Thoughts on Stormie Heavy weapons?

By beefcake4000, in Star Wars: Legion

Now that people are legitimately starting to look at builds what are people's thoughts on heavy weapons for Storm Troopers?

To me basic stormtrooper fire looks inaccurate as **** but I guess the plan would be to aim/shoot whenever possible. With that In mind I can't say I'm a huge fan of the HH12 (Bazooka) simply because I wonder if not being able to move/needing to be refreshed is just too much of a limitation on the rest of the unit?

The DLT19 (pew pew gun) looks like a nice generic all rounder with a bit of impact, solid range and reliable killing power.

Am I missing something here? Will the extra dice from the HH12 really be worth the hinderance? Is anyone just thinking its better to spam generic troopers to get the unit size up rather than worrying about heavies at all?

I'm probably not going to take hh12s right away either. Dlt19 seems like it's much more versatile. I guess we will have to see though, maybe bringing one along can't hurt. I will say now that we know how grenades work, 5 pts to upgrade your whole squad to black dice at range one is a no brainer.

Are impact grenades per model? As in 5 guys roll 5black dice and get 5 impact modifiers?

Just now, beefcake4000 said:

Are impact grenades per model? As in 5 guys roll 5black dice and get 5 impact modifiers?

Apparently so. Someone emailed ffg about it. There's a huge thread on it on here.

There's also a picture of alex Davies holding a piece of paper during an interview proving it.

...very excited about the STORMIES and their heavy weapons..... ...what other heavy weapons will be out there???.... wunderbar

Because of the dice pool rule the HH12 allows the whole squad to be better vs vehicles etc.

I think it depends what the units purpose is, and other things. If you want some specific Anti-armour, especially if the unit will mostly be sat still gives g covering fire - then I would go HH12, especially if you plan to use Veers (or other future “unit boost” commanders).

For all purpose squads, Objective takers etc that will be moving and shooting DLT all the way.

Well, the HH-12 is THE solution for Armor. The higher impact and longer range makes it win out over the MPL-57, though since that can affect R1 you can argue it combos better with rebel troops with Impact Grenades better. But lots of people don't seem super keen on armor as of yet. The DLT-19 on the other hand, basically does as much work as say, the rebel Ion MPL (but without Ion to "suppress" enemy vehicles) and has a broader range, it's a much more utility gun. You're probably better with DLT guys for a majority of your squads and only one or two HH troopers (depending on how many corps units you end up with) in case your opponent drags out something with Armor you'd like to make sure you're killing from far away.

I’ll probably have 2 dlt squads for every hh12 squad. Maybe have some impact grenades.

Will the HH12 suffice for a long range firefight with tanks? If there are longer fire lanes, tanks might be the better choice to combat tanks. If there is lots of intervening terrain, you can sneak up on vehicles with impact grenades which are cheaper and have more punch, too.

16 hours ago, Rumar said:

Will the HH12 suffice for a long range firefight with tanks? If there are longer fire lanes, tanks might be the better choice to combat tanks. If there is lots of intervening terrain, you can sneak up on vehicles with impact grenades which are cheaper and have more punch, too.

Given that the rebels start with more and cheaper access to armor I would consider the HH-12 at least a 1 of in every imperial list.

On the tactics side of things the unit(s) with an HH-12 can get turn 1 shots off if you setup correctly. You will want to deploy them after your opponent's armor, either aiming directly at them or to a place they are likely to be heading.

You can also threaten with them. If you take 2 you can place them at range 3-4 of the short edges in place to move up and have good sightlines over the whole field.

If your opponent doesn't have armor they are still an extra body with an optional 3 black dice for that one turn where you are able to stand an shoot.

22 hours ago, Orcdruid said:

Given that the rebels start with more and cheaper access to armor I would consider the HH-12 at least a 1 of in every imperial list.

On the tactics side of things the unit(s) with an HH-12 can get turn 1 shots off if you setup correctly. You will want to deploy them after your opponent's armor, either aiming directly at them or to a place they are likely to be heading.

You can also threaten with them. If you take 2 you can place them at range 3-4 of the short edges in place to move up and have good sightlines over the whole field.

If your opponent doesn't have armor they are still an extra body with an optional 3 black dice for that one turn where you are able to stand an shoot.

I guess it’s a case to of which armour becomes popular. The hh isn’t great against the zoomy snow speeder or the Uber long range mortar atst. But it’s great against the rebel scout walkers.

I think with the aim token and precise, the HH-12 is probably worth it for the Impact 3 and 3 dice. with rerolls, you should be averaging 3 crits which is pretty good. Until I see how the movement works (actual lengths, etc) I don't know if the grenades are worth it. Those troopers are probably going to be dead or most of them will be by the time you get into range 1. And actions will come at a premium. You'll be rolling for suppression nearly every turn, recover, aim, etc. not to mention shooting and moving.

Here is my plan.

  • Stormtrooper - 44
    • DLT-19 - 24
    • Stormtrooper -11
    • Targeting Scopes - 6
  • Stormtrooper - 44
    • DLT-19 - 24
    • Stormtrooper -11
    • Targeting Scopes - 6
  • Stormtrooper - 44
    • HH-12 - 34
    • Stormtrooper -11
    • Targeting Scopes - 6

Total = 265

Impact is going to be pretty important, especially since I plan on running triple AT-RT with flame throwers. HH-12 will be a stationary unit taking shots every round once in position. Aside from having Impact, it grants 3 black dice 2-4, which makes it great for holding objectives. DLT-19 can move around and support HH-12, but I see DLT more akin to long range snipers with those 2 red dice.

I plan on running Imps with Veers because he is cheaper and supports your army, where as Vader walks into combat solo. That's where the scopes come into play, and now I can reroll 4 dice for free.

Targeting scopes on DLT Stormtrooper squads is iffy. The chance of rolling 4 or more blanks with a full squad of Stormtroopers is pretty low (~36% chance before you add the hyper accurate DLT), so a lot of times the scopes will be superfluous, especially after you start taking casualties. The extra dice from the rocket launcher make Targeting scopes a bit more attractive if you're combining fire with the regular guns, though.

Edited by Squark
3 minutes ago, Squark said:

Targeting scopes on DLT Stormtrooper squads is iffy. The chance of rolling 4 or more blanks with a full squad of Stormtroopers is pretty low (~36% chance before you add the hyper accurate DLT), so a lot of times the scopes will be superfluous. The extra dice from the rocket launcher make Targeting scopes a bit more attractive if you're combining fire with the regular guns, though.

If you're attacking Armor you may as well reroll all non crits.

For me it's a HH-12 every other squad for infantry heavy builds to counter armor.

DLT-19 is a basic support weapon in my eye. In a squad heavy build if your not carting a HH-12 then your carrying a DLT-19.