Snipers, in my sights!

By power500500, in Star Wars: Legion

So one of my favorite unit types in any wargame has got to be marksmen units. I was thinking after watching some demos on YouTube, what abilities would a sniper have. I think some sort of concealment where he either can't be hit at a certain range or, much more likely, he is granted a level of cover at certain range. I also figure an ability will give him an automatic critical result bypassing cover as the marksman waits for the target to pop their squishy little head out from cover. The range is the thing that has me a little concerned. Granted the 4-range ruler is fairly long, I see a sniper, and in a game called Legion, to have a little longer range than that of one more range band compared to a standard storm trooper (which is 3). So do you think they'll make the range ruler extend even beyond 4 (it didn't seem so at the demo). If 4 is the max, isn't that kind of short for some weapons since the standard assault weapons are shooting at 3? What do you all think?

Edited by power500500

Sniper could have unlimited range. This is not as great as it sounds, if you are playing on a worthwile amount of terrain.

I think there are a number of levers to pull however, including the Impact and Pierce mechanics.

Yeah, there are plenty of ways to make them fill their role without doing complex things. Ignoring cover and/or unlimited range would do nicely.

It would be an interesting mechanic on a small table. Be interesting to see if FFG allows classes like this. (If not homerules are a-okay!)

Jedi and snipers don't mix. In a sniper environment you don't have towering figures with capes or neon signs saying "shoot me".

15 minutes ago, Rumar said:

Jedi and snipers don't mix. In a sniper environment you don't have towering figures with capes or neon signs saying "shoot me".

True, but from a design point of view you'd have some sort of defence against that. E.g.

Sniper: Unlimited range. Ignore cover when shooting. Jedi/Hero models get +2 defence dice per range distance

The last bit would be thematic with Jedi mostly, being able to see things before they happen etc ;)

QS =D

Jedi special rule: "If shoot at just deflect said shoot back and show the shooter how you did things in more civilized times and real men fight in close combat anyway" sniper problem solved :D

Depending on rules in some games you could snipe the guy carrying the special weapon or officers or you just have a higher range and quite some more damage than the bog standard rifle.

4 minutes ago, Iceeagle85 said:

Jedi special rule: "If shoot at just deflect said shoot back and show the shooter how you did things in more civilized times and real men fight in close combat anyway" sniper problem solved :D

Depending on rules in some games you could snipe the guy carrying the special weapon or officers or you just have a higher range and quite some more damage than the bog standard rifle.

Well the problem with the whole officer targeting mechanic is that in this game the officer practically is the unit.

1 minute ago, power500500 said:

Well the problem with the whole officer targeting mechanic is that in this game the officer practically is the unit.

I haven't read all teh articles/rules but these were just examles of what other games did to show you can do sniper weapons.

3 hours ago, quantumsheep said:

True, but from a design point of view you'd have some sort of defence against that. E.g.

Sniper: Unlimited range. Ignore cover when shooting. Jedi/Hero models get +2 defence dice per range distance

The last bit would be thematic with Jedi mostly, being able to see things before they happen etc ;)

QS =D

Star Munchkin: Support G.M. with bogus science, go up a level. Mechanisms are never the problem in a SciFi game, especially in world as devoid of logic as the Lucas universe. The only logic is the atmospherical logic. Sniper movies have a different feel than Star Wars (see "The Wall"). Jedi Plot Armour (TM) is the opposite of hiding from snipers.

...would like to see some-type of sniper llike stormies!....

max 3 models (possibly 2 with a +1 unit upgrade)

1 red dice

White dice defence

No surge conversions

Range either 1-4 or 2+

Ignores deflect, pierce 1 and cover 1 rules.

Edited by Ralgon

Scout trooper/rebel sniper team (4 models, 2 snipers, 2 spotters)

Cover+1

Sniper Rifle range 1-4: 2 black

Impact 1, cumbersome 1

Precise = models in squad (to represent the spotters in the team)

Or something like that

Or the sharpshooter keyword which no one seems to remember

Snipers should be the first of the Spec-Ops units.

2 man squad of Scout Troopers for the empire, with 1 holding a sniper rifle and the other holding electrobinoculars and a pistol acting as the spotter. An additional scout troop holding a regular e-11 blaster could be added for extra shorter range dice. The sniper should be able to fire at ranges 2-∞, with the rifle being too unwieldy at range 1 engagements to be fired.

The rebel snipers should be Rebel commandos (as seen on endor) utilizing the exact same mechanics except the extra unit has the standard Rebel rifle.

The choose a figure to destroy system would work since FFG have said that when a unit leader is defeated, a new member of the squad becomes the leader.

42 minutes ago, Indy_com said:

The choose a figure to destroy system would work since FFG have said that when a unit leader is defeated, a new member of the squad becomes the leader.

Have they?

Small gameplay thing with units like this I was thinking about.

The way movement , measurement and placement of models is based on the position of the squad leader makes it easy to do some kind of rather precise hidden deployment.

Normally in squad based games the option to just place down a full unit as you see fit during a the game is difficult to balance.

But here they could give you say 3 tokens with 1 real one and 2 false to mark where the unit leader will deploy. Setting up the rest of the unit around hin as you see fit wouldn't be as big of deal as it would be in other games.

You could even have the leader go back to token state in certain conditions and then split of in several dud tokens again when moving.

Edited by Egilius
1 minute ago, Jabby said:

Have they?

you were reading the Spanish reveal, it's in there relating to the army commander. Logically if the unit commander somehow dies the same logic would flow on.

Just now, Ralgon said:

you were reading the Spanish reveal, it's in there relating to the army commander. Logically if the unit commander somehow dies the same logic would flow on.

Oh so its not actually said. It is said that the squad leader dies last

Just now, Jabby said:

Oh so its not actually said. It is said that the squad leader dies last

they've also been pretty specific in wording abilities (such as force choke). No doubt someone will find a loophole or oddball situation that forces it soon though.

Sniping away certain team members (where normally the owner chooses casaulties) is one of the mechanics that is used in games with snipers

Others would say that the special weapons are always picked up by teammates, and command is given to the next in line.

The first might not work in Legion due to the way unit leaders work and the rather high cost of attached special weapons.

Personally I would find the option to hit, and thus deal out supression on longer range already quite powerfull.

Include better dice then avarage, ignoring cover etc

Edited by Egilius