What are the Top 5 Units you think people are sleeping on?

By hothorbust, in Star Wars: Legion

As far as units people are sleeping on.

The OP mentions the E-Web and FD turret. I've played with and against both of these and have always been underwhelmed. EWeb is too easy to kill due to range and dice.

The FD I keep thinking is going to be good, but it dies so easy as well. If it doesn't get a really good couple of shots off, or if the enemy rolls blocks, it can't make up its points, much less protect a flank or prevent advancement. If you pour a bunch of points into it for control and better more reliable shots, it feels like more of a waste of points.

That's just my experience. I"ve made a long-range list but don't really want to play it because it sounds so boring and un-fun.

( Cassian rifle, 3 units of troopers with DLT20, units of Pathfinder with Pao, 2 Snipers, 2 FD turrets with uplink and generators)

27 minutes ago, buckero0 said:

As far as units people are sleeping on.

The OP mentions the E-Web and FD turret. I've played with and against both of these and have always been underwhelmed. EWeb is too easy to kill due to range and dice.

The FD I keep thinking is going to be good, but it dies so easy as well. If it doesn't get a really good couple of shots off, or if the enemy rolls blocks, it can't make up its points, much less protect a flank or prevent advancement. If you pour a bunch of points into it for control and better more reliable shots, it feels like more of a waste of points.

I can respect that, though I have seen both get some success as a sideline lockdown unit. In an ideal game, I don't fire the EWEB more than one or twice just to keep my opponent honest on the flank. My goal when using it is to corral the enemy into the best position for me. I do run into issues if they decided to just charge the guns, though a suppressive generator helps to slow that down. In my circle, the FD and the EWEB are lane denial because it's usually just not worth the effort to charge it and not worth the actions to move it (in the case of the EWEB)

13 hours ago, Khobai said:

I dont like losing the extra wound for the T-series. And you potentially lose more than 1 wound if the T-series gets sniped or choked. A Vader with implacable can potentially even choke a T-series twice in the same turn. B2s are already fragile as is so losing extra wounds kindve sucks.

A red die is also worse than a black die and a white die. Since the black die and white die can potentially get 2 hits. While a red die can only ever get 1 hit. So you are losing upper damage potential.

AI: Attack is also not that big of an issue on the B2s because a lot of the time you either have an HQ uplink on your B1s to coordinate onto the B2s or the enemy isnt in range 2 so they get to ignore the AI: Attack anyway.

I would feel a lot better about the T-series if they fixed the leader rules to not be as wonky. If a special leader dies they should stay dead not keep getting resurrected. And the new leader should be a basic trooper from the same unit.

The one situation I feel that the T-Series is actually worth it in a B2 unit is if you are taking the HA heavy weapon. It gives you better range 3 firepower for when you need/want to make a shot at range 3, and losing AI: Attack means you never have to worry about being forced to shoot at range 3 when you don't want to. That does make the unit very expensive, though.

2 hours ago, evo454 said:

I can respect that, though I have seen both get some success as a sideline lockdown unit. In an ideal game, I don't fire the EWEB more than one or twice just to keep my opponent honest on the flank. My goal when using it is to corral the enemy into the best position for me. I do run into issues if they decided to just charge the guns, though a suppressive generator helps to slow that down. In my circle, the FD and the EWEB are lane denial because it's usually just not worth the effort to charge it and not worth the actions to move it (in the case of the EWEB)

I sometimes feel that everyone is playing a different game than me too.

I have played the FD with the barrage generator. I can hit 50% or even more of my dice and it just bounces off. A red defense die unit will only take 1 -2 of those hits if they have cover. There are so many ways to shed suppression that 2 tokens doesn't really bother the opponent much. 5 black dice isn't reliable for me even with 2 white dice and surge to hit.

On 9/29/2020 at 9:42 AM, buckero0 said:

As far as units people are sleeping on.

The OP mentions the E-Web and FD turret. I've played with and against both of these and have always been underwhelmed. EWeb is too easy to kill due to range and dice.

The FD I keep thinking is going to be good, but it dies so easy as well. If it doesn't get a really good couple of shots off, or if the enemy rolls blocks, it can't make up its points, much less protect a flank or prevent advancement. If you pour a bunch of points into it for control and better more reliable shots, it feels like more of a waste of points.

That's just my experience. I"ve made a long-range list but don't really want to play it because it sounds so boring and un-fun.

( Cassian rifle, 3 units of troopers with DLT20, units of Pathfinder with Pao, 2 Snipers, 2 FD turrets with uplink and generators)

I dont think the EWeb being easy to kill is the problem. Its only 55 points so if it dies who cares.

The fact the eweb dies easily isnt the problem. The problem is cumbersome preventing the eweb from being able to do anything before it dies. By the time it gets setup to shoot anything its probably already dead.

I would like to see both of the generator cards increase the range of the eweb to 4 the turn you exhaust the generators. that would give more incentive to take the generators with the eweb.

Or give the snowtroopers a new personnel option that gives them coordinate eweb and can exhaust to make the eweb range 4 for a turn.

Edited by Khobai