Atomic Mass Games | Star Wars: Legion Rebel Commandos Unit Expansion | Miniatures Game | Ages 14+ | 2 Players | 120-180 Minutes Playing Time

£13.495
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Atomic Mass Games | Star Wars: Legion Rebel Commandos Unit Expansion | Miniatures Game | Ages 14+ | 2 Players | 120-180 Minutes Playing Time

Atomic Mass Games | Star Wars: Legion Rebel Commandos Unit Expansion | Miniatures Game | Ages 14+ | 2 Players | 120-180 Minutes Playing Time

RRP: £26.99
Price: £13.495
£13.495 FREE Shipping

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Low profile. If you have cover 1, you have cover 2. This helps their durability quite a bit. Note a suppression token improves cover by 1, so if they have a token they are effectively in heavy cover.

Building legions of elite Stormtroopers and dogged Rebel soldiers to skirmish on the tabletop might evoke Star Wars’ grand infantry warfare, but what’s better than seeing your favourite Star Wars heroes lead the charge of miniature battle? Luke Skywalker is arguably the best commander in the game, but if you’re keen for an addition or alternative to spice up your force from outside the core set, look no further than Leia. High Velocity: This is a new keyword. No dodge tokens for your target, if you are only shooting them with the sniper rifle. Rebel Troopers are not going to like that. Regardless of your deployment location, if your opponent has any unlimited range weapons, you should Always Be Corner-peeking (ABC). See below. Target PriorityIncidentally, HQ Uplink is also great on the T-47, if you happen to be using those. Grappling Hooks (Gear) Rebel Troopers Upgrade Expansion–You do want this, purely on the basis of the DLT-20a. Its a fairly potent Range 4 gun that allows your troopers to take shots at the enemy from a relatively safe distance, and still do decent damage once you close the gap. The downside is the financial cost can add up, if you’re trying to get one for every one of your trooper units that means you’ll eventually be looking at up to 4 of them. If you want to hold off, the Z6s you got with the rebel troopers can do in a pinch, even though their role is very different. The excellent Rebel Trooper Captain also comes in this box; he gives a unit of Rebel Troopers some suppression mitigation and a training slot, which you’ll want to fill with Situational Awareness to deal with rampant critical hits in the game. Second Priority Recover plays out similarly to Sabotage, except there is a fifth ‘contested’ box in the center. Each player obtains his two ‘safe’ boxes and the the center box becomes the football. This generally means the player that can retrieve and keep the center box wins.

This used to be a sab player’s dream. Now it is merely interesting, and can be downright bad depending on where that center-most terrain piece is. When choosing a table side, you want to be mindful of which terrain piece will ultimately become the center objective, and try and get it on your half of the table. Remember that deployment is from blue’s perspective, so all the deployments are either on your close edge (battle lines), the right side edge (long march) or both (advanced positions and major offensive). Disarray is reversed, but hopefully you cut that one. D – Situational. Units that perform niche roles and are usable in certain circumstances, but you need a good reason to run them. It is also possible on certain deployments (especially major offensive) to force a situation where you have basically 3 vaporators closer to you than your opponent, by hedging out their first objective deployment. This takes some practice and can be risky, but is worth doing if you think you can pull it off with the terrain and deployment. Recover the Supplies

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Note the recent changes to Key Positions, where one objective goes on the terrain piece closest to the center of the table. This can still favor blue player, since blue chooses table edge, but not nearly to the same degree. If you are running a saboteur list, make sure you are carefully looking at the terrain and assessing which edge will favor you if you draw Key Positions. Unlike with sniper strike teams, the tactics for the full squad and strike team are relatively similar. Charges are laid from the unit leader, so corner peeking works with both. These are the units almost anyone will want to have. While they may not go into every list you ever make (there certainly isn’t enough space) they will tend to fit in a wide variety of different lists, or are so good you’re liable to want to take them often. Oh yeah, this thing still exists. While the (entirely justified) changes to closed transports made it much harder to deliver a W key unit to your opponent’s doorstep, the A-A5 is still a reasonable price for a support vehicle, and you’ll soon be able to put tiny, cheap murder bears in one of these, if that’s a thing you want to do. T-47 Airspeeder

Rebels are a good way to get into the game. They don’t have as many esoteric mechanics to understand like the Clone Wars factions do and their units do a fair amount of damage. The difficulty comes in their fragility, until you learn to get the maximum advantage out of cover and line of sight, they will die extremely easily so you always need to be cautious about where you leave your units. Here are the chances of various wounds to a red defense die unit (i.e., Storms) and a white/surge defense die unit (Rebels or other snipers) with and without an aim token. This accounts for Pierce. If your opponent has any snipers or Leia/Veers, don’t place both models in view on the same level. You can get wiped that way.Well this is a big tier. You have to fill out the meat of your roster somehow, and you’re probably going to start here. Leia Organa I gave a light touch on what makes each army stand out in my initial article, but I’d like to explore not only what makes the army good but also what challenges you may have to contend with if you fight with this army. Some of these weaknesses can be dealt with or minimized on certain lists, it’s not necessarily a universal experience, just a common one. Strengths The Rebel Commandos truly set themselves apart with their flexibility. In addition to a standard squad, you can also choose to deploy them as a strike team primed for operating behind enemy lines. Beginning at just sixteen points, this configuration starts with a single Rebel Commando miniature, then adds either a This thing is really cheap now, and it’s also a dedicated Impact unit, which is a rare commodity on the Rebel roster. In a world where you still need to tech against Dark Troopers lest you get run over by them, the FD Cannon fulfills an important role for a reasonable cost. Impact 1: Nice to have, especially combined with that surge to crit. I don’t know how many vehicles you are really going to be catching with a short range, pre-placed explosive, but you could do some decent damage if you manage to pull it off.

You are not going to be doing a lot of damage to single units individually with a proton charge. However, you can place multiple charges, and of course you could potentially catch more than one unit with each detonation. Layering a table in charges can really make your opponent think twice about moving around the board. Heavy Weapon Team. This is the unique keyword for the Strike Team. You must take a heavy weapon, which is either a DH-447 Sniper or Proton Charge saboteurs. This makes a very fragile but potentially efficient (offensively) two man unit. There are some important special rules that deal with casualty removal with a Strike Team, which we will talk about below under the Corner Peeking section. Strike Team (Sniper) Tactics The other three objectives have less clear paths to a defensive fight. Breakthrough can be a mix of both, but it requires you to send at least some units against your opponent’s deployment zone. Intercept requires you to fight over an area, which is good, but also requires you to send your units out into the map, which is bad. Recover can turn into a defensive fight if you have a good box snatching unit, like Luke or an uplinked commando unit with Recon Intel.** Recover is probably your best bet for a third objective, and plan on taking one of the other two (Breakthrough or Intercept) and vetoing it.The Stormtroopers unit leader is moved using the movement tool, and then all other minis in the unit can be placed in cohesion with the leader. Leia has always had solid support abilities and a decent enough command hand (especially No Time for Sorrows) and now she comes at a very affordable cost after the last points update. If you can afford it and have space in your command hand, Leia is well worth the upgrade over a generic officer. Generic Officer Boy, how I would love to just give these guys a good old fashioned generic heavy weapon that just added dice and did nothing else. Bistan is pretty solid, but he’s unique, and Pao doesn’t do what you need a heavy weapon upgrade to do (add offense), so you are probably limited to just one of these unless you are doing something specific with a bunch of infiltrating naked Pathfinders. Why can’t Melshi just walk over to a Rebel Trooper unit, pull rank, and commandeer one of those Z-6s that the Rebel Troopers probably weren’t using anyway? Wookiees (Ranged) Note: Endless at Yavinbase also has a great article on Commandos, which you can find here: Databank – Rebel Commandos Pros



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