commando droid article is up
A couple surprises in there.
Mainly, that the strike team is only 20 points, and not the 22 we all thought it was. So that's awesome.
Also, that the Dioxis mines are the first mines to not only not roll any red dice, but to not surge to crit. But, with Poison 1 (as we assumed), they seem reasonable (at least as reasonable as any saboteurs...).
30 minutes ago, Lochlan said:A couple surprises in there.
Mainly, that the strike team is only 20 points, and not the 22 we all thought it was. So that's awesome.
Also, that the Dioxis mines are the first mines to not only not roll any red dice, but to not surge to crit. But, with Poison 1 (as we assumed), they seem reasonable (at least as reasonable as any saboteurs...).
Hello full bx squad with vibro swords and a saboteur as an extra body. Talk about a triple threat
35 minutes ago, Lochlan said:A couple surprises in there.
Mainly, that the strike team is only 20 points, and not the 22 we all thought it was. So that's awesome.
Also, that the Dioxis mines are the first mines to not only not roll any red dice, but to not surge to crit. But, with Poison 1 (as we assumed), they seem reasonable (at least as reasonable as any saboteurs...).
I imagine they don't really need surge to crit. They already have blast, and their main effect (poison) wouldn't work on vehicles, so I guess it's ok for them to be dodged I guess. Despite even one dodge negating probably all the damage the mine would do.
On the other hand, you do get to somewhat control when/where the mine would detonate, so maybe it's not too difficult to work around that.
Edited by Kirjath081 minute ago, Kirjath08 said:I imagine they don't really need surge to crit. They already have blast, and their main effect (poison) wouldn't work on vehicles, so I guess it's ok for them to be dodged I guess. Despite even one dodge negating probably all the damage the mine would do.
On the other hand, you do get to somewhat control when/where the mine would detonate, so maybe it's not too difficult to work around that.
Do they need surge: crit? No. It's just weird that literally every other mine in the game (even the mines from Minefield) have surge: crit.
Comparing these to arc troopers, clones have a better strike team while droids hace a better full team. Typical...
These are gonna open up the game for CIS. Sniper teams for activation padding with AAT. Sabouters look really nasty vs emprie, clones and tauntauns/rebel heroes.
Full squad feels pretty viable both with and without vibroswords. Prob the only of the new expensive boxes I'm gonna buy 2 off.
Edited by jocke011 hour ago, Lochlan said:Do they need surge: crit? No. It's just weird that literally every other mine in the game (even the mines from Minefield) have surge: crit.
There's a difference between something that explodes sending shrapnel everywhere and something that leaks poison gas. Thematically it makes perfect sense.
6 minutes ago, Mokoshkana said:There's a difference between something that explodes sending shrapnel everywhere and something that leaks poison gas. Thematically it makes perfect sense.
I would point you to Bossk's Dioxis Charge (which has surge: crit and rolls a red die just like every other mine, and even has guaranteed poison tokens).
4 minutes ago, Lochlan said:I would point you to Bossk's Dioxis Charge (which has surge: crit and rolls a red die just like every other mine, and even has guaranteed poison tokens).
Once per game vs up to 3 per turn. My guess is its just a balance thing.
1 hour ago, costi said:Comparing these to arc troopers, clones have a better strike team while droids hace a better full team. Typical...
I'm not sure I agree on either point. BXs might have more of a reason to take a full unit than ARCs do, but that doesn't mean that full ARCs are bad. As an example, full ARCs on a Take That, Clankers! turn can use HQ Uplink (which no other Clone trooper unit can do) to get a faceup order token, and Tactical to move and shoot either their DC-15As at Range 4 or their DC-17s at Range 3. They're definitely expensive, but they are also very strong.
As for strike teams, I'm not sure that BXs are worse. They're cheaper, and their Sniper is better (trades Critical 1 for better dice and Surge: Hit). Their AI will make it harder for them to trigger Lethal, though.
Can't wait for these for CIS to open up their game. Sort of sucks that unlike the other three factions they do not get unique to throw around, but CIS likes to do their own thing and having three options is pretty nice.
As for as I can tell I can see three main ways to play these guys:
- Sniper teams for that padding which we will all see a crap of for forever.
- Shield guys should be good. Scout 3 with that shield and bomb should really hold down an objective. Would not be surprise to see one with two snipers.
- Sword charging units seem like the most fun. Charging three of these in with Dooku or Grievous for a real mess. Will it be good? No idea. Will they get replaced by Maga guards? Probably. But three of them with swords and the bomb still come 24 points cheaper then wookies so I like to think they could succeed a melee beat stick unit where others have failed.
1 hour ago, Lochlan said:Do they need surge: crit? No. It's just weird that literally every other mine in the game (even the mines from Minefield) have surge: crit.
I throw it in the category of CIS will always be the odd man out compared to the other factions. Other three gets two unique minis. CIS gets swords or shields! Figure they will be the strange faction until Scum comes out, but no promises.
Edited by RyantheFett1 minute ago, Tirion said:Once per game vs up to 3 per turn. My guess is its just a balance thing.
Definitely. I don't think they're bad, but I will say that with saboteurs already never being taken, I had hoped that maybe they would have given us a really compelling reason to take these.
Something I do want to try, though, is 3 saboteur strike teams with Dooku, and try to use Scatter, Force Push, and Dooku's 3 Pip to move enemy units into mines. Maybe even an AAT with Bunker Buster Shells.
4 minutes ago, RyantheFett said:Sword charging units seem like the most fun. Charging three of these in with Dooku or Grievous for a real mess.
Why not Dooku AND Grievous?
793/800 (8 activations)
Commanders:
- Count Dooku (205): Force Choke (5), Force Push (10), Force Reflexes (10), Esteemed Leader (5) = 235
- General Grievous (175): Aggressive Tactics (10), Strict Orders (5), Endurance (6), DT-57 "Annihilator" (12) = 208
Corps:
- 2× B1 Battle Droids (36): HQ Uplink (10) = 92
- B1 Battle Droids = 36
Special Forces:
- 3× BX-Series Droid Commandos (68): Vibroswords (6) = 222
Don't like the bomb that much.
37 minutes ago, Lochlan said:I'm not sure I agree on either point. BXs might have more of a reason to take a full unit than ARCs do, but that doesn't mean that full ARCs are bad. As an example, full ARCs on a Take That, Clankers! turn can use HQ Uplink (which no other Clone trooper unit can do) to get a faceup order token, and Tactical to move and shoot either their DC-15As at Range 4 or their DC-17s at Range 3. They're definitely expensive, but they are also very strong.
As for strike teams, I'm not sure that BXs are worse. They're cheaper, and their Sniper is better (trades Critical 1 for better dice and Surge: Hit). Their AI will make it harder for them to trigger Lethal, though.
If the BX team doesn't get an order, they cannot get an aim due to AI, which means no pierce.
Meanwhile, an ARC strike team will get an aim even if they move, and Critical helps them bypass Dodge tokens.
38 minutes ago, RyantheFett said:I throw it in the category of CIS will always be the odd man out compared to the other factions. Other three gets two unique minis. CIS gets swords or shields! Figure they will be the strange faction until Scum comes out, but no promises.
Well, as far as I can tell the Republic is also different in that their Strike team can have the unique character. I don't think either the Mandalorian Resistance nor the Imperial Special Forces can be taken as Strike teams...
1 minute ago, costi said:If the BX team doesn't get an order, they cannot get an aim due to AI, which means no pierce.
Meanwhile, an ARC strike team will get an aim even if they move, and Critical helps them bypass Dodge tokens.
Yes, but the ARCs are much more likely to need the aim for rerolls instead of activating Lethal, and they can be suppressed. They can, however, share tokens, which gives them much easier access to aims. Critical will give them, on average, 1 more critical hit per game than BXs.
BXs are cheaper, their sniper is inherently more accurate, as is their range 3 weapon. And they can take Offensive Push for the times when they need Pierce but can't get an Order.
All this to say, I think they are extremely equal.
23 minutes ago, Caimheul1313 said:Well, as far as I can tell the Republic is also different in that their Strike team can have the unique character. I don't think either the Mandalorian Resistance nor the Imperial Special Forces can be taken as Strike teams...
Not true. Hask and Meeko may be added to Imperial „ Special Forces“ . They can be in Death Troopers, Royal Guards or Scouts and Scout Strike Teams.
Edit: And Inferno Squad, of course.
Edited by KaLeu22 minutes ago, Caimheul1313 said:Well, as far as I can tell the Republic is also different in that their Strike team can have the unique character. I don't think either the Mandalorian Resistance nor the Imperial Special Forces can be taken as Strike teams...
The strike team versions of those units are Clan Wren and Inferno Squad, respectively.
Just now, KaLeu said:Not true. Hask and Meeko may be added to Imperial „ Special Forces“ . They can be in Death Troopers, Royal Guards or Scouts and Scout Strike Teams.
No. If they meant the rank they would have put the symbol. The unit they can be a part of is literally called Imperial Special Forces, the "generic" Inferno Squad unit.
2 minutes ago, arnoldrew said:No. If they meant the rank they would have put the symbol. The unit they can be a part of is literally called Imperial Special Forces, the "generic" Inferno Squad unit.
I stand corrected. Still a bit confusing.
3 minutes ago, KaLeu said:I stand corrected. Still a bit confusing.
That is definitely true. I think initially everyone thought they could be put in any special forces unit, especially since I don't think it was particularly clear in the announcement article that the unit was actually called "Imperial Special Forces."
1 hour ago, Lochlan said:Definitely. I don't think they're bad, but I will say that with saboteurs already never being taken, I had hoped that maybe they would have given us a really compelling reason to take these.
Something I do want to try, though, is 3 saboteur strike teams with Dooku, and try to use Scatter, Force Push, and Dooku's 3 Pip to move enemy units into mines. Maybe even an AAT with Bunker Buster Shells.
Would scatter trip it?
10 minutes ago, Tirion said:Would scatter trip it?
Scatter itself wouldn't, but you can use detonate after any action, attack, or move. Scatter happens after the attack, and Detonate X says that it can be triggered before other "after action" effects, but it doesn't say that it must be, so in this case I would choose to trigger it after Scatter.
Edited by Lochlan