Give the LAAT some love! It got a second ordinance slot, which I think is great, and really needed before the main weapon also got upgraded. Either way, still increases utility a bit. Dark troopers definitely needed an armor amount though, they still get double activations compared to other heavies.
I think Dark Troopers could be fixed if they change the rules to allow them to be transported like corp and special forces, or if they removed Plodding. If not, then 2.6 marks the end of double Darks. You can only run one unit now, and it only works with Gideon and his 2-pip.
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.
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).
I’ve been playing TF since its inception. Took it to worlds and went 2-2. I’ve played it on a TH-cam battle report series with the new rules and yes, it can get into position and hunker down much faster than most lists. Of the 14 activations, 10 had scout including the vehicles.
@@Dkrigdon Would you mind sharing which channel that was on and your list? 999/1000 13 Activations 2x Imperial Officer 3x Stormtroopers (T-21 Stormtrooper, Stormtrooper Specialist) 6x Scout Troopers (DLT-19x Sniper) 2x 74-Z Speeder Bikes That is what I am finishing up.
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.
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
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?
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).
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.
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.
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.
Give the LAAT some love! It got a second ordinance slot, which I think is great, and really needed before the main weapon also got upgraded. Either way, still increases utility a bit. Dark troopers definitely needed an armor amount though, they still get double activations compared to other heavies.
I think Dark Troopers could be fixed if they change the rules to allow them to be transported like corp and special forces, or if they removed Plodding. If not, then 2.6 marks the end of double Darks. You can only run one unit now, and it only works with Gideon and his 2-pip.
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.
35:44 False Prepared Postion is optional for all unit except if they have stationary
Came to say the same lol
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).
Very interesting breakdown. Excited to watch the rest !
Idk how hard it is but labeling sections of the video with timestamps so we can find our favorite topics would be cool
Wow. Jay opening with shade.
I've been waiting for an Empire podcast!!
I had look at the Prepared position - you may - so you can use it to deploy or walk on . looks you have option
Man is an infantry based Tempest Force looking good in this edition of Legion.
That much Scout is wild.
I’ve been playing TF since its inception. Took it to worlds and went 2-2. I’ve played it on a TH-cam battle report series with the new rules and yes, it can get into position and hunker down much faster than most lists. Of the 14 activations, 10 had scout including the vehicles.
@@Dkrigdon Would you mind sharing which channel that was on and your list?
999/1000
13 Activations
2x Imperial Officer
3x Stormtroopers (T-21 Stormtrooper, Stormtrooper Specialist)
6x Scout Troopers (DLT-19x Sniper)
2x 74-Z Speeder Bikes
That is what I am finishing up.
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.
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
Observe, the imperial 1pip can also put suppression on something t1 off the board before it goes.
Empire seems in a pretty good place now.
So Kyle is off developing a new game?
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?
I’m pretty sure prepared positions *is* optional, no?
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
I ran into issues with my opponent having backup on the characters I wanted to snipe.
@@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
@@heathspielman464 yeah. I've been having to change my mindset with the new rules.
Empire breakdown without kyle?
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
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).
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.
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.
@@StevenSmith-wx9ps thank you!
@@iqpok Thank you!
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.
Oh it’s a shame Kyle ain’t left. He’s needs to cheer up abit when he comes back.
I think I'll still be playing with the old rules at home...
May as well try it. I played a new rules game. It was fun. It’s a different game for sure, but still fun.