Magaguard were designed to take on Jedi. They worked in pairs of two to take on Jedi even Odi-Own said they could kill Jedi knights. While Dooku trained Grievous in Jedi martial arts, the General taught his guards everything he had learned. The results were terrifyingly effective. Grievous' training was hard for the droids, even those who survived ended up with dents and stinging. The cunning General does not allow them to repair those wounds because that combat-tanned aspect enhances the droids' aura. The MagnaGuards soon became as feared as their lord.(Wookieepedia) To me if you are staying true to the background than they should be better than Imperial Guard.
The main problem I think is that Magnaguard are cheaper (by 3 points). So if they made them.. I dunno.. 65 points instead? then people probably wouldn't complain as much. I don't care either way, I don't play Empire :p
I don't know if it's a good idea or a bad idea to give Jar-Jar a rocket launcher. All I know is if the art for said card is half as good as the art for the Electro-Whip Magnaguard I'm in
The thibg is, that if you see the Rocket Launcher guy as a normal Guard with the bonus of a long range weapon and two keywords for only 6 extra points, thats great. Cause you can still use the other weapons a normal guard can use. And this rocket launcher doesn't have cumbersome or any other restriction!! So I think, that the rocket launcher adds lots of versatility to the unit, even though you don't need his bonusses over the normal guard heavy weapon all of the time.
Magnaguard with Grievous is going to be awesome! That WHip with the immobilize is a nice counter balance to the burst of speed. I think you are right the players with immobilize will get more use
It's weird to me that the extra model is 22 points. Usually the extra model upgrades cost the same points per model as the unit (so I would expect this to be 24 points). Although I guess several of those got points reductions. Also, the RPS-6 is a bit odd, because there are two other variants of the RPS-6 (clone phase 1 RPS-6 and the gunner in the X-34 landspeeder) that both have impact 2 and rainbow dice. The clone version has cumbersome, but that makes sense because he is on foot. Why does the magnaguard version get critical 1? Is it just supposed to be because the magnaguard is wielding it and thus droid targeting or whatever? Also Crabbok, I think it's fine for the magnaguard to get the rocket launcher, because there was the scene in the clone wars where one did fire it. This way we are able to recreate that on the tabletop if we want.
I think they gave it critical 1 because its special forces so you only get to take 3 compared to everyone else getting to take 6 with better attack pools in the corps to take advantage of the impact.
Would be nice to get a version of Shaak Ti and then do a scenario based battle to re-enact her fight against Grievous and the Magnaguards to protect Palpatine as shown in season 2 of the Clone Wars Micro Series. Get enough Jedi and you could even re-enact the Battle of Hypori 🤓
I think the electro whip Magnaguard are good with kraken/Grevious/dooku where the rocket Magnaguard are better with kalani and his deployment tricks. I am excited to test them out on the table. I like the spiders, but I think with the attenea issues I will hold off fielding that for a bit.
The RPS-6 is going to be a good option I think, 3 of them with an RPS would wipe out armor in the first few turns usually and then still be a very valid melee choice at 8 black and charge and a good shooter still as the fight closes in. The no tap or cumbersome makes it very powerful
The rocket launcher is cool, but I feel like if cumbersome were on there it could ease some players worries about power imbalance? I will also now go make a whip list because why not Edit: Although they are droids so I guess no cumbersome makes sense as it is not on the other rocket droid trooper
I feel you either take a heavy (RPG or whip) or nothing, because it's just 6 points more for better melee dice (with extras) or a better and longer ranged gun that give them anti-armor capacity.
Is anyone else annoyed by AMG's approach to their minis? Very convoluted, like why do we need to glue Yoda's face to his head...putting the Magna Guards together I'm sure will be even more annoying.
Well keep in mind that this whole wave, as well as the next wave, are FFG stuff. Although AMG does some things similar. Shuri was particularly frustrating
@@Crabbok I've loved the simplicity of most of the Legion minis. I didn't realize these waves were still FFG. Thank you for the reply and love the content! Just subbed today.
Legion mini's are quite simple in comparison to most miniature games, even now on the sprue. While I do wish that we had less mono-pose stuff, the sprues pulled the detail and quality way up.