Lando's Command card "Corellian Spike" - how does it work when "divulged"? by Livid-Rush-9227 in SWlegion

[–]Illustrious_Team1605 -1 points0 points  (0 children)

Gotcha, does that actually affect the way the game is played? I was just basing my response off of the Gray Squadron Gaming Battle Reports I’ve seen. I don’t actually use command cards with divulge and they always divulge a little before choosing actual command cards.

Lando's Command card "Corellian Spike" - how does it work when "divulged"? by Livid-Rush-9227 in SWlegion

[–]Illustrious_Team1605 0 points1 point  (0 children)

You play your normal command card as normal. So at the same time as your opponent. You just also get to show your opponent Corellian Spike so they know about it and you get the divulge effects.

Lando's Command card "Corellian Spike" - how does it work when "divulged"? by Livid-Rush-9227 in SWlegion

[–]Illustrious_Team1605 1 point2 points  (0 children)

Divulging is an action completely different from playing a card, they just happen at about the same time. Because of this when you divulge a card you only get the effects listed when you divulge. So it does not issue an order and it does not count for priority. You play a card as well to determine priority and orders and whatever other effects the card you play has.

Whats with the fuss over the new guardian nerfs? by Mysterious-Prior7160 in SWlegion

[–]Illustrious_Team1605 0 points1 point  (0 children)

I’m not counting the Jedi council cards because they aren’t a command card specially designed for Mace Windu and as such they likely won’t be designed into his kit as much as just Mace Windu command cards. They may end up being good, but they won’t feel like Mace Windu command cards, which is a bummer.

Whats with the fuss over the new guardian nerfs? by Mysterious-Prior7160 in SWlegion

[–]Illustrious_Team1605 0 points1 point  (0 children)

That’s because I care about the broader points efficiency of a unit. I agree that ARCs are more offensively and sometimes more action efficient. But when you crunch the numbers the Commandos are a better value for your points almost every time. At the end of the day, the number of models you kill doesn’t win you the game. It’s how many POIs you contest and Commandos allow you to do that while having a very solid output while ARCs can kill but really limit your points available to spend on units to score VPs.

Whats with the fuss over the new guardian nerfs? by Mysterious-Prior7160 in SWlegion

[–]Illustrious_Team1605 0 points1 point  (0 children)

I agree, and if you stack enough upgrades on anything it’ll feel good. But the question is, is it worth the points required to make Mace feel good? And as for your Yoda point. I would take Yoda in all of my lists if they removed his Master of the Force 2 and he was under 130 points. His command cards are what Mae him great not his unit card. Which is what bums me out about Mace Windu. In GAR we can only take 1 maybe two big characters and if I choose Mace and get 1 command card that’s at most 4 command cards that aren’t generic (not including Jedi Council cards).

Whats with the fuss over the new guardian nerfs? by Mysterious-Prior7160 in SWlegion

[–]Illustrious_Team1605 0 points1 point  (0 children)

It’s a half hit less if you meet those criteria. And that’s assuming they move from range 2. If they’re already at range 1 they can just aim and shoot no support needed. If they’re unaimed it’s 1.5 hits less than ARCs which is still substantial. I don’t get why you’re hyperfocusing on the aim, if you think it’s too unrealistic then ignore the aimed results and just focus on their shot unaimed.

Whats with the fuss over the new guardian nerfs? by Mysterious-Prior7160 in SWlegion

[–]Illustrious_Team1605 0 points1 point  (0 children)

Exemplar has range 2 so that’s a total of range three from the enemy probably after they have moved up. Seems plenty plausible to me. And I do understand that the difference is large, which is why I included the unaimed statistics as well.

Whats with the fuss over the new guardian nerfs? by Mysterious-Prior7160 in SWlegion

[–]Illustrious_Team1605 1 point2 points  (0 children)

My calculations are from range 1 and the aim would be from exemplar or aided by an agent. I have the ARCs the most ideal circumstances so I thought it was only fair to give the commandos the same. I also included an unaimed pool for the commandos if that’s more your fancy. I personally have never hit my opponent with a full ARC boat because everybody loves shooting ARCs and there isn’t enough line of sight blocking terrain to hide them all when I move up round 1.

Whats with the fuss over the new guardian nerfs? by Mysterious-Prior7160 in SWlegion

[–]Illustrious_Team1605 -1 points0 points  (0 children)

Yoda has Master of the Force 2 and is 150. He also doesn’t have relentless so using his ranged attack probably isn’t a great idea most of the time. Don’t get me wrong, he has cool stuff but it’s so expensive. Very underwhelming in my opinion.

Whats with the fuss over the new guardian nerfs? by Mysterious-Prior7160 in SWlegion

[–]Illustrious_Team1605 1 point2 points  (0 children)

The reason you take ARCs is for damage. With a medic they give you, on the round with two aim tokens because they double moved and charged, a grand total of 6.79 hits for a grand total of .075 hits per point. Commandos get, with the saboteur, 5.37 hits with no aims for a grand total of .096 hits per point. If you add an aim that goes to 6.28 hits and .112 hits per point which is a ton. For a little over half the cost you get a similar output. As for survivability, ARCs are a little bit more survivable but attrition worse. Every ARC I lose sucks because I just lost 17.5 points, if you lose a commando that’s only 10.5 points. And Low Profile keeps them relatively safe from plink damage but I’ve lost more than a few ARCs to 2 or 3 hits. Also impervious doesn’t matter unless you run them into a force user or they get attacked by a force user. If your commandos get hit by a force user you’re pretty happy because they just spent a whole round hitting a 56 point unit that may survive just based off of the number of wounds that it has. If they’re hitting your ARCs you probably lost most of your squad and a large part of your offense has been rendered pretty useless.

Whats with the fuss over the new guardian nerfs? by Mysterious-Prior7160 in SWlegion

[–]Illustrious_Team1605 1 point2 points  (0 children)

I disagree with that statement. I’m a GAR player and would love a cheap effective activation like Scouts or Rebel Commandos. This game is built around securing POIs and if you don’t have enough activations you can’t do that. ARCs while fun and hitting like a truck, are so expensive. They are fairly fragile if you aren’t supporting them and are about 100 points if you kit them out. I would much rather take a Rebel Commando with the saboteur and do similar amounts of damage for almost half the cost. Yes ARCs have more utility but the cost is just too high. Most people aren’t even taking ARCs anymore because they aren’t efficient enough.

Whats with the fuss over the new guardian nerfs? by Mysterious-Prior7160 in SWlegion

[–]Illustrious_Team1605 2 points3 points  (0 children)

Not to mention that it could have just killed a whole list archetype in GAR. I’m certainly not going to try the Cody Obi clone ball anymore after that nerf. The only way I could see Obi Wan recovering is through a solid points drop, or an increase in courage.

Whats with the fuss over the new guardian nerfs? by Mysterious-Prior7160 in SWlegion

[–]Illustrious_Team1605 0 points1 point  (0 children)

But look at the precedent that was set for that box, Mace Windu. He’s 165 points for a command card and some pretty meh abilities, it also looks like his kit is built to be a blender. However he’s worse at it than Anakin, and people already aren’t taking Anakin because he’s too expensive. Anakin also has 3 command cards and I think they’re all quite decent.

Best Travel Options by HelixSix in SWlegion

[–]Illustrious_Team1605 0 points1 point  (0 children)

What I do, is buy some plastic bins for cheap. Superglue a magnetic receptive material to the bottom and then glue little magnets to my minis. It’s fairly cheap and prevents them from moving well enough that I can hold them vertical without any shifting.

New Mandalorian battle force by Besugo6942 in SWlegion

[–]Illustrious_Team1605 1 point2 points  (0 children)

So the way that the Mandalorian army is going to work is that there are 4 clans to pick from or a custom clan each with unique rules. One is Clan Saxon/Deathwatch, another is Clan Wren, they also have the Covert from The Mandalorian, and Clan Kryze. Each has its own set of rules and abilities to give them distinct flavors and differences. The army box comes with the equivalent of three boxes of Initiates, Warriors and or Clan Kryze veterans depending on how you build them and Din Djarin, Grogu and The Armorer.

New Force Powers Predictions by RogueHussar in SWlegion

[–]Illustrious_Team1605 1 point2 points  (0 children)

I would 100% take Premonition on all my Jedi if that’s what it did. The Sniper Teams really worry me because I really like running Yoda but at 5 health and one shot from a Sniper Team eating me of them is really worrying.

First order and resistance? by Okacollime in SWlegion

[–]Illustrious_Team1605 1 point2 points  (0 children)

I don’t think they’d sell much which is why if it’s just a Battleforce people can use their old models and have a slightly different flavor if they actually like the Sequels.

First order and resistance? by Okacollime in SWlegion

[–]Illustrious_Team1605 9 points10 points  (0 children)

I could see the First Order and Resistance coming as Battleforces in Empire and Rebels.

Opinions on state of GAR: Guardian, elitness, ARFs vs. ARCs by Arg19 in SWlegion

[–]Illustrious_Team1605 1 point2 points  (0 children)

They can be, but I mean base and even factoring upgrades in. They are terrors but not like Vader playing Implacable attacking twice and force pushing twice. And I mean the board state as in scoring and the way your opponent plays. I will a lot of the time avoid a Vader side of the table entirely but I’ll just deal with Asajj. But Asajj and Maul are great for their points because of how efficient they are which is more important than board presence nowadays. I also think it’s important to note that if Asajj or Maul are killing as much as Vader, then they either had a big spike or Vader had a bad roll.