With offensive push and recon intel Cassian can start the game with 2 aim tokens before he’s even gone. Pretty nice.
Edited by NeverTellMeTheOddsCassian Andor and K-2SO Preview Up
1 minute ago, NeverTellMeTheOdds said:With offensive push and recon intel Cassian can start the game with 2 aim tokens before he’s even gone. Pretty nice.
and give K2SO two as well
21 minutes ago, jocke01 said:K2's card is interesting. 1 turn only but guardian 4 with red defence is great.
and Armor 1......
1 minute ago, Ironbudha said:and Armor 1......
Guardian doesnt work with the armor 1 keyword...sadly
Edited by bllaw25 minutes ago, TheHoosh said:and give K2SO two as well
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I don’t think he’ll be deployed yet. But if you activate Cassian first, and move, he’ll gain 2 more and so will K2. Also bring able to put coms jammer on K2 is nice. The jammer can keep your opponent from trying to deploy close to them and catch them first and overwhelm them.
Edited by NeverTellMeTheOdds16 minutes ago, bllaw said:Guardian doesnt work with the armor 1 keyword...sadly
B2s would be a lot better if it did 😕
33 minutes ago, NeverTellMeTheOdds said:B2s would be a lot better if it did 😕
"You use Guardian and Armor 1? Be a lot cooler if you did."
1 hour ago, NeverTellMeTheOdds said:I really just have to wonder if you do play this game... waiting till the end to use infiltrate gets you the least out of it. If they’ve deployed already, then you’re deploying 4 away from their edge, which is range 1 outside your deployment (so basically scout 2). Even further back if they’re playing shores/vets or scouting units (and everyone plays snipers). Once you deploy with one infiltrator it’s hard to get any others with them, especially if the first also uses recon intel. Luckily K2 doesn’t have to worry about this. Not saying infiltrate is bad, but it’s hard to coordinate with more than one unit.
That's the key with Infiltrate: you don't even try to put them right next to your enemy's army to get blown away turn 1. You should use it basically as "super-Scout" to get them a bit closer than they would be anyways (as well as on top of buildings and other tall terrain). Either that or your use it to grab crates and run for the hills.
39 minutes ago, manoftomorrow010 said:"You use Guardian and Armor 1? Be a lot cooler if you did."
In McConaughey voice? 😂
27 minutes ago, arnoldrew said:That's the key with Infiltrate: you don't even try to put them right next to your enemy's army to get blown away turn 1. You should use it basically as "super-Scout" to get them a bit closer than they would be anyways (as well as on top of buildings and other tall terrain). Either that or your use it to grab crates and run for the hills.
With K2 having coms jammer i world almost risk him and Cassian, but it’s a big gamble. But yeah, everyone else I just use it as a scout move basically. But the OP I was replying to I think wanted to use it more aggressively, which is hard to do.
7 minutes ago, NeverTellMeTheOdds said:In McConaughey voice? 😂
alright alright alright
So, originally I was convinced i was doing Cassian in sniper mode.
Now? I have no idea.... I can’t decide what sculpt to use.
I’m going to throw out a prediction. In 6 months (or so) both Cassian’s and Iden’s sniper rifles get nerfed to range 1-5 as they have become a “must bring” to combat the growing sniper war that was rekindled by their addition.
When the Devs did the nerf to existing snipers, they said they wanted the snipers to have some risk, and for there to be a need for tactical movement, and for them not to sit in the far reaches and never be shot by anything other than another infinite range weapon.
Its unfortunate that these two couldn’t be changed while in production to range 1-5, and I’m sure that’s the only reason we have them entering with infinite range today.
This message has been brought to you by the people who don’t want to see infinite range snipers again, in any incarnation.
1 hour ago, NeverTellMeTheOdds said:With K2 having coms jammer i world almost risk him and Cassian, but it’s a big gamble. But yeah, everyone else I just use it as a scout move basically. But the OP I was replying to I think wanted to use it more aggressively, which is hard to do.
Yeah you rarely get away with putting units front and centre like that, even parking on a centre objective is asking for a Jedi move and pull into melee or a Boba Fett/Sabine jump and immobilise. Also with either of the Vaders having a possibility of infiltrate , parking on the centre objective is not a good idea. Better to park near it so that you can use the same units to clear the way by sitting back from the frontlines and threaten the centre, or leave them till late in the deployment and place them in such positions that they have few opponents to attack you.
It can be surprising when some one leaves a single unit to back cap an objective with somewhere safe just beyond range 3 that you can park a pathfinder on the other side of their army but still or nearly in range of the back cap unit, suddenly their safe objective isn't safe, and you can end up with the point or at least have them diverting their main army to deal with the back cap, pulling them out of position Yes it's more of a rookie mistake , but I've seen experienced players fail to account for infiltrate due to how little they may have played against it. Disarray can also work quite good with this.
30 minutes ago, JediPartisan said:I’m going to throw out a prediction. In 6 months (or so) both Cassian’s and Iden’s sniper rifles get nerfed to range 1-5 as they have become a “must bring” to combat the growing sniper war that was rekindled by their addition.
When the Devs did the nerf to existing snipers, they said they wanted the snipers to have some risk, and for there to be a need for tactical movement, and for them not to sit in the far reaches and never be shot by anything other than another infinite range weapon.
Its unfortunate that these two couldn’t be changed while in production to range 1-5, and I’m sure that’s the only reason we have them entering with infinite range today.
This message has been brought to you by the people who don’t want to see infinite range snipers again, in any incarnation.
i understand what you are saying and why you might be concerned, however there is a lot more to it that just the infinite range that made them worth nerfing. They were cheap units that punched above their weight in being able to put out consistent and reliable damage. They still do at a higher cost and range 5.
The big problem was that they became so efficient that they were must includes for the sniper /gunline war that was being waged at the time. Now Iden and Cassian are both taking commander slots, which means they must replace or work with the current commanders of Leia/Veers/Krennik, as it's not too likely that you take them with the other options, so it limits your choices of working with commanders that are more established. You can take them as more like operative slots, for the Rebels R2 is cheaper and Sabine/Bossk is perhaps more reliable for now. If you want K2SO you will likely place Cassian not that far behind him , so you can not be sniping, so I'm not 100% certain it will be an issue as you say.
I also think they had plenty of time since the sniper nerf to change them to to range 5 if they wanted, because they flipped the entire release schedule to try and get operative Luke and Vader out before the clone wars stuff , afaik at the behest of disney.
Snipers now also have Tauntauns and tanks to contend with. The main thing that the range 5 change did was prevent it from becoming a must have , and I still don't think Iden and Cassian are must haves at this stage. I love them personally, and think that they leave some units looking less attractive(Jyn for example) as we now have a Leia priced offensive commander that is IMO significantly better than Jyn, although I'm definitely interested in the new gun for her, being able to run a double attack with her 1 pip landing 4 Suppression on one unit before they activate could be very effective against many units, especially late game
Edited by syrath3 hours ago, NeverTellMeTheOdds said:I really just have to wonder if you do play this game... waiting till the end to use infiltrate gets you the least out of it. If they’ve deployed already, then you’re deploying 4 away from their edge, which is range 1 outside your deployment (so basically scout 2). Even further back if they’re playing shores/vets or scouting units (and everyone plays snipers). Once you deploy with one infiltrator it’s hard to get any others with them, especially if the first also uses recon intel. Luckily K2 doesn’t have to worry about this. Not saying infiltrate is bad, but it’s hard to coordinate with more than one unit.
Maybe you’re unfamiliar with the wide variety of deployment cards, but that wouldn’t be true in, well, virtually all of them. And it isn’t even true on battle lines unless they literally spread their forces thin, a win unto itself.
If you have the new gun and you manage to get two aims on it it's quite likely you can drop 3-5 dmg pierce 1 (sharpshooter 1 w/ jyn) , which could make Jyn or K2 into quite a good scalpel. It's a shame they didn't think of a hand off mechanic where they could hand off the weapon if they fall. I m still unsure if this gun isn't better Jyn than K2, my instinct is K2 , but I think I want him in melee or at least standing in protection. If you can tempt a Jedi/Tauntaun into range they could be caught out into being forced to attack K2 freeing up another unit with k2s 3 pip, actually scratch that just re-read it only prevents ranged attacks if you sacrifice k2, which could come in really handy if you need to get past armor, though the card may be too niche , at least you don't have to sacrifice k2, and just have guardian 4.
Edited by syrath15 minutes ago, Derrault said:Maybe you’re unfamiliar with the wide variety of deployment cards, but that wouldn’t be true in, well, virtually all of them. And it isn’t even true on battle lines unless they literally spread their forces thin, a win unto itself.
Battle lines is your best case scenario for infiltrate, and even then you’re not going to be able to deploy all your infiltrate near each other unless your opponent doesn’t know what they’re doing. God forbid you get long march.
10 minutes ago, syrath said:If you have the new gun and you manage to get two aims on it it's quite likely you can drop 3-5 dmg pierce 1 (sharpshooter 1 w/ jyn) , which could make Jyn or K2 into quite a good scalpel. It's a shame they didn't think of a hand off mechanic where they could hand off the weapon if they fall. I m still unsure if this gun isn't better Jyn than K2, my instinct is K2 , but I think I want him in melee or at least standing in protection. If you can tempt a Jedi/Tauntaun into range they could be caught out into being forced to attack K2 freeing up another unit with k2s 3 pip.
With teamwork and Cassian’s ability to get aims, I’m going with K2. It’s not bad on Jyn, but then you have to play Jyn. 😂
11 minutes ago, NeverTellMeTheOdds said:With teamwork and Cassian’s ability to get aims, I’m going with K2. It’s not bad on Jyn, but then you have to play Jyn. 😂
Yeah, you will never stop me being a Jyn fan boy , but I can see me dropping her for Cassian, I just love her late game plays, being able to ignore suppression tokens on units for a turn is a make or break IMO , it can give you the opportunity to recover and still have an action on a unit that would normally have panicked. I do feel she is more nuanced and less obvious than other commanders and becoming fluent with her is worth it.
I can see strategies with the triunverate , courage 3 , and with the calculate odds function on K2 you can start loading up on Suppression tokens without being shot at, which also means you can unstaple duck and cover off Jyn, which builds up her danger sense on the way into combat. Her 1 pip can drop a lot of damage I one turn and even prevent a unit from acting with that gun, and with k2 nearby he can run in, I wonder if he will get a grenade option . (An unseen armament perhaps that he can use, perhaps one use)
Edited by syrathbeautiful sculpts. Lots of potential here. The gunslinger option is brutal to step in and blast things. I love the end game with both cassian and K2's defense mechanic to hold a key VP.
Long shot x
While a unit is performing a ranged attack, during the Form Attack Pool step, it may spend up to x aim tokens to increase the maximum range of a weapon with the long shot x keyword by 1 for each aim token spent in this way. • Aim tokens spent in this way have no other effect. • The long shot x keyword applies only to the weapon with the keyword and can be used only to extend the range of that weapon.
Never mind the sniper config Cassian can throw a red red black pool with , tactical 1 with recon, offensive push to make it 2 , calculate odds from K2 and R2/c3po takes it up another 2, Jyns 2 pip and quick thinking on turn 1, and then moving once again with Cassian before shooting and you could fire his pistol config to range 7 (if legal or range 5 with 2 aims left to ensure 3 hits w/ 2 crits being a likely roll), why you'd want to I've no idea but it does give you some idea of how good long shot could be
8 minutes ago, syrath said:Long shot x
While a unit is performing a ranged attack, during the Form Attack Pool step, it may spend up to x aim tokens to increase the maximum range of a weapon with the long shot x keyword by 1 for each aim token spent in this way. • Aim tokens spent in this way have no other effect. • The long shot x keyword applies only to the weapon with the keyword and can be used only to extend the range of that weapon.
Never mind the sniper config Cassian can throw a red red black pool with , tactical 1 with recon, offensive push to make it 2 , calculate odds from K2 and R2/c3po takes it up another 2, Jyns 2 pip and quick thinking on turn 1, and then moving once again with Cassian before shooting and you could fire his pistol config to range 7 (if legal or range 5 with 2 aims left to ensure 3 hits w/ 2 crits being a likely roll), why you'd want to I've no idea but it does give you some idea of how good long shot could be
Long Shot 1 means he can only spend 1 aim token to increase increase his range by 1.
3 minutes ago, Lochlan said:Long Shot 1 means he can only spend 1 aim token to increase increase his range by 1.
Yeah, you can only spend 1 aim token. It would need to be long shot 5 to get to range 7. Still it’s really good.
Edited by NeverTellMeTheOdds