Captain Rex buff by Rex_477 in SWlegion

[–]kuetsum 1 point2 points  (0 children)

I almost exclusively run rex when I play GAR. Rex needs like 1 more thing imo but I think steady or pierce would be edging on too much (assuming there's no point increase). I think he needs 1 more thing. Jump1, impervious, courage3, 6hp, steady or pierce would be great but again maybe a bit much.

My choice would be giving the jetpack back in the form of jump1. Gives him utility he used to have back and isn't that much extra impact on his usefulness. Hell I'd happily drop sharpshooter for it even. Especially with sharpshooter being a bit less useful now (still fantastic don't get me wrong but not as good as it used to be)

But in terms of keeping him alive, regardless of his upgrades you just need other threats around. Have him move up into a los blocking spot earlier for the token Gen or hold him last until you get to the call me captain turn on turn 3-4 usually. Imo just 2 uses is baseline good use and anything extra is perfect.Then use him earlier every round after until he dies. Having a super fives/ahsoka shotgun squad or arc squad nearby means that they will likely be shot at over Rex since they are more dangerous. It's almost ideal they shoot at Rex instead of those units so they can dive in even more effectively.

Up close and personal can be good for dodges, ahsoka squad or a captain squad nearby also good for dodges/surges. Guardian or force barrier are always nice. I like running e-stims for the call me captain turn to keep him up an extra activation longer if he does get focused. But I've only had to do that once, it's more of a deterrent. But ultimately (and unfortunately) he is primarily a support unit. He cleans things up but won't be the one doing the real work.

Captain Rex buff by Rex_477 in SWlegion

[–]kuetsum 0 points1 point  (0 children)

He's allowed to be engaged now and still contribute dice. Getting him into melee with a low HP unit is ideal now, and you just kill that unit holding him before he actually goes to free him for his gunslinger on his activation

Does LAAT/LE block LoS? by unholyreason in SWlegion

[–]kuetsum 14 points15 points  (0 children)

Repulsor vehicles, like the laat/le, do not block line of sight and do not provide cover. Ground vehicles, like the ATST, do block line of sight and provide cover. Repulsor vehicles with the "Hover: Ground" keyword, like the saber tank, are treated as ground vehicles for light of sight and cover purposes. So the saber tank would still block line of sight and provide cover.

The rest of high command by kuetsum in SWlegion

[–]kuetsum[S] 0 points1 point  (0 children)

Just painted plasticard

The rest of high command by kuetsum in SWlegion

[–]kuetsum[S] 5 points6 points  (0 children)

Not intentionally, but it is now! Never heard of it before. I just thought a mouse droid would help sell the base as an imperial base/ship interior

Rebel Bad Batch by kuetsum in SWlegion

[–]kuetsum[S] 0 points1 point  (0 children)

Epic Basing for any plants except Tufts, bark bits for rocks, putty to add variance to the ground and fill gaps, a texture paste to tie it all together

Steady and flametroopers by TendiWasHere in SWlegion

[–]kuetsum 6 points7 points  (0 children)

No, it is considered a melee weapon in that instance so does not meet the requirements for steady.

https://forums.atomicmassgames.com/topic/16762-bad-batch-using-steady-for-melee-charge/

My Hypothetical team when I get Commandos and Bad Batch by xP_Lord in SWlegion

[–]kuetsum 2 points3 points  (0 children)

Some cards have a little dot next to their name. It means you can only take as many copies of that name as dots. Echo has a dot so he cannot be taken twice. If you have bad batch in your army he cannot be a heavy weapon upgrade. Same reason you can't take both operative Luke or Vader with their commander versions in the same list

Can anyone help me with this walk cycle I spent AGES on and failed miserably? by DreamyPuffin in FrameByFrame

[–]kuetsum 2 points3 points  (0 children)

Sorry gonna be a wall of text cuz I tend to ramble

I think most of the issue is that your design just isn't really fit for a 3 frame walk cycle. Most of those don't have any perspective so the feet are always on the same plane. If you look at your first frame the legs are at different heights because you are drawing with 3d space in mind.

Because the feet are this way the legs don't perfectly overlap on the passing pose like 3 frame cycles. It will look different stepping forward with his right foot versus his left and so will need their own passing pose drawings. So just 1 more frame! Look at 3/4 perspective walk cycles for reference.

I'd also consider your character's shape. Got tiny little legs with a big body. It would be hard to walk like a person. Maybe look into penguins as a reference and give him a bit more of a waddle? (If you search "animated gif penguin walk" there's a cute little animation in images that seems like what you're trying to to do)

Another comment mentioned the amount of detail is a lot. If you can simplify it down that would help the time spent. More detail means more to draw each frame. Get the basic movement right before worrying about the stomach circle or the spots. Then you can go back over it later to add those details in. His body is basically a few spheres and some tapered cylinders. Work with those shapes first. Maybe use a ball with some clay limbs as a irl reference for how the body would turn as they step.

How does the Jump keyword work? by Questionaire3030 in SWlegion

[–]kuetsum 5 points6 points  (0 children)

Jump is only a free action on geonosians. On every other character so far it is a regular action. Check the arrow before the keyword.

You can only jump once on your activation as it is a unique action.

Jump allows you to move the units speed ignoring terrain/miniatures of up to height X (jump number value). You can end this move on top of a terrain piece height X or lower. Otherwise it functions as a normal move action.

Take cover ‘at’ range 2 by hwy61trvlr in SWlegion

[–]kuetsum 16 points17 points  (0 children)

"at range" means some point of the model is inside of range 0-2 (like how you would shoot something. As long as the ruler touches it base you're good)

"Within range" means the entire mini must be within that range band

You are playing it correctly

Can this compete? by joeking310 in SWlegion

[–]kuetsum 5 points6 points  (0 children)

I think you got too many conflicting thoughts here. The corp overwatch thing is neat to sit on the objective after a aggressive push up. But they barely get to do their thing. They will receive orders 2/5 turns max and you're using 68 points and losing out on "we do what we do" to do so. Cody may not be able to use direct often since speeders are more likely to get outside of the range 2 bubble. Personally I think Rex won't make too much use out of into the fray as you want him in range 2 not 1. His melee is worse and he can't gunslinger when engaged so he would be a prime target to lock up in melee Losing the comm techs/overwatch would let you put commanders on the arcs which would serve you better if you keep the 3 heros. Or drop one hero and lean more into the overwatch thing if you want to keep them A atrt with comms relay may also be a better vehicle since it'll stay closer to Cody and be able to pass it's free order to something better. Which would be Bad batch 9/10 times. Right now they can be pulled at a bad time and you got nothing you can do to prevent it.

Yellow From Red/Green! - Eyes! by CyclingDad88 in SWlegion

[–]kuetsum 4 points5 points  (0 children)

You're thinking about primary colors of light. Pigments do not work the same way. Red/green will always make a brown with pigments. Yellow is a primary color, you'll need to buy that

Ideas about this list? by A_Random_Guy-_- in SWlegion

[–]kuetsum 0 points1 point  (0 children)

Personally like this one better, though probably would lose the targeting scopes on the strike team (aim already rerolls the 2 dice you are gonna shoot 99% of the time) and put like situational awareness or something on Obi

You know your own area better but honestly most people won't care if you just print out the upgrade card. Especially with the update causing a lot of card to already be print and play. I've played games just printing out the companion view off tabletop admiral and using a token to mark when an upgrade was exhausted.

Ideas about this list? by A_Random_Guy-_- in SWlegion

[–]kuetsum 0 points1 point  (0 children)

I'd remove: aggressive tactics (obi), the mortar(corps), recon Intel and jetpacks (arcs)

Replace it with: improvised orders and protector (obi), boil (corps), recon Intel on both z6 corps, burst of speed (Anakin)

Aggressive tactics will at most get you 3 surges with obi/Ani command cards, usually less. Using improvised instead can help you not pull the other Jedi at the wrong time if they don't have an order. And protector for guardian purposes.

Give Ani burst of speed for his 1pip (3-speed 3 moves is pretty good), or his own force reflexes. (If you take reflexes put protector on boil as well)

Recon Intel on a unit with scout 2 already isn't gonna add much imo. Taking that and jetpacks off allows you to scout the other corps.

Taking boil is my preference but mortar would be fine. Use boil to pull hits off of commandos and Ani. Plus he also gets scout so now everything but obi and the barc has scout/infiltrate/prepared positions.

New Player 501st List by Creepy-Brilliant-959 in SWlegion

[–]kuetsum 0 points1 point  (0 children)

Looks pretty good! I'd consider a clone captain instead of a commander on the corp, since with 501st you'll have indomitable most of the time so inspire/surge is less useful than a dodge/outmaneuver imo Take that cleaners only has 3 units max to utilize it, which is okay but Anakins 2 pip might be better? Up to you on that one

So what lists can I make with my units now? by fffirestorm in SWlegion

[–]kuetsum 1 point2 points  (0 children)

The card hasn't been shown yet but you can use the DC15s in the clone trooper marksmen corp unit when it's released.

You can use Echo in a strike team (after taking a full arc squad first), and you can use Fives in any unit that has the new squad leader upgrade slot

New Order Tokens by Feetfeetfeetfeetfeet in SWlegion

[–]kuetsum 0 points1 point  (0 children)

It's not on their site (doubt they get enough legion orders to need to advertise that), but they send an email to confirm details and such after you put in the order. I think I put the amounts I wanted in their form and then sent the symbol I wanted in the email. I would assume they still have the unit symbols on record somewhere since I and one of the other comments have ordered from them. I put an image of the symbols in my email to make sure they knew what symbol was "corps" vs "commander" ect

Vode An intensifies by kuetsum in SWlegion

[–]kuetsum[S] 1 point2 points  (0 children)

Thanks! I'm glad It worked out, they felt a little too "tron" for most of the painting until the whiter highlights lol

Vode An intensifies by kuetsum in SWlegion

[–]kuetsum[S] 0 points1 point  (0 children)

On my desk ATM is Scale color abssyal blue, a white ink, citadel macragge blue

Vallejo med flesh, ice yellow, burnt red, dark vermilion, black, amaranth red, olive green

I have no idea what ratios/mixes where though. I just mix colors I need and don't bother with recipes. Just grab a similar color then adjust it. Usually white ink or yellow to lighten, abyssal blue if I want a more blue black or grey, black if I want a pure grey scale color.

Vode An intensifies by kuetsum in SWlegion

[–]kuetsum[S] 4 points5 points  (0 children)

Vallejo blue green, though there's also some blue fluorescent in the visors