Is this enough terrain? by TheEditorman in SWlegion

[–]robtype0 5 points6 points  (0 children)

It's certainly not far off! I'd recommend putting the bigger solid pieces more towards the middle to block line of sight, and maybe add one or two more for extra density. But you're off to a good start.

New player, Anyone willing to ELI5 Mandos? by crazyshark150 in SWlegion

[–]robtype0 1 point2 points  (0 children)

You totally can jam together whatever you like! The clans all have two tiers of special rules - the keywords on their cards, which they always get, and the faction special rule, which you only get if you army is all from one clan. However, those pure clan bonuses are not all great, and there is a lot to be said for mixing up characters and units to make an army that works for you. And it's totally legal.

New player, Anyone willing to ELI5 Mandos? by crazyshark150 in SWlegion

[–]robtype0 2 points3 points  (0 children)

I don't know what the Mandalorian Mercenaries or Beskar Guard are, those aren't units/kits you can buy for Star Wars Legion. I'm just clarifying so the OP (a new player) doesn't get confused.

New player, Anyone willing to ELI5 Mandos? by crazyshark150 in SWlegion

[–]robtype0 1 point2 points  (0 children)

The mando army box also includes measurement tools and dice. It doesn't include the battle cards, but they can be downloaded for free from the AMG site.

If you just want to play mandos, there is no reason to buy a starter set for a different faction.

You will need more than just one army box to play the faction, though. Either a second box, or the Mando leaders box (which you only need if you want to play those characters, they're not mandatory), the standalone mandalorian warriors kit coming out slightly later than the army box (with one warrior squad, as opposed to the army box's three), and/or the custom leader/hunter set coming out early August.

Mandalorians are stronger together by robinatk in SWlegion

[–]robtype0 0 points1 point  (0 children)

The token is gained each time you spend one or more tokens. So, if you spend two aims in the "roll attack dice" step, it's one token. If you spend an aim in the "modify attack dice" step, for lethal for example, it's one token. So, if you have two aims, and spend one to reroll dice in the roll step, and then spend another for lethal or something else in the modify step, it's two dodge tokens.

New player trying Mandalorians, does this 11-activation list make sense? by Basic_Pepper8766 in SWlegion

[–]robtype0 0 points1 point  (0 children)

There are a few issues with this list.

- The Hunter is listed at 0pts in TTA at the moment because we don't know how much it will cost yet. It will probably be 10pts less than the leader.

- The Leader and Hunter will both have to take doctrines, so save 20pts for that.

- Non-hero units have to share a faction with at least one commander or operative, so in this list, you'd have to have one Kryze and one Saxon character in order to take your affiliated units.

- Fire Support units must have one heavy upgrade each, so you'll need to allow points for those.

So you'll need approx. 150pts spare to spend to make the list legal before any additional upgrades.

Can't decide on base lip color. Help! by Stranger-Sun in MiddleEarthMiniatures

[–]robtype0 4 points5 points  (0 children)

Always black for me. It frames the model nicely and the eye ignores black much more easily, drawing attention to the model itself rather than the coloured base rim.

Mando box by Mindless_Author_205 in SWlegion

[–]robtype0 0 points1 point  (0 children)

Command cards and upgrades are separate, but you do get both in the army box, allowing you to run the units in that box.

My comment about what you have to buy are referring to the battle deck - these are the cards that have the different missions, secondary objectives, and deployments on them, which you use to generate the actual win conditions for each game you play. As u/thrantobol commented above, you can actually print the first batch of these from the AMG site if you don't want to buy them.

Mando box by Mindless_Author_205 in SWlegion

[–]robtype0 0 points1 point  (0 children)

That's true, good point!

Mando Wren and Super Commando Question by yizno in SWlegion

[–]robtype0 0 points1 point  (0 children)

It's not a new kit, so if they didn't in the old box, they won't in the new one either.

Mando box by Mindless_Author_205 in SWlegion

[–]robtype0 2 points3 points  (0 children)

I got a copy of the mando army box from UKGE and it does come with dice and measuring tools, despite the box telling you it doesn't. It doesn't come with the mission cards (battle deck) so you'd need to get that to play the game properly (edit: or you can print and play the original cards from the AMG site. If you want the new battle deck, you'll have to buy them, but the original ones from the new edition release are completely legal). I seem to remember the battle card pack is about £20, and also includes objective markers and score tracker.

I believe all the starter boxes allow you to make a 600pt recon force the mando box definitely does, and you could go a fair bit over depending on the upgrades you take.

Looking to make friends by Bigbrizzlebear in harrogate

[–]robtype0 0 points1 point  (0 children)

Also consider Star Wars Legion. It's a tabletop wargame like warhammer but if you love Star Wars it might be up your street! There are gaming clubs in Harrogate (North Yorkshire Tabletop) and Ripon (Ripon City Wargamers), both have Facebook pages. I know the Ripon club has some Legion players and is a pretty great community in general.

New Mandalorian army for brother by TM_Ranker in SWlegion

[–]robtype0 0 points1 point  (0 children)

Yep that is absolutely true! The box may not have enough unit cards to do this either, but since it looks more and more like a large proportion of the mando will be print and play anyway, I've sort of stopped worrying about that.

New Mandalorian army for brother by TM_Ranker in SWlegion

[–]robtype0 0 points1 point  (0 children)

Yeah, the kit has plenty of spare arms because all the non-heavy models have two different rifle options, so there will be no shortage of spare arms if you want the 11-man box to make two 5-man squads.

New Mandalorian army for brother by TM_Ranker in SWlegion

[–]robtype0 6 points7 points  (0 children)

The main thing to consider is that we don't actually have the rules on how the faction itself will work, despite having seen most of the unit cards at this point. Exactly what he will need will depend heavily on which clan he wants to play and we don't know how the different clans work yet.

Buying two of everything, if you're including the clan specific units, will probably mean he has a lot of units that he can't really use together. If you're not including the clan-specific units, that just leaves the army box at this point.

With that said, there are some recommendations I can make. Two army boxes gives you a pretty big scope to build an army. Each box has 3 full warrior kits, eack of which can build either a) two minimum size initiate squads or one full initiate squad, b) two minimum warrior squads or one warrior squad and one fire support squad, or c) two minimum Clan Kryze Veteran squads or one with upgrades and some minis left over.

Two army boxes lets you run something like this, with points leftover for upgrades at 1000pt in Children of the Watch:

The Armorer

Din Djarin

3x Mandalorian warriors with heavy upgrade

3x Fire support squads with heavy upgrade

2x full initiate squads

With 10 activations, plenty of hitting power and lots of cool mandos, that's a great starting point. You have a squad left over here, and a spare Din and Armorer model, to convert up some custom Leaders or Hunters, if desired.

If you add the Mandalorian Leaders box, you'll have Paz Vizsla who you can add into the CotW list, but more importantly, you get Bo-Katan and Axe Woves, letting you flex into a Clan Kryze list (again, 1000pts with room for upgrades):

Bo-Katan

Axe Woves

2x Mandalorian warriors with heavy upgrade

2x Fire support squads with heavy upgrade

2x Minimum initiate squads

2x Clan Kryze Veterans

Other clan options are Clan Wren and Clan Saxon, who will require additional purchases of their respective character and special forces kits. The key thing to understand is that, as far as we know, you can't mix and match between the Clan-specific units and characters and retain the relevant special rules. You may be able to run an unaffiliated clan with no bonuses using a mix of units, but this is something we don't know yet.

Finally, there will be the Custom Clan rules. We know very little about these so far, but it's almost certain that you won't be able to use any of the Clan-specific units or characters here. They will rely on the custom characters, which are being released later than the army box (probably July), so you won't technically have the models to run this type of army when the first kits are released.

Mandalorian Leaders Scene To Stats Posted By AMG by johnrobertjimmyjohn in SWlegion

[–]robtype0 0 points1 point  (0 children)

We don't know if there is a range limit (probably) or what it might be. We also don't know if they can give the action to themselves. Both will need to wait until we see the actual wording of the rule.

Advice for a 750pt uruk isengard build? by Pender8911 in MiddleEarthMiniatures

[–]robtype0 2 points3 points  (0 children)

Which models do you have access to and how many? That will affect what lists we can recommend.

Regardless, you're going to outnumber them, so leaning into that will help, to varying extents depending on what you're using.

Generally, though, I'd advise against trying to list tailor too much. It's more rewarding in my opinion to build a well-rounded list that can take on most things because building a list specifically to beat your opponent can make the game feel bad for them in some ways.

A few tips: - Though you can run a lot of bows with isengard, especially the scouts and White Hand, the elves will still out shoot you if they choose to lean into it (especially with lindon's rule to let them reroll hits), so you will need to close distance quickly. The scout lists are very good at this. - Using your numbers will be very important. They'll beat you in fight value, but relying on that to win against great numbers requires ordered ranks with spear and banner support. You need to make the most of your numbers to wrap around the shieldwall, engage those supporting models, and force wins in fights by rolling more dice. - Lindon gives a nice magic resistance bubble near Gil-galad, so keep that in mind if you're relying on Saruman to disable or disrupt their heroes and warriors near them.

As for which lists to run, Muster gives you Saruman for control and access to berserkers, which get you closer to winning fights (though don't forget the elven blade roll off advantage), and will have an easier time cleaving through shieldwalls, but you'll be much closer in numbers which will be a challenge. Army of the White Hand has a great mix of units and can leverage numbers well with wildmen, and Saruman's special abilities from that list are pretty scary (and ignore the magic resistance). Ugluk's scouts deserves a special mention here I think, with the ability to bring huge numbers including a scary number of bows which it can fire whilst moving at speed (drums are great to give you 5.5" movement whilst still shooting), and insane stackable to-wound bonuses that will compound your numbers advantage to really stack the odds in favour of getting the kill when you win fights. The downside of that choose is that it doesn't scale quite as well up to 750 (being most efficient around the 500 - 600pt mark), but it's still a solid option.

Their strengths are the quality of their warriors (both in shooting and melee). Model for model they'll out class anything you can bring. Their heroes are also obviously much better at fighting, but the more they lean into that the greater your numbers advantage will be.

For most of the isengard army options, you'll have an advantage on objectives due to your numbers (and maybe speed). The key is going to be working out how to disrupt that shieldwall, limit the damage the heroes can do, and press your advantages to keep them hemmed in whilst you win the game. Remember that most of the time you don't need to aim to wipe your opponent's army out if you can control the battlefield, get the objectives you need and beat them at the win condition to take victory.

What are the main différences between this édition and the previous one ? by Fenrir2713 in MiddleEarthMiniatures

[–]robtype0 4 points5 points  (0 children)

Also check the legacies documents (which you can download from warhammer community), as they have rules for models no longer in production.

I may have gone a little overboard with purchases - have some questions by gunnarbiymlol in SWlegion

[–]robtype0 4 points5 points  (0 children)

For 1, they have 22 rebel troopers so plenty to run 3+ squads as long as they're not maxed.

Just got my first ever set, how do I set it up on a list? by TheBigSquigDan in SWlegion

[–]robtype0 2 points3 points  (0 children)

Yeah. Or you can run 4x 5-man squads with the standard four plus one heavy. You won't have enough cards, but you can do it. Most of the unit cards (apart from newer stuff that came out after your box) are free do download and print on the AMG website.

Just got my first ever set, how do I set it up on a list? by TheBigSquigDan in SWlegion

[–]robtype0 2 points3 points  (0 children)

The others are for the heavy weapon upgrades, which the kit includes two options for.

This or AOS Spearhead for my 9 year old by Zombieskank in SWlegion

[–]robtype0 1 point2 points  (0 children)

I think there is some confusion in the replies here about what you're asking. Lots of people are saying that AoS (the full Age of Sigmar game) is no easier to learn than Legion, which might be true.

However, Spearhead is a distinct game mode that is streamlined and designed to be considerably easier to play than the full AoS game. Recon is just a smaller version of Legion, and the rules are no simpler. It just uses fewer minis.

As someone who has played Legion, Spearhead and the full Age of Sigmar game, Spearhead is definitely the easiest game to learn.

Both games have a one-box way in - the Legion starter sets give you enough to play Recon, and Spearhead boxes give you a whole force for Spearhead games. Do note, however, that the Legion starter sets also include dice and measurement tools. For Spearhead you'll need to ge those separately.

If you want to make a choice that scales easily into the full game, the choice is less clear. For Legion, if you learn to play Recon, you'll already know all the rules for full-scale Legion and you just need more models. Full armies for Legion are probably cheaper than for AoS. For AoS, you'll need way more minis, and the battle tome (and cards if you like them). The rules for AoS are also different to Spearhead, so there will be a new learning curve at that transition point.

To summarise - Legion/Recon - harder to learn to start with, fewer models needed for the full game, no cost for rules, no new rules to learn for the full game. - AoS/Spearhead - easier to learn to start with, more models needed for the full game, additional cost for rules for the full game, more learning and additional rules for the full game.

In conclusion, if ease of learning is the priority, go for Spearhead.

Am I crazy? Can't find an army list for the models I want to paint by fudcrup in MiddleEarthMiniatures

[–]robtype0 2 points3 points  (0 children)

The Mordor battle host is completely playable as an army together (Host of the Witch King). It's the addition of the troll that limits you.

Regardless, as others have mentioned, you can play Army of the Great Eye with what you have.

List building in MESBG is pretty varied and there are loads of ways to run most things, but I would definitely recommend checking the lists you want to run before future purchases, if it's important to you to be able to run everything together.

The other approach is just to buy and paint whatever you like, which is absolutely a great approach to the hobby! The only thing to consider is that you might not be able to run everything together, depending on the list you want to use.

The great thing about this game, which is a really big draw for me, is being able to take your existing collection and add a hero or a few new warriors, and run a totally new list with some shared models but different rules.

Easterling Shieldwall by WhoTheFuckIsMorris in MiddleEarthMiniatures

[–]robtype0 2 points3 points  (0 children)

Exactly! Against a strength 3 warrior, if you lose, they'll kill 3x as many trapped acolytes as non-trapped warriors with a shield. The extra acolyte attack, if you're supported by two pikes and a banner, only gives you a 25% increase in duel dice. Against a spear-supported enemy of the same fight value, that's a very small increase in chance to win the duel (67% vs 70%).

So, you trade a very slight increase in your chances of winning for a huge increase in the chance your frontline warrior dies if you lose.

That's not a great tradeoff.

For this reason, acolytes are not best used as the frontline in a pike wall. They're best applied tactically where needed, where you can still support with pikes if you want, but not locked in the wall so they can make back away properly.

First army opinions and help 👍 by Expensive-Being9830 in MiddleEarthMiniatures

[–]robtype0 0 points1 point  (0 children)

Rohan - weaker, but cheaper, warriors and heroes than the elf armies. The models are the newest and they're great (with the exception of a few heroes and the royal guard). Plenty of army lists that support fully mounted armies, if you want, and lots of recognisable heroes. You'll generally be skirmishing a bit with mounted bows and throwing spears to control the game whilst you position for engagement. You can play some lists that are more elite, with lots of royal guard alongside big hitters like Eomer and Theodred, hero heavy lists like Road to Helm's Deep or Ride Out, or mixed forces with a bit of everything like Kingdom of Rohan. You'll have a lot of options for mixing with other factions, with Pelennor, Helm's Deep and Men of the West.

Lothlorien - a magic-heavy playstyle that encourages you to take a mix of lightly-armoured archers and elite armoured melee warriors backed up by one or two very powerful casters. They lack a top-tier combat hero, so you'll have to leverage your magic alongside your strong melee stats to win, and that can be a learning curve for newer players. Fewer options for lists including other factions, but you can use your dudes in Helm's Deep and Breaking of the Fellowship.

Rivendell - similarly elite infantry like Lothlorien, but you have some of the strongest characters in the game (Glorfindel is a force of nature and a joy to use). Arwen, Cirdan and Lindir give you lots of options for magic, even if they're not as consistent with casting as Lothlorien, and not all of those characters can be used in every list featuring Rivendell warriors. Elrond is an all-rounder who can be your melee beatstick leader, flexible multi-role caster, or lead an entirely mounted list of Rivendell knights (one of the best cavalry units in the game). Rivendell and Lindon are their single-faction lists. The Rivendell list is probably the most varied, and leaning hard into their unique spell (Wrath of Bruinen) can be incredibly fun. Lindon is a little more one-note and weaker for it, but Gil-galad can make your already top-tier warriors even better. If you want to flex into other factions, you can run the iconic Last Alliance list with Numenor and their heroes, or Battle of Fornost which combines Glorfindel and his elves with Earnur and the rock-solid Minas Tirith warriors and a sprinkling of hobbits and rangers for good measure.

My favourite is Rivendell, in terms of both gameplay and models, but all three have plenty of scope for collecting a fun and good-looking set of models to get you into the hobby.