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Showing posts from 2020

Rebellions are built on hope

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 I could not fit everything into one article and I have had some time to figure out Rebels. Rebels have had most of their heroes drop. Han down to 100pts, Jyn aswell. This opens up these two to play being only 10pts more than Leia or Cassian (per armament.) Jedi Luke dropped 5pts in line with pretty much every other sabre wielder. Commander Luke missed out but he is already 160pts which is in line with Maul and Anakin. R2 D2 up to 45pts like in the GRA. Chewbacca is still 90pts but has gained Scale and Lethal 1 on his melee attack (just like the Wookie Warriors). Sabine's gear have come down aswell. Her Shield is now 5pts and the Darksaber 15pts. The Rebel Officer down inline with the Imperial counterpart now 45pts. Fleet Troopers dropped to 40pts same as Rebel Troopers, exactly like the Snowtroopers. Hopefully this helps bring them to the table. Pathfinders dropped to 58pts along with Bistan is 28pts and both characters now have two wounds and the config is still free. This looks ...

We're Not Droids. We're Not Programmed.

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 The rest of the Republic has been spoiled for Star Wars Armada.  Starting with the fighters in the Republic squadron pack. You get four different fighter however unlike the original squadrons there are four different named pilots for the Delta-7 in addition to the other three squadrons named fighters. The Delta-7 has four hull and speed four. With three blue and a black against squadrons and a blue against ships. Keywords include counter 2 dodge 1 which while defending against a squadron you can get force a re roll. Adept 1 allows a reroll when attacking according to the reminder text that can be either against ships or squadron and all 17pts.           With this pack you get four named Jedi in the Delta-7, Kit Fisto has two braces which makes him unique among these characters. His ability allows him to discard a token to reduce the damage by three but losses dodge and gains Intel and plus 1 Adept all for 26pts. Luminara Unduli is 23pts with a Scatter...

Twice the Pride, Double the Fall

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Probably for the last time, FFG has spoiled some more of Clone Wars Armada.    The Munificent Class comes in two variations, the Comms Frigate and Star Frigate. Both are command two, engineering four, speed two, four shields on the front, three on the sides and two on the rear. Upgrade are officer, support team, ion and turbolaser. The Comms Frigate has squadron three and an offensive retrofit while the Star Frigate has squadron two and a defensive retrofit. I am getting Assault Frigate vibes from this ship. However the speed of two is glaring limitation, I can see these getting hard countered by lots of different lists because they will struggle to get away from heavier hitters or squadron balls.   The starting two commanders for the CIS are Kraken (that is with a K not a C) and Count Dooku. Kraken changes a die when friendly ship are medium or close range of the defender to any facing that has one single icon and no others. I will need to see the Hardcell-class bef...

The Rebel Alliance is too well equipped, they're more dangerous than you realize.

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 FFG have finally dropped the RRG and points update for Star Wars Legion and Ohh boy this is a spicy meatball.  There are so many changes to go though in the rules including the removal of standby sharing from clone troopers. However I want to focus on the points changes. Starting with neutral upgrades. Aggressive Tactics increased to 15pts, this needed to happen AT was taken by so many lists especially Imperial lists to improve red defence dice and droids who need surges to have a chance. Thumbs up. Improvised Orders down to 5pts. 10 was to high for alot of lists at 5 it should be seen more. Force Guidance and Force Reflexes down to 5pts. Considering how good Force Push is, this need to happen to allow this upgrades to have a hope. Emergency Stims dropped to 10pts after being 12pts. Not sure how much this will help but atleast it will put into contention. All the grenades expect frags and EMPs went down. I don't see this helping much but will help those people who like no bid...

My allegiance is to the Republic, to democracy!

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 Finally, finally. Some Star Wars Armada news. Lets have a look at the Republic Fleet Starter Set. The medium base ship in the set is the Acclamator class assault ship. As with all ships in Armada it comes in to classes. The both have a brace, redirect and a salvo defence tokens, command and squadron value of three and engineering value of four. The Acclamator's movement chart maxs out at speed three with a single yaw at each speed. The Acclamator I-class is 66pts with an Officer, Weapons team Ordinance, Turbolaser and two Offensive Retrofits. Seven hull four shields on the front and two on the sides and rear. As a comparison the Imperial Victory-I is 73pts with a redirect instead of a salvo an extra hull but is slower. It is interesting to see how the Acclamator goes against the Victory. The Acclamator II class trades both offensive retrofit for a defensive retrofit an added blue dice to the front and upgrading black to blue in the rear and flak for the cost of 71pts. That is...

To me, my X-Men!

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  The X-Men have all been spoiled now lets have a deep dive. Cyclops is the first leader for the Uncanny X-Men. Threat four, six Stamina on both sides, size two, four physical, three Energy and Mystic defence. His Leadership ability, X-Men Blue, allows allied characters within range three to give power for the activate character to use for attacks.  Cyclops' Optic Blast is his free attack range four strength five. Cyclop gains power equal to the damage dealt and on a wild push size two or less. Optic Devastation costs four power beam five strength seven. On a wild the target loses a power. Cyclops has three superpowers. Field Leader is active power that costs three and another character with range four of cyclops advances short. A character can only be advanced by this once per turn.  Hit and Run costs two power and an action, Cyclops makes an attack then a move. This power has been on other characters in various forms. Quick Draw is a reactive power that cost two power w...

Peace was never an option

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AMG has revealed all the members of the Brotherhood of Mutants and oh boy are they going to shake things up. Magneto is one of the two leaders with some super beefy stats to go with it. Six stamina on his healthy side and eight on his injured. Short move size two, three physical, three energy and a whooping six mystic. I guess that helmet stops everything. Magneto has two attacks, Reverse Polarity which is range 3 six strength and Magneto gains power equal to damage dealt. Also depending on if the character is within range 2 or not another you gain re rolls if within and push if not. That push just happens if the target is outside range 2, no size restrictions or direction restriction either.  Magneto's second attack Shrapnel Blast is an area two strength six with a power cost of five. It throws out stuns. The spicy part of this attack is that he can use a metal construct measure range.  From the Ruins is Magneto's leadership ability and reads When a terrain feature is destroy...