If you have listened to our podcast The Fifth Trooper or our sister cast Notorious Scoundrels, you know that since January I have been running a 12-activation list that I loved. It didn’t have any heroes; it didn’t have any truly costly units; it was just a wall of units coming down at you (if you haven’t heard of it or need a refresher it is to the right).
I loved this list for several reasons:
Activation Control:I had 12 activations, generally I could count on having at least 2 more than most opponents I faced.
Blue Bid:It had a 5 pt bid. 90% of the time this meant I was going to be blue player.
Low Cost Units:The costliest unit I had in the list were the Royal Guard. That was it. So, the fear of losing a centerpiece unit was not a factor. Continue reading →
Let’s take a look at the expected average wounds to a group of Rebel Troopers and Stormtroopers. We will always use this as our standard of comparison and this may change with the release of the Clone Wars units.
The X-34 Landspeeder is one of the many examples of the Rebellion leveraging their ingenuity and limited resources to make everyday items into warmachines. The Landspeeders are civilian vehicles mounted with jury-rigged weapons making them lightly armored, mobile, and versatile weapons platforms and fast troop transports. The Landspeeder is the Rebels second heavy unit and introduces the Transport mechanic. The Landspeeder is usually included in a list with a specific goal in mind and therefore a specialized unit.
Base Unit Summary:
Damage Output – Ranged: Below Average: 0.65
Damage Consistency – Ranged: Average: N/A
Damage Output – Melee: Below Average: N/A
Damage Consistency – Melee: Average: N/A
Damage Resistance: Above Average: 34% + Armor 2 + Cover 1 (83.5% against no keyword dice pools)
Wounds: Below Average: 6
Threshold: Average: 75%
Range: Below Average: 1-2
Speed: Above Average: 3 + Compulsory Move
Role: Flanker, Transport
The Landspeeder is a lightly armored transport that can be upgraded into a mobile weapons platform. its primary job is to get troops safely into position and then to harass and flank the opponents troops. It is of little value on the field and moderately difficult to remove, but able to put out a lot of suppression and disruption, making it an ideal harassing unit.
The X-34 Landspeeder: Iconic, regconizeable, expensive. Luke’s ride from A New Hope makes its appearance in Legion as a space jeep with guns bolted on.
When the Landspeeder was released, I was highly skeptical. As I mentioned in the first article I wrote about the X-34, Rebel players as a whole had been burned by the inefficient and ineffective T-47 in the Heavy role. I vowed to remain a skeptic until I had seen it in action on the table. I can happily say that, after playing five or so games with the X-34, I have warmed to it quickly and find it to be the most fun unit the Rebel faction can currently field. This multi-part series, “Ground Sliding,” is meant as a tutorial and an encouragement to try out this very fun and unique unit in your Rebel lists. In this first part, we’ll discuss why you might include a Landspeeder in your army, and how functional the craft is at its spiciest feature: transporting! Continue reading →
This week we welcome guest writer Daniel Lupo, who won an invite to worlds by going 3-1 at High Command with a list featuring three saboteur strike teams (no snipers!). Lupo made waves with his skillful and surprising saboteur play.
Sabotaging the Meta
Sabine Wren: “You know what I do in hopeless situations?”
Zeb Orrelios: [laughs] “Yeah, blow stuff up!”
I have been almost exclusively running lists featuring Saboteurs since roughly August 2018, in local tournaments as well as at LVO and Adepticon. These lists have all been focused on squeezing maximum efficiency out of the triple strike team Saboteurs. I have experimented with full Saboteur squads, but I realized I was almost never shooting their guns I was paying a premium for, and you can make a strike team nearly as survivable with medics, stims, and corner peeking.
Legion is a game of taking territory and of maximizing and balancing your activations. Well run Saboteurs do this extremely well.
Slingshotting is the tactic of using coherency placement to throw your unit out ahead of your unit leader to get a shot you otherwise would not be able to take. Slingshotting is a key tactic with certain units or under certain circumstances to catch your opponent unaware. Knowing when and how to slingshot can often get you an unlikely shot in an otherwise impossible situation.
The premise and execution is pretty easy, the trick is identifying when to take the risk and slingshot. The core of slingshotting units is knowing your positioning and what the risk and reward are of throwing your troops forward.
Fishing is the tactic of attacking with a low probability dice pool and hoping for a big result, or throwing back a small result in hopes of a bigger one. Fishing is a key tactic with certain units or under certain circumstances. Knowing when to fish and what your probabilities are can often get you a favorable outcome out of a seemingly impossible situation.
The premise and execution is pretty easy, the trick is identifying when to fish and what the probabilities are. The core of fishing is knowing the probabilities and picking the right tools to put towards certain situations to produce an unlikely outcome.
Red: 1x blank, 5x success, 1x surge, 1x critical or 75% chance of success without surge and 87.5% with surge.
Black: 3x blank, 3x success, 1x surge, 1x critical or 50% chance of success without surge and 62.5% with surge.
White: 5x blank, 1x success, 1x surge, 1x critical or 25% chance of success without surge and 37.5% with surge.
All Dice Critical: 6x blank, 1x surge, 1x critical or 12.5% chance of critical without surge and 25% chance with surge.
Red with Reroll: 93.75% no surge, 97.5% with surge
Black with Reroll: 75% no surge, 86% with surge
White with Reroll: 43.75% no surge, 61% with surge
All Dice Critical with Reroll: 22.5% no surge, 43.75% with surge.
Given the above constants we can see that there are situations where certain dice or certain rerolls can give us results in scenarios that are otherwise unlikely to produce results. The core of this tactic falls within the percentage on dice constants and the defensive constants such as cover and armor.