Captain Antilles' Finest - Fleet Troopers

By HanScottFirst, in Star Wars: Legion

https://www.fantasyflightgames.com/en/news/2018/1/24/defend-the-fleet/

This loadout is expensive, but could be really good at holding down an objective w/their standby action (and definitely needing to be in cover!)

https://tabletopadmiral.com/legion/rebel/p0cu1fu23u0fuEM

The build: Base Unit + Extra Trooper + Scattergun trooper + Targetting scopes = 10 white dice, 2 red dice, 3 rerolls, (with aim token) and pierce one! Assuming the 2 red hit, 10 whites with 3 rerolls should be about 4 to 5 hits/crits (10*.375 + 3*.375 = 4.875) !

Only problem is their survivability, and short range...

How do you guys see the fleet troopers being used? I think they will definitely be best at defending an objective or flank.

I really don't like them.

Cons:

1) They have less range than Rebel Troopers and every Empire unit. This is the biggest problem with the unit because you need to get close to do damage and if you get suppressed, you will find your effectiveness drastically decreased.

2) Ready 1 is pretty "meh" and goes against what the unit is trying to do. Most likely, your opponent is going to keep distance from the your Fleet Troopers. As a result, Fleet Troopers will almost always have to move + shoot. You won't have time to use an action as a Standby Action. Making this ability pretty useless. They would be better off with the Nimble or Steady keyword.

3) Doesn't synergize with Leia. Leia dishes out free dodge tokens. You gain more by giving these dodge tokens to Rebel Troopers since they have the Nimble keyword.

4) Costs more than Rebel Troopers. This isn't that big of an issue, but it's just another reason not to take them.

5) Suppression will cause massive problems to this unit.

Pros:

The only thing that I like is that they get access to two powerful special weapons. The Scatter Gun is pretty nice. 2 Red dice with Pierce 1 for 23 points is pretty good. The MPL Rocket Launcher also seems decent. A 1-3 Rocket with Impact 2 + Blast that doesn't have the Cumbersome rule might be good. We will need to see the cost, what dice are rolled, and if it exhausts. If bet the MPL will roll 2 Black Dice, cost around 30 points, and will exhaust.

@jbiondo

don't forget the surges.

I feel like the MPL and targeting scopes will make the decent objective holders. Especially since Legion puts emphasis on Objective play.

4 minutes ago, TallGiraffe said:

@jbiondo

don't forget the surges.

I feel like the MPL and targeting scopes will make the decent objective holders. Especially since Legion puts emphasis on Objective play.

How are Fleet Troopers better than Rebel Troopers at holding objectives? They have the exact same defensive stats, lose Nimble, cost more, and struggle to shoot back at enemies that suppress them.

I just don't see it.

Edited by jbiondo

@jbiondo you make some good points but with some reasonable terrain their range might be less of an issue - either they're positioned behind los blocking terrain, or in heavy cover forcing enemy units to come in close and use grenades. That said, longer range is more preferable ofc.

Give them concussion grenades for blast and now you have a very strong unit.

In the few games I've played, range 2 is fairly easy to obtain. Some deployments allow you to get range 2 by the second round.

5 minutes ago, Ghost Dancer said:

@jbiondo you make some good points but with some reasonable terrain their range might be less of an issue - either they're positioned behind los blocking terrain, or in heavy cover forcing enemy units to come in close and use grenades. That said, longer range is more preferable ofc.

I agree that they will need LOS blocking terrain to make a huge impact on the board, but I feel that is situational.

The problem with your other advice (siting in heavy cover) is if they get "hit" they will still get suppressed. Which will reduce their actions and since they have 12 inch range, they won't be able to fire back (unlike Rebel Troopers). Obviously, if your opponent wastes an entire squad shooting at your Fleet Troopers then I bet it's fine. I'm more worried about a Stormtrooper squad spliting fire with single DLT and suppressing the entire squad.

Edited by jbiondo
5 minutes ago, jbiondo said:

How are Fleet Troopers better than Rebel Troopers at holding objectives? They have the exact same defensive stats, lose Nimble, cost more, and struggle to shoot back at enemies that suppress them.

I just don't see it.

They have twice the firepower of normal Rebel troopersat one less range. And if they aren't moving up then they aren't taking objectives. Support with an AT-RT laser Cannon or two and you have some potent defense.

Remember the fleet troopers aren't alone!

2 minutes ago, jbiondo said:

I just don't see it.

And the enemy shouldn't see you either. You have to proc standby at Range 2 anyway. So, fight your battles where line of sight is blocked. They pop around a corner to get a shot on you or hoof it to an objective, blast them.

Just like shooting X-Rays with my X-9 in overwatch back home at XCOM.

Also DLT is range 4 max, so there's a problem with how they can suppress Rebel Troopers from beyond their range to retaliate as is.

6 minutes ago, UnitOmega said:

And the enemy shouldn't see you either. You have to proc standby at Range 2 anyway. So, fight your battles where line of sight is blocked. They pop around a corner to get a shot on you or hoof it to an objective, blast them.

Just like shooting X-Rays with my X-9 in overwatch back home at XCOM.

Also DLT is range 4 max, so there's a problem with how they can suppress Rebel Troopers from beyond their range to retaliate as is.

You guys must be playing with tons of terrain lol. I'm used to playing Warhammer 40k where terrain is pretty minimal in the tournament setting.

EDIT: We play with 16 barricades, and 5 ruined buildings from 40K.

Also, if the DLT is out of range of your Fleet Troopers than your Fleet Troopers are very far away from the battle.

Edited by jbiondo
9 minutes ago, jbiondo said:

You guys must be playing with tons of terrain lol. I'm used to playing Warhammer 40k where terrain is pretty minimal in the tournament setting.

EDIT: We play with 16 barricades, and 5 ruined buildings from 40K.

Also, if the DLT is out of range of your Fleet Troopers than your Fleet Troopers are very far away from the battle.

Legion needs to be played with terrain that blocks LOS. Otherwise it becomes a shoot out and the person with more long range wins.

If your 16 Barricades and 5 buildings are not 1/4 of the table... There's too little terrain as per the rules.

(Yes, I read them. Only once so far)

3 minutes ago, Undeadguy said:

Legion needs to be played with terrain that blocks LOS. Otherwise it becomes a shoot out and the person with more long range wins.

Ofcourse it's important to play with LOS blocking terrain. I wouldn't say that the person with the longer range wins as I'm 4-3 with Rebels and my opponent has fielded the AT-ST every match. Like I said in my previous post, we play with a lot of terrain (5 LOS blocking terrain buildings). Anything more would make far ranged weapons obsolete. I think Fleet troopers are going to struggle because they need LOS blocking terrain and chances are you won't be able to move from LOS blocking terrain to LOS blocking terrain without taking any fire.

2 minutes ago, Drasnighta said:

If your 16 Barricades and 5 buildings are not 1/4 of the table... There's too little terrain as per the rules.

(Yes, I read them. Only once so far)

Thanks for letting me know. I'm unaware of this rule.

21 minutes ago, jbiondo said:

You guys must be playing with tons of terrain lol.

I've mostly been experimenting with Fleet on TTS. Here's what a couple of their pre-built maps look like.

Image result for tts legion mod

Image result for tts legion mod

There's only so much theorycrafting can do, since there are variables beyond list building. If you're playing Fleet Troopers, you need to place terrain, and pick Battle Cards to suit you, and play them to their strengths in that situation. Just rebel troopers are pretty well rounded, but I think this is intentional, the other units give you new opportunities and options which can be more effective in places while less effective in others.

If we just go "But couldn't I be safer and more general with just Rebel Troopers" each time, the game will get stale and turn into just a shooting war.

10 minutes ago, jbiondo said:

Thanks for letting me know. I'm unaware of this rule.

Page 9 of the RRG says you should have roughly one forth of the map in terrain. So enough terrain to fill out all that space.

Also the bit about the DLT works two ways. Why is your storm troopers distance 4 from an objective?

But! Do not forget they also look cool! ;)

Yeah, I guess there are other variables to consider that will have to wait for the table to really be explored. If the Fleet Trooper's offense is scary enough, they could also do well for area denial. Get them behind some heavy cover with a good view of an open field, lane, etc.

(Still just theorizing, I'm getting the game next week) But if ppl take r1 grenades expecting to use them, r2 can't be that bad, right?

Idk I'll have to play it and find out!

7 minutes ago, HanScottFirst said:

But! Do not forget they also look cool! ;)

Yeah, I guess there are other variables to consider that will have to wait for the table to really be explored. If the Fleet Trooper's offense is scary enough, they could also do well for area denial. Get them behind some heavy cover with a good view of an open field, lane, etc.

(Still just theorizing, I'm getting the game next week) But if ppl take r1 grenades expecting to use them, r2 can't be that bad, right?

Idk I'll have to play it and find out!

They throw double the dice with the same amount of chances to hit so yea they are kinda scary.

I feel like they will want to be ran lean with no more than 2 per list.

26 minutes ago, UnitOmega said:

I've mostly been experimenting with Fleet on TTS. Here's what a couple of their pre-built maps look like.

Image result for tts legion mod

Image result for tts legion mod

There's only so much theorycrafting can do, since there are variables beyond list building. If you're playing Fleet Troopers, you need to place terrain, and pick Battle Cards to suit you, and play them to their strengths in that situation. Just rebel troopers are pretty well rounded, but I think this is intentional, the other units give you new opportunities and options which can be more effective in places while less effective in others.

If we just go "But couldn't I be safer and more general with just Rebel Troopers" each time, the game will get stale and turn into just a shooting war.

Interesting enough. I can see Fleet Troopers playing a role in the first picture. The second picture is similar to what we run (but 40K gothic). I don't see how Fleet Troops can make an impact on that board, but who knows. Maybe they'll surprise me..

Dont you lose standby if you get suppressed?

Yea Standby is very.. odd and mostly useless unless your opponent forgets about it.

One thing I think is worth considering is troop transports. Most games, including Dust which is fairly similar, have troop transports. Fleet troopers would be a good choice for deploying in a vehicle and being dumped at closer range.

1 hour ago, Ophion said:

Dont you lose standby if you get suppressed?

Yes. But you can spend the standby before suppression tokens are applied. If in range.

Edited by TallGiraffe

But it is spend standby after an enemy unit carries out an action. So generally they will just shoot you as their first action thus negating your standby.

11 minutes ago, Ophion said:

But it is spend standby after an enemy unit carries out an action. So generally they will just shoot you as their first action thus negating your standby.

You spend the token after the attack before any effects happen. And suppression happens after the attack.