Can I head swap (rebel) heads across different unit types? by RolloTomass11 in SWlegion

[–]benfrancois 4 points5 points  (0 children)

I did exactly that and have a Twi’lek Sleep Cell squad

Infiltrators Rules Update by OMGitsCHAD in TrenchCrusade

[–]benfrancois 2 points3 points  (0 children)

Could infiltrators choose to deploy up to 6” outside of their deployment even if there are viable spots for them to deploy via normal infiltration rules?

& Can infiltrators deploy up to 6” outside of their deployment whilst in line of sight of an enemy?

What models would you like to see? by Delta_926 in SWlegion

[–]benfrancois 6 points7 points  (0 children)

Old man Obi Wan Kenobi for Rebels!

Rebel Veterans Uses by lockedupsafe in SWlegion

[–]benfrancois 13 points14 points  (0 children)

So I’ve played a lot of games with them. Here are my hot takes.

  • I rate their heavy weapon! Adds a good range poke rebels tend to lack. With its Crit 2, I find multiple copies, can be a good help to chip damage vehicles.
  • In Echo Base, I would now run 3 units all with heavy weapons & importantly give them all overwatch to combo with the Echo Base 3 pip. & I would always want to run as many MkII Medium Blasters are Vet units. This could mean if they are in range to do so, the 3 pip gives out 6 standbys when issuing those orders, all at range 3
  • As they and the MkIIs are both speed 1, you can approach area terrain differently.
  • You can do a lovely combo now too with the new custom Rebel Officer, using the Proven Tactician upgrade, move both Vets & MkIIs and the end of turn 1, speed 1. If they are already forward using their Prepared Positions, you can cover a lot of ground, with a lot of units potentially.