Anakin, A Deep Dive

By JediPartisan, in Star Wars: Legion

I will point out one of the major things being missed about force push (and why so many people take it), is it isn't just a tool for setting up charge. The utility of force push is amazing, to the point I've seen games won by using it to simply push an opponent off an objective, or pull them out of cover after running away to get nuked by the entire enemy force. That is the one power more than any other, you'd wish you'd taken when game winning opportunities come up.

I've seen a play with Dooku, where they were able to move so they were touching the key position and engaged in melee, finished off a squad, choke the last survivor of another squad, and then force push the last guy off. That's a 3 to 0 turn with one activation, again it doesn't happen every time but I'd rather have it and not need it than the reverse be true. I've seen Vader do something similar as well, though that was recover the supplies and had more to do with choke than push.

Anakin can do those kinds of plays better than both Dooku and Vader can, I think Anakin more than any other force user will have the biggest variety when it comes to the upgrades taken on him, as people begin to adjust him to suit their needs.

Edited by Nithorian

Personally i think the only upgrades that will be stapled to anakin are Endurance and saber throw, i can see cases made for some of the others but they are usually situational.

tenacity would be good but it does mean that you have to have taken a wound to use it so not always the best

Offensive/defensive stance are nice but they prevent you from even spending the other token, too much downside for me i think, there are going to be turns when you have offensive stance up to make a fire support attack and need to spend a dodge from padme but cant, it would be much better for the card to be double the cost and remove the caveat.

Overwatch may be interesting, spend it to move and then relentless off it into a saber throw with fire support maybe. gonna have to spend the standby off padme most of the time though as he will get the suppression from his cards and loose the standby straight away.

Well, I was wrong, and the official response from Alex Davy proves as much.

Quote

Yes, the whole card remains in play, including both its positive and negative effects.

Alex Davy

Game Designer

Fantasy Flight Games

Unfortunately, that likely means that I won't play Anakin all that much, outside of very, very specific builds. One of the problems I've had with FFG's latest waves is they seem to be geared to being used for one or two play styles, whereas before, units were adaptable. Here you pretty much have to use very specific builds on Anakin, or he's going to run into all sorts of problems. Real shame, because I was looking forward to using him. Oh well.

1 hour ago, Alpha17 said:

Unfortunately, that likely means that I won't play Anakin all that much, outside of very, very specific builds. One of the problems I've had with FFG's latest waves is they seem to be geared to being used for one or two play styles, whereas before, units were adaptable. Here you pretty much have to use very specific builds on Anakin, or he's going to run into all sorts of problems. Real shame, because I was looking forward to using him. Oh well.

Anakin has so much potential. I feel like you’re being short sighted here, and once you play a few games with/against him, you’ll see the true genius of his design.

5 hours ago, Alpha17 said:

Well, I was wrong, and the official response from Alex Davy proves as much.

Unfortunately, that likely means that I won't play Anakin all that much, outside of very, very specific builds. One of the problems I've had with FFG's latest waves is they seem to be geared to being used for one or two play styles, whereas before, units were adaptable. Here you pretty much have to use very specific builds on Anakin, or he's going to run into all sorts of problems. Real shame, because I was looking forward to using him. Oh well.

Played at the right time, the downside from the 2-pip is very easy to avoid, and the downside from the 3-pip might as well not be there. The 1-pip can be problematic, but it probably isn't coming out until late in the game.

I also think that the perception that units "used to be more versatile" really stems from the fact that since there were less units, people were kinda forced to take them. Stormtroopers looked pretty **** versatile until Shoretroopers came along. So it's more an issue of internal balance, and often also groupthink.

Stormtroopers with the RT97 and Veers giving them aim tokens are still pretty good.

The problem is Stormtroopers are situationally good now while Shoretroopers are non-situationally good. So you see Shoretroopers way more.

I do think if vehicles get buffed and the HH12 gets buffed you could see Stormtroopers make a comeback though. Shoretroopers are definitely not equipped to kill heavy vehicles.

Edited by Khobai
8 hours ago, Khobai said:

Stormtroopers with the RT97 and Veers giving them aim tokens are still pretty good.

The problem is Stormtroopers are situationally good now while Shoretroopers are non-situationally good. So you see Shoretroopers way more.

I do think if vehicles get buffed and the HH12 gets buffed you could see Stormtroopers make a comeback though. Shoretroopers are definitely not equipped to kill heavy vehicles.

i'd love to see more options in terms of list building. there's a reason i got 3 squads of storms and only 2 of shoretroopers. I enjoy diversity in my core units, and with luck I'll have a real reason to buy rebel veterans and/or fleets, even though I'm a total nutjob regarding running Triple Mandalorians.

On 10/23/2020 at 8:41 AM, Mokoshkana said:

Anakin has so much potential. I feel like you’re being short sighted here, and once you play a few games with/against him, you’ll see the true genius of his design.

Entirely possible, but Anakin could be yet another wasted opportunity for the game. Guess we'll have to wait and see?

19 hours ago, OneLastMidnight said:

Played at the right time, the downside from the 2-pip is very easy to avoid, and the downside from the 3-pip might as well not be there. The 1-pip can be problematic, but it probably isn't coming out until late in the game.

I also think that the perception that units "used to be more versatile" really stems from the fact that since there were less units, people were kinda forced to take them. Stormtroopers looked pretty **** versatile until Shoretroopers came along. So it's more an issue of internal balance, and often also groupthink.

I guess it depends on how you play your Jedi characters. the 3 Pip is fine early game, but late game I tend to have my Jedi quite a ways from other units. Unless he's paired with another Jedi, that could definitely be a problem, especially when you start taking the 1 pip into account, or if you get bogged down with suppression and can't get an attack off. If things work out, the issue might not be a problem, but once he starts to gain suppression, I'd bet it'll really start to spiral out of control.

And I disagree about the groupthink, vehemently so. If it's anything, it'd be the opposite. I tend to play the game differently than a lot of players, and so what works for other people doesn't work for me and vice versa. I loved E-Webs until I switched to GAR, while everyone thinks they're trash, and tend to think ARCs are incredibly overrated, while the internet thinks they broke the game.

On 10/22/2020 at 9:59 PM, arnoldrew said:

Unfortunately not, the weapon's range is still melee (otherwise you couldn't use Saber Throw with it). You just get to make an attack using half its dice at range 1-2.

I see no problem with increasing the range with Take That, Clankers!, the command card says when the unit "performs a ranged attack" and the card for saber throw says "perform a ranged attack"

you could have quite a nice attack with a fire supported shot at range 3 with surge:crit

2 hours ago, 5particus said:

I see no problem with increasing the range with Take That, Clankers!, the command card says when the unit "performs a ranged attack" and the card for saber throw says "perform a ranged attack"

you could have quite a nice attack with a fire supported shot at range 3 with surge:crit

Saber Throw says perform a ranged attack against an enemy at range 1-2. It's still a melee weapon with a range of melee. The card only increases the maximum range of ranged weapons. You have to read the cards as they are printed and not how you wish them to read.

3 hours ago, arnoldrew said:

Saber Throw says perform a ranged attack against an enemy at range 1-2. It's still a melee weapon with a range of melee. The card only increases the maximum range of ranged weapons. You have to read the cards as they are printed and not how you wish them to read.

Ah yeah it is take that clankers card when it says increase the range of ranged weapons. That sucks.