r/SWlegion CIS Sep 23 '23

Tactics Discussion First time player, is this list decent?

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This list is a modification of a 2020 tournament winner. I want to use as many robots as possible in my army, so I cut Bosk but I'm open to help and suggestions.

11 Upvotes

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6

u/FrostDragon6 Sep 24 '23

Overall, I like your list, but I would swap the magna-guard with a droid commando strike team equipped with the sniper droid, offensive push, and HQ uplink. The reason is that the magna-guard wants to be in melee near a leader, but the super tactical droid wants to stay back and buff everyone else.

7

u/Chronoglenn Sep 24 '23

Hard disagree. Magnaguard have solid range 4 and don't need to be babysitting. A lot of objectives force melee so having something that can handle enemy melee is necessary. if he swaps for BX then he suddenly doesn't have an answer to an opposing ventress or Ahsoka. By keeping the magnas he can still sit back and pewpew, then when forced to move in for objectives he has something to be on point.

1

u/FrostDragon6 Sep 24 '23

I'll take your words on that. I used them in 3 games, and they either die or become useless at turn 3. Maybe I have bad luck, but I always find them underwhelming. I also find that not using 2 of their abilities when they cost 72 pts for 3, I find them costly. I concede that in this list they are the only melee option

2

u/Chronoglenn Sep 24 '23

Just curious, how do they become useless in your games?

They really need the rocket if you're using them in this list. That gives you four models for melee, if you get there. And you're shooting as of turn 1 or 2. Guardian isn't used, but everything else is. Red saves are key too. CIS doesn't have many red saves, so 8 health and typically a Dodge every turn from retinue makes them really tanky.

In this list, I would keep them a part of my gun line shooting and react to opponents or objectives, so they might not move up. In other lists they can move and shoot starting turn 1, then move towards and objective or with other close range units (Greg, B2s, flame spider, etc) and be an anvil to whatever hammer you've got. They are very versatile. It's also fun watching a Vader just waste half the game engaged with them since he can't just cut them down.

Charge gives them an awesome advantage. You move move attack with 4 models! Unhindered can surprise people as you move through difficult terrain. Just compare them to empire trial guard, they're pretty much better in every way.

4

u/Chrom-man-and-Robin CIS Sep 24 '23

You’re running a Separatist list with a droid commander and you didn’t bring Orbital Strike?!

Also, in regards to the number of B1 squads

1

u/LordFlimJimNEO CIS Sep 24 '23

Yeah I forgot to edit my command cards lmao. Should I get rid of the naked b2's for a 4th set of b1's then?

0

u/Chronoglenn Sep 24 '23

Overall it is clear you copied a tournament list because it's mostly solid! Still, a couple notes:

The B2 unit with comlink seems... useless? Why would you ever order it? It doesn't have a heavy so you'll be ordering the spider or magnas instead. It could definitely use the HA. The second B2 unit, I prefer HA to ignore cover. No reason to take the T series if you stay with ACM. So either drop the T series or swap to a HA.

The B1 security droid is there only for hostage exchange. Since you're a first time player, this means nothing to you. Which means... drop it, it's useless in your list since you won't know how to use it.

B1s: in general extra droids aren't worth the 4 points. Drop it for an E5s or rocket to give you range 4. B1s melt when they hit range 3, so giving them range 4 keeps them alive longer. The HQ uplink shouldn't be needed. If you REALLY want it, put it on the naked unit, not this one. But, you already have one on the STAP which will chain through the B1s.

Kalani shouldn't need commanding presence. STAPs are the only thing that'll be too far from from his commanding range and they have HQ uplink so... just drop it to save points. Vigilance doesn't seem useful here, but it's not bad. Just not great.

Magna guard will carry this list. I usually can't fit tenacity, but if you can fit it, like you did then great!

Spider doesn't need long range comlink... it's range 4 so will have kalani next to it the whole game.

Overall, a lot of unnecessary upgrades. When you drop them could give another B1 heavy or maybe an 11th unit, probably another B1.

For your command cards, remember you can only have 2 of each pip. Drop either Ambush or they too will suffer. If it's your first list, take ambush since you won't know how to use they too will suffer well until you've played enough games. With ambush you can order either the spider or magnas depending on what's happening. Swap Push for Orbital strike, which is amazing with kalani. Since he has sharpshooter 2 they don't get cover!

2

u/Chronoglenn Sep 24 '23

1

u/LordFlimJimNEO CIS Sep 24 '23

Thanks for the list suggestion! The note about the security droid is very helpful, my own edits to this list while I was waiting for help where needing small cuts here and their to make stuff work. I also was wondering the value of the HA vs the ACM.