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Made in us
Regular Dakkanaut





Let me start by saying these models are awesome.

I’m wondering what sort of experiences people are having with them in gameplay.

For the at-st, I’ve sort-of heard of a strong shooting build that relies on aiming. A slightly cheaper build with grenade launcher just to ignore cover at range 2, and I’m wondering about the long range suppression build with mortars. Ultimately, I worry that it’s hard to feel like you can get 200pts worth of damage in a 6 turn game...

For the airspeeder, a different problem. It’s so frail. At ~3x the cost of an at-Rt, and only 1 more Hull, it’s way too juicy of a target. Cover is kindof redundant with armor. I think it’s a matter of flying right, but I can’t seem to get it. The rear gun is nearly useless as it’s range 2 only. So I think it’s almost a game of fly tangentially. Maybe move last on the first turn, then fly early on with second turn. Doing lots of shoot, then move actions...

So how do you guys foreseee these models playing?
-mark

I welcome it.
-Mark 
   
Made in us
Fixture of Dakka





Cover isn't redundant with Armor. You remove hits from Cover before they get converted to Crits from Impact so it definitely matters.

That said, I do think both struggle to put the kind of offense on the table you can get out of the support options. I also think they both suffer from Armor not quite making up for the lack of Heavy Cover.

I want to try a Weiss AT-ST soon though. Overall I think it won't be efficient and the AT-ST is most likely going to either hang back with one of the two long range weapons, or play more aggressive with the grenades. Personally, I think cover is strong enough to make grenades the best option, but the game doesn't really reward the AT-ST getting that close otherwise.

Speeder seems to be best with no upgrades. Similar to the bikes, you use your free move to get to where you can Aim trivially.
   
Made in us
Regular Dakkanaut





I’ve felt flying cover seems to help less when you cancel extra hits. If they have impact 1, and a squad of storm troopers hits you 2 times, the 2ndth hit can be canceled by cover or by armor. But you still take 1 impact hit whether or not you had cover.

It helps sometimes too, of course. If they have impact 3, and cause 3 hits, one will be canceled before converted. So that’s nice I guess.

My point wasn’t that it’s totally redundant, but has some redundancy.

I think dodging is important, if you fly to avoid those ridiculous range 4 missiles from the imperials, and dodge instead of aim, you’ll be around a little while longer I think...
-mark

I welcome it.
-Mark 
   
Made in us
The Conquerer






Waiting for my shill money from Spiral Arm Studios

Flying Cover is good when you can stack it with normal cover. IE: Fly the speeds such that they have light cover or better, which then gets converted to heavy cover because of their rule. This makes them much more durable than their frailty would suggest. Remember that cover is in addition to your regular defense rolls.

This message was edited 1 time. Last update was at 2018/03/28 21:22:22


Self-proclaimed evil Cat-person. Dues Ex Felines

Cato Sicarius, after force feeding Captain Ventris a copy of the Codex Astartes for having the audacity to play Deathwatch, chokes to death on his own D-baggery after finding Calgar assembling his new Eldar army.

MURICA!!! IN SPESS!!! 
   
Made in us
Krazed Killa Kan





SoCal

Vehicles can benefit from cover I think, not barricades specifically, but everything else is fair game following the normal cover rules.

Because you have a compulsory move, you can move with that, then use an action to dodge and the other to shoot. Dodge with Cover 1 and Armor is pretty effective (unless I'm mistaken and it can't dodge).

This message was edited 1 time. Last update was at 2018/03/29 01:19:10


   
Made in us
Regular Dakkanaut





It’s going to be hard to get reliable cover when the model is floating 6 inches about the table... trees and tall buildings only.

How about the hard points on vehicles? I need to check the cards again to see if they restrictions, but could the at-st carry the flamethrower from the at-Rt set?
-mark

I welcome it.
-Mark 
   
Made in us
Krazed Killa Kan





SoCal

If the icon matches, however a lot of cards with the same icon will still list a restriction in their text.

   
Made in us
Rampaging Carnifex





Fredericksburg, Virginia

All the AT-RT weapons say 'AT-RT only'. Same for the two rear gun options for the airspeeder.

6000+
2500
2000
2000
 
   
Made in us
The Conquerer






Waiting for my shill money from Spiral Arm Studios

I expect in the future we will see some generic weapon options.

Self-proclaimed evil Cat-person. Dues Ex Felines

Cato Sicarius, after force feeding Captain Ventris a copy of the Codex Astartes for having the audacity to play Deathwatch, chokes to death on his own D-baggery after finding Calgar assembling his new Eldar army.

MURICA!!! IN SPESS!!! 
   
Made in us
Krazed Killa Kan





SoCal

I think those will be fewer, and instead we'll see things that modify the slot, rather than be usable by every vehicle with that slot.

For example, an option where you can switch that slot for something else, or upgrade weapons attached to that slot.

I think they're trying to avoid the balance nightmare that X-Wing currently is at, while still leaving themselves avenues for upgrading their effectiveness.

   
 
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