Starting clones, and have a few questions.

By DakkaDakka12, in Star Wars: Legion

Is it ok to have less than 10 activations with clones? I know 10 was the minimum for other factions, but clone units are so expensive.

is it worth it to have a full squad of arc troopers?

is it ok to have a arc strike team without a weapon upgrade.

Should I run a single squad of phase 1 troopers with Fives and run the rest of core as phase 2 troopers? Phase 1 troops seem very inferior for a low cost.

I have a few other thoughts, I still haven’t played, but I have watched a few videos.

First thing's first for clarification: what kind of competition are you facing? If you're on the hardcore Tabletop Simulator side, then meta answers are more appropriate. However, if you're just playing games with friends or at your local meta, you don't need to be so hardcore on your list design.

It's ok to have less than 10 activations, but against meta lists you'll be at a disadvantage (usually). It's fine to run a full squad of arc troopers (and they'll perform quite well), but taking strikes lets you free up more points for more activations or upgrades. Also, strike teams cannot be taken without a Heavy Weapon upgrade, so be sure to factor that cost in when you're fielding them.

As to your last point, Phase I's are quite a bit cheaper than Phase II's, to the point where you could actually field a heavy and a personnel upgrade in the Phase I at the same cost as a Phase II with just the heavy. The Phase I's are inferior to Phase II's, but the reduced point cost allows you greater list flexibility.

If you're just buying in on Clones, there's also some great videos on which expansions to pick up and how they might function. One of which was just recently uploaded after the most recent rules changes:

Hopefully this will help answer some of your questions.

Edited by Kirjath08

As a fellow clone player myself, I'll try to answer your questions the best I can. Yes it's ok to have less than 10 activations. Most of the time this will be the case in fact, especially if you plan on bringing the Sabre Tank, Barcs, or ATRTs. I personally like running my ARCS as full squads when I run any. They're really good if you can get them just outside of range 3 at the end of a turn if you're running Rex. Then you can drop Rex's 2 pip, "Take that clankers" and then move them into range 3, giving them an aim because of tactical 1, and unloading a powerful 1 black 1 white die per mini attack (plus the heavy if you run them with one). However, the strike teams are very good too, getting that activation count up. Note: you must run them with a heavy as per the rule on the strike team's card. While Phase IIs are pretty good (mmm I love me those surges from reliable), their heavy weapon options are lacking, with the z6 being technically no better than the Phase 1s version, and the mortar being subpar due to cumbersome and not being very effective against Separatists. Phase 1s on the other hand have a number of decent heavy weapon options depending on your playstyle as well as a useful trooper upgrade (Phase 1 clone specialists). But yes, I'd say Fives will generally be best in a Phase 1 squad regardless.

I have gone as low as 7 activations myself but only with a double tank list. Most GAR lists seem to come out around 8 or 9 Activations, taking more activations usually means that you are taking naked P1 squads, while this is a good strategy it is less useful now after the RRG changes as it prevents clones from sharing Standbys so they can only take Aims and Dodges to be sharing out with the other squads.

the Full squad of ARC troopers is very good, i would advise trying to get them in close so that you can use their range 1-2 guns as it adds an extra white dice for each guy in the squad. if you can fire support them then i would only advise you to do so ifyou have a few aims to use as there will most likley be a fair few white dice to reroll. The heavies are nice to have if you have the points but not 100% needed if you are low on points.

strike teams need to have a heavy in them, i would advise against putting Fives or Echo in a stike team as the squad usually then gets shot first and they dont have a lot of health to absorb shots for long, those two are better in either of the Corps units or the full squad.

the thing that P1s have going for them at the moment is variety when it comes to the heavy weapon and cost of the base unit. While the base unit is expensive compared to the other factions it is the cheapest unit that GAR has (save R2D2) and has a very nice range 4 heavy with the DC15, the P1 unit with the Captain upgrade and the Z6 is also the same cost as the P2 unit with the Z6 so they have a higher damage output. the cheapest P1 with a heavy is 73 points and is the best option for anti armour, the cheapest P2 with a heavy is 82 points and is only really good for giving the enemy suppression, I have never seen anyone take it instead of the Z6