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Orvin
Sep 9, 2006




Admiral Joeslop posted:

Do we know if the models are pre built?

From the painting videos posted, a lot of the troopers with larger guns come with the arms/gun detached. The AtRT comes in a lot of different pieces. Also, the ATST has the optional weapon upgrades as plastic bits that can be added to the model as well.

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Orvin
Sep 9, 2006




I initially wanted to just order a core set and see how things went. But yesterday, I added an AT-ST and another set of troopers to my preorder. Partly because I can’t help myself, and partly because of concerns that the initial product run will sell out quickly. I really didn’t want to miss out on fielding an AT-ST if the opportunity arose.

Orvin
Sep 9, 2006




Someone in my local group found images of the learn to play guide.

https://imgur.com/a/pVqwC

Orvin
Sep 9, 2006




I think grenades are much more powerful for Stormtroopers, rather than Rebel Troopers. With the stormtrooper getting an offensive surge, the upgrade to black attack dice on the grenade takes them from 3/8 hits to 5/8 hits. The downside of range 1 will still make them a bit hard to use well.

Orvin
Sep 9, 2006




Thundercloud posted:

Well I've crumbled and bought a starter. I'll get it painted up after I move and see how it plays.

I'm likely to get a second starter for the extra basic units anyway.

From a first glance I think Vader, who clocks in at the same points as an AT-ST, is too slow and expensive and Veers plus 2 extra squads of troops is a better buy. However I'll have to play some games first.

I haven’t actually played yet, but Vader seems to be costed for the opportunity cost of his force upgrades. Saber throw is probably the obvious upgrade, but Force Choke may be the sleeper. It’s a free action that lets you chose the mini to do damage to. Take out that Ion trooper or rocket launcher without having to murder 3-4 other troopers first.


hoiyes posted:

Still, I feel like Storms are essentially ablative armour for the rocket launcher dude.

I can’t wait to try out the stormtrooper sniper. 2 red dice with an offensive surge is going to be pretty deadly.

Orvin
Sep 9, 2006




Raged posted:

Firing is an action. 2 Ions tokens means it gets no actions. It is a sitting duck. You fire the Ion as part of the squad's whole attack pool so you are pretty much guaranteed a to get that hit to crit in.

The only thing to remember is that the Ion launcher trooper is a 32 point upgrade. And the fact that the Ion gun is exhaust on use. After the first attack with the Ion guns, those rebel troopers are not doing anything other than doing the recharge action (or whatever it is that readys cards) and attacking. No dodge tokens, no repositiong or anything. Using 144ish points to lock down 200+ points is reasonably fair. Especially as the Imperial player had better assign some troopers of his own to counter attack the rebel Ion troopers.

Orvin
Sep 9, 2006




The odds for all the dice are pretty straight forward.

Offensive dice all are 1/8 chance for crit, and 1/8 chance for a surge. Assuming you just want to know damage, and not anything more complicated, here you go.

White Offense (no surge to hit): 2/8 = 1/4
White Offense (surge to hit): 3/8
Black Offense (no surge to hit): 4/8 = 1/2
Black Offense (surge to hit): 5/8
Red Offense (no surge to hit): 6/8 = 3/4
Red Offense (surge to hit): 7/8

Notice the progression there. Defense dice are the same thing with 6 sides.

White Defense (no surge to dodge): 1/6
White Defense (surge to dodge): 2/6 = 1/3
Black Defense (no surge to dodge): 3/6 = 1/2
Black Defense (surge to dodge): 4/6 = 2/3

Orvin
Sep 9, 2006




Blast affecting all the dice in an attack pool is why the AT-ST really benefits from the concussion grenade launcher. All those troopers hiding behind heavy cover are going to drop quickly.

Orvin
Sep 9, 2006




Deviant posted:

Made an initial pass at a Veers list:

Veers
- Commanding Presence
- Esteemed Leader

Stormtroopers (4 Units of These)
- HH-12
- Extra Stormtrooper
- Targeting Scopes
- Concussion Grenades

Stormtroopers (1 Unit like this)
- Extra Stormtrooper

AT-ST
- Weiss
- 88 Blaster Cannon
- Mortar
- DW3 Concussion Grenade


Total 800/800.


Thoughts?

I would swap 1 or 2 of the HH12 or the DLT-19 snipers. Those let you fire on the move and don’t require reloading. That and pulling grenades from a couple troopers will let you upgrade the trooper unit with no upgrades.

Orvin
Sep 9, 2006




Raged posted:

Aren't impact grenades are useless against Vader/Luke compared to concussion grenades?

Impact grenades are useful against armor, and concussion grenades are useful against cover. They are both strong on stormtroopers as an upgrade to their damage dice.

Orvin
Sep 9, 2006




Deviant posted:

Which 2 add-on weapons, then? My gut says 88 TLBC and Mortar Launcher.

The mortar has at best situational use. You can not use it on the same target as any other weapon. You either want to concentrate fire on a specific target as your main gun, or you want to be moving/positioning for future turns.

The LBC is an auto include in the ATST. Roughly 10% cost to add 50% damage potential is a good deal. The question then comes down to the question of the concussion grenade launcher. With a range of 2, it is going to be harder to use. You will have to get closer to those troopers in cover, and likely bring the ATST into range of more fire. But the blast keyword is going to give those troopers you can reach a really bad day. If you have the spare 15 points, I would pick the concussion launcher over some sort of comma upgrade. Otherwise just stick with the LBC.

Orvin
Sep 9, 2006




Deviant posted:

You can use the mortar on the same target as the main gun on all targets at range 4, though?




You are right, I mixed some things up in my head. It’s that you can’t use all 4 guns on the same target at once, as the concussion grenade launcher maxes at 2.

But still, the mortar with some white dice is not likely to add much damage. Better to shoot with the light cannon for more damage. Unless your opponent deployed poorly, the extra suppression from the mortar is not going to do much good. They need to be pretty far away from their leader before it is an issue.

Orvin
Sep 9, 2006




Deviant posted:

I was still thinking you take the Mortar to use when you have no shots with the 1-4 main gun and the 1-3 88, ie for turns when you have no shot at range 1-4. But it's a matter of if that comes up or not.

Edit: Also, if you include the conc launcher, can't you fire it with the main gun to give all the dice blast on things at 1-2?

Edit Edit: Doesn't Weiss give the ability to shoot all 4 weapons at multiple targets?

1. That is exactly why you consider taking the conc launcher. When you use it on the same target as your main gun, you have 8 (I think conc is 2 Black) dice that ignore cover. It’s just that getting close is risky.

2. Yes, Weiss will let you shot at many targets. But it is a card that exhausts, so you have to recover to use it again. And between Weiss and the extra weapon or two, you could almost bring an extra trooper. You have to ask yourself, does firing all the guns at multiple targets once, or possibly twice in a game have more utility than an extra trooper? If the answer is yes, bring the fully decked out ATST. If the answer is no, bring the extra trooper.

Orvin
Sep 9, 2006




The advantage of snowtroopers is that two speed 1 moves is equivalent to a single speed 3 move. So as long as you are moving and shooting the snowtrooper is going to be better. Move further to shoot, or being able to aim, move a little and shoot is superior to stormtroopers.

The downside is when you didn’t want to shoot, double speed 2 move is obviously going to get the trooper further. Also, if you are using the hold action, the stormtrooper can move further to get in position for an ambush.

The neutral, as already stated is the heavy weapons. The Ion gun is a different way of dealing with armor over the HH12 rocket launcher. Incapacitate instead of destroy. And while the flamethrower is pretty scary on paper, I would want to test it a bit. I have to think it is more of a deterrent for opponent troopers assaulting a your position, than something you use to assault a position. I have to think your opponent is going to make killing that trooper group a priority.

Orvin
Sep 9, 2006




banned from Starbucks posted:

So these 2 man scout squads are the flotillas of Legion? bring like 5 of them and drown your opponent in activation spam?

Not really. First off, you can only bring 3 of the specialist (or whatever they are called) units. It will probably depend on what your plans for the unit are to determine which version you bring. Plan on staying at extreme range and sniping things? Bring just the two man. Want to get up close and capitalize on that hefty primary attack of 2 black dice? You are going to want the larger squad.

While you can field more of the two man teams, they don’t have the ablative armor of other generic guys to sacrifice in their place when they start taking damage.

Orvin
Sep 9, 2006




hoiyes posted:

Rules question: can an ATST use arsenal to stomp a unit in melee and also shoot its cannons at another target?

Nope. For ranged attacks, both the attacker and defender must not be in melee. Also, you form all dice pools before resolving any of them, so no killing off the troopers in melee range, then shooting at something.

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Orvin
Sep 9, 2006




hoiyes posted:

Ah ok, that makes sense. The ATST is in melee but not engaged. So it could do a small move, displacing at least one trooper (for suppression) then unload? I guess that raises the question, can an vehicle move into a squad to supress them via displacement, without starting a melee?

I don’t see why you couldn’t do any of that. But remember, if you give the trooper a suppression token before you fire, you potentially just gave them +1 cover.

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