GAR Expansion Topic: Republic Commandos

By evo454, in Star Wars: Legion

37 minutes ago, Lochlan said:

The Republic also brought Gungans to Mon Calamari to help them fight the separatists there, so they at least aren't purely an ally of opportunity.

No argument there, and I wouldn't have a problem with the GAR getting Gungan troops. My issue would be with the Rebels getting the same access solely because they are "good guys."

1 hour ago, Caimheul1313 said:

No argument there, and I wouldn't have a problem with the GAR getting Gungan troops. My issue would be with the Rebels getting the same access solely because they are "good guys."

What I honestly would love to see is FFG embrace the skirmish format and make a few smaller groups. Then you could have funny gimmick armies that aren't necessarily based in the four main factions. That's where I'd love to see that for things like Wookiees, Gungans, and Ewoks. Could throw in Tusken Raiders as well.

14 hours ago, thepopemobile100 said:

Because that would actually be broken, that's why. You've just suggested a unit that averages the same or more amount of hits most infantry gets with a heavy, and that's before you throw in the it's own. Then doubled their HP which makes them the tankiest infantry unit in the game.

Yep, exactly!

9 hours ago, lologrelol said:

Yep, exactly!

At what estimated point cost? 300 points?

I'd also suggest just a 4 model unit, with no heavy option, just Armament regardless of the rest of the design.

11 hours ago, Caimheul1313 said:

At what estimated point cost? 300 points?

I'd also suggest just a 4 model unit, with no heavy option, just Armament regardless of the rest of the design.

So a close unit type are the imperial royal guard, at 25pts per model.

Remove charge, disciplined 2, and guardian 2.

Replace with: disciplined 1 and reliable 1.

Replace their 2 black pistols with a range 3 black and white rifle.

1 hour ago, lologrelol said:

Replace their 2 black pistols with a range 3 black and white rifle.

The difference here is that Royal Guard are capped at 8 black at range 2. Certainly a big hit, but range 2 is very limiting.

The unit you are suggesting would be range 3, which is not limiting at all. And would roll 12 to 20 dice without even adding a heavy weapon. Each trooper would average 1.75 hits (without surges), compared to the Z6/DLT-19/E-5C which average 1.5. And in the faction where all Corps units have Fire Support (do you want 30+ die attacks? Because nobody else does).

What you have suggested is a unit comprised of multiple copies of troopers better than most individual heavy weapon options. If you want to price them correctly, look at Fives. He has a worse weapon than what you are suggesting, the same stats but different keywords, and is 36 points. So make a unit of 3 of them like 114 points and you might be close.

2 hours ago, Lochlan said:

The difference here is that Royal Guard are capped at 8 black at range 2. Certainly a big hit, but range 2 is very limiting.

The unit you are suggesting would be range 3, which is not limiting at all. And would roll 12 to 20 dice without even adding a heavy weapon. Each trooper would average 1.75 hits (without surges), compared to the Z6/DLT-19/E-5C which average 1.5. And in the faction where all Corps units have Fire Support (do you want 30+ die attacks? Because nobody else does).

What you have suggested is a unit comprised of multiple copies of troopers better than most individual heavy weapon options. If you want to price them correctly, look at Fives. He has a worse weapon than what you are suggesting, the same stats but different keywords, and is 36 points. So make a unit of 3 of them like 114 points and you might be close.

Lol What?!

4 dudes = 4 B 4 W (so 8 without a heavy)

But good try dude.

I can’t see them putting any of the Bad Batch in the clone commando pack. They’re more likely going to be their own thing.

Commandos will probably be like a mix of many units. Like Death Troopers, they’ll probably have surge to defense as their armour is supposed to be more advanced and maybe even have Impervious like ARCs, but they will probably have a weapon like the DTs that is reconfigurable (one side for range 1-3, the other for range 2-4 and a range 1-2 on the unit card). They could then add the different named heavies and a generic bomb guy.

Wookipidia had this on their gear: “ Clone commandos were equipped with Katarn-class armor, which came with a backpack where members kept grenades and sabotage gear. They were allowed to choose the colors on their armor. In combat, commandos utilized the DC-17m Interchangeable Weapons System and the DC-17 Hand Blaster. They had a small vibroblade in their right hand armor piece. Commandos could also use a grenade launcher.”

So they’ll likely fill the missing saboteur roll in the Republic faction, but beyond that it would be individual minis or heavies. I’m hoping there are 8 minis in the unit. With Delta Squad being a fan favourite, there would need to be 4 heavies each for the members of that squad, plus a generic saboteur, plus 3 minis for the base squad. Though FFG has a pattern of two man units for saboteurs, this faction has broke tradition already in token sharing, so there may be 8 minis in this set as I mentioned above (3 generic, 1 generic saboteur, 4 named = 8). That way you can create 2 units 1 unit with all 4 named and 1 with 4 generics.

Regardless of what they do, the Republic Commando will certainly be the Swiss Army knife of weapon platforms and will probably have 3 ranged weapons, 1 melee and the saboteur’s bombs.

7 hours ago, lologrelol said:

Lol What?!

4 dudes = 4 B 4 W (so 8 without a heavy)

But good try dude.

Yeah, somehow I read it as 3 black + 1 white. Disregard!

7 hours ago, JediPartisan said:

I can’t see them putting any of the Bad Batch in the clone commando pack. They’re more likely going to be their own thing.

Commandos will probably be like a mix of many units. Like Death Troopers, they’ll probably have surge to defense as their armour is supposed to be more advanced and maybe even have Impervious like ARCs, but they will probably have a weapon like the DTs that is reconfigurable (one side for range 1-3, the other for range 2-4 and a range 1-2 on the unit card). They could then add the different named heavies and a generic bomb guy.

Wookipidia had this on their gear: “ Clone commandos were equipped with Katarn-class armor, which came with a backpack where members kept grenades and sabotage gear. They were allowed to choose the colors on their armor. In combat, commandos utilized the DC-17m Interchangeable Weapons System and the DC-17 Hand Blaster. They had a small vibroblade in their right hand armor piece. Commandos could also use a grenade launcher.”

So they’ll likely fill the missing saboteur roll in the Republic faction, but beyond that it would be individual minis or heavies. I’m hoping there are 8 minis in the unit. With Delta Squad being a fan favourite, there would need to be 4 heavies each for the members of that squad, plus a generic saboteur, plus 3 minis for the base squad. Though FFG has a pattern of two man units for saboteurs, this faction has broke tradition already in token sharing, so there may be 8 minis in this set as I mentioned above (3 generic, 1 generic saboteur, 4 named = 8). That way you can create 2 units 1 unit with all 4 named and 1 with 4 generics.

Regardless of what they do, the Republic Commando will certainly be the Swiss Army knife of weapon platforms and will probably have 3 ranged weapons, 1 melee and the saboteur’s bombs.

Im hoping that they have 2 versions of the commando, 1 as an operative where you have Boss 38 with 6 health, red die with surge, maybe impervious, maybe infiltrate with a loadout or configurable weapon and a special forces where you just have the leader with maybe 2 health and 3 optional heavy slots so that you can add in the other members of the team as needed.

I can see them having a sniper, a saboteur and a grenadier, maybe a guy with a z6 like weapon but that maybe a bit too similar to current units.

1 hour ago, 5particus said:

Im hoping that they have 2 versions of the commando, 1 as an operative where you have Boss 38 with 6 health, red die with surge, maybe impervious, maybe infiltrate with a loadout or configurable weapon and a special forces where you just have the leader with maybe 2 health and 3 optional heavy slots so that you can add in the other members of the team as needed.

I can see them having a sniper, a saboteur and a grenadier, maybe a guy with a z6 like weapon but that maybe a bit too similar to current units.

I still feel like a hybrid of Operative and Retinue would work well for them. Boss is the main mini who is always on the team, but you can slot Sev, Fixer, and Scorch in depending on needs and points. Then you can also slot them into Corps units like Hask and Meeko.

Maybe Boss as an operative has 6 health, but every two damage he takes, one of his Retinue falls, so there's still some balance with the unit in terms of health.

I do wonder what kind of command cards an Operative Boss would get.

23 minutes ago, evo454 said:

I still feel like a hybrid of Operative and Retinue would work well for them. Boss is the main mini who is always on the team, but you can slot Sev, Fixer, and Scorch in depending on needs and points. Then you can also slot them into Corps units like Hask and Meeko.

Maybe Boss as an operative has 6 health, but every two damage he takes, one of his Retinue falls, so there's still some balance with the unit in terms of health.

I do wonder what kind of command cards an Operative Boss would get.

Soldier, get some Bacta! maybe 1 pip and heal 1 wound from any multi wound trooper mini within range 1.

lets rearrange some architecture! maybe 2 pip (himself and special forces) can plant explosives on a terrain piece, anyone within range 1 of the terrain piece takes 4 white dice with surge and blast.

not sure about a 3 pip, maybe "here comes the deluxe models" remove 1 suppression from each friendly trooper at range 1-2.