Since we are talking rules changes

By jocke01, in Star Wars: Legion

5 hours ago, Qwar said:

Indeed, but that's my point, if anything Armor as a keyword is too strong . So strong, that people simply can't be arsed about trying to destroy it. I'm baffled to read that this somehow means that it's crits that are OP and armor should be buffed.

People "can't be arsed about trying to destroy it" not because it is "too strong" but because the tools to do so are (excepting Critical) very specialized.
What good is an Impact weapon against infantry? What good is Ion against non-droid infantry?
The more points of your army spent to deal with a specific threat that isn't super common in the competitive scene (vehicles) the fewer points you have to effectively deal with the most common threat (infantry).

That's pretty much what I was trying to convey, sorry if my message was rash, I'm facing tanks every single game this month and getting pretty fed of it.

2 hours ago, Qwar said:

That's pretty much what I was trying to convey, sorry if my message was rash, I'm facing tanks every single game this month and getting pretty fed of it.

Thank you for clarifying. If you "know" you are going to be facing tanks, then impact and ion becomes worthwhile. It's only when you aren't sure and need to build an all comers list that it is more problematic. Honestly, in a vehicle heavy meta, there's quite a few "bad" units that start becoming worthwhile.

I honestly just feel as if dodge needs a buff, at least on rebels. Critical just cheapens the only thing which really made rebel troopers shine, or even rebel vets to an extent.

The idea of ignoring vehicles has always bothered me, too. Like, I get it, rules wise, but...something about just allowing a heavy tank to harass you feels off, even if it allows you to win

Edit: Anti vehicle weapons needed a buff. Critical feels like a cheap addition, really.

Edited by dude0246
On 7/30/2020 at 7:16 PM, OneLastMidnight said:
On 7/30/2020 at 6:17 PM, Qwar said:

I'm truly amazed at anybody who can say that armor is forgettable or crits are too strong in this game. Granted, I'm relatively new to this, but I have yet to take down a tank. In my experience, you need to have a full anti-armor complement to have any hope to destroy a tank. In most of my games I'm simply choosing to ignore them because the amount of focused fire needed to take them down is simply not worth it. The results are better by simply letting the tank mow you down and do your thing.

Then there's force users. Let's just say I'm surprised to read that some people consider them too easy to take down, and I attribute it to heavy bias.

I'm guessing the more you play the more you realize that in the end the game is objective based, and tanks can only do so much to help you in that regard.

Sure they're killy and they're hard to take down, but they still only get to shoot once a round, they usually don't score objectives, they're bulky and can't get into corners, etc.

Remember, you don't get any points for destroying that tank, so ignoring it is often the right call.

My buddy pretty much plays tanks every other game and there are really only two ways to deal with them. Anti-tank weapons or just ignore them. Trying to kill one is a waste of time and energy if you take a generic army.

You really start to notice how weak they can be in a lot of situations when you just pretend they are not there. I have finished a lot of games with all objectives taken or the entire enemy army dead except for this full heath enemy tank that has been blasting away for 4 turns. I would also say that heavies getting just one bad offensive roll just once is also devastating.

It is almost funny how good ions get when the opponent has sunk a lot of points into heavies. Throw in how poor Empire and Rebels heavies look compared to the new ones and FFG really need some changes to give them any chance.

Edited by RyantheFett
8 hours ago, RyantheFett said:

My buddy pretty much plays tanks every other game and there are really only two ways to deal with them. Anti-tank weapons or just ignore them. Trying to kill one is a waste of time and energy if you take a generic army.

You really start to notice how weak they can be in a lot of situations when you just pretend they are not there. I have finished a lot of games with all objectives taken or the entire enemy army dead except for this full heath enemy tank that has been blasting away for 4 turns. I would also say that heavies getting just one bad offensive roll just once is also devastating.

It is almost funny how good ions get when the opponent has sunk a lot of points into heavies. Throw in how poor Empire and Rebels heavies look compared to the new ones and FFG really need some changes to give them any chance.

That’s generally why you’d want to put them in range first and foremost, while your corps maneuver for objectives. They can usually wipe a couple of enemy corps with their firepower over the course of 6 rounds.