Pathfinders and even with full danger sense 3 going I lose 4 wounds anytime a unit sniffs them.

Yep, this exactly. At best I’ve seen 1 dude survive, and it’s usually when they have an extra dude (Pao, Bistan). I want them to be good, they just aren’t. Not for their points. But you can say that about most rebel trooper units not named Taun Tauns.

12 hours ago, buckero0 said:

I have literally never had a unit of Pathfinders stay intact past one unit's shooting. I've played them more times than I can count and every-time they move into heavy cover where only 1 unit can possibly see them. That unit activates and shoots, I lose 4 wounds. Every-time . Teach me the ways of the Pao and Bistan. I have 2 fully painted and customized units of Pathfinders and even with full danger sense 3 going I lose 4 wounds anytime a unit sniffs them.

This is bound to happen for them so when using them you ALWAYS have to accompany them with a high value target that your opponent will fire at instead such as a commander/opperative that is much more dangerous. Then they dont get shot at all and pathfinders get to be awesome

2 hours ago, bllaw said:

This is bound to happen for them so when using them you ALWAYS have to accompany them with a high value target that your opponent will fire at instead such as a commander/opperative that is much more dangerous. Then they dont get shot at all and pathfinders get to be awesome

I was waiting for someone to post "don't get shot" but I keep trying to justify infiltrate. If they don't infiltrate at least 50% of the time, I'm better off with a big Scout Commando Squad as far as shooting damage goes. They don't have the action economy to get an Aim or standby,

The general fiddliness of the rules, makes me hesitant to even buy my first squad of them. Too much info to keep track of to enjoy the game. More fun to take lots of the same squad and have an instinctive grasp of what they do.

7 minutes ago, TauntaunScout said:

The general fiddliness of the rules, makes me hesitant to even buy my first squad of them. Too much info to keep track of to enjoy the game. More fun to take lots of the same squad and have an instinctive grasp of what they do.

I can use them as Veterans - ( I need to find another big gun substitute. )

They are the best-looking Rebel models as far as uniqueness and cool factor ( I know you'll favor something Hoth-related)

I love the models, I don't care for the Trooper models for the most part and the Commandos look like they're in their rain gear.

Edited by buckero0
5 hours ago, buckero0 said:

I was waiting for someone to post "don't get shot" but I keep trying to justify infiltrate. If they don't infiltrate at least 50% of the time, I'm better off with a big Scout Commando Squad as far as shooting damage goes. They don't have the action economy to get an Aim or standby,

I’d expect that you’d want to place them so they are on the other side of total cover/out of practical range/or focus on objectives. Edit: Think of it this way, if they’re behind heavy cover at range 4 from Stormtroopers, they can outshoot them.

Edited by Derrault
1 hour ago, Derrault said:

I’d expect that you’d want to place them so they are on the other side of total cover/out of practical range/or focus on objectives. Edit: Think of it this way, if they’re behind heavy cover at range 4 from Stormtroopers, they can outshoot them.

Who is still playing stormtroopers since shores came out?

Edited by NeverTellMeTheOdds
2 minutes ago, NeverTellMeTheOdds said:

Who is still playing stormtroopers since shores came out.

Ok, it easily outshoots the T21-B? How’s that?

8 minutes ago, Derrault said:

Ok, it easily outshoots the T21-B? How’s that?

It’s small sample size, by my opponent did that in my game yesterday and I just moved up and shot them. I had an aim token from the order, I added fire support from a mortar, and they all died, including Bistan.

Edited by NeverTellMeTheOdds
13 minutes ago, NeverTellMeTheOdds said:

It’s small sample size, by my opponent did that in my game yesterday and I just moved up and shot them. I had an aim token from the order, I added fire support from a mortar, and they all died, including Bistan.

So he placed the unit, went first, and stayed in range of the mortar?

Not a great plan. 🧐

I think this is part of my problem. Their regular gun is lackluster the range 4 gun is a joke and they cost too much for them not to be shooting. As soon as they can shoot, they can be shot and bad defense is the only consistency the rebels have

25 minutes ago, buckero0 said:

I think this is part of my problem. Their regular gun is lackluster the range 4 gun is a joke and they cost too much for them not to be shooting. As soon as they can shoot, they can be shot and bad defense is the only consistency the rebels have

Only 1 white at range 4 is terrible. DTs keep their black and get suppressive. I’d rather pay some points and keep 2 white at least. I think if Pao has pierce that might help also.

On 2/26/2020 at 7:07 PM, buckero0 said:

I have literally never had a unit of Pathfinders stay intact past one unit's shooting. I've played them more times than I can count and every-time they move into heavy cover where only 1 unit can possibly see them. That unit activates and shoots, I lose 4 wounds. Every-time . Teach me the ways of the Pao and Bistan. I have 2 fully painted and customized units of Pathfinders and even with full danger sense 3 going I lose 4 wounds anytime a unit sniffs them.

All I can say man is but a lotto ticket can you live in some crazy land of probability for that to happen every time..... Even once is at an end of the bell curve

36 minutes ago, NeverTellMeTheOdds said:

Only 1 white at range 4 is terrible. DTs keep their black and get suppressive. I’d rather pay some points and keep 2 white at least. I think if Pao has pierce that might help also.

That one white is a free upgrade that doesn't exhaust. Why complain about that? DTs have to pay points and exhaust that upgrade to use it. Spamming it means they're holding still.

Pathfinders are fine where they are. They already completely outclass commandos offensively

Edited by thepopemobile100
51 minutes ago, buckero0 said:

I think this is part of my problem. Their regular gun is lackluster the range 4 gun is a joke and they cost too much for them not to be shooting. As soon as they can shoot, they can be shot and bad defense is the only consistency the rebels have

See, I wouldn’t take them for their firepower (although it is substantial at range 2), but primarily for Infiltrate, suppression shenanigans, and dauntless. It would be all about getting a head start on objectives.

1 hour ago, buckero0 said:

I think this is part of my problem. Their regular gun is lackluster the range 4 gun is a joke and they cost too much for them not to be shooting. As soon as they can shoot, they can be shot and bad defense is the only consistency the rebels have

regular gun is lackluster????

Here is some math for you:

With bistan at range 3 they average 5.125 hits, pao 4.250.

Bistan & Co still manage 3.625 average hits at range 4!

To put that in perspective DT with the DLT average 4.625 hits.

I'm not saying these guys are as good as DTs but to say there offensive output is a joke makes no sense. At every range band they compete for the most damage for their faction.

4 hours ago, thepopemobile100 said:

That one white is a free upgrade that doesn't exhaust. Why complain about that? DTs have to pay points and exhaust that upgrade to use it. Spamming it means they're holding still.

Pathfinders are fine where they are. They already completely outclass commandos offensively

No one said commandos are good... and that upgrade is free because even the devs know pathfinders aren’t good, and even with it being free they still aren’t good. That’s why I would rather pay points and make the gun good, than make it free. I wouldn’t spend my special forces slots on anything but strike teams. Maybe that’ll change when clan wren comes out.

Edited by NeverTellMeTheOdds
3 hours ago, Tirion said:

regular gun is lackluster????

Here is some math for you:

With bistan at range 3 they average 5.125 hits, pao 4.250.

Bistan & Co still manage 3.625 average hits at range 4!

To put that in perspective DT with the DLT average 4.625 hits.

I'm not saying these guys are as good as DTs but to say there offensive output is a joke makes no sense. At every range band they compete for the most damage for their faction.

A 32 point upgrade is what’s giving you those hits, not the 4 whole white dice from the regular dudes... you’re getting what, one and a half hits per 4 white dice? They’re ok offensively, but for their cost they need something better. Either more survivability or more offensive upside. Having a commander with entourage might help also, but I guess only empire get that.