I felt like doing a little theory-crafting about how to load out Stormtrooper squads. With the cards revealed so far, you could fully deck out a squad like this:
Stormtroopers (44 pts)
Extra Trooper (11 pts)
HH-12 Trooper (34 pts)
Targeting Scopes (6 pts)
Concussion Grenades (5 pts)
TOTAL: 100 pts
However, it would probably be very inefficient. The problem is that you can only take two actions a turn, so it is not possible to move + reload + aim + attack, in order to make use of all your upgrades. Therefore, I would propose three configurations for the three kinds of preferred turns: move + attack; aim + attack; reload + attack.
Move + Attack (Close Assault Troopers)
Stormtroopers (44 pts)
Extra Trooper (11 pts)
Concussion Grenades (5 pts)
Optional: DLT-19 Trooper (0 or 24 pts)
TOTAL: 60 or 84 pts
These troopers want to close into range 1 and fling a bunch of cover-ignoring black dice, in order to take mission-vital locations. The optional DLT adds some punch, but you may want to keep these guys cheap and expendable.
Aim + Attack (Fire Base Troopers)
Stormtroopers (44 pts)
Extra Trooper (11 pts)
DLT-19 Trooper (24 pts)
Targeting Scopes (6 pts)
TOTAL: 85 pts
These troopers want to stand behind cover and chuck a pile of dice with a 4 re-rolls, in order to damage and suppress the enemy.
Reload + Attack (Anti-Armour Troopers)
Stormtroopers (44 pts)
HH-12 Trooper (34 pts)
Optional: Extra Trooper (0 or 11 pts)
TOTAL: 78 or 89 pts
These troopers are a meta call, in order to deal with armoured vehicles. The optional extra trooper adds some staying power but may not be essential.
I could see a full army using 2-3 Close Assault units in cooperation with 2-3 Fire Base units. The Fire Bases soften up positions, and the Close Assaults capture them. Substitute 1-2 Anti-Armour units for the Fire Base units if armour is big in the meta.
Any other ideas for how to use Stormtroopers?