Unit Comparison

By garciaj113, in Star Wars: Legion

What do you guys think about the different infantry types, I personally think the DLT is absurd value for what you are getting. Also does anyone know if there is way to kill the specialist before the other standard troopers? Also if you shoot, with an entire squad of stormtroopers that have a rocket trooper do only the black dice get impact 3 or the whole role gain that benefit?

Also if anything is wrong on this comparison let me know and I will edit the post

Stormtrooper (44pts)

Range: 1-3

Dmg: 1 White + Surge (37.5% to hit)

Defense: 1 Red (50% to dodge)

Movement: 2

Precise 1

DLT Stormtrooper (24pts)

Range: 1-4

Dmg: 2 Red + Surge (87.5% to hit per dice)

Impact 1

HH-12 (Rocket) Trooper (34pts) [Exhaust]

Range: 2-4

Dmg: 3 Black + Surge (62.5% to hit per dice)

Impact 3, cannot move an shoot

Rebel Trooper (40pts)

Range: 1-3

Dmg: 1 Black (50% to hit)

Defense: 1 White + Surge (33.33% to dodge)

Movement: 2

Nimble

Z-6 Rebel Trooper (22pts)

Range: 1-3

Dmg: 6 White (25% hit per dice)

MPL-57 (Ion) Trooper (32pts) [Exhaust]

Range: 1-3

Dmg: 2 Red (75% to hit per dice)

Ion 1, Impact 1

Edited by garciaj113
I fixed the percentages as per @Extropia's pic

The person who controls the squad decides who dies, with the exception of the squad leader and I think when a specific figure is attacked with a melee attack.

Do you know if force choke allows Vader to pick since you choose the target trooper mini within Range 1?

19 minutes ago, garciaj113 said:

Also does anyone know if there is way to kill the specialist before the other standard troopers?

IIRC the controlling player chooses the casualties. Usually in games like this there's units and weapons with Special rules that override that kind of this, so like maybe a sniper unit will be able pick their Targets or something.

Quote

Also if you shoot, with an entire squad of stormtroopers that have a rocket trooper do only the black dice get impact 3 or the whole role gain that benefit?

Typically in games like this only the model with the weapon benefits. Suspect this will be clarified in the full rulebook, but the fact that so far I think all Special weapons use different dice would be an indicator..

I mean, doesn't it make sense that if a trooper dies another might pick up the "good" gun and use it? Controlling player picking is just an easy, abstract way of handling it.

Is DLT the MG 42?

15 minutes ago, Caldias said:

I mean, doesn't it make sense that if a trooper dies another might pick up the "good" gun and use it? Controlling player picking is just an easy, abstract way of handling it.

No. That's stealing. Rebels and Storm Troopers don't steal. Totally breaks my immersion.

14 minutes ago, Rumar said:

Is DLT the MG 42?

Yep!

DLT was the the MG.

EE-11 was a Sterling SMG.

Hans DL-44 was a Mauser.

A280 was based on the StG44.

BlasTech T-21 is a Lewis LMG.

I think some others were just real life guns that were modded too, but owe are the ones I remember.

Edited by Extropia
2 hours ago, Extropia said:

Yep!

DLT was the the MG.

EE-11 was a Sterling SMG.

Hans DL-44 was a Mauser.

A280 was based on the StG44.

BlasTech T-21 is a Lewis LMG.

I think some others were just real life guns that were modded too, but owe are the ones I remember.

Well - Star Wars is basically WW II in space.

It was stated that white attack dice have 2 hits, 1 crit and 1 surge, so 50% to hit for stormtroopers.

And black dice have 3 hits, 1 crit and 1 surge, so 50% to hit for rebel troopers either.

White defense dice have 2 block and 1 surge. So 50% to block for rebel troopers again.

HH-12 upgrade cost is known. Let me see if I can find it around here ...

EDIT: 34pts

Also the ion gun is called the MPL-57

Edited by Manchu
4 hours ago, Rumar said:

Is DLT the MG 42?

Close, MG 34.

Thanks @Manchu for the point cost and @Bernh for the %'s, also interesting stuff about the guns I did not know that

The endor commando rifle was a A280 and based mostly on the M16/AR15. The A295 was the stg44 and used by echo base troopers. They look very similar and without a close look it would be hard to tell. IMFDB and wookieepedia both have good pictures. They both have a shotgun pump like foregrip and similar 'scout scope' set up. Look at the mag well and stock areas of the two blasters. I hope the models are distinct, at 30+mm they should have that level of detail. Some Echo base troopers would be cool across from some snowtroopers. The two-magazine look of the 280(a 10 round magazine in the AR15 lower receiver and a second magazine looking add on) is on the rebel weapons in rogue one.

I don't know if I like the exhaust mechanic on the anti vehicle weapons, the mpl 57 and HH 12 wastes one of the rest of the units actions to reload/refresh. Defiantly going to need to aim with those HH-12/mpl-57 to get your points out of them. Could individual troopers target different targets? I don't think anyone in the demos I watched did, but didn't seem to matter much.

I do like the use of surges to equal out rebel/imperial offense and defense then giving one a boost for the aim action and one dodge.

2 hours ago, Guest Nuke556 said:

I don't know if I like the exhaust mechanic on the anti vehicle weapons, the mpl 57 and HH 12 wastes one of the rest of the units actions to reload/refresh. Defiantly going to need to aim with those HH-12/mpl-57 to get your points out of them. Could individual troopers target different targets? I don't think anyone in the demos I watched did, but didn't seem to matter much.

Hopefully you'll be able to split fire with specialist (especially anti-Armour weapons), unless all weapons can theoretically damage all things? Do we know about that yet? In 40k they've done it two ways, either the whole squad shoots at one thing (which can lead to wasted small arms fire against armour), or another route is for you to pick a primary target, then anyone you don't want shooting at that has to shoot at the nearest enemy unit by default. I like the second, it allows your heavy weapons to go for their target while everyone else gives them covering fire against the most immediate threat. We'll have to wait and see what route they adopt for Legion.

3 hours ago, Guest Nuke556 said:

I don't know if I like the exhaust mechanic on the anti vehicle weapons, the mpl 57 and HH 12 wastes one of the rest of the units actions to reload/refresh. Defiantly going to need to aim with those HH-12/mpl-57 to get your points out of them. Could individual troopers target different targets? I don't think anyone in the demos I watched did, but didn't seem to matter much.

I like that very much. Hard choices make for good games and I suspect both MPL 57 and HH 12 can use the nerf.

13 hours ago, bernh said:

It was stated that white attack dice have 2 hits, 1 crit and 1 surge, so 50% to hit for stormtroopers.

And black dice have 3 hits, 1 crit and 1 surge, so 50% to hit for rebel troopers either.

White defense dice have 2 block and 1 surge. So 50% to block for rebel troopers again.

Incorrect. Whites are worse than you think...they are really bad :Du 20988864_10155178778292800_4856259719990

The specialist weapons make a lot more sense if Impact is not per-weapon, but applies to the whole attack pool, rather than the other way around.

2 red, Impact 1, 24pts

3 black, Impact 3, exhaust, cannot move and shoot, 34 pts

If you're getting Impact 3 on the whole squad's shots, that balance is more reasonable.

It would also make resolving mixed dice pools faster, as you don't have to worry about what has Pierce, which of these white dice were from the guy with Impact and which were from the guy with Ion; as the game expands in size and complexity.

Edited by svelok
44 minutes ago, svelok said:

The specialist weapons make a lot more sense if Impact is not per-weapon, but applies to the whole attack pool, rather than the other way around.

2 red, Impact 1, 24pts

3 black, Impact 3, exhaust, cannot move and shoot, 34 pts

If you're getting Impact 3 on the whole squad's shots, that balance is more reasonable.

It would also make resolving mixed dice pools faster, as you don't have to worry about what has Pierce, which of these white dice were from the guy with Impact and which were from the guy with Ion; as the game expands in size and complexity.

Never played a big rank and file so bear with me. I don't disagree that would help to make more units viable against other units or vehicles. My hesitation is that could lead to "keyword creep." It will be really tactically boring if we reach a point in a year where every corps unit can stack every keyword on every die of every attack. Even considering they have weak attacks compared to heavies, they could do full damage to every unit type, as opposed to being strong against some units and weak against others.

16 minutes ago, Engine25 said:

Never played a big rank and file so bear with me. I don't disagree that would help to make more units viable against other units or vehicles. My hesitation is that could lead to "keyword creep." It will be really tactically boring if we reach a point in a year where every corps unit can stack every keyword on every die of every attack. Even considering they have weak attacks compared to heavies, they could do full damage to every unit type, as opposed to being strong against some units and weak against others.

"Keyword creep" hits the nail on the head. Ever played something from the highly recommended "Pocket Battles" series? In this games unit building is about combining keywords. Works with "Pocket Battles" which is about antique battles and has restrictions Legion doesn't have, but would make Legion units much too uniform. But I am confident that the rules will deal with this issue.

I doubt it applies to the whole squad, but i think people are underestimating Impact. Depending on what exactly Critical Hits do, Impact 3 compared to 1 might be huge.

Of course it might not, but we really cant say just yet.

8 minutes ago, Extropia said:

I doubt it applies to the whole squad, but i think people are underestimating Impact.

I doubt it too, because that turns a ton of dice into Impact and I don't think the current points would be balanced. The AT-RT 'only' has 6 HP's and letting every trooper hurt it would seem to break the whole point of the system.

8 minutes ago, Extropia said:

Depending on what exactly Critical Hits do, Impact 3 compared to 1 might be huge.

As I understand it, Impact lets you turn a Hit into a Crit when firing on something with the Armor keyword. That means something with Impact 3 could get 2 extra damage per attack over Impact 1.

Are Crits double damage then? I know Impact turns Hits into Crits, but wasnt sure what a Crit did.

If IS double damage, then the HH-12 is pretty lethal indeed and i can see why it has drawbacks. Potential 6 damage....

8 minutes ago, Extropia said:

Are Crits double damage then? I know Impact turns Hits into Crits, but wasnt sure what a Crit did.

Based on the TC demo, the only thing Crits do is bypass cover, and cause damage to units with the Armor keyword.

So if you have a group of stormtroopers shooting at rebel troopers on cover, any Crits they roll can't be canceled by cover, say they roll 1 hit and 2 crits, and the rebels are in Heavy cover. Heavy removes 2 hits, but since there's only one hit and crits aren't canceled by cover then they roll two defense dice. Defense dice can cancel crits.

Those say stormtroopers attacking an AT-RT, would still do two damage because crits always count against targets with the Armor keyword.

Which interestingly enough means Stormtroopers will do as much damage to troopers as they do armor, since white dice have 1 hit and 1 crit so equal odds to roll to roll either one. Unless they can convert surges to hits...

For the HH-12, it can convert up to 3 of its Hits in to Crits when shooting Armor, with black dice you have a 50% chance rolling either a hit or crit, plus if you can convert surge into hits, that means you have a 62% chance to score 1 damage per dice.