All legitimate builds - 60-82pts Photo Credit: Tabletop Admiral |
Wretched Hive
A blog for those who love Star Wars Armada, Star Wars: Imperial Assault, Star Wars Legion, and really anything Star Wars
Thursday, November 14, 2024
Star Wars Legion Unit Review: Padme Amidala
Thursday, October 31, 2024
Star Wars Legion Unit Review: BARC Speeders
Good morning gamers,
Four perfectly defensible loadouts for your BARCs - 65-99pts Photo Credit: LegionHQ |
BARCs are speeders, so naturally their distinctives from other Republic Support options include Speeder 1 (allowing them to go over terrain up to height 1 and they get a compulsory move at the start or end of their activation) and Cover 1 (which is great when cover is harder to get). While Cover 1 is all nice and good (it really means that you always have light cover - assuming your opponent doesn't have Sharpshooter or Blast), it's the Speeder 1 that's the real gem here. Since Speeder 1 gives you a free move action, even a Speed 2 BARC Speeder with a crew upgrade can move pretty far if it performs three move actions. In the main, your weapons are going to be Fixed: Front, so having the flexibility to take that compulsory move at the beginning of your activation (if you don't have your intended target in your forward arc) or at the end of your activation (if you can already see the target and want to get away) is really nice. Depending on your crew upgrade, however, you might need to have your target in the forward arc - but it certainly helps.
Thursday, October 17, 2024
Star Wars Legion Unit Review: Yoda
Two possible load-outs for Yoda: 230-245pts Photo Credit: Legion HQ |
Thursday, October 3, 2024
Top 5 Empire Units (for Legion II)
Good morning gamers
Photo Credit: Tabletop Admiral |
These guys were always awesome when I ran them and they are, not surprisingly, still awesome. They are still the only Empire Corps unit with black dice on their guns and they picked up Prepared Positions which gives them a dodge token when they deploy and lets them deploy without spending an action. They are at Speed 1 now but are still red dice defenders which gives them the leg up. Now that I have poured out my heart on these guys, I need to address their heavy weapon which is in my opinion the most awesome weapon in the game (no offense, Vader. Darth Vader: "None (wheeze) taken (wheeze).") So yeah, they are really awesome but do you know what is even more awesome? Moving On!
Thursday, September 19, 2024
Star Wars Legion Unit Review: LAAT/LE Patrol Transport, Part II
Three logical LAAT layouts, running you 116-133pts Photo Credit: LegionHQ |
Thursday, September 12, 2024
Legion review: Legion is a Whole New Game
Good Morning gamers!
This is Gorgoroth here and I am about to talk about the new Legion redo.
So there I was, watching on a phone as Legion1 changed into Legion2. And I was thinking," I collect an army and make an amazing strategy for Legion1 and the game changes on me? This does not bode well for my luck expectancy." So I decided to try the new game and I really want to share my experience with you on how that went.
- Clone commandos are still OP (ugh);
- Since I don't roll white dice particularly well I didn't have good cover...and everybody who plays Legion knows how that feels (double ugh); and
- Since I couldn't kill Obi-wan Kenobi or Padme or that unmistakably annoying Fives's squad, I.. got my butt kicked and I admit this in shame and complete honesty.
- Sniping is easier, since you roll extra defense dice for cover instead of gaining automatic block for cover there is a pretty good chance you hit with a rifle and if that sounds bad to you, you can find comfort in that sniper rifles except for the clone commando rifles (which is totally unfair) cost like 10 points more.
- An extra 200 points, so that you can buy your leader, punch, and bodies and still have room for all your favorite toys that make this game worth playing like Cad Bane who is undeniably, particularly, awesome. This is also really nice if you play shoretroopers who are good but expensive. A few extra points to field them is always welcome.
- There can be a legion, since there is this new upgrade that can add a bunch of bodies, which can add up to a bunch of bullets in your opponent's face. This is also really nice if you need to just hold an objective all game because you will know you are never going down.
So if you need some encouragement to keep playing, just remember that no matter what happens, this is still a game of legion. And I can't end this post better than that so here ends my post and may the Force be with you.
Thursday, September 5, 2024
Star Wars Legion Unit Review: LAAT/LE Patrol Transport, Part I
A very traditional - and a very untraditional - LAAT build for the Republic - 119-125pts Photo Credit: LegionHQ |
Ordnance x2
Once again, the LAAT has three options available to it - and depending on what you plan to do, your "best option" may change. The cheapest of these options (and the most situationally useful for a LAAT) is the High-Energy Shells, which is an 8pt upgrade that gives you 2 red/1 white with Critical 1 (awesome on a unit that doesn't have any surge options) and High Velocity (which is only useful if you're splitting fire, since the lack of High Velocity on the LAAT's main gun will remove the bonuses of High Velocity if the two weapons are fired together). A final dice pool of 4 red/2 black/1 white is perfectly respectable (an estimated 4.375 hits/attack - or what you're supposed to get from an 80-point ARC Trooper squad).
For 2pts more (10pts), you can get the Armor-Piercing Shells, which gives you 1 red/2 black and Impact 3 - which is going to give you FAR more damage against units with Armor than either of the other attack options. If you're not rocking a lot of Impact on your other units (RPS-6 launchers are pretty affordable, but also restrict your mobility), this is a pretty good option. With an estimated 4.25 hits/attack, you're getting about the same number of hits as the High-Energy Shells, but you're also expected to deal about 4 hits to a unit with full Armor - and from experience, you only have to "turret" with this guy twice (spending your actions during your activation to recover-then-shoot) before units with armor are really, really hurting. If you're also transporting Wookiees that can get into the Weak Point arc of a Heavy unit with Armor . . . yeah, it's going down in two or three turns.
Finally, for 12pts, you can pick up the "Bunker Buster Shells," which gives you 1 black/3 white and the Blast and Scatter keywords. This is the only ordnance option that ignores cover and while the LAAT's elevation might make it possible for you to see the enemy clearly, if he has any cover at all (measured as a beam from the top of the LAAT to the bottom of the LAAT), the overall damage of your LAAT is limited. Furthermore, both of the previous options are only range 2-3 or range 2-4, so if you're close to the enemy, they won't help you out. This ordnance weapon is range 1-2, so it's better at softening up a unit before your transported unit gets into them. It has a much lower expected damage output than the previous two (3.25 hits/attack), but against cover, you're supposed to be more reliable than the other two . . . assuming cover works, now that it's probabilistic instead of deterministic. Still, if you plan to transport a close-range melee unit (like Wookiees), I'd always opt for the Bunker Buster Shells over the other options.
Comms
About half of the Comms upgrades aren't going to work well on a LAAT - you don't have Coordinate innately and most units are going to try to stay outside of Range 1 of you (or they'll try to get there if you took either the High-Energy Shells or the Armor-Piercing Shells), so Command Control Array, Comms Jammer, and Hacked Comms Unit aren't that great. Additionally, being issued orders anywhere with a Long-Range Comlink or issuing yourself an order with an HQ Uplink are all fine and well, but they're not as good as one of the other options. Giving the LAAT an aim or dodge token with an Emergency Transponder has potential, but your Clones will benefit far more from a Transponder than a LAAT will (both because their expected damage is better and because they can share the tokens).
This leaves us with three upgrades: a Comms Relay, Linked Targeting Array, and Onboard Comms Channel. The last one (the Onboard Comms Channel) changed a lot with the rules revamp, since it now gives your LAAT Coordinate: Trooper, which is AWESOME if you're planning to a) issue orders to the LAAT, and b) have a trooper unit nearby to - I don't know - get a surge token (and possibly remove a suppression). With a price hike up to 10pts, I'm not sure that this is the easy-sell it used to be, but it's still good.
The Comms Relay is an interesting choice, since one of the Command cards for Cody and two of the generic Republic Command cards issue orders to vehicles/Heavy units specifically. If one of your vehicles happens to be both a vehicle and a heavy weapon, you're golden on all counts (plus Cody has Direct: Vehicle, so even if you've got a BARC Speeder or something receiving orders, you can still get an order and pass it to someone else). Taking the Comms Relay will not trigger the special rule for Synchronized Offensive (the generic Republic 1-pip Command card), but it'll give you the flexibility to get the order tokens on the Corps units that need them - and if they're close enough to get an order from a Comms Relay, then they'll also be close enough to benefit from a surge token/suppression removal from Fox. This isn't a bad choice - and comes in at only half the price of the Onboard Comms Channel (though you're only getting one order instead of two - so I'd personally just pay the 5 extra points to get the Comms Channel if I can swing it).
. . . but I can't help but think that the Linked Targeting Array could have some play if you intend to do a ton of shooting with the LAAT. If you know that you're getting an order every turn (from Cody's Direct: Vehicle special rule, let's say), an aim token every turn on the LAAT is going to be useful in bumping up your damage - and if you took one of the longer-range support Ordnance options (Armor-Piercing or High-Energy Shells), you're already starting with ~4 successes - and you're probably getting 5-6 successes with an aim token (depending on which dice you're rerolling). If you take Commander Fox, the Armor-Piercing Shells, and the Linked Targeting Array, you're coming in at just 125pts and you're a lot beefier as a combat piece than most will expect. While the Saber Tank is the better overall damage piece (it's supposed to get 4.625 hits/attack before any aims if it has the Twin Laser Turret), a 125pt LAAT is going to be about 60pts cheaper than that and do about as much damage . . . so there's that.
Okay, let's look at some lists!
- Clone Commander Cody with Aggressive Tactics
- Clone Trooper Infantry with Clone Captain, DP-23 Clone Trooper, and Clone Engineer x2
- Clone Trooper Infantry with Clone Captain, DP-23 Clone Trooper, and Clone Medic
- Clone Commandos with HQ Uplink, Katarn Pattern Armor, config, and Smoke Grenades x3
- LAAT/LE Patrol Transport with Clone Shock Trooper Pilot, Onboard Comms Channel, Armor-Piercing Shells, and High-Energy Shells x2