[Clan Wren Preview] A House United

By Ryfterek, in Star Wars: Legion

Yup after seeing ARC troopers the Mando's are very disappointing. 6 black dice at R2 and only 3 wounds for 72 points. Very very meh, Royal Guard for the same cost have double the wounds, shoot the same dice at R2, have Disciplined and Entourage an roll better dice in melee.

Edited by Darth evil
2 hours ago, arnoldrew said:

8 points for one red die, one time? That's not even close to worth it. You know the rocket upgrade card is one-time use, correct?

I'm not saying this super improves the card, but isn't it actually 3-4 red dice with blast and Impact 3-4? Seems a decent way to get a decent chunk of damage on many vehicles, something the Rebels don't really otherwise have. Plus it gives the unit a weapon to shoot while moving up the board.

3 hours ago, thepopemobile100 said:

I'm super not impressed with the base unit, but the Clan Wren version seems promising at least. I dropped rebels to play droids, but I get the feeling the rebels are getting the short end of the stick with the 4 new SF units.

I'm expecting the same squad size for Imperial Special Forces/Inferno, which will probably be at a similar power level to Mandalorian Resistance.
The analogue for the CW units are the already released Commandos and Scout Troopers technically, but even that's not exact.

1 minute ago, Caimheul1313 said:

I'm not saying this super improves the card, but isn't it actually 3-4 red dice with blast and Impact 3-4? Seems a decent way to get a decent chunk of damage on many vehicles, something the Rebels don't really otherwise have. Plus it gives the unit a weapon to shoot while moving up the board.

Did you read how he was intending to use it?

1 minute ago, arnoldrew said:

Did you read how he was intending to use it?

To be honest, I missed that. I agree with you, it is best used with the entire unit firing. If it were an unlimited weapon, then I could see using it to facilitate split fire, but not as a single shot weapon.

I think a lot of the cost for this unit is in their mobility.

3 minutes ago, DFocke said:

I think a lot of the cost for this unit is in their mobility.

This is definitely something I think a few people are ignoring/missing. Speed 3 with Jump 2 is crazy mobile.

1 hour ago, jocke01 said:

Well true, but Rebels got so many ways to get dodge tokens with command cards, take cover and so on.

Not really, they actually suck at it compared to how easy it is for Imperial to get Aim or Clones to pass tokens around or even surge tokens for battle droids

2 hours ago, arnoldrew said:

Eh, red defense with surge, Nimble, and Impervious. They're still tough.

One bad roll, though and the whole unit is gone, That's the problem. At least Luke, Vader, etc have lots of wounds.

1 hour ago, Darth evil said:

Yup after seeing ARC troopers the Mando's are very disappointing. 6 black dice at R2 and only 3 wounds for 72 points. Very very meh, Royal Guard for the same cost have double the wounds, shoot the same dice at R2, have Disciplined and Entourage an roll better dice in melee.

Sad day. The probably think the Rebel leaders are sooo powerful we've got to neuter their units, and then they'll release 42 different Jedi for the other factions.

25 minutes ago, buckero0 said:

Not really, they actually suck at it compared to how easy it is for Imperial to get Aim or Clones to pass tokens around or even surge tokens for battle droids

One bad roll, though and the whole unit is gone, That's the problem. At least Luke, Vader, etc have lots of wounds.

hahaha, rebels suck at getting dodges?

Take cover with leia, ally is the force luke, covering fire, rebel officer and more. Aims and surges is harder agreed, dodges though is gonna be up for critical turns np if u want it.

Edited by jocke01
1 hour ago, buckero0 said:

One bad roll, though and the whole unit is gone, That's the problem. At least Luke, Vader, etc have lots of wounds.

You act like one bad roll won't kill literally almost any unit in the game, period. XD

By your own logic, Luke or Vader would either have the same problem, or at least be down to 1-2 wounds left. If you get them in a good position, you've also got to get through heavy cover AND that surging red DEF (which doesn't require a dodge to use either), so ultimately I'll happily take the odds that the statistically more likely option happens.

16 minutes ago, Cruzer said:

You act like one bad roll won't kill literally almost any unit in the game, period. XD

By your own logic, Luke or Vader would either have the same problem, or at least be down to 1-2 wounds left. If you get them in a good position, you've also got to get through heavy cover AND that surging red DEF (which doesn't require a dodge to use either), so ultimately I'll happily take the odds that the statistically more likely option happens.

Most other units don’t cost 24 points a dude.... and aren’t capped at 4 max. That’s over 25% more than DTs, and DTs can bring 4/5 guys. Luke and Vader don’t lose their effectiveness if they take 2-3 wounds.

Edited by NeverTellMeTheOdds

A base 3-man Mandalorian Resistance unit has more effective wounds than a base 4-man ARC unit (9 vs. 8 ) for the same cost. However, the Mandalorians will be slightly more swingy in that 3 hits (through cover) can kill them on a bad roll, though they are less likely to fail 3 than ARCs (or any other Red-No-Surge defense) unit is to fail 4.

If each unit takes as many hits (through cover) as they have total wounds, here are the odds that various incarnations of the units will fail every save:

Base Mandalorian Resistance: 3.704%
Mandalorian Resistance + Beskar Duelist: 1.235% (equivalent of base Death Troopers*)
Mandalorian Resistance + Ursa/Tristan: 0.412% (equivalent of Death Troopers + Heavy*)
Clan Wren: 0.137%

Base ARCs: 6.25%
ARCs + DC15X: 3.125%
ARCs + Echo/Fives: 1.563%

*Keep in mind that Mandalorians and ARCs have Impervious, and DTs do not

So, the issue with 24pt 1 wound models is that a handful of red blanks will cost you a ton of points. They seem like they'll be very random, like, you could lose over a hundred points to 4 red blanks if you just go base unit + blademaster...it's unlikely, but that would be hard to come back from. I don't hate the unit, but it could be quite dice dependent which isn't the best for a unit in it's point range.

5 minutes ago, MasterShake2 said:

So, the issue with 24pt 1 wound models is that a handful of red blanks will cost you a ton of points. They seem like they'll be very random, like, you could lose over a hundred points to 4 red blanks if you just go base unit + blademaster...it's unlikely, but that would be hard to come back from. I don't hate the unit, but it could be quite dice dependent which isn't the best for a unit in it's point range.

For the same cost i would take Wookies,they shoot just as well, have the same R2 attack and triple the wounds. Most objectives fight near the middle now so mobility isn't all that

8 hours ago, arnoldrew said:

8 points for one red die, one time? That's not even close to worth it. You know the rocket upgrade card is one-time use, correct?

Yes, I think at Range 3 adding blast and a red die is worth it to get early damage through on troopers in heavy cover if you have the two aims for Ursa and Tristan. Otherwise your regular guy isn’t shooting at all. The opportunity for this shot is probably only going to happen once a game anyway. Would I spend 8pts on a shot that might come up once in the game? I’m not sure - it depends on my plan for my list.

I don’t think the weapon is all that good for a 3 red die, blast, impact 3 one time. I could see it for the 4 person Resistance squad potentially. Again, with Tristan you could shoot 3R2B Blast, Impact 3, Lethal, Suppressive. Next turn you should be in Range 2 if you want to be and won’t need the rockets anymore.

That being said, Maximum Firepower is a great command card that has a dice pool of 4 red. If you pick your target right, that one shot can give you an early advantage.

6 hours ago, Caimheul1313 said:

To be honest, I missed that. I agree with you, it is best used with the entire unit firing. If it were an unlimited weapon, then I could see using it to facilitate split fire, but not as a single shot weapon.

I definitely wouldn’t split fire with it! Adding blast and a red die to a Tristan and Ursa attack is decent, though.

14 minutes ago, smickletz said:

I don’t think the weapon is all that good for a 3 red die, blast, impact 3 one time. I could see it for the 4 person Resistance squad potentially. Again, with Tristan you could shoot 3R2B Blast, Impact 3, Lethal, Suppressive. Next turn you should be in Range 2 if you want to be and won’t need the rockets

I don't think 4 red dice at range 3-4 with impact and blast is bad for 8pts compared to the other impact weapons available for Rebels. There are more tanks prevalent nowdays and AtRt clones will make a showing soon

6 hours ago, jocke01 said:

hahaha, rebels suck at getting dodges?

Take cover with leia, ally is the force luke, covering fire, rebel officer and more. Aims and surges is harder agreed, dodges though is gonna be up for critical turns np if u want it.

Luke maybe (he's got one card)

Leia/officer only works turn 1-2. She can't keep up.

Covering Fire only works on corps troops.

Imperials have more cards that pass aims. They also have core troops who innately make aims for themselves.

Really the only thing that works here is Sabine Retinue 30-35% of your list in 2 squads/activations and offensive push. They would have benefited from Tactical 1 way more than the ARCs whi have an easier time getting the aim. You can't even get their keywords to work all at once unless you squat somewhere during the turn and aim/dodge and happen to have a 125+ crutch nearby.

1 hour ago, smickletz said:

I definitely wouldn’t split fire with it! Adding blast and a red die to a Tristan and Ursa attack is decent, though.

I don't think it's worth 8 points to do that for a single attack though. At 8 points (plus the cost of the unit) I really want to be putting enough hits on an AT-RT for it to "break," destroying a Speeder Bike, or removing a strike team on turn 1.

Edit: At least not when for 5 points I can add Blast to every attack made by the unit at Range 1, and with their mobility, they should easily be able to get into range 1 of a unit.

Edited by Caimheul1313
7 hours ago, Lochlan said:

A base 3-man Mandalorian Resistance unit has more effective wounds than a base 4-man ARC unit (9 vs. 8 ) for the same cost. However, the Mandalorians will be slightly more swingy in that 3 hits (through cover) can kill them on a bad roll, though they are less likely to fail 3 than ARCs (or any other Red-No-Surge defense) unit is to fail 4.

If each unit takes as many hits (through cover) as they have total wounds, here are the odds that various incarnations of the units will fail every save:

Base Mandalorian Resistance: 3.704%
Mandalorian Resistance + Beskar Duelist: 1.235% (equivalent of base Death Troopers*)
Mandalorian Resistance + Ursa/Tristan: 0.412% (equivalent of Death Troopers + Heavy*)
Clan Wren: 0.137%

Base ARCs: 6.25%
ARCs + DC15X: 3.125%
ARCs + Echo/Fives: 1.563%

*Keep in mind that Mandalorians and ARCs have Impervious, and DTs do not

I guess we’re just ignoring how easy it is for clones to get surges? It’s sorta what the faction does. While they do nothing for mandos or DTs. I’d take the ARCs all day long over mandos. The only thing the arcs don’t have that I’d miss are surge to hit. Once you start adding attachments they’re even better.

The generic mandalorian resistance seem....oh dear. An expensive unit with range two guns, hyper vulnerable to criticals(even with the new dodge upgrade) with only 3 wounds with a 3+ save....seems...is there a nice way to say hot garbage?

I guess it's nice to see the stop of power creep!

#NuteGunrayGencon2020

11 minutes ago, Memorare said:

The generic mandalorian resistance seem....oh dear. An expensive unit with range two guns, hyper vulnerable to criticals(even with the new dodge upgrade) with only 3 wounds with a 3+ save....seems...is there a nice way to say hot garbage?

I guess it's nice to see the stop of power creep!

#NuteGunrayGencon2020

Sadly they’re still probably one of the better units rebels can take. But I don’t think they’ll be replacing Tauns.

5 hours ago, buckero0 said:

Luke maybe (he's got one card)

Leia/officer only works turn 1-2. She can't keep up.

Covering Fire only works on corps troops.

Imperials have more cards that pass aims. They also have core troops who innately make aims for themselves.

Really the only thing that works here is Sabine Retinue 30-35% of your list in 2 squads/activations and offensive push. They would have benefited from Tactical 1 way more than the ARCs whi have an easier time getting the aim. You can't even get their keywords to work all at once unless you squat somewhere during the turn and aim/dodge and happen to have a 125+ crutch nearby.

Actually covering fire only gives orders to Corps and gives away dodged from corps firing, but it can be given to other ones.

My point is that nimble is not gonna be a useless keyword, with the new awerness card.

I'm wondering how much customisation we will actually get with the minis. The article says you have different posing and weapon armaments but I'm not sure as to what extent that will be. I'm disappointed that you'll have to have 3 on flying stands but I'll probably be modding the kit quite a bit, fixing helmets, etc.

35 minutes ago, Atromix said:

I'm wondering how much customisation we will actually get with the minis. The article says you have different posing and weapon armaments but I'm not sure as to what extent that will be. I'm disappointed that you'll have to have 3 on flying stands but I'll probably be modding the kit quite a bit, fixing helmets, etc.

I hope for helmetless heads for Ursa and Tristan.
In article mentioned that you can assemble duelist mini with pistol instead of saber (why?) and adjust height of every flying mini.

Edited by bernh