I was pretty underwhelmed with these units and their cost (especially compared to the new CIS units). Only the Clone Commander seems priced properly, which is why I'd wager that it'll be the only one to see consistent use on the table. Everything else is very list-dependent. But I guess that isn't a bad thing. Great vid as always.
I though that the medic didn’t look too bad, I know it’s 20 points but it’s also a combatant which the other medics aren’t so really your just paying the 7 points for the treat capacity 1 and the other 13 are just what you’d pay for a regular p2 trooper on the squad. Though I’m not sure you can do the maths like that 🤷♂️
@@tom9171 That's a perfectly fine way to look at the maths. 7 points for treat 1 isn't bad, but clones are already strapped for points, so it'll always be a tough sell. But for P2 troopers with a lot of upgrades, it'll probably be worth it in some lists.
@@samus17 after further evaluation I’ve also come to the conclusion that it’s very rare for clones to take the extra body as it is so my maths doesn’t really work
In regards to the Commander personnel upgrade: One key difference to note (if I'm reading it right) is that inspire won't be able to help the unit it's attached to, i.e. if you're trying to keep a certain unit from breaking, upgrading it with a clone commander is a waste of points, you should always go for the captain. You'd have to upgrade a DIFFERENT unit with the commander, and then keep them close together. They do fill different roles so I still feel the captain has a place in some builds. The Captain is only 14 points so he's notably much cheaper to bring. I could see some utility in activating a heavily suppressed unit with a captain, ignoring the suppression (but not removing any) to get two actions; then activating a nearby unit upgraded with a commander to inspire off one of the suppression. For the Comms trooper: I also see a build utilizing comms jammer, a DP23 (and potentially frag grenades) to make a pretty scary close range powerhouse unit to guard objectives. For the Medic: keep in mind that although technically yes, it's more "expensive" to bring in a P1 squad, you probably don't ever want to be healing the squad you're in regardless. You'd want to use him to heal your ARC troopers or similarly expensive units. So in that context, it doesn't matter what you bring him in, and I'd even argue it's BETTER to bring him in a P1 squad so it's a cheaper overall package. Great video overall! I always enjoy hearing your thoughts on Legion units!
Notice it says “to a friendly, (non-droid), trooper unit at range 1 and in line of sight. That can be anything, not just your own squad of guys. Really good for keeping a heavy weapon working in another squad.
I was pretty underwhelmed with these units and their cost (especially compared to the new CIS units). Only the Clone Commander seems priced properly, which is why I'd wager that it'll be the only one to see consistent use on the table. Everything else is very list-dependent. But I guess that isn't a bad thing.
Great vid as always.
I though that the medic didn’t look too bad, I know it’s 20 points but it’s also a combatant which the other medics aren’t so really your just paying the 7 points for the treat capacity 1 and the other 13 are just what you’d pay for a regular p2 trooper on the squad. Though I’m not sure you can do the maths like that 🤷♂️
@@tom9171 That's a perfectly fine way to look at the maths. 7 points for treat 1 isn't bad, but clones are already strapped for points, so it'll always be a tough sell. But for P2 troopers with a lot of upgrades, it'll probably be worth it in some lists.
@@samus17 after further evaluation I’ve also come to the conclusion that it’s very rare for clones to take the extra body as it is so my maths doesn’t really work
keep up the great work man, your content is some of the best on the internets for SWL! thanks for putting out all these vids!
Loving these videos, really enjoy the detailed overview. Thankyou
In regards to the Commander personnel upgrade: One key difference to note (if I'm reading it right) is that inspire won't be able to help the unit it's attached to, i.e. if you're trying to keep a certain unit from breaking, upgrading it with a clone commander is a waste of points, you should always go for the captain. You'd have to upgrade a DIFFERENT unit with the commander, and then keep them close together. They do fill different roles so I still feel the captain has a place in some builds. The Captain is only 14 points so he's notably much cheaper to bring. I could see some utility in activating a heavily suppressed unit with a captain, ignoring the suppression (but not removing any) to get two actions; then activating a nearby unit upgraded with a commander to inspire off one of the suppression.
For the Comms trooper: I also see a build utilizing comms jammer, a DP23 (and potentially frag grenades) to make a pretty scary close range powerhouse unit to guard objectives.
For the Medic: keep in mind that although technically yes, it's more "expensive" to bring in a P1 squad, you probably don't ever want to be healing the squad you're in regardless. You'd want to use him to heal your ARC troopers or similarly expensive units. So in that context, it doesn't matter what you bring him in, and I'd even argue it's BETTER to bring him in a P1 squad so it's a cheaper overall package.
Great video overall! I always enjoy hearing your thoughts on Legion units!
Yes you are right. It must be ANOTHER friendly unit.
I actually think the medic is underrated I use him a lot and he has clutched up from time to time
I used the Medic and coms clone to put in my LAAT
Esteemed leader could also the commander out a bit too as he really wants to hug friendly units. It's also half the cost of stims.
Love the videos
Oh I cant wait for your Separatist specialist review
So, reminder that the medics can heal other units, not just their unit. They can help heal Jedi, Rex, sniper teams, etc.
Notice it says “to a friendly, (non-droid), trooper unit at range 1 and in line of sight. That can be anything, not just your own squad of guys. Really good for keeping a heavy weapon working in another squad.
@@gearstonelp8414 Yes I'm aware of this. It's very useful but also quite easy to break range 1.
Have comms squad follow the commander? That's my thought lol.
Does your commander need line of sight to use the Air Support?
What is your opinion on warhammer 40k/AoS?
How did your army get stolen?
Sorry to hear that...
what happens to your republic army? Mentioned they were stolen?
Unfortunately yes. Rebuilding them now though. Already have about 500 points painted.
Clone commander is silly and direct is silly
Silly as in OP, superfluous, or not useful?