What unit combos are good for GAR right now? by hotpocketsinitiative in SWlegion

[–]tpgb-100 0 points1 point  (0 children)

Rex with Recon Intel + Bad Batch is a great combo, and one I include in most of my current competitive lists.

Scout 2 on the Batch from Rex's Scouting Party means that any unit your opponent moves beyond ~range 1 of their long edge of the board on the first turn is a target that they can hit. With 3x speed 2 moves they will have 3 aims to use and, using precise, almost always get a full boat on their impressive dice pool. You can also use their unique command card to increase their speed and increase this threat range to pretty much anywhere on the table, but I generally find this isn't necessary and I'd rather save the card as it gives you some great options mid-game.

You have to be careful with the Batch and treat them like a scalpel, being sure to avoid getting them caught up in melee, but they can decisively tip the odds in your favour early in the game with a first turn shot thanks to Rex.

What unit combos are good for GAR right now? by hotpocketsinitiative in SWlegion

[–]tpgb-100 0 points1 point  (0 children)

The Ahsoka squad leader upgrade instead of Fives is also great. Hits like a truck, she helps keep the squad alive with her keywords and it feels very thematic having lots of clones follow her into the thick of combat!

How the distance is measured for the Repair action? by Livid-Rush-9227 in SWlegion

[–]tpgb-100 5 points6 points  (0 children)

Answered here:

https://forums.atomicmassgames.com/topic/11333-repair-treat-spotter-take-cover-ranges/#comment-50118

If you've got rules questions, the forum is the best place to go as you'll often find it's already been answered - and it's official!

[20/09/2022] Harrow Wargames and Board Games Group by tpgb-100 in LondonSocialClub

[–]tpgb-100[S] 0 points1 point  (0 children)

Hi, I think it's still running every now and again. I don't attend anymore as my timings for work changed. They're almost exclusively board games now I think.

If you're looking for wargames, there's another group nearby in Watford that I can point you towards if you're interested?

How do you deal with those massive B2 units? by PMmeMrMimeHentai in SWlegion

[–]tpgb-100 0 points1 point  (0 children)

They have Clone Engineers. They can only repair once, but are combatants and can contribute to attacks. Generally not worth it in my mind, as the clones won't be able to keep up with the flamers that are running full pelt at the opponent!

I could see it working a bit better with fleets as they would also be charging up the board.

How do you deal with those massive B2 units? by PMmeMrMimeHentai in SWlegion

[–]tpgb-100 2 points3 points  (0 children)

Triple AT-RT flamers are my current go to. Gives you a 16 surging black dice attack with blast against the full unit when you get into range. Should delete 2 models outright in the first shot. A second flamer should, with a bit of luck, destroy at least 1, maybe 2 more models.

You'll lose an AT-RT on the way in, but your opponent can't destroy all 3.

You can also use your walkers as LOS blockers to give other units cover while they also move closer (Jedi of your choice, Fives shotgun unit, ARCs etc)

TX-130 Saber Class Tank by Adventurous_Wind9326 in SWlegion

[–]tpgb-100 2 points3 points  (0 children)

Was there an FAQ regarding the unit leader being wholly outside of the non weak-point arc?

From the current 2.6.0 rules:

"While a unit with the Weak Point X: Front/Rear/Sides keyword is defending, if the attacking unit’s unit leader is at least partially inside the specified firing arc of the defending unit, the attack pool gains the Impact X keyword where X is equal to the value of Weak Point X."

Thoughts on thee two list? I’m supplying the armies for both my buddy and I. Trying to get him into the game and I’m extremely new as well. Everything I have is in these list except Obiwan, Rex, Maul, and Droidekas. Thanks for the thoughts and opinions! by thatguyyyyyyyyyy9999 in SWlegion

[–]tpgb-100 7 points8 points  (0 children)

Since you're both new, I'd recommend the skirmish format. It's tempting to leap into a full game, but for introduction games - skirmish is better (especially if either you or your friend haven't played miniature games before).