Full disclosure, I’m a Republic player, but I started playing Empire, then switched to Rebels and eventually to Republic. I have heard a lot of people complaining that the Republic is too powerful and that brings me back to playing Rebels against Empire and how one sided it seemed (especially pre-Tauntaun). That being said, I thought I would help by giving the tactics that have been used against my Republic lists by higher level players so that no one has a negative play experience. Personally I don’t believe that the Republic is OP, but they do need to be played against differently than any other faction and not everyone is aware of what tactics need to be used. I will start with the few I can remember and have shared on these boards before, but if anyone can think of more, please feel free to share and I will try to keep this top post up to date.
It is also my hope that threads for the other factions will be started as a fair play idea and that each gets pinned so they’re easy to find.
Tactics to use vs Republic forces:
1. Chip Shots: a chip shot is an attack from a unit that has very few dice to attack with (usually 2), and so can’t do much damage. This is why it’s called a chip, because you’re only chipping a little off the unit you’re attacking. Sniper Strike Teams are the best at this and can even remove Standbys from units (If a unit gains a Suppression token, it loses the Standby). Don’t forget to keep moving your snipers though, so you can get that angle on the hidden units with the Standbys on them. Also if you fire at the clone corps troops, the clones don’t have a very high mini count, so losing even 1 mini per attack not only reduces the attacked unit’s dice to attack, but weakens the clone army as a whole.
2. Range 4+ Weapons: much like in #1 above, range 4 (or 5) weapons can do the same thing. Every faction has a range 4 weapon and you should think about including at least two in you list. They only roll 2 dice generally (Shore Troopers roll 4 and Rebel Troopers 3), but if one hit goes through cover, that’s one less attack die that will be rolled against your troops and being at range 4, no Standby can be used against you. Be very careful of Rex’s 2 pip. It is a very dangerous card and can do a very powerful alpha strike out to range 4, and after their attack the clones can move behind line of sight (LoS) blocking terrain. So try to anticipate that card being played and know when to have your units further back or out of sight.
3. You must be patient: Get you back objectives done, but if there is a center objective, you shouldn’t start moving on that till round 4 at least, so you can spend 3 rounds of doing chip shots and range 4 or 5 shots to reduce the Republic troops. If you spend 3 rounds just doing chip shots, you will find that the Republic units will be reduced to one or two minis per unit for the big show down in rounds 4-6 and if you have stayed out of range, your troops should be largely untouched (except sniper fire, but see #9).
4. Critical: though I’m talking about the keyword, rolling a critical is good too. Crits get past cover, doges, even Obi Wan’s Soresu, so using that with the above tactics in #1 and #2 and the clone player will slowly start to lose minis and this will make his army manageable when you both have to make a play for an objective at rounds 4-5. If a single hit gets through to a clone, there is a 50% chance that the mini will be removed (33.333333% if they have surges), so they should be losing a few minis each round.
5. Standby Rules: just to make sure that you are playing the rules correctly, keep in mind that the Rules Reference Guide (RRG) was updated months ago limiting the amount of Standbys a single unit can spend per instance. So if your unit moves into the standby range of 2 clone units, both of those clone units can only spend 1 Standby each, even if there are more than 2 Standby tokens available to them. Generally speaking most Republic players only have 1-3 Standby tokens per round. If they have more than that, they are planning to play a VERY defensive game, so use that to your advantage with the above tactics.
6. Terrain Scoping: this one is a good tactic to use on any army. Terrain Scoping is done by using the terrain to limit either the attacker’s or defender’s views, so that only specific minis can see and thereby participate in an attack exchange. In this case you will use LoS (Line of Sight) blocking terrain so that the clone unit you are attacking is the only unit that can see your attacking unit. This way if there are Standbys to spend, only that one clone unit can spend it. Even better is if you can use the terrain so that half of the clone unit you want to attack can see your unit. That way, if the clone unit does spend a Standby token, they can only roll 3 black against you instead of the usual 4 black, 6 white. Again this tactic reduces their numbers by chip damage and it also reduces the amount of dice they can use against you. Defending against a 3 black die attack is fairly easy especially if you have cover. Note that this tactic can also be used to take out the heavy mini in the unit you want to attack. This is usually because the targeted player didn’t put their heavy mini more in the center of the unit and has its heavy hanging out at the tail end of the unit.
7. Other Units: The AAT is incredibly good against clones. Not only does it have the Critical keyword, but it also has High Velocity, so that even normal hits that make it past cover can’t be negated by dodges (that includes Soresu too). There is also the Stap Riders, Speeder Bikes, Landspeeder (though a bit overpriced) or even the T-47, which can flank the clones, but if you do use them, be patient with them. Don’t just run them up to enemy lines, try to move them around and behind and also don’t forget to use Terrain Scoping for them so there’s not as much retaliatory attacks from Standbys and inactivated units. Stap Riders and Speeder Bikes can get heavy cover if you place one of the two minis behind LoS blocking terrain, giving them heavy cover, which can be useful if they get fired at when trying to get in position for a flank attack. Speaking of which Tauntauns can also play with cover and are very effective, but just like the Bikes and Staps, you have to be patient and not just charge in. Though it is true, being in melee will protect you from most of the Republic forces, but don’t forget they do have red defense dice and with P2s and the Aggressive Tactics upgrade, they will have a lot of surges to use against one or two alpha strikes from your Tauns, and they will be using black dice to attack back if you attack doesn’t do much damage to the unit. It’s best to use the terrain as in #6 to scope your opponent’s units and to use the terrain to give you heavy cover while using your ranged attack. The AT-ST is also quite effective against clones. Though they do have weapons with Impact, the Republic players almost never bring them. The AT-ST also has a commanding view and throws a lot of dice, so if you attack their corps units, they won’t have much to punch back with. There are many units that are good vs Republic, but some are older units not used much anymore because they didn’t do well when there were only two factions. Having 4 factions brings new dynamics, so what was once old and considered useless, may still be useful yet.
8. Suppression: It’s no secret that the Republic doesn’t do well with suppression, so including units that give extra suppression is always helpful. To date there are only 3 things that the Republic can do to get rid of extra suppression. 1. They can include the Endurance upgrade. This is easily avoidable by firing on other units without Endurance on them, but it shouldn’t be an issue anyway as most competitive Republic lists don’t include that upgrade. 2. The Force upgrade Hope can give Inspire 1. Since Force slots are so precious, Hope is almost never included in lieu of Force Push or Reflexes. 3. Padme’s 1 pip command card can remove any number of Suppression from troops, but it’s transferred to her, so it’s unlikely that more that 6 will ever be transferred to her. Also it is a one time deal, so Suppression can still be very effective. Most lists currently only include Rex as the commander and the P2s and ARC’s all have 2 courage, so 2 hits from units with the Suppressive keyword will put them at their limit, a third hit has them running for the hills.
9. ARC Strike Teams are not as good as you think: by that I mean they don’t have High Velocity, so with the 2 point Situational Awareness upgrade and a dodge, the ARC sniper attack can be negated entirely. So if Republic snipers are doing a lot of work on your units, dodge up.
10. Saboteurs Are Deadly: though any saboteur in a strike team or in a full unit can affect clones more than any other unit, the BX droids can do a much better job. With a Deflector Shield and the Scale keyword, they can do an incredible job. Also don’t forget that bombs are easier to use with terrain scoping. You only need to see a flat area beside your target within range 1, you don’t need to see the target unit itself. Only the bomb, when placed, will need to be visible to your target. Also don’t forget that clones need to be in range 1 of each other to share tokens and that’s the same blast range of a bomb. So happy hunting.
Again, I’m sure there are more tactics that can be used, but I haven’t played in a while, so they’re not fresh in my mind. If you know of more, please share, and I’ll add it to the list.
Edited by JediPartisan