NEVER let Vader have hostage!, implacable turn 2 can allow him to double force push your hostage back to his side. Against a good blizzard player its an auto-loss. Bombing run is actually good for most lists and many are scared of it unjustly. Its very easy even with all troopers. Just a heads up for your tournament:)
Hey guys, great game. Just to clarify, Boba can't make a melee attack with his versatile rockets, he can shoot out from melee at another unit. He has his 3R boot spikes as a melee weapon and his optional flame throwers that can also be used in melee (2 pip card and 5 point gear upgrade)
To be fair, the dice weren't great on the rebel side, but he was putting his units in positions where theyre gonna get shot up too easily by everything else.
So i think we discussed this in the discord, but lando wouldn't have been able to infiltrate in without a commander and you wouldn't be able to use a contingency from a dead units card. So you can't use Luke's card to contingency a lando card. But those saves were just not having it this time and those darks are scary
Man, those white saves were showing their teeth in this game. It's rough trying to stay optimistic when your units are getting wiped so fast. Great game as usual!
Awesome table. Seems like a very fun looking game with inquisitors and op luke. Emplacement troopers can't claim boxes tho. And with o push and charge, you could've moved twice and got 2 aims from just moving twice. Ahsoka did some work. And you can spend 2 dodges to turn a blank to a crit.
Interesting. Did not know that about offensive push. Also didn't know emplacement trooper couldn't claim boxes. Since they can hold a hostage I'd think it would be the same
@@battlereadygaming with hostage exchange, you're not deploying and you're starting with the hostage, they're not claiming the hostage. But if the Emplacement troopers drops the hostage, another Emplacement troopers cannot claim it
when Cad used his 1 pip card, on the second attack Boba should have had no cover, his light cover from suppression is canceled by the sharpshooter Cad has.
Imperial snipers aren't range infinite. Wheb determining cover, draw an imaginary line from the attacking unit leader to each mini in the defending unit. If any of those lines cross terrain, the defending model is obscured by the terrain. If a majority of the models in the defending unit are obscured, they have cover. It is irrelevant which model is shooting when determining cover, always look from the attacking unit leader. Thanks for the fun videos, keep it up.
Ok. Yeah never knew that. Don't really have any shield units in Republic or most empire so new one for me. Good to know moving forward though cuz I really like Iden.
@@battlereadygaming she's really amazing and can do so much. Using her droid to blow up mines while she's safe is a great way to use id 10. Especially if your opponents bike is over the mine
Cassian should have been rolling extra defense dice for his danger sense, the first Death Trooper shot would have gotten 1 extra and a full 3 extra for the second Death Trooper shot since he had suppression. Also shield tokens cannot be spent in melee.
At 14:25 there is no such rule about higher elevation ignoring lower elevation cover. If any part of a silhouette is obstructed by any terrain piece when drawing a line from the attacker and defender you apply cover as decided at the beginning of the game for that terrain piece. What you may have thought of is if he is standing on TOP of a terrain piece and you are on another terrain piece that is higher and nothing is obstructing your view of his model then yes, you may ignore the terrain piece that he is standing ON as long as the piece was not called area terrain.
note you can only do any action once per activation. (except move.) In the video you said Echo during round 1 double repaired the vap. he would only be able to do one of these actions. A couple other minor things to consider there: A vap is placed outside range 1 of deployment. echo's speed 2 scout move is shorter than that distance (BARELY) but you'd technically have to still move before repairing/damaging the vap. Second part. Even if you could get to the vap by scouting, say you had scout 3. you are not allowed to be in base contact with objective during turn 0. TL:DR it doesn't matter what keyword you have that allows you to be outside deployment, to interact with an objective turn 1, you will have to always move then interact.
Thanks for the clarification. I remember that rule on not being able to touch objectives turn 0 now that you reminded me. But the repair definitely did not know but makes total sense since it's the same action
like video but was very course to why the rebel player picked the command cards he did almost every command card he used was played at wrong time with the commander he had and battle force he was using there are so many better card to use but oh well that more strategy thing ten a video thing
honestly i didn't really pay attention beacuse i love watching battel reports while painting minis, but i dont think you barely use boils guardian, so why pick him and not waxer? disciplined may be used more often after all
It's more of a deterent I guess? Nobody wants to shoot other more valuable units immediately because of the guardian. At least that's my reasoning I think of why they don't.
the phase 1 shot that did a chunk of vader's health should have lost a hit to cover from his suppression, you were probably thinking it was commander vader who can't get suppression tokens
One guy covered most of the good tips. It's not played, but i think r2 with c3po has some potential with have barcs in your list. They can generate tokens, repairs and secret mission. Like a discount padme for vehicles. You just have to be more careful with suppression. As for the blizzard force, hold your bikes till you dive vader. It really makes it hard for your opponent to pick a single target to focus down. Also, watch the nova open finale match. Nearly perfect blizzard plays.
Yeah I tried to go back and rework my list for padme and just can't fit her in without making some deep cuts in the list. R2 is very much the discount padme and only really able to be worked in because I'm running two barcs with the weapon upgrade. So keeping them alive longer and making their points worth is a bit more important. Also secret mission really seems to mess with the opponent's head to prevent. And pretty cheap points for a massive distraction lol
I have a few tips for the republic list. (Future me now knows it is more than a few lol. I got carried away.) Fives is generally better in a phase 1 squad but I can see why you would put him in a phase 2 squad if you hate their heavy weapon options. (I don't run phase 2s because of their lack of heavy weapon options, but I know a lot of people do and have success with them.) Anakin normally needs force push and off/def stance instead of off push and reflexes. R2D2 is a complete waste of points. Padme is better if you want an operative, but your list might be just fine without any operatives. (probably just replace r2 with a naked core unit to pick up objectives and generate tokens. If you remove a medic or two/boil or the weapons on the barcs you could use padme instead, but that's up to you.) Next, you need a way to deal with Anakin's suppression. Personally, I like the clone commander to have lead by example, but if you would rather put endurance on Anakin, that works too. Lastly, you list needs impact/critical. Anakin and Echo isn't quite enough. Especially if Anakin gets misplayed and dies early. The barcs could switch to the rps launchers, but most barcs are best with no weapon upgrade on them at all. What your list really needs for armor is a phase 1 squad with a rocket launcher for some nice impact. (if you fire support just the rocket launcher and echo into a tank, you're looking at 2 wounds at least from range 4, which is great in the early rounds.) Boil works well in the rps squad because that squad tends to want to be at range 4 anyway, which means the first 4 wounds on that squad from guardian are basically just extra meat your opponent has to get through. Anywhere you run out of points, you can remove a medic or the barc weapons. Sorry about the really long rant, but I hope it helps. Here is the template I would recommend you start with. tabletopadmiral.com/listbuilder/Galactic%20Republic/N-_49_9,d,b3,EM,_4b_f8,EM,EM,_3d_a4,EM,EM,EM,EM,EM,_2c_EM,EM,_2c_EM,EM,_25_80,10c,EM,EM,,,,_25_6c,EM,EM,EM,,,,_33_a3,c4,EM,EM,EM,,_25_EM,EM,EM,EM,,,,-c8,c69,---- There's 102 points left over for you to experiment with padme, barc weapons, another core squad, or medics. Keep in mind that these are just suggestions, not the rules. Play whatever you're most comfortable with, and good luck with your upcoming tournament!
Love the feedback! As far as impact I had been running one rocket in the phase 1s, on a barc or dropping a bark for one ATRT with the big impact weapon. But since Dark Troopers have vanished from the meta and nobody hardly runs tanks I switched to just more dice instead of impact was my thoughts there. Instead of it being a well rounded list it was more of a current meta call. Yeah the night after recording this I was looking at fitting padme into the list for the token sharing power she brings
Very cool game! As an Empire player looking to run an Anakin GAR list soon, I like seeing the two factions paired against each other. Hostage with minefield looks tricky, but at least you didn’t have to deal with hemmed in!
33:34 The death troopers does surge to defend, after that the scouts have sharpshooter 1 against the bikes. And right after , Iden's standby does not triggered by the move of the bikes. The standby triggers after the move action. So if you move out from a standby range or LoS the standby does not trigger.
This was really interesting and helpful as I’m starting to learn how to play GAR. That Anakin save was huge, and it was nice to see Rex get some play time.
Glad we could help! I know I try to watch as much of a faction as I can when getting into a new one or watching how a unit performs in a video before I buy it for myself
Yeah for sure. I'm still pretty new with Empire and I got about 10 new units all at once for my collection. So a lot to learn currently. Hopefully I can adapt quickly.
On round five instead of charging the Dark troopers, you could have moved Anakin towards the scouts used relentless to saber throw the darks (hoping you rolled all paint) then jumped into melee with the scouts to not get shot. Would have left you with no dodge but could have led to Anakin surviving to the end.
Yeah the red saves were putting in some work this episode. So crazy. Yeah I just didn't need any of c3po abilities and wanted less targets to be seen to be shot at or charged into lol.
The scout trooper shot on anikin around 45 minuets in you are able to use the dodge because high velocity only works if it's the only weapon in the pool so which the second guy adding his dice canceled out high velocity
ISP is LOS blocking btw so the FS shouldn't have happened, you prob could have just moved them differently though and they didn't even die so I guess it didn't matter. Was a wild game, just wow.