Trying not to use standbys (GAR Skirmish)

By 5particus, in Army Building

499/500

Clone Commander
Phase I Clone Troopers
Phase I Clone Troopers
AT-RT (AT-RT Flame Thrower)
AT-RT (AT-RT Rotary Blaster)
TX-130 Saber-Class Fighter Tank

this is for any skirmish tournament that i am going to next year so it may change depending on any points changes

1 hour ago, 5particus said:

499/500

Clone Commander
Phase I Clone Troopers
Phase I Clone Troopers
AT-RT (AT-RT Flame Thrower)
AT-RT (AT-RT Rotary Blaster)
TX-130 Saber-Class Fighter Tank

this is for any skirmish tournament that i am going to next year so it may change depending on any points changes

OOh, the only thing that MIGHT make this better/different, would be if the Clone Mechanic came out (I haven't seen his stats) or squeezing R2 in there depending on points to see if you could get some repairs on those vehicles. I've used the ATRT without upgrades and their grenade launcher isn't too bad.

19 hours ago, buckero0 said:

OOh, the only thing that MIGHT make this better/different, would be if the Clone Mechanic came out (I haven't seen his stats) or squeezing R2 in there depending on points to see if you could get some repairs on those vehicles. I've used the ATRT without upgrades and their grenade launcher isn't too bad.

the stats for the clone mechanic havent been released yet that i have heard but from what we have heard about the medic being only able to heal 1 wound but can still shoot then i guess that the mechanic will be the same.

he would be nice to have in this list, as would R2 but there just aren't enough points to go around. the GRenade launcher is good against anything with armour but is lacking in dice for shots against anything else

10 hours ago, 5particus said:

the GRenade launcher is good against anything with armour but is lacking in dice for shots against anything else

That's why Fire Support exists. The AT-RT basically gives a unit of Clones surge to hit and some extra dice at the expense of an activation.

13 hours ago, arnoldrew said:

That's why Fire Support exists. The AT-RT basically gives a unit of Clones surge to hit and some extra dice at the expense of an activation.

true, but if you are relying on fire support for a good shot every turn then you are going to suffer on activations every round, it would take this list from 6 activations to effectively 4

10 hours ago, 5particus said:

true, but if you are relying on fire support for a good shot every turn then you are going to suffer on activations every round, it would take this list from 6 activations to effectively 4

That's definitely something you have to take into account when using Fire Support. It's best to use it to delete an enemy unit and thus even out the activations again. If you can't do that, it might not be worth using it at that moment.