Competetive Speeders.

By Deadshane, in Army Building

Heres sumpthin for yer face....


++ Standard (Rebel Alliance) [792 Points] ++

+ Commander +

•Leia Organa [90 Points]

+ Corps +

Mark II Medium Blaster Trooper [38 Points]

Mark II Medium Blaster Trooper [38 Points]

Rebel Troopers [74 Points]: Comms Relay, Rebel Comms Technician, Z-6 Trooper

Rebel Veterans [85 Points]: CM-O/93 Trooper, Rebel Veteran, Situational Awareness

Rebel Veterans [85 Points]: CM-O/93 Trooper, Rebel Veteran, Situational Awareness

+ Special Forces +

Mandalorian Resistance [111 Points]: Beskad Duelist, Comms Relay, Offensive Push, Recon Intel

+ Heavy +

T-47 Airspeeder [136 Points]: Linked Targeting Array, Mo/Dk Power Harpoon, •Wedge Antilles

T-47 Airspeeder [135 Points]: Linked Targeting Array, Mo/Dk Power Harpoon

+ Command Hand +

Command Hand: •Coordinated Bombardment, •Sabotaged Communications, ••Push, ••Turning the Tide, •••Assault, •••Somebody Has to Save Our Skins, ••••Standing Orders

+ Battle Cards +

Condition Cards: Clear Conditions, Fortified Positions, Minefield, War Weary

Deployment Cards: Battle Lines, Danger Close, Major Offensive, The Long March

Objective Cards: Intercept the Transmissions, Key Positions, Payload, Sabotage the Moisture Vaporators

++ Total: [792 Points] ++

Created with BattleScribe

I think this is potentially a scary speeder list. Those two in tandem with Order driven 'aim' could easily delete a unit or put a massive hurt on a commander. Nowhere to hide unless you are under a rock. If you reach mid field and those medium blasters lend fire support to a speeder....OOOF!

Meanwhile, Leia supports the vet gunline with dodges and if necessary, orders. Mandos do mando stuff while extending Leias command range to speeders as does the Rebel Trooper squad.

If 2 speeders wind up too squishy, Ive got a plan to add two outer rim pilots to the mix. There is also another version where two comms relay ATRT's with rotary cannons do work. Couple different options, but doubled up, I think the speeders could have a shot.

This list brought to you by the new RRG.

Edited by Deadshane

Here is a VERY interesting ATRT version.

R2 tries playing the midfield before charging into deployment zone turn 5. ATRT escorts him.


++ Standard (Rebel Alliance) [796 Points] ++

+ Commander +

Rebel Officer [45 Points]

+ Operative +

•R2-D2 [65 Points]: Comms Relay, •C-3PO

+ Corps +

Mark II Medium Blaster Trooper [38 Points]

Mark II Medium Blaster Trooper [38 Points]

Rebel Veterans [85 Points]: CM-O/93 Trooper, Rebel Veteran, Situational Awareness

Rebel Veterans [85 Points]: CM-O/93 Trooper, Rebel Veteran, Situational Awareness

+ Support +

AT-RT [75 Points]: AT-RT Rotary Blaster

AT-RT [75 Points]: AT-RT Rotary Blaster

+ Heavy +

T-47 Airspeeder [145 Points]: Linked Targeting Array, Mo/Dk Power Harpoon, Outer Rim Speeder Jockey

T-47 Airspeeder [145 Points]: Linked Targeting Array, Mo/Dk Power Harpoon, Outer Rim Speeder Jockey

+ Command Hand +

Command Hand: •Ambush, •Blast Off!, ••Push, ••Turning the Tide, •••Assault, •••Smoke Screen, ••••Standing Orders

+ Battle Cards +

Condition Cards: Clear Conditions, Fortified Positions, Minefield, War Weary

Deployment Cards: Battle Lines, Danger Close, Major Offensive, The Long March

Objective Cards: Intercept the Transmissions, Key Positions, Payload, Sabotage the Moisture Vaporators

++ Total: [796 Points] ++

Created with BattleScribe

From my experiences with Sabine (haven't played Mandos yet), I'd go with Clan Wren over the AT RTs, unless expecting to go up against a lot of armor, and then I'd run the AT-RTs with laser cannons. Personally, Id want some Taun Tauns in there as well, and would probably drop a squad of vets to get them.

1. Where are your bombing runs?

2. In my experience with T-47 (albeit single one), I found out that it works best with Han. I does not do anything too fancy for it, but Sorry About the Mess and an HQuplink on Airspeeder are awesome for lest-first attacks (now with 100% more compulsory moves at the end of activation!).

3. If you really want a Hoth theme and wish to stick with the Vets, go with Leia. They love them some tokens, Leia loves giving them to troopers.

i think that main issue with the T-47 is that most people dont know how to play them properly.

people keep saying that they die too quickly but that is true for any unit that gets sent up alone.

I would say swap out the rotary's for some flamers and charge them up as fast as you can, for the T-47's hold them back as much as you can by getting them to only move with the compulsory and then hit with the AT-RTs and T-47 together in the same round, with 4 units up with armour, your opponent will have a hard time taking them all down before they can hit, then while they are dying the rest of your army can start taking all of the objectives.

Tauns, fleets, wookies and mandos can also fill this roll to one extent or another.

i Like to call it "All the Angry Fur"

800/800
Han Solo (Hunter)
Chewbacca (Tenacity, Hunter)
Fleet Troopers (Scatter Gun Trooper)
Fleet Troopers (Scatter Gun Trooper)
Fleet Troopers (Scatter Gun Trooper)
Wookiee Warriors
Wookiee Warriors
Wookiee Warriors
Tauntaun Riders (Tenacity)
Tauntaun Riders (Tenacity)
Edited by 5particus
4 hours ago, 5particus said:

i Like to call it "All the Angry Fur"

800/800
Han Solo (Hunter)
Chewbacca (Tenacity, Hunter)
Fleet Troopers (Scatter Gun Trooper)
Fleet Troopers (Scatter Gun Trooper)
Fleet Troopers (Scatter Gun Trooper)
Wookiee Warriors
Wookiee Warriors
Wookiee Warriors
Tauntaun Riders (Tenacity)
Tauntaun Riders (Tenacity)

this is not for the faint of heart. All these people crying about their speeders getting blown up are not going to like having all their troops pulled over to the side of the board.

There isn't a unit in Legion that is invincible. I feel like a lot of people used to playing other games, come to this one and expect certain figures to withstand getting blasted. Everyone, including the Dark Lord of the Sith himself will die to a certain number of shots. T47, same thing, Luke, Iden, Obiwan, Dooku, they can all get shot down in this game.

The ATRT version looked super lite on troops when I got it all out. Didnt like the feel. THIS however....


++ Standard (Rebel Alliance) [799 Points] ++

+ Commander +

Rebel Officer [45 Points]

+ Operative +

•R2-D2 [60 Points]: •C-3PO

+ Corps +

Mark II Medium Blaster Trooper [38 Points]

Mark II Medium Blaster Trooper [38 Points]

Rebel Troopers [84 Points]: 2-1B Medical Droid, DLT-20A Trooper

Rebel Troopers [74 Points]: Comms Relay, Rebel Comms Technician, Z-6 Trooper

Rebel Veterans [85 Points]: CM-O/93 Trooper, Rebel Veteran, Situational Awareness

Rebel Veterans [85 Points]: CM-O/93 Trooper, Rebel Veteran, Situational Awareness

+ Heavy +

T-47 Airspeeder [145 Points]: Linked Targeting Array, Mo/Dk Power Harpoon, Outer Rim Speeder Jockey

T-47 Airspeeder [145 Points]: Linked Targeting Array, Mo/Dk Power Harpoon, Outer Rim Speeder Jockey

+ Command Hand +

Command Hand: •Ambush, •Blast Off!, ••Push, ••Turning the Tide, •••Assault, •••Smoke Screen, ••••Standing Orders

+ Battle Cards +

Condition Cards: Clear Conditions, Fortified Positions, Minefield, War Weary

Deployment Cards: Battle Lines, Danger Close, Major Offensive, The Long March

Objective Cards: Intercept the Transmissions, Key Positions, Payload, Sabotage the Moisture Vaporators

++ Total: [799 Points] ++

Created with BattleScribe

This has firepower to carry the day...and LOTS of bodies. Relay troopers are scramblers for the mid point objectives. Med droid unit jangs just behind the vets to heal them up. R2/3po and Officer hang back to hand dodges to vets. Im gonna playtest this. seems good.

I honestly think we will see double speeders fairly regularly. I think they are very viable now. I honestly knew they could work previously, but you have to be very skilled to make them earn their points. now if they are run in tandem on a flank then they can be very scary. I don't think people realize how much the change in the compulsory keyword will increase the effectiveness of all repulsor vehicles.

I wish they would sell them on clearance like they did thanksgiving year one. People were buying them for $14

I pulled these beauties out of the trashcan after my friend threw them into the wall and and smashed them.

IMG_2458.JPG.ffc0bc49fe7154d7d042590ffe0db9c3.JPG

On 11/23/2020 at 10:15 PM, Deadshane said:

The ATRT version looked super lite on troops when I got it all out. Didnt like the feel. THIS however....


++ Standard (Rebel Alliance) [799 Points] ++

+ Commander +

Rebel Officer [45 Points]

+ Operative +

•R2-D2 [60 Points]: •C-3PO

+ Corps +

Mark II Medium Blaster Trooper [38 Points]

Mark II Medium Blaster Trooper [38 Points]

Rebel Troopers [84 Points]: 2-1B Medical Droid, DLT-20A Trooper

Rebel Troopers [74 Points]: Comms Relay, Rebel Comms Technician, Z-6 Trooper

Rebel Veterans [85 Points]: CM-O/93 Trooper, Rebel Veteran, Situational Awareness

Rebel Veterans [85 Points]: CM-O/93 Trooper, Rebel Veteran, Situational Awareness

+ Heavy +

T-47 Airspeeder [145 Points]: Linked Targeting Array, Mo/Dk Power Harpoon, Outer Rim Speeder Jockey

T-47 Airspeeder [145 Points]: Linked Targeting Array, Mo/Dk Power Harpoon, Outer Rim Speeder Jockey

+ Command Hand +

Command Hand: •Ambush, •Blast Off!, ••Push, ••Turning the Tide, •••Assault, •••Smoke Screen, ••••Standing Orders

+ Battle Cards +

Condition Cards: Clear Conditions, Fortified Positions, Minefield, War Weary

Deployment Cards: Battle Lines, Danger Close, Major Offensive, The Long March

Objective Cards: Intercept the Transmissions, Key Positions, Payload, Sabotage the Moisture Vaporators

++ Total: [799 Points] ++

Created with BattleScribe

This has firepower to carry the day...and LOTS of bodies. Relay troopers are scramblers for the mid point objectives. Med droid unit jangs just behind the vets to heal them up. R2/3po and Officer hang back to hand dodges to vets. Im gonna playtest this. seems good.

Instead of two T-47's, I am considering one T-47 and one X-34 with Rocket Launcher and Ion Blaster.

The T-47 has bigger firepower (approx. 2.02 vs 1.7 wounds against red dice armoured vehicles, according dice simulators) but that "Ion 1" on the X-34 can really mess with the actions of big tanks, or even droid units.

Waiting for the opportunity to test it.

Edited by Dalae

The T-47 is in a really good place now, but it still has extremly bad matchups in competetive games.
Iden with three Special Forces and a couple of corps have a serious chance to shoot down two T-47 in one turn.
3 Mandos can cripple or shoot down one with their rockets.
These units would do a ton of damage to all other units as well, but the T-47 is much harder to hide and very crucial for a list that has 2 of them.
It also struggles against relativly cheap units with red saves and potentially surges, and maxed out Iden lists often dont have anything else.
T-47s need high value targets to shine.

I'd also say you still want a very high bid with T-47s. You only get to play bombing run in one out of 4 missions, but I guess you want to avoid any mission that forces your army to push forward during the first turns.
I would definetly avoid payload.

I also think I R2 is almost mandatory, maybe even one or two more repair droids. The T-47s are your centerpieces, and they have to carry your game most of the times.
I had really good experiences with HQ-Uplink and Wedge.
That way you you can
- engage late turn (maybe after a buff from portable scanners)
- next turn attack - free pivot - move - move out of range and into range of your repair droids
- then have the option to recover your exausted cards in the third turn
- and have another turn to repair when you engage next time late in the third or fourth turn.
Outer Rim Jockeys are often not worth it because at the moment there are very few attack pools with impact that are weak enough that cover matters.

On 11/28/2020 at 7:48 PM, M.Mustermann said:

The T-47 is in a really good place now, but it still has extremly bad matchups in competetive games.
Iden with three Special Forces and a couple of corps have a serious chance to shoot down two T-47 in one turn.
3 Mandos can cripple or shoot down one with their rockets.
These units would do a ton of damage to all other units as well, but the T-47 is much harder to hide and very crucial for a list that has 2 of them.
It also struggles against relativly cheap units with red saves and potentially surges, and maxed out Iden lists often dont have anything else.
T-47s need high value targets to shine.

I'd also say you still want a very high bid with T-47s. You only get to play bombing run in one out of 4 missions, but I guess you want to avoid any mission that forces your army to push forward during the first turns.
I would definetly avoid payload.

I also think I R2 is almost mandatory, maybe even one or two more repair droids. The T-47s are your centerpieces, and they have to carry your game most of the times.
I had really good experiences with HQ-Uplink and Wedge.
That way you you can
- engage late turn (maybe after a buff from portable scanners)
- next turn attack - free pivot - move - move out of range and into range of your repair droids
- then have the option to recover your exausted cards in the third turn
- and have another turn to repair when you engage next time late in the third or fourth turn.
Outer Rim Jockeys are often not worth it because at the moment there are very few attack pools with impact that are weak enough that cover matters.

the problem with R2-D2 and the T-47 is speed, the T-47 is so far ahead of R2 after just one move that i dont think the repair ability will ever come into effect (out of range) your other option is to turn the T-47 around and spend a turn flying it away from the enemy just to get a repair and then you have to spend another turn turning it around so that is can shoot again. I t might work if you are flying down the edge of a deployment zone towards R2 but that is the only time i see it working.

IMO the T-47 is there to be a big distraction to the enemy while you get your other squads in position, thats what it did on Hoth and that how it works in game. a bunch of units have similar strategies; Tauntauns, wookies, fleets. Granted, these units do have an advantage in that they can protect themselves from most incoming fire by going into melee but i said similar not the same.

My first game, R2's mobility wasnt a problem.

Turn 1, a speeder was hit before it activated. I was saving their activations for last, both were ordered. 2 damage. R2 fixed the damage on his turn along with threepio putting calculate odds on a vet squad.

Later, I pushed up with R2 supported by a vet squad so as to get his secret mission. R2 was mid board for turns 4-6. Speeders were flying in a circular pattern and it would have taken little effort to deviate toward R2 for a pit stop. I never had to however because my opponent (after is board dominating ranged firepower got blasted by the 47's) switched to picking on troopers as they were a softer target and I needed them to score the mission. Turned out to be a wise move as only R2 made it across in breakthrough and like a dummy my speeders were in no position to score. (busy killing!)

In short...the arguement that R2 cannot keep up to repair doesnt hold up in actual play.

As an aside, R2 and Threepio killed Veers in savage HTH combat! On his own home turf no less!

...after playing, these changes to list incoming...


++ Standard (Rebel Alliance) [793 Points] ++

+ Commander +

Rebel Officer [50 Points]: Commanding Presence

+ Operative +

•R2-D2 [60 Points]: •C-3PO

+ Corps +

Mark II Medium Blaster Trooper [38 Points]

Mark II Medium Blaster Trooper [38 Points]

Rebel Troopers [68 Points]: R5 Astromech Droid, Z-6 Trooper

Rebel Troopers [79 Points]: DLT-20A Trooper, Rebel Trooper Captain, Situational Awareness

Rebel Veterans [85 Points]: CM-O/93 Trooper, Rebel Veteran, Situational Awareness

Rebel Veterans [85 Points]: CM-O/93 Trooper, Rebel Veteran, Situational Awareness

+ Heavy +

T-47 Airspeeder [145 Points]: Linked Targeting Array, Mo/Dk Power Harpoon, Outer Rim Speeder Jockey

T-47 Airspeeder [145 Points]: Linked Targeting Array, Mo/Dk Power Harpoon, Outer Rim Speeder Jockey

+ Command Hand +

Command Hand: •Ambush, •Blast Off!, ••Push, ••Turning the Tide, •••Assault, •••Smoke Screen, ••••Standing Orders

+ Battle Cards +

Condition Cards: Clear Conditions, Fortified Positions, Minefield, Supply Drop

Deployment Cards: Advanced Positions, Battle Lines, Roll Out, The Long March

Objective Cards
. Bombing Run
. Breakthrough
. Hostage Exchange
. Intercept the Transmissions

++ Total: [793 Points] ++

Created with BattleScribe

As expected by the way, the new surge to crit rule on the speeders makes them absolute killers. Not only vs armour but helps push damage thru on dodging units in cover as well!

do you get much out of your corps units? Every time I play veterans I think " man they died just as easily as Rebel troopers"

I enjoy the critical and the range 4 is awesome, but I still feel very cheated by the price tag on a unit that never has a chance to survive. If they are shooting, they are going to be shot is my mantra.

I like wookiees because they don't all die at once and I like mandalorians because i know 70% of them are going to die first time they get shot, but the last guy will tank 17 wounds.

I've had characters last a long time as well. Everything else in the army will shoot, maybe kill and enemy trooper, then take 3-4 wounds when they get shot back.

They are good so long as they dont get caught out in the open. These trooper units are hard enough so long as they have generous cover and avoid Aiming while instead dodging. Range 4 helps a lot Set up and force them to come to you.

Get caught in the open though before you can get a dodge? Dead unit.

This list has a lot of bodies to chew thru as well.

Edited by Deadshane

Looks like a fun list. Did you manage to set up a speeder with fire support from a mark 2?

No, but it wasnt from lack of trying!

@Deadshane the Rebel Vets want orders for dodge and coordinate and the T-47's with LTA want orders. Do you find LTA on the speeders worth it for the times you get orders on them?