The Riot Control Squad gains surge to block in melee. Maybe that will make them quite durable in-fighters.
@seanalonzo92442 сағат бұрын
The riot marksman will work great as a DLT in a stormtrooper squad
@animachambers82162 күн бұрын
The Church of Bistan welcomes back its wayward flock with open arms
@josephvink2985 күн бұрын
I actually think naked commandos are better then naked troopers in some ways, auto save and sharpshooter with a free scout is in some regards better
@inspiredwon26705 күн бұрын
People need to realize that this is all a cash grab before AMG cancels Legion.
@ericjgrimsley6 күн бұрын
someone should count how many times you guys say the word "interesting" 🤣🤣🤣
@foulenglish25536 күн бұрын
Dear Kyle; please stop talking with your hand over your mouth. Thank you.
@brianjones33216 күн бұрын
You could double one squad and help out Obi-Wan s command card.
@biffa29876 күн бұрын
i was at MKGT as my first ever legion tournament. It was amazing and everyone had a great time most of us hadnt more than 5 games so we all learnt together
@WeAreFulcrum7 күн бұрын
If you have rebel core units and you go up against blast/spray combo, just plan on taking all minis off the board except the commander lol.
@WeAreFulcrum7 күн бұрын
30:00 Agreed. Its not worth putting heavy weapons on rebels when you can just add another unit for 40 points. The only weapon I would consider taking with them is Ion and even still its a risk if your opponent doesn't bring something that can be ionized.
@WeAreFulcrum7 күн бұрын
44:00 Rebel Snipers: 58 points to inflict 1 wound and 1 suppression each round at long range.
@benfrench35427 күн бұрын
Should Rebel trooper core units become 5 models basic for the same cost for overall balance?
@38crippler7 күн бұрын
I think nowadays for heavy weapons models we are looking for keywords more than ever. B2s for example with their HA trooper is a pretty expensive per wound, but adding blast and impact 2 to that monstrous r2 dice pool will almost certainly get an extra couple hits through. Clones also can do 5s for charge plus a shotgun for pierce 1 on top, slap on an impact grenade for 3 points and were looking at a pool thatd make jedi blush. I fully agree though that the weapons that are only a bunch of dice lose value compared to double squad size for sure. Edit: you mentioned shotguns later in the video my bad.
@SonsOfGondor17 күн бұрын
The Z-6 vs. new Rebel Trooper squad was interesting, but do you think this would apply to the SX-21 as well? Closing to Range 2 is a bit easier now and 2 red/2 white will net you 16 successes (same as a new squad), but they only cost 13pts (one-third the cost of a new squad) . . .
@alejandrovigil96964 күн бұрын
Also thought about this. Since ranges are closer now a shotgun+extra trooper for 20pts
@drbasseri7 күн бұрын
Jay's energy makes these awesome to watch
@Durnathi7 күн бұрын
T-47s need Outer Rim Speeder Jockey for a pilot. Cover 2 built in means that by the time they are firing enough to overcome Armor they are also losing at least some to cover.
@Lawni57 күн бұрын
You can put an upgrade with cover 1 on Airspeeder, and suddenly it has strips 3 hits from armour and then roll cover and save striping 1/3 and again 1/3 hits. Not bad if you have two and some other aggro units
@Lawni57 күн бұрын
It’s a fist big tournament guys. Give it more time then 2 months …
@nathannicholson60326 күн бұрын
It’s not even been 1 month yet, lol.
@shaunkrogulski96197 күн бұрын
Interesting insights, I haven't played into rebels so not sure what the answer is but I can't wait to hear about the person who unlocks it
@joshuapicaro87267 күн бұрын
1:01:58 Bad Batch and Whicket has steady. IG-11 can get it on his 2 pip. Sabine can throw a bomb and move.
@joshuapicaro87267 күн бұрын
43:00 I’ve noticed strike teams picking up 2 red surging units since it’s easier to get past light cover
@38crippler7 күн бұрын
I also think it's worth thinking about how commandos have a range 3 one black gun, the full team is 5 blacks and a white with surge hits ss1 and pierce 1. That reasonably gets 3 hits past cover and 2 to 3 past red saves. That's without accounting for infiltrate letting them very easily get in position for a turn 1 shot with a possible aim token depending on how your opponent plays. If we compare that to say rebel troopers no heavy (which cost 1 point less) it's 9 blacks no extra tech offensively which will get about 5 hits, 4 past cover, 2 past red saves with no pierce or sharpshooter to bump up the floor. Ofc the rebel troopers are tougher to compensate (double wounds and agile+nimble is usually better as long as vigilance is around than low profile imo) and a corps unit, but that's also not accounting for the strike teams output of 2 blacks and a white with pierce. I'm willing to bet snipers went up in cost just so we wouldn't see maxed out spec ops with all snipers constantly.
@elilieb20735 күн бұрын
I think you're likely to see strike teams if there are a couple copies of force barrier or guardian in a list
@tjdoom7 күн бұрын
interesting.....
@The_Cranky_Painter7 күн бұрын
This is anecdotal from someone who plays pretty much only skirmish and team games, but... The core rebel troopers with the squad size upgrade and Z6 are absolutely BRUTAL turn 1 and 2. You go in knowing that they're going to die, but those first key activations throw an impressive amount of dice (9B6W). Having been on the receiving end of it, you find yourself in the position of having to pick which unit of yours you want deleted off the table turn 1. As a Republic player, it forces me to have to figure out what unit of mine is going to be the sacrifice during deployment, or completely giving up on the movement bonuses from Scout/Infiltrate in order to hang back out of range 3. Obviously, rebel units are still going to die with their tactical T-shirts, but they're much more glass cannons now than they were, and they really have a serious advantage in the early game that you have to account for or get crushed.
@alejandrovigil96964 күн бұрын
Also rebels + shotgun SX + extra trooper for 60 points dealing 2R5B2W
@nrrrdking7 күн бұрын
I came here expecting bad takes and that's exactly what I got lol. Remember how these guys thought EXD was terrible? Hahaha. Just take whatever advice they offer and do the opposite.
@gregoryhall40627 күн бұрын
Do you think skirmish will get a refresher too? If so what points? Form 500-700?
@elilieb20737 күн бұрын
I've been having a lot of fun with this 1,000 points 2x Officer (vigilance, scanner) 136 Sabine Wren (SA, shield, whip) Clan Wren (up close and personal, emergency stims, emergency transponder, rockets) 123 2xmandalorian resistance (duelist, up close and personal, emergency stims, emergency transponder, rockets) 234 2xParty Bus (quad laser, medic) 194 3x rebel trooper (med droid) 174
@The_Cranky_Painter7 күн бұрын
Nice! I'll pass this along to a friend, I just sold my Rebel army to them so they could get started. :)
@TheXboxlive57 күн бұрын
Rebels!!!
@bradlaplante651810 күн бұрын
Kyle isn't on vacation...he had to come out of retirement... Kyle is John Wick Legion is his dog AMG is Russian Mafia leader son Asmodee is the Russian Mafia leader
@joshuataylor721311 күн бұрын
Thanks for all the casts, tips, insights, and laughs, gents. Best wishes!
@liamalford178212 күн бұрын
Further down the podcast 🙈 old Barry again clearly showing he hasn’t got a clue about how things work again…. Shoretroopers with PP is fantastic
@liamalford178212 күн бұрын
Oh it’s a shame Kyle ain’t left. He’s needs to cheer up abit when he comes back.
@GHOSTDOG5812 күн бұрын
Very interesting breakdown. Excited to watch the rest !
@jokeralpha448212 күн бұрын
These things happen. War Evolves. =)
@skylord233113 күн бұрын
I had look at the Prepared position - you may - so you can use it to deploy or walk on . looks you have option
@JustinPivinski-cm2rh13 күн бұрын
Empire breakdown without kyle?
@shaunkrogulski961913 күн бұрын
Empire seems in a pretty good place now.
@joshuapicaro872613 күн бұрын
Kyle is a lizard man who had to migrate south and had to be travel by sea.
@joshuapicaro872613 күн бұрын
35:44 False Prepared Postion is optional for all unit except if they have stationary
Idk how hard it is but labeling sections of the video with timestamps so we can find our favorite topics would be cool
@drbasseri13 күн бұрын
I've been waiting for an Empire podcast!!
@mr.jackpots672013 күн бұрын
You can use the IRG to Guardian Dark Troopers again. 😊 Tinfoil hat time. Kyle isn't "on vacation". That's a cover by his corporate overlords. He's really being held captive in Jay's basement and is being Clockwork Orange'd into running exclusively 2+ (where applicable) heavy units for Nova (or whichever big event he visits next).
@heathspielman46413 күн бұрын
i would say your paying more points for snipers for high velocity and pierce..mainly pierce as thats still a really strong keyword in the new edition
@seanalonzo924413 күн бұрын
I ran into issues with my opponent having backup on the characters I wanted to snipe.
@heathspielman46413 күн бұрын
@@seanalonzo9244 well the DLT would run into the same issue…..but on a side note I usually am using my snipers to weaken units not attack characters
@seanalonzo924413 күн бұрын
@@heathspielman464 yeah. I've been having to change my mindset with the new rules.
@Dkrigdon13 күн бұрын
So Kyle is off developing a new game?
@jordanhamm917513 күн бұрын
Is it just me or does to seem that the only reason Jay likes or doesn’t like a rule is because it only benefits or lack there of exact play style? Instead what is best and balanced for all factions and play styles?
@nrrrdking13 күн бұрын
I do miss old transport and it is also my least favorite change from the old rules. That said, I don't think it's instant doom for the transported unit. For Empire, the best units for this are probably Snowtroopers (speed 1 lol) and maybe Death troopers since their range 2 config is pretty good. The main idea being that, sure your opponent gets one activation to shoot at them before they activate but like Mike mentioned, it's pretty easy to stall the heavy's deployment until the end of the round to limit exposure. If there's a line of sight blocker in the right place then you'll probably be fine.
@nrrrdking13 күн бұрын
In regards to armored vehicle units. In the few games I've played the Ion keyword is actually more relevant than impact. This is mainly because of the points that Mike outlined. It's very difficult (unless you're bringing tons of impact with long range) to remove armored vehicles from the board. It takes a lot of focus and you're sacrificing "lethality" that would perhaps be better served removing infantry activations. Ion, on the other hand, is more accessible than ever now with less opportunity cost overall. While ion itself is more random, if you can get 2 ion tokens on a heavy the chances of losing half your activation is high. Even one Ion token is probably enough. Losing that one action in turn 2 or 3 (or both!) can be meaningful in a game that is now much more about mobility and action efficiency. That all said, Veers does cleverly get around this with his guidance keyword which preserves the action economy on vehicles that are dealing with Ion. I think this was intentional to keep Empire supremacy as the "armored vehicle" faction.
@joshuadempsey528113 күн бұрын
Genuine question. How is armor stronger now? You guys say this multiple times. You even say that critical X isn’t as strong against armor as well. Is it because of avoiding turn 1 shots? Or is there something else; you also mention not having a corp unit shoot at armor and shoot infantry instead (so in this case it’s not hiding turn 1 off the board).
@StevenSmith-wx9ps13 күн бұрын
I believe there were 2 reason Mike mentioned for this: 1) there are fewer turns to kill the armored unit (especially if they are deployed at or near the end of turn 1 where there is little to no chance to put wounds on them) and 2) because of the increased lethality of the game, with the cover rules change, your dice pools are often going to be better spent shooting and killing activations that can score PoI's rather than trying to overwhelm the armor values of an armored unit in the hopes of killing it a couple turns later.
@iqpok13 күн бұрын
Few things. 1) Armor can now do all objectives and side objectives. Pretty big change as certain Side objectives can force you to take out armor now 2. Lethality is much higher against troopers, not as much against the big armor pieces since Armor 5 is basically full armor against 90% of units. 3. Less rounds to shoot armor that matter. Games can end on turn four, meaning you have way less time to take them out on top of turn 1 invulnerability with them probably coming out last. 4. Much closer to start, which means armor can start unloading their full boat round 1 Here are a few reasons armor got huge buffs.
@joshuadempsey528113 күн бұрын
@@StevenSmith-wx9ps thank you!
@joshuadempsey528113 күн бұрын
@@iqpok Thank you!
@nathanfigueroa209913 күн бұрын
To be fair, that’s not remotely close to how the scoundrels talk about it. Especially Jay, who explicitly says he’d get blown off the board in 1 turn due to critical in the old rules, but that’s okay because Jay doesn’t have the competitive mindset. But this other guy also talks about how difficult it is to “get over the top” of the armor “now” when objectively, empirically, it’s never been easier. On top of the inflation of dice pools. They don’t talk about how more likely armor is to survive a game. They talk about how difficult it is to kill armor. Which, that specifically, just isn’t true.
@bleachorange13 күн бұрын
Observe, the imperial 1pip can also put suppression on something t1 off the board before it goes.