Alliance rangers vs. Imperial troopers (wave 8)

By ricope, in Star Wars: Imperial Assault

Last weekend I've printed out some proxy cards for some of the Wave 8 figures for casual skirmish, and boy does it make a difference.

Alliance rangers are actually very good in terms of damage. The damage output is comparable to eStorms due to its auto +1acc and rerolls. Their optimal range is at 5 spaces. I think a solid Rebel list might start with 2 rangers in the future, just like some of the popular Imperial list starts with 2 eStorm right now

Jet troopers are surprisingly weak. The regular version is total garbage (maybe if you really need some extra troopers AND you happen to have 4 pts left). The elite version is also extremely situational: you have to be within 2 space of enemy and frankly an extra blue die isn't that much damage. Pro: an extra blue dice. Con: must be within 2 space, dies pretty quickly, too many surges goes to waste due to inability to reroll. My eJet got completely destroyed by eEBT and it wasn't even close

some extra stuff:

rGamorrean Guards are also total garbage - I don't think I'd ever run more than one, that auto -1dmg and suffer strain to reroll atk dice w/ only 5 health means...I really can't think of a good situation of when these guys would come into play. Running some numbers shows these guys only have (against a black defense die) a roughly expected damage of 2 or 3 dmg per attack. eStorms beats them in every way possible

eGamorreans however are totally worth their points - they're like the inverse Royal Guards (buff themselves vs. buff everyone else), but they hit much harder than rRGs due to the nerf and the reroll

P.S. Never send out RGs on their own. They're tough & frightening but they will go down easily if there's no backup troops. Also eRGs are usually not worth it

Discussed at length here

https://community.fantasyflightgames.com/topic/230814-imperials-and-mercenaries-from-jabba%E2%80%99s-realm-spoiler-discussion/

General consensus is the same as yours. rGamorreans are terrible. eGamorreans are good.

Jet troopers are useless except for being a Vehicle, and being able to use Overrun, which takes them from useless to stupidly amazing. It's hard to compete with the flexibility you get from two officers though.

As for rangers, damage output is statistically a little bit lower than stormtroopers but range is greater and you don't need the adjacency for the reroll. Damage does go up significantly when hidden. Also they are regular so you could take 4 lots of them. Elite version is probably not worth the extra points.

I'm doing some more testing with Jet Troopers tonight, hoping I can make them work with Sorin but they were disappointing last time out (Batrep 17)

I don't mind little rehash to generate discussion.

I think I feel the same about the jet troopers as I do the hired guns in Mercs. The regular deployment card is completely disposable, but don't expect them to live long or do a lot of damage, there are other figures in the faction for that. The elite versions are like the elite hired guns, markedly better, but do you really want to spend more points on a disposable deployment ? If they had got +1 speed, or 3 movement points on their Fly-By or reinforcement cost of 3 instead of 4 to allow Reinforcements in the game, my opinion would have changed. The designers seem to be afraid of making a unit too good (which in and of itself is a good thing generally), and by doing so, have missed an opportunity. That being said, each has some decent qualities to them. Looking at heavy stormtroopers, I always thought they were generally a poor design, however, due to the way the game has developed, I have seen a squad of heavies (both regular and elite) used quite effectively, so there may be more coming down the line to improve upon these deployments, that we haven't seen yet. There may be more in this wave that's still unspoiled, still, so I'll wait. Dewbacks already look too good, so there's that.

I think jet troopers are meant to be situational. Especially the regulars. I think they are meant to be an easily spammable.

The problem with the Alliance Rangers is, that they are not as good, as long as they don't get the reroll. On some maps it is quite hard to get 5 spaces away from your enemy and still have LOS, e.g. at the center of Nelvaania.

Elite Jet Troopers are vehicles. Maybe buy a Targeting Computer for them?

Last weekend I've printed out some proxy cards for some of the Wave 8 figures for casual skirmish, and boy does it make a difference.

Alliance rangers are actually very good in terms of damage. The damage output is comparable to eStorms due to its auto +1acc and rerolls. Their optimal range is at 5 spaces. I think a solid Rebel list might start with 2 rangers in the future, just like some of the popular Imperial list starts with 2 eStorm right now

Jet troopers are surprisingly weak. The regular version is total garbage (maybe if you really need some extra troopers AND you happen to have 4 pts left). The elite version is also extremely situational: you have to be within 2 space of enemy and frankly an extra blue die isn't that much damage. Pro: an extra blue dice. Con: must be within 2 space, dies pretty quickly, too many surges goes to waste due to inability to reroll. My eJet got completely destroyed by eEBT and it wasn't even close

some extra stuff:

rGamorrean Guards are also total garbage - I don't think I'd ever run more than one, that auto -1dmg and suffer strain to reroll atk dice w/ only 5 health means...I really can't think of a good situation of when these guys would come into play. Running some numbers shows these guys only have (against a black defense die) a roughly expected damage of 2 or 3 dmg per attack. eStorms beats them in every way possible

eGamorreans however are totally worth their points - they're like the inverse Royal Guards (buff themselves vs. buff everyone else), but they hit much harder than rRGs due to the nerf and the reroll

P.S. Never send out RGs on their own. They're tough & frightening but they will go down easily if there's no backup troops. Also eRGs are usually not worth it

Since they cost the same as an eStormtrooper I'm glad to hear their damage output is comparable.

The problem with the Alliance Rangers is, that they are not as good, as long as they don't get the reroll. On some maps it is quite hard to get 5 spaces away from your enemy and still have LOS, e.g. at the center of Nelvaania.

Elite Jet Troopers are vehicles. Maybe buy a Targeting Computer for them?

I got punished hard as Empire by those Alliance Rangers. They're not meant to be used in front of the battle line (unlike eStorms that got optimal range 3-4, these guys have optimal range 5-7). My Rebel player kept them in the back and only popping out to shoot as necessary, he would let them run back if there's not enough space, and they're also eligible for Reinforcements (edit: and Grenadiers)

I thought about TC for eJet, the problem with that is it's tempting to straight up take the tank then for 2 extra points, tank hits much harder+virtual 2nd defense die+can shoot twice

Edited by ricope

Has anyone played the newer maps? A lot of the Bespin and beyond maps are designed to really throw the opponents at each other (they are not as big, lots of hallways & corners, but a central moshpit) There are a few where the Rangers will be downright nasty though. I think Greedo and Bossk's maps they would be really good.

Has anyone played the newer maps? A lot of the Bespin and beyond maps are designed to really throw the opponents at each other (they are not as big, lots of hallways & corners, but a central moshpit) There are a few where the Rangers will be downright nasty though. I think Greedo and Bossk's maps they would be really good.

From a competitive point of view, this isn't a problem on the current maps. Leia's map (Warzone) has a big long corridor where all the objectives are. All 3 paths on Landfill have very long distances and Training Ground has a big long corridor and two massive tiles/rooms.

I think a well designed and even map will have a bit of everything... That's where the strategy comes in I think. You have to play stormtroopers in a certain way to get the rerolls at the risk of blast and cleave. Same with these guys, you have to play the a certain way (long range) to get the most value out of them and your opponent has to play around that to minimize your damage output. Also don't forget they can always move back 4 and shoot... so unless the target is adjacent, they've got a good chance to get the reroll.

On the other hand, I like the idea of map rotations changing the meta (and I really wish we rotated maps more often). I think it's fine that long range units will benefit on some maps but be weaker on others.

I do agree most of the game seems to happen around range 3-5 but that really depends on the player and the list. It's certainly possible to have a short range list (like some fast rebels with sabs) or a long range list like HKs... We'll get even more variety for that next wave with more melee Mercs, long range Rebels and more mobile Imperials.

Also don't forget they can always move back 4 and shoot... so unless the target is adjacent, they've got a good chance to get the reroll.

That's what I was saying, and it's best way to play them I think (my Rebel player figured it out during our first match after I introduced those proxy cards). 5HP = same as eStorm = likely need 2 shots to kill

on the other hand, I noticed in our casual skirmish that eSab is becoming less popular due to Zillo and the risk of negating pierce

can't wait for Jabba to punish those trooper spam lists (+1VP/unit killed)

Edited by ricope

on the other hand, I noticed in our casual skirmish that eSab is becoming less popular due to Zillo and the risk of negating pierce

But eSabs are great against Alliance Rangers :D

~D

The range and the 3 figure deployment of the Rangers are big perks over other troopers. With 3 figures, they can take several long range potshots, clear a trooper or 2, and then remain fat enough away that many enemies can't even get into a reliable attack range.

Surprised at the thoughts on Jet Troopers. Our group has had a lot if success running the Elites. With mobile, the extra Movement Points and slightly higher HP than most troopers, they can move about quickly and deal decent damage. Also Overrun.

Gamorreans and Weequay are Elite or nothing, as many have said already. The grays are for campaign.

The range and the 3 figure deployment of the Rangers are big perks over other troopers. With 3 figures, they can take several long range potshots, clear a trooper or 2, and then remain fat enough away that many enemies can't even get into a reliable attack range.

They would need to sit at 7 and be hidden which is not something you can really pull off. This will also mean they'll have to be more than a round away from an objective themselves. So they're pretty clearly not all that great against other ranged figures. They are good against melee however as they can sit outside most of their move and attack range and still have a reliable shot.

Edited by Union

Why would they need to be at, effectively, 9 range? On most maps, you can't reliably get out of some ranged attackers' range (like a focused Luke or and eProbe Droid) if you want a unit to be able to enter the fray, but stormies are such a common enemy I'm happy if I can dance outside of their reliable range, at least forcing them to use a surge on range rather than their +2. This conversation might get interesting, though, if something like Hanger Bay is chosen for the next map. Those long hallways...

-ryanjamal

Why would they need to be at, effectively, 9 range? On most maps, you can't reliably get out of some ranged attackers' range (like a focused Luke or and eProbe Droid) if you want a unit to be able to enter the fray, but stormies are such a common enemy I'm happy if I can dance outside of their reliable range, at least forcing them to use a surge on range rather than their +2. This conversation might get interesting, though, if something like Hanger Bay is chosen for the next map. Those long hallways...

-ryanjamal

Because troopers move 4 and can reliably shoot 4... 4+4 is 8. Thats assuming no focus and no movement cards too, which are both quite common.

Oh, right, movement points :-). Yeah, but the nice thing about that is that it would force the storm troopers to use all of their movement straight toward you, which would most likely leave them exposed. Many times, I'd hold my stormies back instead of going in for the kill if it meant I would leave them out in the open like that.

-ryanjamal