Imperials feel darn near indestructable.

By Kingsguard, in Star Wars: Legion

22 minutes ago, Alpha17 said:

It's almost refreshing to see a thread like this and it not being complaints about the GAR. Has a nice, retro feel. Really takes me back to this time last year when these forums were happy places where people bitched about the Empire being OP, and about how the Rebels really needed buffs. Ah, the good ole days.

X-Wing and Armada players:

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It's a constant cycle my friend. The way FFG balances their games there's always someone at the top of the mountain, and as soon as they're knocked down the new king becomes the target. It only really becomes an issue if after several changes one begins to persist.

1 minute ago, Nithorian said:

Just take a quick look around at some of the other topics, and you'll see the complaints about GAR, it has gotten to the point we've sort of heard it all and the same voices are on repeat now.

Huh, wonder what the problem with GAR is...

1 minute ago, Nithorian said:

Just take a quick look around at some of the other topics, and you'll see the complaints about GAR, it has gotten to the point we've sort of heard it all and the same voices are on repeat now.

Frankly, it's mostly one voice, over and over again.

You definitely should be bringing Luke in skirmish. As others have said infiltrate is much worse in that format.

Rebels can stack pierce better than any other faction and should be shredding storms. Fleets (with scatter), Wookiees (with bowcaster) and Luke are all great choices in skirmish. For 800 points you want sniper strike teams (and Luke is still great at 800 points).

If you really want to run Jyn, Cassian, and Paths, I would play the 800 point format (and even then I wouldn’t run more than one units of Paths). Skirmish is fast but it isn't representative of the real game balance.

22 minutes ago, arnoldrew said:

Not really. They have a 50% chance to save. Rebel Troopers (most Rebel infantry, in fact) have a 37% chance to save. That's only a 13% difference. Not insignificant, but not insurmountable. It's mostly in your head. You remember when he makes a bunch of saves but forget when he fails more than half of them. People are generally terrible at perceiving probability, and the sooner you recognize that fact and just look at the math the happier you will be with any game like this.

Just listen to everyone here. Don't argue with people that you know the game better than them. Just shoot them and they will die. Every other hit is a dead Stormtrooper.

Yeah but hits aren't a guarantee. I attacked with my pathfinders earlier. 8 white dice, 1 hit. red defense dice all work.

That's literally how the whole game went. How every game goes. White dice always fail. Red dice just form a wall.

Today I got one lucky roll against Bossk (Because white dice) and other than that killed maybe three Stormtroopers with Cassian. And I was attacking like crazy with everything I had. Lots of misses. Anything that hit was dodged. Stormtroopers, man. They feel like bloody hero characters.

14 minutes ago, Orkimedes said:

You definitely should be bringing Luke in skirmish. As others have said infiltrate is much worse in that format.

Rebels can stack pierce better than any other faction and should be shredding storms. Fleets (with scatter), Wookiees (with bowcaster) and Luke are all great choices in skirmish. For 800 points you want sniper strike teams (and Luke is still great at 800 points).

If you really want to run Jyn, Cassian, and Paths, I would play the 800 point format (and even then I wouldn’t run more than one units of Paths). Skirmish is fast but it isn't representative of the real game balance.

Only one Pathfinder unit? That's no fun. :(

14 minutes ago, Kingsguard said:

Yeah but hits aren't a guarantee. I attacked with my pathfinders earlier. 8 white dice, 1 hit. red defense dice all work.

That's literally how the whole game went. How every game goes. White dice always fail. Red dice just form a wall.

Today I got one lucky roll against Bossk (Because white dice) and other than that killed maybe three Stormtroopers with Cassian. And I was attacking like crazy with everything I had. Lots of misses. Anything that hit was dodged. Stormtroopers, man. They feel like bloody hero characters.

Just remember you can't dodge crits and they go through cover completely as well, and Cassian has Marksmen. Maybe consider taking the A-300 on your Path Finders if dice variance is messing with you that badly, at short range your paths will get red dice.

White dice in Rebel lists work off of the Z-6 principle, throw enough dice that you get something through, that is repeated on Fleets and Pathfinders base gun. Now that has the downside of you will blow out your roll sometimes and get nothing, but also there is the potential to get a lot of hits.

This problem is made worse in Skirmish, in a full 800 point game there is more time for Dice odds to even out over the battle, so if you do wiff it the first few rounds, you might get a few really good rolls by turn 5 or 6.

So maybe if you are having trouble with your dice in shorter games, go for more consistent units with better attack die, like the basic rebel troopers with their black attack die.

Edited by Nithorian
16 minutes ago, Nithorian said:

Just remember you can't dodge crits and they go through cover completely as well, and Cassian has Marksmen. Maybe consider taking the A-300 on your Path Finders if dice variance is messing with you that badly, at short range your paths will get red dice.

White dice in Rebel lists work off of the Z-6 principle, throw enough dice that you get something through, that is repeated on Fleets and Pathfinders base gun. Now that has the downside of you will blow out your roll sometimes and get nothing, but also there is the potential to get a lot of hits.

This problem is made worse in Skirmish, in a full 800 point game there is more time for Dice odds to even out over the battle, so if you do wiff it the first few rounds, you might get a few really good rolls by turn 5 or 6.

So maybe if you are having trouble with your dice in shorter games, go for more consistent units with better attack die, like the basic rebel troopers with their black attack die.

Good suggestions.

**** it. I forgot to use the A-300 rifle config today.

Edited by Kingsguard
48 minutes ago, Kingsguard said:

Only one Pathfinder unit? That's no fun. :(

The main reason to only take one Pathfinder is because of the role they play on the battle field. Like in Rogue One they are harassers. They are hard to take off the board once they get a good position and with the A-300 they can effect a large part of the battlefield, going from long range config, to their regular blaster, to short range config, as things advance on their tightly held postion.

While your opponent spends turn after turn focusing on a unit that just doesn't go down, or sending a close range unit on a long march towards them, getting shot the whole time, the rest of your army is free to actually do the objective, and start picking away at your opponents activations.

When you add in a second unit, you aren't gaining a whole lot more from them, but you are losing a big chunk of your armies points that could be used to get some more activation out there, capturing/holding objectives, or another special forces unit that has more punch behind their attacks.

Edited by Nithorian
55 minutes ago, arnoldrew said:

Rebel Troopers (most Rebel infantry, in fact) have a 37% chance to save.

I think you mean 33%, but yeah. Not a huge difference, but it can really feel like it sometimes.

Just now, Lochlan said:

I think you mean 33%, but yeah. Not a huge difference, but it can really feel like it sometimes.

Yup, thanks for the math correction.

An ATRT may be worth trying if you have one available. It has armor, surge to crit, and 3 red dice in melee. Any of the 3 hardpoints look good but if your opponent constantly charges you the flamethrower would be my 1st option. And as a vehicle you can be in melee but not technically engaged so you still have the option to use your ranged weapons.

4 hours ago, codytx2 said:

An ATRT may be worth trying if you have one available. It has armor, surge to crit, and 3 red dice in melee. Any of the 3 hardpoints look good but if your opponent constantly charges you the flamethrower would be my 1st option. And as a vehicle you can be in melee but not technically engaged so you still have the option to use your ranged weapons.

You can't use ranged weapons in melee range, but you can walk away and then shoot them, or shoot someone else.

5 hours ago, codytx2 said:

An ATRT may be worth trying if you have one available. It has armor, surge to crit, and 3 red dice in melee. Any of the 3 hardpoints look good but if your opponent constantly charges you the flamethrower would be my 1st option. And as a vehicle you can be in melee but not technically engaged so you still have the option to use your ranged weapons.

i wouldn't bring at-rt if i know i'm facing vader and/or bossk. they both eat armor for breakfast.

19 minutes ago, Ringmaster80 said:

i wouldn't bring at-rt if i know i'm facing vader and/or bossk. they both eat armor for breakfast.

I'd feed Vader an AT-RT or 2 if I thought it would keep him occupied for the entire game and let me go ham on the rest of his army.

Vader alone would kill an rt in 2 strikes, with pierce 3 and impact 3, not ideal imho.

40 minutes ago, Ringmaster80 said:

Vader alone would kill an rt in 2 strikes, with pierce 3 and impact 3, not ideal imho.

Most likely, sure. That's 2 turns out of 5-6 that he's being held up killing your walker.

3 hours ago, arnoldrew said:

You can't use ranged weapons in melee range, but you can walk away and then shoot them, or shoot someone else.

That's right you can be in melee with a vehicle but not engaged.

Rebels are highly terrain dependent. If we could see what sort of battlefields you are working with, we could help more easily.

5 hours ago, arnoldrew said:

Most likely, sure. That's 2 turns out of 5-6 that he's being held up killing your walker.

Vader cant be engaged by the walker. He can just walk out of melee with it whenever he wants.

If Vader ever stays to fight a walker its not because the walker is holding him up. Its because speed 1 is holding him up.

If youre playing against Vader and having problems, just bring Operative Luke. Operative Luke is better than Vader in basically every way. Theres really no reason rebels should ever be complaining about Vader.

Operative Luke can potentially one shot Vader (the odds go up significantly if Vader has at least 2 damage on him) with tenacity and son of skywalker command card so Vader always has to be wary of fighting him. And Luke has way better threat range than Vader so you get to completely shut down Vader by dictating the terms of the engagement with the looming threat of son of skywalker. There are very few things in Legion as unfun as playing Vader with Operative Luke on the other side the the table. Maybe playing against GAR, thats about it.

Once you bring operative luke a few times the Vader player will be so frustrated theyll stop using vader entirely lol.

Edited by Khobai
11 hours ago, Khobai said:

Vader cant be engaged by the walker. He can just walk out of melee with it whenever he wants.

If Vader ever stays to fight a walker its not because the walker is holding him up. Its because speed 1 is holding him up.

That's certainly mostly true. However, Vader can't move through the AT-RT, so It can physically get in his way. Also, he might not want the AT-RT to get past him (Breakthrough, other squishier commander behind him, etc.). It also might not be obvious to the other player to have Vader "run away" from a fight. There's so many ways in which a naked AT-RT can be a little **** to your opponent.

AT-RTs are definitely good you cant go wrong with them. I think id keep them away from Vader though.

Rebels have better roadblocks. One of the best things to roadblock vader with is sabine wren. she can immobilize him for a turn. then recover and do it again. And with immune to pierce and red defensive surge shes one of the few units that can easily survive vader's assaults and keep him tied up in melee for the entire game. Luke/Sabine is almost impossible for vader to play around. it really exposes how one dimensional and awful he is.

rebels have a lot of problems but dealing with vader isnt one of them.

Edited by Khobai

Cassian and Op Luke is very strong in a skirmish list, and OP luke will handle Vader without too much concern. Or instead of Luke, you can run some full squads of Wookiees to discourage Vader from getting too close and Wookiees melt Storm troops with that pierce and all those dice.

Edited by weebaer

If the Imperial player is rolling that well, try sharing his dice. I’m superstitious so I always feel is someone with bad luck uses my dice, they lose their strength, besides it is mentioned in the rules that you can use an opponents dice. Also, not all dice are created equal, some just roll better as the dice making process isn’t so good. Sharing dice will remove any advantage there may be from dice themselves.

As for tactics, I just created a thread on tactics that can be used on Republic players. Though not all of them will apply to Imperial, some will help I’m sure, especially terrain scoping.

If you are playing the same person over and over, I would also suggest swapping lists/factions (i.e. he plays Rebels and you play Empire). It is always helpful to get a little insight from the other side on how your opponent's faction operates, and sometimes you can figure out some strategies with their faction they didn't think of and vice versa.

Also, view every game (especially local games) as a cooperative exercise, where the object is for each of you to make the other better. Ask your opponent what you could have done better and have them do the same, regardless of who won or lost.

As for dice, I think assigning any significant portion of the result to luck is at best unhelpful and also usually wrong. You can win games based on good dice and lose them based on bad; you can also win games in spite of bad dice and lose them in spite of good dice. Legion is a high skill cap game and you can usually wash out the effect of luck over time through skillful play. It also generally tends to block out your ability to evaluate any play mistakes and improve if you ascribe a result to luck instead of decisions you did or didn't make.

Edited by Orkimedes