star wars legion separatist tactics
- Gain Expert Climber, allowing you to clamber without rolling dice or taking wounds. At deployment, place a Bounty Token on an enemy Commander or Operative, at the end of the game, that Token is worth a victory point, depending on whether that character lived, or fell victim to the Trandoshan Terror. - Gain Scout 1, allowing you to make a speed-1 move after you deploy. - Burn, baby, burn. Scouts can also improve light cover to heavy cover with the Low Profile rule. Defensively, it has Courage 2, throws red dice without surge, and has Armor 1 to automatically block one incoming attack. These guys have Courage 2 already, so it's not a huge draw. They also Surge to Hit and Surge to Save, with red saving dice, one wound, and two courage. Aggressive Tactics (10 pts.) - Gain Scout 1, allowing you to make a speed-1 move after you deploy. Electrobinoculars (8 pts.) Offensive Push (4 pts.) “Only begun, this Clone War has.”- Master Yoda. command card, or even just the "Ready 1" ability Death Troopers have by default. - This gun is actually two guns, for the price of one. Sounds like nothing super special, right? Keep your wounded Bossk alive just that turn longer, making the most of his abilities. Comms Jammer (15 pts., cut to 5 pts. Impact Grenades (5 pts.) But there are other far more useful choices for Vader. Tenacity (4 pts.) Fear (3 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover. Still, not a bad choice. - Range 1 attack with 1 black die and Impact 1. - Gain Unhindered, allowing you to ignore difficult terrain. Your guys won't really be attracting enough fire to justify this, but you could do worse. Emperor Palpatine is similar to Darth Vader in both points and Force abilities, but he also can take a Command upgrade. You want these guys moving into melee as quickly as they can, not sitting around on Standby. This command has some interesting potential. There is never too much dakka. Environmental Gear (3 pts.) Iden's DLT-20A Sniper Rifle (15 pts.) - Exhaust this to allow a unit to issue an order to itself. General Weiss (10 pts.) Imperial Comms Technician (10 pts.) You can command your troops in battle and devise masterful tactics. Particularly useful against AT-RT'S which are relatively weak. Is one more reroll really worth 6 points to you, especially considering how expensive these guys are already? Not a great option considering you'll probably want to use the Dewback's "Spur" ability. DLT-19D Trooper (34 pts.) Strict Orders (5 Points) - Guarantees a trooper unit (with a faceup order token) can remove one suppression when they activate, rather than leaving it to chance. Basically lets you throw red dice without having to spend a Recover action. Where it'll be really useful is when using the "An Entire Legion" card. - Gain Expert Climber, allowing you to clamber without rolling dice or taking wounds. Sonic Charge Saboteur (26 pts.) Can also be taken by any corps unit. Meh. HQ Uplink (10 pts.) Rex is a close range gunslinger that your clones will be happy to call Captain. Good for getting you an aim token in that one turn where you really need to move before firing, or if charging into melee combat. Rules-wise, their Coordinate: Emplacement Troopers rule allows them to issue an order to an Emplacement Trooper at range 1 after they are issued an order, and Target 1 gives them an aim token after they are issued an order. Aim tokens are always nice, especially when doing Fett's regular attacks (which are mostly black dice). Overwatch (4 pts.) If both actions are lost, the vehicle/droids can still use free actions. R4 Astromech Droid (9 pts.) The man who gets shot more times on screen than anyone else, who 1v1s X-Wings better than an armored walker, and this is HIS ACHIEVEMENT NOT YOURS; Director Krennic brings a couple of different things to the party. To begin, these boys love hanging at the back lines. HH-12 Stormtrooper (34 pts.) got him down to 3, maybe 2 wounds? - exhaust to gain Arsenal 2. Bear in mind though that the enemy can use a medic to remove the poison token without suffering the extra wound (this takes up one of the medic's healing charges). Comms Relay (5 pts.) Comms Jammer (15 pts.) Recon Intel (2 pts.) Endurance (6 pts.) Force Push (10 pts.) And that's it. Cool. Although she's a Commander, her Covert Ops rule allows you to change her to an Operative during deployment, and when you do, she gains Infiltrate, allowing you to deploy her anywhere on the table as long you she's outside of range 3 of all enemy units at the time she deploys (meaning if there's nobody on the board yet, she can deploy literally anywhere....). Their rules are absolutely spot on with how theyâre depicted in Rogue One: Terrifying troopers that lay waste to everything in their path (except a blind man walking through a battlefield completely out of cover) but, fragile as all heck. - Gain Sentinel, making your standby range 1-3. - Gain Precise 1, allowing you to re-roll 3 dice when you spend an aim token. Or you can use it to double tap with the mortar gun, dropping 4 suppression in addition to whatever damage it manages to do (white dice are unreliable but that red with Pierce and critical surge isn't...). Useful in an infantry-heavy army led by Veers. Use the Rocket. It's not bad, but there's a few things to think about. Consider too the GAVw, if sitting back and shooting isn't your style. Basically, allows you to have someone else to eat a ranged attack meant for your general; doesn't work in melee, though. Recon Intel (2 pts.) - Gain Unhindered, allowing you to ignore difficult terrain. After he performs this action, he may perform a speed 1 move. Separatist Specialists Personnel Expansion // Star Wars: Legion Shop Star Wars@ Store.OnTableTop. As with Vader, only useful if you really like surge tokens and want to guarantee having some. It's nice but nothing earth shattering. However being 90 points does make them slightly less awesome. - Draw 2, pick 1 token from your order pool. Same as with Vader, it's of very limited usefulness. Tenacity (4 pts.) And dont forget, even though you may have less wounds than an ATST, you do get to roll red for defense instead of white, which will most likely make up for having less wounds. Pretty situational. - Adds a trooper with an ion gun. - You always count as being within range of your commander. Star Wars: Legion invites you to enter the ground battles of the Galactic Civil War as the commander of a unique army of miniatures filled with troopers, powerful ground or repulsor vehicles, and iconic characters like Darth Vader or Luke Skywalker. Veers is more a "lead from behind" sort of commander, so you probably don't need this. - Spend an action to gain Smoke 1, allowing you to put a smoke token out within range 1 and line of sight of your unit leader. For one turn she is a ridiculously good sniper, and can potentially even do a double-tap with her sniper rifle or TL-50. - Unique. He becomes your squad's leader and adds a Training upgrade slot to the unit. If you're going with the sniper, kind of a waste since you should never be close enough to use it. (2 pip) ZX Flame Projector - [Boba Fett] - During his activation, Boba Fett gains a flamethrower attack with range 1, has Blast and Spray, does has 1 red die (and Spray multiplies that red die by the number of models in the target unit- fire at an 8 man B1 droid squad and he's throwing 8 red dice...). These guys aren't invincible though- they have 2 wounds each and red defense, but they're also a tiny unit (maximum of 4 men per squad) and if they get shot up enough, they'll die just like anyone else. Vader is an absolute glacier, with the slowest movement speed a unit can have, and being melee only without using force powers it's going to be a few turns before he's doing any damage. Vader or Operative Luke are about to thrash your line using Implacable or Son of Skywalker? The Need For Speed Today [...], Finally, the much anticipated points update for Star Wars: Legion! When you would draw an order token from the pool, you may instead choose one from this card. in Rules Errata) - Prevents enemy units at range 1 from receiving orders (unless it's a character issuing an order to himself). Same goes for her weapons- does the TL-50 seem more useful against the droid horde than the sniper? - After issuing orders, give 1 surge token to up to 4 friendly units with a face-up order token. - Exhaustible - After an order token is drawn from a friendly order pool, draw a second order token from that pool. About him taking damage the 5 points, go for it to move an squad... Marine star wars legion separatist tactics is an issue due to the unit suffers a wound for Implacable it. Krennic, Shoretroopers, and he comes with four command cards of commander, and if it Courage! That level of defense Pilot ( 10 pts. ) to range 1-2 him. Generally not useful for making an enemy unit, get 1 free aim token unit for a better of. 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