New to Legion.... Clone Faction?

By Brofessor_11, in Army Building

Hey all,

I'm new to Star Wars: Legion, but always been a huge Star Wars fan... Saw they came out with a Clone Wars Box, and was intrigued after watching through Clone Wars / Rebels...etc... Picked up a Phase I Trooper Expansion and the Trooper Upgrade as well... I'll be trying to get my hands on Phase II, as well as a box of Arc Troopers, but we all see they've been pretty reliably sold out.

I'm not huge into following the Meta builds, but I'm curious on the thoughts around Clone Troopers vs the other factions... I'm 100% going to be playing Obi-Wan at times, and 100% going to be playing Rex at times (and maybe even both if I can swing it)... Is there generally some things to stay away from in the Faction that aren't worth the price (BARC Speeders maybe? idk...)? Is there things that are commonly overlooked as "Weak" but actually quite strong when playing?

Pretty much just looking for some tips, and some guidance while investing and getting into this beautiful game.

Any tips and advise is welcome! Thank you all in advance! ❤️

Edited by Brofessor_11
Incorrect Information

Currently Barcs and to a lesser extent the RTs are seen as weak due to cost/not having the clone trooper keyword which means that they can't share tokens. Personally I don't think either are terrible but thats just my opinion, my droids have been massacred by barc fire one to many times.

As far as tips go, keep your clones fairly close together so you can take advantage of the range 1 token sharing. While less common, lining up a good fire support can be devastating as well. If you are running obi make sure that he is also close to your army so you can take advantage of his guardian/soresu mastery. Ive also seen talk of running him with force barrier and reflexes once barrier comes out. Makes me wanna barf. If you can get your hands on a box arcs are nasty as well as overwatch phase 2s. (you can make a mini p2 unit by using the clone captain on a p1 so they gain a training slot) Also picking up paddle might not be a bad idea to play around with the exemplar and secret mission. Definitely get Anakin even if its only for the cards (barrier etc.)

Most importantly have fun!

35 minutes ago, Scientia06 said:

Currently Barcs and to a lesser extent the RTs are seen as weak due to cost/not having the clone trooper keyword which means that they can't share tokens. Personally I don't think either are terrible but thats just my opinion, my droids have been massacred by barc fire one to many times.

As far as tips go, keep your clones fairly close together so you can take advantage of the range 1 token sharing. While less common, lining up a good fire support can be devastating as well. If you are running obi make sure that he is also close to your army so you can take advantage of his guardian/soresu mastery. Ive also seen talk of running him with force barrier and reflexes once barrier comes out. Makes me wanna barf. If you can get your hands on a box arcs are nasty as well as overwatch phase 2s. (you can make a mini p2 unit by using the clone captain on a p1 so they gain a training slot) Also picking up paddle might not be a bad idea to play around with the exemplar and secret mission. Definitely get Anakin even if its only for the cards (barrier etc.)

Most importantly have fun!

Thanks for the tips!

I definitely plan on getting Anakin, so that's cool to hear about Force Barrier.

I was able to get my hands on a box of ARC Troopers, but no Phase II yet. The ARC Troopers are going to be a lot of fun. I like that they give you enough models to run a Strike team, and a basic Unit of ARC Troopers.

The Phase II getting a free Surge seems incredibly strong over the Phase I troopers, but maybe I'm overthinking it? The Phase I can get the Specialist upgrade, which seems pretty solid, but fairly expensive.

I played my first game yesterday (Just a quick Clone Wars Starter set battle) and was pleased with the game overall. Some of the mechanics definitely made more sense in the context of the game, than they did on paper. So it helps understand a bit of the posts on here.

Phase II's generally outclass Phase I's in most situations, however it's worth taking some barebones Phase I's to feed your Phase II's/ARCs tokens and pad out some activations. I'd also recommend getting R2-D2 for that cheap activation.

Captain Rex is also a good option for commander. AT-RTs are good flanker and it's base weapon isn't bad. But like most, I would agree on the Phase 2s, but next to impossible to find. I got lucky and got 1 out of preorder of 3.

Pick up Anakin Skywalker when he is released at 11/20. There‘s hope that Phase II will be available again at the the same time (at least in Europe), so try to grab 3-4 units as long as you can. Watch out for the next change in the rules, clones seem to get nerfed a bit, probably loosing standby sharing while Barcs are supposed to get buffed.

22 hours ago, Brofessor_11 said:

The Phase II getting a free Surge seems incredibly strong over the Phase I troopers, but maybe I'm overthinking it? The Phase I can get the Specialist upgrade, which seems pretty solid, but fairly expensive.

The main benefit of the P2s is the training slot. This means they can standby at range 3 and with all the GARs token sharing shenanigans its verging on broken. Many think its a negative play experience and needs to be nerfed. Personally I think its a little OP and there's rumors of a nerf to it in the upcoming RRG update.

Just so everyone is aware..

Phase II are showing "In Stock" on Fantasy Flight Games again!!!!

On 11/13/2020 at 9:07 AM, Scientia06 said:

The main benefit of the P2s is the training slot. This means they can standby at range 3 and with all the GARs token sharing shenanigans its verging on broken. Many think its a negative play experience and needs to be nerfed. Personally I think its a little OP and there's rumors of a nerf to it in the upcoming RRG update.

I keep hearing how "OP" all this stuff is, and honestly after all the reading, the only thing that I believe needs "nerfing" is the cost of Strike Teams and R2D2... If they had 8-9 Activations, vs other squads 11-13 all the time, it would be much less advantageous to spam Token Sharing and Fire Support.

Im fairly confident in the game, and it's been very fun learning...etc... Any "meta" stuff is not really on my radar yet, as Im not planning on jumping into BIG tourneys anytime soon.. Local stuff seems alot less "meta".

3 hours ago, Brofessor_11 said:

I keep hearing how "OP" all this stuff is, and honestly after all the reading, the only thing that I believe needs "nerfing" is the cost of Strike Teams and R2D2... If they had 8-9 Activations, vs other squads 11-13 all the time, it would be much less advantageous to spam Token Sharing and Fire Support.

Im fairly confident in the game, and it's been very fun learning...etc... Any "meta" stuff is not really on my radar yet, as Im not planning on jumping into BIG tourneys anytime soon.. Local stuff seems alot less "meta".

Yeah, not every game is going to be up against an absolutely cutthroat competitive Adepticon-level list.

19 hours ago, arnoldrew said:

Yeah, not every game is going to be up against an absolutely cutthroat competitive Adepticon-level list.

While this is true the fact remains that there are going to be people who exploit the mechanics and only care about winning and not whether their opponent has a good time.

I was actually able to get my hands on the following...

Clone Wars Starter Box
Commander Rex
(Pre-Order) Republic Specialists
(Pre-Order) Anakin Skywalker
1x Trooper Upgrade Box
3x Phase I Trooper Expansions
2x Phase II Trooper Expansions
1x ARC Trooper Expansion

I'm still considering a Tank, or AT-RT, but pretty happy I was able to get my hands on all the above. Also will consider R2 if I get the Tank.. I played a couple more games, and really like splashing in Phase I's to get tokens and for objective fodder while the Phase IIs go to work.

After playing several more games, I'm fairly confident the stuff that needs fixing is the cost of Strike Teams.. Without 3x activation for dirt cheap, it levels the playing field for alot of these lists... Super noob here, but I think that will resolve a lot of the hatred I'm reading about Fire SUpport...etc.

Edited by Brofessor_11

The Tank is solid.

Definitely pick up R2, he is fantastic for the cost.

I've been toying with a new list... I'm sure it's not "new", but I've given it a good old college try.

Obi-Wan
- Force Guidance
- Hope
- Strict Orders

Rex
- Aggressive Tactics

R2-D2

2x Phase II Clone Troopers
- Z-6 Phase II Trooper
- Offensive Push

3x Phase I Clone Troopers

2x Arc Trooper Strike Team
- DC-15x ARC Trooper
- Overwatch

The other list I was thinking:

Rex
- Aggressive Tactics
- JT-12 Jetpacks
- Recon Intel

R2-D2

2x Phase II Clone Troopers
- Z-6 Phase II Troopers
- Phase II Clone Trooper
- Offensive Push

3x Phase I Clone Troopers

3x ARC Troopers (Strike Team)
- Dc-15x ARC Trooper
- Overwatch

AT-RT
- AT-RT Rotary Blaster

Thoughts on these two potential lists?? I know the Tank is pretty great, but I'm trying to build something slightly*** different lol... Im toyed with the idea of RPS-6 or Mortors instead, to counteract the bigger stuff being played, but I'm seeing a bit of Saber users being played now with the changes.

11 hours ago, Brofessor_11 said:

I've been toying with a new list... I'm sure it's not "new", but I've given it a good old college try.

Obi-Wan
- Force Guidance
- Hope
- Strict Orders

Rex
- Aggressive Tactics

R2-D2

2x Phase II Clone Troopers
- Z-6 Phase II Trooper
- Offensive Push

3x Phase I Clone Troopers

2x Arc Trooper Strike Team
- DC-15x ARC Trooper
- Overwatch

The other list I was thinking:

Rex
- Aggressive Tactics
- JT-12 Jetpacks
- Recon Intel

R2-D2

2x Phase II Clone Troopers
- Z-6 Phase II Troopers
- Phase II Clone Trooper
- Offensive Push

3x Phase I Clone Troopers

3x ARC Troopers (Strike Team)
- Dc-15x ARC Trooper
- Overwatch

AT-RT
- AT-RT Rotary Blaster

Thoughts on these two potential lists?? I know the Tank is pretty great, but I'm trying to build something slightly*** different lol... Im toyed with the idea of RPS-6 or Mortors instead, to counteract the bigger stuff being played, but I'm seeing a bit of Saber users being played now with the changes.

just for future reference, if you put the cost of the units and the total cost for the army then people can judge it a lot better, otherwise they have to build it again to see those details and they can be very important.

That said, to the lists. overwatch is not that great on the sniper teams, especally since standby sharing is now out, it would be better on the Phase 2's as they are limited to range 3 anyway so not losing anything there and a single sniper shot is not that big of a deterrant to overcome whereas a Z6 squad shooting is a lot of dice.

You also have 3 naked phase 1s on each army, while not nessesarily a problem they are not as good as they were (again no more standby sharing) i would say drop one for some heavies on the others, if you are worried about enemy armour then the RPS-6 is the cheapest heavy you can take with the Phase 1s and it only costs 21 points, drop a phase 1 and get 2 of those and you still have 10 points spare.

the mortars are not anti-armour, they are long range suppression generators so dont use them to try an kill tanks.

Edited by 5particus
line breaks

I guess my biggest reason to bring all the naked troopers, was the extra activations, instead of just loading up the special weapons.

I guess we haven't seen much, in regards to the changes to meta since the point changes, but I was not under the impression that 9 Activations was "good"... Do you think with the new points that 9-10 activations is OK for GAR? The only lists Im seeing with that low of activations, are big Tank/heavy hitter lists.

I suppose an argument could be made that an AT-RT with Laser Cannon, might be more effective vs heavy armored stuff too, instead of Phase1+RPS


Edited by Brofessor_11
41 minutes ago, Brofessor_11 said:

I guess my biggest reason to bring all the naked troopers, was the extra activations, instead of just loading up the special weapons.

I guess we haven't seen much, in regards to the changes to meta since the point changes, but I was not under the impression that 9 Activations was "good"... Do you think with the new points that 9-10 activations is OK for GAR? The only lists Im seeing with that low of activations, are big Tank/heavy hitter lists.

I suppose an argument could be made that an AT-RT with Laser Cannon, might be more effective vs heavy armored stuff too, instead of Phase1+RPS

8-9 activations is normal, 10 is good, the high activation lists for GAR (11+) are not partiularly good lists as they rely on too many naked troopers which like i said are not as effcient as they were.

GAR is all about efficiency, the P1 with RPS-6 would be able to do more damage to an armoured target on average simply becasue they would throw more dice, impact 3 on 3 dice assumes that they all hit to use all the impact which is not that likely (about 1.75 hits average so either 1 or 2 wounds to roll off against armour), the P1s have a much larger dice pool (7 dice) to get just 2 hits to convert using impact, they also have more dice that could come out as crits (average is about 3 hits and a crit, so 3 wounds to roll off against armour). The AT-RT is much more likely to survive longer though as it has armour. the P1s can capture all objectives the AT-RT only some of them. The P1s count towards your required Corps troopers which means you only have to take 2 other units to fll out that requirement rather than 3.

That said, the AT-RT laser cannon is a great weapon to Fire support against an armoured Target. Fire support a Z6 P1 squad into the target and you have 13 dice with impact 3, you are going to do quite a few wounds (average is about 4 hits and 2 crits so 4 or 5 to roll off against armour depending on cover).

On balance i would say take the P1's if you havent filled out your Corps slots take the AT-RT if you have.

On 12/2/2020 at 11:34 AM, 5particus said:

8-9 activations is normal, 10 is good, the high activation lists for GAR (11+) are not partiularly good lists as they rely on too many naked troopers which like i said are not as effcient as they were.

GAR is all about efficiency, the P1 with RPS-6 would be able to do more damage to an armoured target on average simply becasue they would throw more dice, impact 3 on 3 dice assumes that they all hit to use all the impact which is not that likely (about 1.75 hits average so either 1 or 2 wounds to roll off against armour), the P1s have a much larger dice pool (7 dice) to get just 2 hits to convert using impact, they also have more dice that could come out as crits (average is about 3 hits and a crit, so 3 wounds to roll off against armour). The AT-RT is much more likely to survive longer though as it has armour. the P1s can capture all objectives the AT-RT only some of them. The P1s count towards your required Corps troopers which means you only have to take 2 other units to fll out that requirement rather than 3.

That said, the AT-RT laser cannon is a great weapon to Fire support against an armoured Target. Fire support a Z6 P1 squad into the target and you have 13 dice with impact 3, you are going to do quite a few wounds (average is about 4 hits and 2 crits so 4 or 5 to roll off against armour depending on cover).

On balance i would say take the P1's if you havent filled out your Corps slots take the AT-RT if you have.

I suppose that makes sense.

I could easily do:

Obi-Wan 170
Force Guidance 5
Hope 3
Strict Orders 5
Tenacity 4

Rex 90
Aggressive Tactics 15
Recon Intel 2
Jetpack 5

R2-D2 45
Integrated Comms 3

2x Phase II Clone Troopers (62 each)
z-6 Phase II Trooper (27 Each)
Offensive Push (4 Each)

2x Phase I Clone Troopers (52 Each)
RPS-6 Phase I Trooper (21 Each)

2x ARC Troopers (27 Each)
DC-15x Arc Trooper (31 Each)
Recon Intel (2 Each)

Total 799/800

I'm not opposed to running 1 AT-RT with Laser, and can easily remove Phase I Clone Troopers + Jetpack on Rex to squeeze in the 75 points... Im just not sure which I prefer yet.