It was my first major tournament for legion, but having played other games in similar settings, I strongly agree with the team format being ideal. Hope we see more of it!
I am hopeful that the Rebel Sleeper Cell is Corps, has Infiltrate with Incognito (to keep it alive), and Low Profile (also to keep it alive). I also hope it has a good chunk of Personnel models (maybe even two slots) so other Rebel Corps units get some new options.
From my own games running GAR commandos against ex droids it helps when you bring more fire power instead if trying to use a force user to counter them. My rocky top list with 2 full arcs mixed in was able to have enough firepower to keep EX players honest. Definitely not an easy win but it is doable and it forces the EX player to be more cagy and conservative with approaching range 3 or 4. The ability to rps commando shoot and also chase them down with full arcs was nice.
I haven't played into EX droids yet, so my apologies if this is a silly question. I get home EX droids are good at out scoring republic castle lists, but I have heard they rips them up. Is it accurate to say EX droids cut through Republic castle lists? If so how is that achieved? The BX droids don't have high velocity so all the dodge sharing is still there. The battle force gives some extra dice and aima but I can't see how that pushes their pools to a level that is melting republic lines. Any insights would be very helpful.
Hi ! EXD is good for a few reason into republic castle. I have played a lot of EXD into republic, even got to play Mike at worlds (one of the greatest game I've played) and this is only my thoughts but here we go : 1. Multiple big dice pool that doesn't cost 2 activations. The range 3 BX shot with a aim or two plus the 2 extra dice into a unit of clone hit pretty hard and you can do it three time, republic is good at preventing many small shot, but three it another thing. 2. You got the range band control. With the speed 3 and the many different range of your weapons you can always choose the range in which you engage (four dices sniper shot, range 3 bx shot, range 2 b2 ha shot). 3. You are mobile. Most Republic castle don't want to move so you can either basically redeploy by moving all your army to an optimal position or you can use the 3 pip to reinforce the bx with Kalani and maybe alpha strike an hero like Yoda or something like that. You have many options, like tapping your opponent vap is a viable strategie. 4. You have cheap repair. Most EXD list play at least 2 pk droid, so even if the republic manage to bring down a few model past the shield and the surging red save (because of aggressive tactic) so you can usually end up wining attrition. 5. If your opponent want to dive in with is force user, you have a get out of jail free card with the STD two pip card. It not perfect, but it is for sure something that usually will give you enough to kill that force user. I hope it help !
yea, I hate to be solidly in the clone commandos are bullshit camp, but after ACO, it more solidified my position on them. Katarn armor should A. Cost points, probably 10-15pts. and B. Have to be declared prior to rolling the saves. After pushing 8 saves with an AT-ST blast shot into delta squad, they went on to make all 8 3+ armor saves, meaning they weren't even forced to pop Katarn. Thats one of the biggest feels bads in the game right now. After ALLLLLLL of the clone dodge sharing, barriers, shielded, heavy cover, AND katarn armor, for them to just save full boat 8 saves on 3+ is just too much. Especially on a 75pt unit. They cost less points than a Rebels vet squad with CMO, and have so much more utility and output. The unit is hardcore busted and I hope we see AMG respond quickly to adjust them
Remember how long it took for them to make changes to Blizzard and the dark troopers? I fully agree with you. It is a major feel bad to deal with them with all of the defensive tech and have them near one of the tokens. Playing against most republic army’s feels bad, but the yoda/padame/boil/commands list feels extra bad.
While I can't argue that they aren't strong... They're a 4 health unit, pierce eats their lunch, and pattern armor and shields do not work in melee. They fold like paper if played around properly. That's the crux of the argument, you just adjust how you play the matchup.
@@Myfacewashere you are 100% right and it’s not the unit that is the entire issue. It’s all of the other things surrounding them which pushes it over the line in my opinion.
It was my first major tournament for legion, but having played other games in similar settings, I strongly agree with the team format being ideal. Hope we see more of it!
I am hopeful that the Rebel Sleeper Cell is Corps, has Infiltrate with Incognito (to keep it alive), and Low Profile (also to keep it alive). I also hope it has a good chunk of Personnel models (maybe even two slots) so other Rebel Corps units get some new options.
The team championship in Spain was the WORLD TEAM CHAMPIONSHIP not EUROPEAN team championship
From my own games running GAR commandos against ex droids it helps when you bring more fire power instead if trying to use a force user to counter them. My rocky top list with 2 full arcs mixed in was able to have enough firepower to keep EX players honest. Definitely not an easy win but it is doable and it forces the EX player to be more cagy and conservative with approaching range 3 or 4. The ability to rps commando shoot and also chase them down with full arcs was nice.
I haven't played into EX droids yet, so my apologies if this is a silly question. I get home EX droids are good at out scoring republic castle lists, but I have heard they rips them up.
Is it accurate to say EX droids cut through Republic castle lists? If so how is that achieved? The BX droids don't have high velocity so all the dodge sharing is still there. The battle force gives some extra dice and aima but I can't see how that pushes their pools to a level that is melting republic lines. Any insights would be very helpful.
Hi ! EXD is good for a few reason into republic castle. I have played a lot of EXD into republic, even got to play Mike at worlds (one of the greatest game I've played) and this is only my thoughts but here we go :
1. Multiple big dice pool that doesn't cost 2 activations. The range 3 BX shot with a aim or two plus the 2 extra dice into a unit of clone hit pretty hard and you can do it three time, republic is good at preventing many small shot, but three it another thing.
2. You got the range band control. With the speed 3 and the many different range of your weapons you can always choose the range in which you engage (four dices sniper shot, range 3 bx shot, range 2 b2 ha shot).
3. You are mobile. Most Republic castle don't want to move so you can either basically redeploy by moving all your army to an optimal position or you can use the 3 pip to reinforce the bx with Kalani and maybe alpha strike an hero like Yoda or something like that. You have many options, like tapping your opponent vap is a viable strategie.
4. You have cheap repair. Most EXD list play at least 2 pk droid, so even if the republic manage to bring down a few model past the shield and the surging red save (because of aggressive tactic) so you can usually end up wining attrition.
5. If your opponent want to dive in with is force user, you have a get out of jail free card with the STD two pip card. It not perfect, but it is for sure something that usually will give you enough to kill that force user.
I hope it help !
@@jessygilbert-belec6282 That makes a lot of sense, thank you!!
What is a link to your Discord page?
yea, I hate to be solidly in the clone commandos are bullshit camp, but after ACO, it more solidified my position on them. Katarn armor should A. Cost points, probably 10-15pts. and B. Have to be declared prior to rolling the saves. After pushing 8 saves with an AT-ST blast shot into delta squad, they went on to make all 8 3+ armor saves, meaning they weren't even forced to pop Katarn. Thats one of the biggest feels bads in the game right now. After ALLLLLLL of the clone dodge sharing, barriers, shielded, heavy cover, AND katarn armor, for them to just save full boat 8 saves on 3+ is just too much. Especially on a 75pt unit. They cost less points than a Rebels vet squad with CMO, and have so much more utility and output. The unit is hardcore busted and I hope we see AMG respond quickly to adjust them
Remember how long it took for them to make changes to Blizzard and the dark troopers? I fully agree with you. It is a major feel bad to deal with them with all of the defensive tech and have them near one of the tokens. Playing against most republic army’s feels bad, but the yoda/padame/boil/commands list feels extra bad.
While I can't argue that they aren't strong... They're a 4 health unit, pierce eats their lunch, and pattern armor and shields do not work in melee. They fold like paper if played around properly. That's the crux of the argument, you just adjust how you play the matchup.
@@Myfacewashere you are 100% right and it’s not the unit that is the entire issue. It’s all of the other things surrounding them which pushes it over the line in my opinion.
@@Myfacewashere They certainly have some weaknesses, but for their cost - they are good at wayyy to much compared to units in the same points band.
The minute I saw the Clone Commandos card and point cost, I got a good chuckle out of how obviously broken they were.