Post by Frosty the Pirate on Mar 11, 2021 13:20:50 GMT -5
Having faced the droids last night here's what percolated out of my head as raw feedback:
The matchup was GSC vs Droids on Battles Lines (4 primary objectives, one in each deployment zone, two neutral, short-board-edge-deployment).
As far as the army as whole goes, it executes the tactics following lore quite well. An "impervious" phalanx of droids marched slowly but surely across the table for 3 solid turns, and forcibly turned the game into a battle of attrition. Against the lightly armoured and fragile GSC, it slowly ground them down and broke the back of their main battle line.
Super Battle Droids were a pretty solid flank anchor. I tried to rotate my battle line into them and sunk the better part of my first turn of shooting into them, my rolls weren't great, but having only killed a single droid (which was immediately ressed by the support droid), they are definitely solid defensively. I wish wraithguard were this sturdy. They definitely have the ability to deliver a nasty character to a target acting as an escort/bodyguard. I actually don't even remember rolling any saves against their guns, not sure if it was just bad rolls, or bad target variety for their weapons with the vehicles on that flank.
The Droidekas and Commandos worked together on the opposite flank, and even with a Rockgrinder + Aberrants backed by a Leman Russ on their flank, they gained and held their territory. Droidekas put out a pretty nasty volume of fire. In this scenario their speed/disruption was a bit less relevant, but they certainly put in work with those guns. I disagree with the notion of them being overpowered tho, I think they are actually fairly balanced as is right now.
The AAT Federation Tank was a bit of a mixed bag. It's mega-laser-cannon was absolutely devastating, wrecking a Russ with overkill, and flattening my Ridgerunners. But the missiles were a bit underwhelming despite them all being dumped into a Russ turn 1, at first I fully expected the Russ to immediately die to the missile barrage, instead it took just 4 damage from a single failed save. Against a softer target like the Ridge-Runners, the missiles would likely have been devastating through.
Can't help but feel like Darth Maul might be slightly too durable in combat, his potent defensive combination of a 3++ with Duty Eternal is very strong. I did some Math-hammer on his durability in combat and found that against a Thunder-Hamer-Equivalent weapon his durability is about-equal to a Custodes Shield Captain with Storm Shield, Eagle's Eye Relic, and Superior Creation Warlord Trait. That's one tough nut to crack. (The damage the Patriarch did last night where he landed 4 wounds removed, is actually an above-average result based on the mathhammer.)
It was a great game, I learned a ton about my own force combinations, and I was suitably punished for what turned out to be a poor deployment/battleplan execution. Clearly I need to hire Jar-Jar-Binks as my lead-military-advisor, even he managed to defeat the droids.
The matchup was GSC vs Droids on Battles Lines (4 primary objectives, one in each deployment zone, two neutral, short-board-edge-deployment).
As far as the army as whole goes, it executes the tactics following lore quite well. An "impervious" phalanx of droids marched slowly but surely across the table for 3 solid turns, and forcibly turned the game into a battle of attrition. Against the lightly armoured and fragile GSC, it slowly ground them down and broke the back of their main battle line.
Super Battle Droids were a pretty solid flank anchor. I tried to rotate my battle line into them and sunk the better part of my first turn of shooting into them, my rolls weren't great, but having only killed a single droid (which was immediately ressed by the support droid), they are definitely solid defensively. I wish wraithguard were this sturdy. They definitely have the ability to deliver a nasty character to a target acting as an escort/bodyguard. I actually don't even remember rolling any saves against their guns, not sure if it was just bad rolls, or bad target variety for their weapons with the vehicles on that flank.
The Droidekas and Commandos worked together on the opposite flank, and even with a Rockgrinder + Aberrants backed by a Leman Russ on their flank, they gained and held their territory. Droidekas put out a pretty nasty volume of fire. In this scenario their speed/disruption was a bit less relevant, but they certainly put in work with those guns. I disagree with the notion of them being overpowered tho, I think they are actually fairly balanced as is right now.
The AAT Federation Tank was a bit of a mixed bag. It's mega-laser-cannon was absolutely devastating, wrecking a Russ with overkill, and flattening my Ridgerunners. But the missiles were a bit underwhelming despite them all being dumped into a Russ turn 1, at first I fully expected the Russ to immediately die to the missile barrage, instead it took just 4 damage from a single failed save. Against a softer target like the Ridge-Runners, the missiles would likely have been devastating through.
Can't help but feel like Darth Maul might be slightly too durable in combat, his potent defensive combination of a 3++ with Duty Eternal is very strong. I did some Math-hammer on his durability in combat and found that against a Thunder-Hamer-Equivalent weapon his durability is about-equal to a Custodes Shield Captain with Storm Shield, Eagle's Eye Relic, and Superior Creation Warlord Trait. That's one tough nut to crack. (The damage the Patriarch did last night where he landed 4 wounds removed, is actually an above-average result based on the mathhammer.)
It was a great game, I learned a ton about my own force combinations, and I was suitably punished for what turned out to be a poor deployment/battleplan execution. Clearly I need to hire Jar-Jar-Binks as my lead-military-advisor, even he managed to defeat the droids.