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  #13  
Old March 5th, 2014, 02:10 AM
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Re: The Holocron of Rebel Captain

PDF files have been updated.


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  #14  
Old March 12th, 2014, 10:20 PM
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Re: The Holocron of Rebel Captain

Just a suggestion, because I didn't quite follow the power as written on the card.

REBEL ASSAULT
After revealing an Order Marker on this card and taking a turn with this Rebel Captain, you may choose one of the following:
- Move up to 6 Common Squad figures you control that have the Hold Steady Special Power; or
- Take a single turn with up to 4 Common Squad figures you control that have the Hold Steady Special Power, during which the chosen figures may only attack.
Figures chosen for Rebel Assault must be within 5 clear sight spaces of this Rebel Captain. At the end of your turn, you may place the Hold Steady marker on the Army Card of one of the chosen figures.


Without the punctuation, the second clause runs into the second last sentence, which causes confusion. Plus it looks funky on the card.

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  #15  
Old April 27th, 2014, 09:47 AM
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Re: The Holocron of Rebel Captain

Under classic scape synergy's, shouldn't the rebel captain be able to aid the scared band with their disciplined army bonus?
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  #16  
Old April 27th, 2014, 01:43 PM
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Re: The Holocron of Rebel Captain

Quote:
Originally Posted by CrazyTankster View Post
Under classic scape synergy's, shouldn't the rebel captain be able to aid the scared band with their disciplined army bonus?
Oops, good catch. He should be able to aid them, yes.

Thanks
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  #17  
Old July 22nd, 2014, 06:59 AM
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Re: The Holocron of Rebel Captain

Whats the best number of these guys to use in a typical build? 2x Captains mixed in with the squads? Or does one usually take the cake?

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  #18  
Old July 22nd, 2014, 09:38 AM
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Re: The Holocron of Rebel Captain

Quote:
Originally Posted by William099 View Post
Whats the best number of these guys to use in a typical build? 2x Captains mixed in with the squads? Or does one usually take the cake?
3 times out of 4 you'll usually use x2... There's an occasional army that x1 does it though. I guess once again it's 1 Captain to every 2 squads of Troopers (Regular and Snow combined). You'll find that the reason 3/4 times you use 2 is because 75% of the time you're also using 3-4 squads.

Personally I ordered 2 of them.

Last edited by Sheep; July 22nd, 2014 at 09:55 AM.
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  #19  
Old July 22nd, 2014, 09:45 AM
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Re: The Holocron of Rebel Captain

When you only have 1 Rebel Captain, when he dies your offensive output really struggles. Having 2 Captains helps a lot with this, though it makes OM management trickier.
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  #20  
Old July 22nd, 2014, 10:16 AM
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Re: The Holocron of Rebel Captain

I find:

Quote:
Originally Posted by Rebel Trooper Army
100 Princess Leia
250 Obi-Wan Kenobi
380 Rebel Captains x2
600 Rebel Troopers x4
600pts/16hexes
Quote:
Originally Posted by Rebel Snow Trooper Army
100 Princess Leia
250 Obi-Wan Kenobi
380 Rebel Captains x2
575 Rebel Snow Troopers x3
25 more points (Sahaugin Raider, Drow Chainfighter, Marcu, 3PO/Isamu?)
600pts/14-15hexes
To be effective armies. I guess for the RST army you could also remove a squad of RSTs (90pts left) and add in Luke. In that case, with only 2 squads of Snow Troopers, I might replace a Captain with either an Rebel Heavy Gunner or Johnny Shotgun. They both do the same thing really by taking out squads it's just a matter of if you want to mix Classic with HoSS. That army would bring you Leia + Luke + Ben + RC + RSTs x2 + RHG/Johnny.

Last edited by Sheep; July 22nd, 2014 at 10:28 AM.
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  #21  
Old July 7th, 2015, 02:05 PM
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Re: The Holocron of Rebel Captain

Is there a version of this PDF that doesn't have 2 cards per page?
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  #22  
Old July 7th, 2015, 02:53 PM
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Re: The Holocron of Rebel Captain

Quote:
Originally Posted by Smithy Winfred View Post
Is there a version of this PDF that doesn't have 2 cards per page?
Not currently, but I can whip one up. Probably won't be until tomorrow.


PS - I'll add the PDF links to the other threads you pointed out as soon as I get the chance.


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  #23  
Old October 15th, 2015, 04:04 PM
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Re: The Holocron of Rebel Captain

I have a lot of trouble getting the Rebels to work well. I played two games yesterday against Stormtrooper builds with Ozzel and the Rebels got destroyed!

I think the hardest part about playing them is that they have to sit within range of their target for a turn in order to get the most potential out of them. Without a Captain, they can move and attack, but remove their Hold Steady Marker until the next turn (if there are still targets in range). With the Captain, you can move them within range, but they can't attack until the next turn (if there are still targets in range). I always end up giving the first attacks to my opponent and the Rebels can't hold up to the Stormtroopers, even when Ozzel was messing up his surprise attack and the Rebels were rolling 5 defense dice! I feel like I move 6 Troopers up, the Stormtroopers kill a few, then a couple can shoot back, but don't necessarily penetrate Stormtrooper Armor, then the Stormtroopers kill enough to where you feel like you should move more up, but to do that with the Captain you have to forgo attacks....

Anyone have tips on using this guy? I have the feeling he shines the most when he covers a retreat by the Rebel Troopers. My intuition says it might be more effective to mix OMs on him and on the Rebel Troopers, using him to get lots of them out of the SZ, then using OMs on the Troopers to have them move into range and fire, then using him again to fire once they are there.

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  #24  
Old October 15th, 2015, 04:22 PM
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Re: The Holocron of Rebel Captain

I like to use 2 Rebel Captains in concert.

The Rebel Troopers were really designed this way on purpose, so that they "Hold Steady" and wait for the enemy to come. We see them fight that way multiple times in the movies.
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