For the Republic

By Docgimmethenews, in Army Building

800/800
Clone Captain Rex (90 + 10 = 100)
--Aggressive Tactics (10)

Phase II Clone Troopers (60 + 29 = 89)
--Phase II Mortar Trooper (25), Overwatch (4)

Phase I Clone Troopers (52 + 26 = 78)
--RPS-6 Phase I Trooper (26)

Phase I Clone Troopers (52 + 26 = 78)
--RPS-6 Phase I Trooper (26)

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

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

Phase II Clone Troopers (60 + 29 = 89)
--Phase II Mortar Trooper (25), Overwatch (4)

TX-130 Saber-Class Fighter Tank (170 + 32 = 202)
--Aayla Secura (5), TX-130 Twin Laser Turret (14), High-Energy Shells (8), Linked Targeting Array (5)

Commands:
Ambush (1), Call Me Captain (1), Push (2), Take That, Clankers! (2), Assault (3), Were Not Programmed (3), Standing Orders (4)
Testing this soon. Very excited to finally field, IMO, a viable Republic army.
3 hours ago, Docgimmethenews said:
Testing this soon. Very excited to finally field, IMO, a viable Republic army.

Republic are still not viable. And probably never will be.

Republic have skornergy.

  • Rex's 2 pip doesn't even work with their token sharing abilities.
  • Most of their cards don't provide enough face-ups to get full use of aggressive tactics, something their units inherently need due to most units not surging.
  • Their units limit activations via fire support.
  • Their expensive units reduce activation control.
  • The troops can't get HQ Uplink, which ****s their fire support.
  • It's number of unit leaders that take objectives. Less units you have, less chance of winning.
On 3/10/2020 at 5:48 PM, lologrelol said:

Republic are still not viable. And probably never will be.

What? Republic are brilliant.

On 3/10/2020 at 5:48 PM, lologrelol said:

Most of their cards don't provide enough face-ups to get full use of aggressive tactics, something their units inherently need due to most units not surging.

Clone troopers roll red defense dice, the best defense dice of any corps unit.

Clone troopers roll black attack dice, the best attack dice of any corps unit excluding rebel veterans.

White with surge attacking is worse than black. White with surge defending is worse than red. What I am getting at is that they don't need surges to be good because they just roll better dice.

On 3/10/2020 at 5:48 PM, lologrelol said:

Their units limit activations via fire support.

Fire support is not a hindrance. On the turns you need more activations you can choose not to use fire support... but also having multiple units attack before your opponent can respond is super powerful.

Lets take the example to the extreme in a rebel vs imperial battle. If it is a mid game turn (2-4) where all units are already in shooting range of each other and the imperial player told the rebel player that they could activate all their units first the rebel player would be a fool to turn down the offer. By the time the rebel player has finished shooting the imperial player would have incurred so many casualties that they wouldn't have enough guns to effectively return fire. That is the power of firesupport. Shoot with multiple of your units to reduce the enemy's potential return fire before they can active the targets of your attacks.

On 3/10/2020 at 5:48 PM, lologrelol said:

Rex's 2 pip doesn't even work with their token sharing abilities.

So? With specialists or captains + offensive push you can still move + aim + shoot on an activation. Not every command card has to be playable in every situation but on that turn you want your Z6s to stay behind heavy cover and still get a shot off, this is a pretty good play.

On 3/10/2020 at 5:48 PM, lologrelol said:

Their expensive units reduce activation control.

This is true but cheaper units are coming in the form of strike teams and at the moment it is really the only weakness of republic.

On 3/10/2020 at 5:48 PM, lologrelol said:

It's number of unit leaders that take objectives. Less units you have, less chance of winning.

Republic is about combat efficiency. Hopefully you have killed enough enemy units by the end of the game that this isn't a problem. If republic could have both their level of combat efficiency and lots of unit leaders they would be so overpowered the game wouldn't be worth playing.

On 3/10/2020 at 2:35 PM, Docgimmethenews said:
Clone Captain Rex (90 + 10 = 100)
--Aggressive Tactics (10)

Phase II Clone Troopers (60 + 29 = 89)
--Phase II Mortar Trooper (25), Overwatch (4)

Phase I Clone Troopers (52 + 26 = 78)
--RPS-6 Phase I Trooper (26)

Phase I Clone Troopers (52 + 26 = 78)
--RPS-6 Phase I Trooper (26)

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

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

Phase II Clone Troopers (60 + 29 = 89)
--Phase II Mortar Trooper (25), Overwatch (4)

TX-130 Saber-Class Fighter Tank (170 + 32 = 202)
--Aayla Secura (5), TX-130 Twin Laser Turret (14), High-Energy Shells (8), Linked Targeting Array (5)

Commands:
Ambush (1), Call Me Captain (1), Push (2), Take That, Clankers! (2), Assault (3), Were Not Programmed (3), Standing Orders (4)
Testing this soon. Very excited to finally field, IMO, a viable Republic army.

Let me know how it goes! I am scared to leave Obi-Won at home. Curious to see how this turns out. Didn't want R2 to help keep the tank going?

Edited by Qark
9 hours ago, Qark said:

What? Republic are brilliant.

Clone troopers roll red defense dice, the best defense dice of any corps unit.

Clone troopers roll black attack dice, the best attack dice of any corps unit excluding rebel veterans.

White with surge attacking is worse than black. White with surge defending is worse than red. What I am getting at is that they don't need surges to be good because they just roll better dice.

Fire support is not a hindrance. On the turns you need more activations you can choose not to use fire support... but also having multiple units attack before your opponent can respond is super powerful.

Lets take the example to the extreme in a rebel vs imperial battle. If it is a mid game turn (2-4) where all units are already in shooting range of each other and the imperial player told the rebel player that they could activate all their units first the rebel player would be a fool to turn down the offer. By the time the rebel player has finished shooting the imperial player would have incurred so many casualties that they wouldn't have enough guns to effectively return fire. That is the power of firesupport. Shoot with multiple of your units to reduce the enemy's potential return fire before they can active the targets of your attacks.

So? With specialists or captains + offensive push you can still move + aim + shoot on an activation. Not every command card has to be playable in every situation but on that turn you want your Z6s to stay behind heavy cover and still get a shot off, this is a pretty good play.

This is true but cheaper units are coming in the form of strike teams and at the moment it is really the only weakness of republic.

Republic is about combat efficiency. Hopefully you have killed enough enemy units by the end of the game that this isn't a problem. If republic could have both their level of combat efficiency and lots of unit leaders they would be so overpowered the game wouldn't be worth playing.

Let me know how it goes! I am scared to leave Obi-Won at home. Curious to see how this turns out. Didn't want R2 to help keep the tank going?

And also for secret mission, that seems like a gimme for basically any list.

5 hours ago, Derrault said:

And also for secret mission, that seems like a gimme for basically any list.

Exactly. 35 points for an extra activation that can not only heal the tank but score objectives and can count as an extra victory point. Should help elevate some of lologrelol's concerns.

@Docgimmethenews

I thin R2 D2 n C3PO are woth including (maybe not 3po)

I don't care for the linked targeting array with rex as commander, just because it usually gets passed over, but ymmv.

1 hour ago, buckero0 said:

@Docgimmethenews

I thin R2 D2 n C3PO are woth including (maybe not 3po)

I don't care for the linked targeting array with rex as commander, just because it usually gets passed over, but ymmv.

C-3PO can calculate to give tokens seems pretty great, plus the suppression actually gives cover, and if you lay it on an ordered unit they can fire support to basically ignore it.

15 points for all that is pretty great.

I like taking him, but clone armies are always super tight on points and i usually have to strip off things that used to be auto-includes just to get one more activation

Edited by buckero0