@ricoratso Honestly, just by virtue of being a cheap commander a Tactical droid would allow for more activations, but I could see a keyword increasing the number of Corps units, called like "Horde."
Entourage in CIS
Yea I listed that T series and a few others I felt made sense such as Named Super Tactical Droids and Maul. As far as the commander goes I think there is room maybe not for Entourage Key word but a new key word;
~Mass Produced - allows you to just take additional units of a type such as +3 core but you lose 1 of other slots (Heavy, Special, Operative).
~Linked up - All B1 Units in the command bubble and issued an order token gain Reliable 1
I believe the base T droid should have the option of no ranged weapon and be in the 35-45 point range. Maybe instead of stapling the key word to a particular commander they can add a new Droid Trooper Commander upgrade that allows chip sets for points that can better reflect the individual abilities such as those listed so people can further customize there build.
I would LOOOVE a Super Tactical Droid at about 80-100 points, relatively sturdy but no real combat ability, but a lot of support abilities
I'm pretty sure we'll see Poggle the Lessor with Geonosian Warrior entourage. Cheap Commander, flying spec forces. Lots of those sonic guns.
Reviving this post because something interesting was said during the IFR.
While discussing the Commander version of the T-Series Tactical Droid, John says “and opens up list building to bring greater numbers to bear like never before”
I am tempted to say that this is the new keyword we might’ve discussed before? A chance to bring more corps units than normally allowed assuming this is one of or your only commander.
1 minute ago, ricoratso said:Reviving this post because something interesting was said during the IFR.
While discussing the Commander version of the T-Series Tactical Droid, John says “and opens up list building to bring greater numbers to bear like never before”
I am tempted to say that this is the new keyword we might’ve discussed before? A chance to bring more corps units than normally allowed assuming this is one of or your only commander.
It could be, or it could just be that we will be getting a commander that's 125(ish, probably) points cheaper than our current cheapest. That alone really "opens up list building."
3 minutes ago, ricoratso said:Reviving this post because something interesting was said during the IFR.
While discussing the Commander version of the T-Series Tactical Droid, John says “and opens up list building to bring greater numbers to bear like never before”
I am tempted to say that this is the new keyword we might’ve discussed before? A chance to bring more corps units than normally allowed assuming this is one of or your only commander.
Or just because it is a cheap Commander in an army with cheap(er) units. Stuff said in presentations and in articles is not always indicative of game rules effects.
1 hour ago, Caimheul1313 said:Or just because it is a cheap Commander in an army with cheap(er) units. Stuff said in presentations and in articles is not always indicative of game rules effects.
Agreed. Assuming the Tactical Droids don't cost more than 75 points (and they'll likely cost less), you could field upwards of 65 models. Tactical Droid x2 for 2 models + B1s with extra trooper and E-5C x6 for 48 models + Full BX with Snipers x3 for 15 models = 65 models.
On 7/21/2020 at 10:38 AM, ricoratso said:But perhaps a similar keyword that lets you bypass army rank maximums for a Corp unit. Likely would have to be an expensive commander for entourage or maybe a cheaper commander if it was worded so you didn’t get the free command.
I was thinking about this today.
I have an idea but it doesn't necessarily follow the entourage train of thought of ignoring list building mechanics. I think it could be kind of neat though.
So Roughly it work like this:
Reinforcements x:
After all units are deployed a unit with
Reinforcements X
may choose a number
Corps
or
Special Forces
trooper units up to
X
to be reinforcements. Place a victory token on each chosen unit's card. At the end of any round if any of the chosen units are defeated, you may remove the victory token from the defeated unit's card. If you do, the opponent gains a victory token. The unit gains infiltrate and scout 1 and may be deployed at the beginning of the next command phase. This unit deploys with a face up order token.
> Chosen units may not contain unique cards
> Upgrade cards that were exhausted or have wounds are refreshed.
I think this could be a cool way to get some of the units back on the field. I suppose it's also possible that the Keyword contain a specific unit name. As to prevent people from creating undying B2s or Droidekas. Maybe something along the lines of:
Reinforcements: Unit Name
At the end of any round, if a unit with
Reinforcements: Unit Name
is in play, it's owner may either discard 2 victory tokens or have the opponent gain a victory token to choose a friendly defeated unit that matches the name specified by the
Reinforcements
keyword. The chosen unit gains
infiltrate
and
scout 1
and may be deployed at the beginning of the next command phase. This unit deploys with a face up order token.
> Chosen units cannot contain unique cards
> Upgrade cards that were exhausted or have wounds are refreshed.
> No more than 1 unit may be selected as reinforcements per round.
> The face up order does not trigger effects that happen "after you are issued an order"
Probably OP, but I figure a victory token as a tax to use it may balance out? Maybe make it cost two token either way? Dunno just an idea lol
I mentioned this in another thread regarding Geonosians and Poggle the Lesser. Going further perhaps Wat Tambor and B2s. I think though that FFG would have to seriously consider giving entourage: corp units to the cheapest corp army in the game. Entourage shouldn't be handed out lightly. Can you imagine Darth Vader with Entourage: Stormtroopers, or Veers with Entourage: Snowtroopers, etc... It has a couple integral game mechanics tied to it that make it super powerful. The free orders are definitely one thing but ignoring force organization and getting extra squads is the breaker, ESPECIALLY if they are CIS corp units.
4 hours ago, Darth Sanguis said:I was thinking about this today.
I have an idea but it doesn't necessarily follow the entourage train of thought of ignoring list building mechanics. I think it could be kind of neat though.
So Roughly it work like this:
Reinforcements x:
After all units are deployed a unit with Reinforcements X may choose a number Corps or Special Forces trooper units up to X to be reinforcements. Place a victory token on each chosen unit's card. At the end of any round if any of the chosen units are defeated, you may remove the victory token from the defeated unit's card. If you do, the opponent gains a victory token. The unit gains infiltrate and scout 1 and may be deployed at the beginning of the next command phase. This unit deploys with a face up order token.
> Chosen units may not contain unique cards
> Upgrade cards that were exhausted or have wounds are refreshed.
I think this could be a cool way to get some of the units back on the field. I suppose it's also possible that the Keyword contain a specific unit name. As to prevent people from creating undying B2s or Droidekas. Maybe something along the lines of:
Reinforcements: Unit Name
At the end of any round, if a unit with Reinforcements: Unit Name is in play, it's owner may either discard 2 victory tokens or have the opponent gain a victory token to choose a friendly defeated unit that matches the name specified by the Reinforcements keyword. The chosen unit gains infiltrate and scout 1 and may be deployed at the beginning of the next command phase. This unit deploys with a face up order token.
> Chosen units cannot contain unique cards
> Upgrade cards that were exhausted or have wounds are refreshed.
> No more than 1 unit may be selected as reinforcements per round.
> The face up order does not trigger effects that happen "after you are issued an order"
Probably OP, but I figure a victory token as a tax to use it may balance out? Maybe make it cost two token either way? Dunno just an idea lol
OP or not, that's certainly something I'd play with for a scenario game, either with Clones facing hordes of Droids or "recreating" Rebels defending a base from the Empire. Give the defending side a bit more cover, and put the objective(s) in their deployment zone. Heck, could even give the attacker some more points as well (so 800 vs 600 for instance). Doesn't really matter much if things are "balanced" for scenario games honestly. I've played a couple large format multiplayer historical wargames with similar lopsided rules, and both times the defenders won.
16 hours ago, Darth Sanguis said:I was thinking about this today.
I have an idea but it doesn't necessarily follow the entourage train of thought of ignoring list building mechanics. I think it could be kind of neat though.
So Roughly it work like this:
Reinforcements x:
After all units are deployed a unit with Reinforcements X may choose a number Corps or Special Forces trooper units up to X to be reinforcements. Place a victory token on each chosen unit's card. At the end of any round if any of the chosen units are defeated, you may remove the victory token from the defeated unit's card. If you do, the opponent gains a victory token. The unit gains infiltrate and scout 1 and may be deployed at the beginning of the next command phase. This unit deploys with a face up order token.
> Chosen units may not contain unique cards
> Upgrade cards that were exhausted or have wounds are refreshed.
I think this could be a cool way to get some of the units back on the field. I suppose it's also possible that the Keyword contain a specific unit name. As to prevent people from creating undying B2s or Droidekas. Maybe something along the lines of:
Reinforcements: Unit Name
At the end of any round, if a unit with Reinforcements: Unit Name is in play, it's owner may either discard 2 victory tokens or have the opponent gain a victory token to choose a friendly defeated unit that matches the name specified by the Reinforcements keyword. The chosen unit gains infiltrate and scout 1 and may be deployed at the beginning of the next command phase. This unit deploys with a face up order token.
> Chosen units cannot contain unique cards
> Upgrade cards that were exhausted or have wounds are refreshed.
> No more than 1 unit may be selected as reinforcements per round.
> The face up order does not trigger effects that happen "after you are issued an order"
Probably OP, but I figure a victory token as a tax to use it may balance out? Maybe make it cost two token either way? Dunno just an idea lol
A little op, but a cool idea. I'd change infiltrate to may be deployed in or fully within range 1-2 of your deployment zone and drop scout.
22 minutes ago, KarlVonCarstein said:A little op, but a cool idea. I'd change infiltrate to may be deployed in or fully within range 1-2 of your deployment zone and drop scout.
The only real issue with that would be identifying the original deployment areas mid-game. I usually pull the tokens up once all units have been deployed. Otherwise I could see it.
1 minute ago, Darth Sanguis said:The only real issue with that would be identifying the original deployment areas mid-game. I usually pull the tokens up once all units have been deployed. Otherwise I could see it.
That's not even slightly an issue. Just measure again. You have to do it for Breakthrough anyway.
1 minute ago, arnoldrew said:That's not even slightly an issue. Just measure again. You have to do it for Breakthrough anyway.
Fair enough! lol
I guess I'm just used to the Armada crowd where taking a few extra seconds to do something causes all kinds of nerd rage. I made a squadron dial some years ago that moved the cardboard squadron dial and slider off the table to prevent bumping.
Caused an absolute frenzy of negativity around the difficulty to look an extra foot or two away to check info.
If it doesn't slow down the Legion crowd, then yeah, 10/0 could be an alternative.
22 minutes ago, arnoldrew said:That's not even slightly an issue. Just measure again. You have to do it for Breakthrough anyway.
And Bombing Run, and Hostage Exchange. For those objectives I just leave my deployment markers on the board.
3 hours ago, Darth Sanguis said:Fair enough! lol
I guess I'm just used to the Armada crowd where taking a few extra seconds to do something causes all kinds of nerd rage. I made a squadron dial some years ago that moved the cardboard squadron dial and slider off the table to prevent bumping.
I have those, and they speed the game up! There's no good way to mark a circular base when you have to pick up a squadron out of a tight cluster to slide the activation bar or adjust damage, then replace it.
Redirecting eyes is faster than bumping and fiddling with pieces more than necessary in a game of millimeters.
Edited by SekacOn 7/22/2020 at 1:42 AM, Vector Strike said:I don't see Entourage with B1s - AFAIK, they didn't perform such role in any SW media. B2s, on the other hand, make more sense (as they were used as bodyguards here and there).
However, I believe Magnaguards will get a reverse-Entourage: when you deploy them, choose a CIS HQ and that unit will get Entourage: Magnaguards
B1's act as bodyguards and escorts for Seperatist officials and commanders in several episodes of Clone Wars.
Ok, then I have another reason to dread Entourage B1s... I don't want to assemble more of those! I already had to tread on more than 60 of them!!!
16 hours ago, Vector Strike said:Ok, then I have another reason to dread Entourage B1s... I don't want to assemble more of those! I already had to tread on more than 60 of them!!!
Entourage B1 isn’t going to happen. Coordinate with a free activation every turn would be OP