Captain Antilles' Finest - Fleet Troopers

By HanScottFirst, in Star Wars: Legion

3 hours ago, TallGiraffe said:

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

The problem is the 12 inch range. No one is forcing you to engage the squad that has the standby token. Just shooting it at 18" since almost every gun has that range.

I see very little application for standby orders in this game.

3 hours ago, Algernon said:

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.

If this happens, Fleet troopers will become very good choices.

Also if you pair the troopers with the MPL or concussion grenades, they are quite effect at hitting entrenched foes. Also not sure how Standby works with compulsory moves.

2 hours ago, TallGiraffe said:

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

Surely this is not correct... see the rules reference. You resolve the standby action after the enemy unit resolves its action. That means their attack and its effects (eg suppression and casualties) happen before your standby action. Its not an interrupt on the action itself.

7 minutes ago, Ophion said:

Surely this is not correct... see the rules reference. You resolve the standby action after the enemy unit resolves its action. That means their attack and its effects (eg suppression and casualties) happen before your standby action. Its not an interrupt on the action itself.

Under the Standby section of the RRG it says that "A standby token may be spent before any effects that trigger after an attack, attack action, move, or move action."

And under suppression it says that the suppression token is gained after the attack is resolved.

Unless the suppression is not considered an effect then it should mean that you can spend the standby token after an attack has been resolved provided you have the range.

The example they use though is darth using a whole new (free action triggered by his move) to saber throw. Which is a whole seperate action. Happy to be corrected but i think its pretty clear.

Btw if your interpretation turns out to be right i would be happy because it turns the standby action from 'usually useless' to 'mostly useless but good in particular situations'

Just now, Ophion said:

Btw if your interpretation turns out to be right i would be happy because it turns the standby action from 'usually useless' to 'mostly useless but good in particular situations'

This made me laugh, but it's so true lol...

Edited by jbiondo
1 hour ago, jbiondo said:

The problem is the 12 inch range. No one is forcing you to engage the squad that has the standby token. Just shooting it at 18" since almost every gun has that range.

I see very little application for standby orders in this game.

If this happens, Fleet troopers will become very good choices.

Talking about troop transports makes me think of what an awesome terrain piece a 1/48 Resistance Transport would make. Alas, can't find a kit online.

I am pretty sure standby happens before the suppression tokens.

I can see fleet troopers hitting speeders and in cover units pretty hard.

So, rules reference on page 41 talks about Standby. Suppression does stop standby :/

However, a standby attack happens before triggers such as Darth Vader's Relentless or Snowtrooper's steady.

So maybe the way to run Fleet is cheap, and put them in annoying places where they will draw fire to get rid of the standby? Or put them near a high priority target so that target gets shot and not them?

Idk

Edited by HanScottFirst

But if you could get a modded scattergun shot off, with rerolls and Pierce 1 it could do some work.

3 minutes ago, HanScottFirst said:

So, rules reference on page 41 talks about Standby. Suppression does stop standby :/

However, a standby attack happens before triggers such as Darth Vader's Relentless or Snowtrooper's steady.

So maybe the way to run Fleet is cheap, and put them in annoying places where they will draw fire to get rid of the standby? Or put them near a high priority target so that target gets shot and not them?

Idk

Standby happens before effects happen. The suppression tokens are gained after an attack is done.

Attack > Spend Standby > Suppression

That should be how it works. Unfortunately the rules don't specify what is an effect or not.

Got it. So I guess if suppression was gained through another method (overlap, mind trick, etc.), then they would lose Standby?

But that makes more sense, and makes Standby more useful!

You could also have long-range fire strip the token then have a closer unit move in. But if you're standing by with Fleet Troopers you're probably planning for the enemy to be unable to engage without moving or shooting from R2 as is.

What I find quite surprising is lots of people seem to consider various units in Legion in a vacuum, i.e. separate from possible scenarios, conditions, terrain features etc.

Based on "naked" stats it is obvious that Fleet Troopers WILL suffer from shorter range on their weapons. No doubt in that. But one have to consider all applied options when evaluating their potential usefulness - even more so since it is also quite obvious that they won't be as flexible as standard Rebel Troopers.

1. Terrain
That part was somewhat covered already. I firmly believe that in order for Legion ruleset to work at its best there need to be one or two trooper-height terrain features that block LOS, if not more. That's usually easily done by using buildings or higher stacks of crates, etc. One of the keys to using FTs successfully will be proper usage of such terrain. However, since it's not a given that one will find favorable terrain, there should be other ways to utilize FTs.

2. Conditions.
Out of 4 conditions currently in the game 2 directly support FTs playstyle, whilst also countering their vulnerability to long range attacks. Limited Visibility, paired with the right deployment, allows to cover the distance between units in relative safety, and then, starting turn 2, one may put FTs to their full use. 2 speed 2 moves are almost range 2 themselves, plus minimum of 1 of your deployment zone - your already in the middle of the table! Even more beneficial is Rapid Reinforcement, which I believe anyone who brings Fleet Troopers should strife for playing. FTs are awesome parachuters! Both of these could be easily eliminated by your opponent during setup, if not for the next part...

3. Objectives.
3 out of 4 Objectives support FTs - in Recover the Supplies you have to get into base contact with the objective token. And one of these tokens is in the middle of the battlefield, so getting that in range 2 shouldn't be all that hard ;) Breakthrough literally forces players to close the distance between the armies, especially when Long March or Battle Lines deployments are selected. All good for FTs. And finally, Intercept The Transmission is an objective tailor-made for Fleet Troopers. You know where both you and your opponent have to get, you know you have to get there quickly, and you have to be quite close to that specific point - all pretty good circumstances for FTs to set up a kill zone.

So between terrain, half of condition cards and 3 quarters of objective cards you should be able to effectively use FTs despite their shorter range. Also, depending on standby vs suppression ruling (I'm on the side of standby happening before suppression is applied) their usability might drastically go up. They're kind of like Vader - an area control piece, just on a smaller scale.

TL;dr - Try to pick either: Rapid Reinforcement or Intercept the Transmission during setup. Limited Visibility and Long March/Breakthrough combo works as well. Avoid Clear Conditions and Key Positions. Set up traps, and hope for a advantageous Standby ruling in the near future.



Also, on a somewhat unrelated note - think objectives, not kills! Unless you're killing objective-holder.

@Shanturin I've been kind of talking around these points, but I think you said it way more clearly and in-depth than I have been, and I agree completely.

If you want to play Fleet Troopers (or any other units being occasionally maligned, like the T-47, AT-ST, Vader, etc) then you need to remember there's theoretically a dynamic to this game after list building, but before you're actually in the game, rolling dice and moving minis. You should select terrain and work battle cards aggressively to suit the tactics of your list. I think the first run of Corps and Support units are designed to be well-rounded, and universally applicable, so they stay relevant because they're in the Core Set and FFG wants to address concerns or design issues with how often people don't end up using their "iconic core" units. They form a solid foundation to the factions, and I bet our first run of Special Forces coming up here will be similar. But units which expand from there and their specializations will probably make them better at certain things than our original bloc of units. You want to use those units you run them and the field in ways that suit them.

And also, while sure, 12'' on a battlefield typically 18 square feet seems small, but what do you do when people start building cool interior maps filled with blind corners and tight corridors?

I envision my interior terrain being corridors leading to a large bay with sufficient terrain clutter (barricades, crates, static fighters, vehicles, etc.), that way there is a bit of funneling to the center, but enough open bay to have 3+ range weapons in play

I will be using the Fleet Troopers as they are just iconic, loved them as a kid.

For me, was the Scatter gun thing seen in the films? For me I dont recall it at all so I will probably steer away from using it even though im reading here its great. I want my Fleet Troopers stood ready to take on Stormtroopers with their little blasters pointed out, ready to die!

1 hour ago, VAYASAN said:

I will be using the Fleet Troopers as they are just iconic, loved them as a kid.

For me, was the Scatter gun thing seen in the films? For me I dont recall it at all so I will probably steer away from using it even though im reading here its great. I want my Fleet Troopers stood ready to take on Stormtroopers with their little blasters pointed out, ready to die!

I just don’t understand it.

... I mean, you only ever see them lose, too... Why would you want to stick to the movie depiction closely at all..? ?

11 minutes ago, Drasnighta said:

I just don’t understand it.

... I mean, you only ever see them lose, too... Why would you want to stick to the movie depiction closely at all..? ?

I love them, loved em since a kid, stood ready to fight the hopeless fight vs the empire, outgunned and out manned. Look so cool.

1 minute ago, VAYASAN said:

I love them, loved em since a kid, stood ready to fight the hopeless fight vs the empire, outgunned and out manned. Look so cool.

Yes, but I mean... if you are choosing to go by movie depiction on one thing, why not all things?

Why the half-hearted convictions ? ??

3 minutes ago, Drasnighta said:

Yes, but I mean... if you are choosing to go by movie depiction on one thing, why not all things?

Why the half-hearted convictions ? ??

Its not, its just I cant envisage my Fleet Troopers with a shotgun thing, so I most likely wont use it.

Fairly solid unit. Amazing close range firepower and the grenade launcher with the extra range and Blast still make them relevant at range 3 (against Cover 2, one Blast weapon will do about as much as a squad anyways). Wouldn't mind some extra defensive tech, but Nimble doesn't come up that often (unit has to both take dodge action and get attacked multiple times in such a way that it's relevant ), so the loss in durability is pretty marginal. It's mostly just a cost difference.

1 hour ago, VAYASAN said:

Its not, its just I cant envisage my Fleet Troopers with a shotgun thing, so I most likely wont use it.

What happened to that kid with the imagination you described! I bet that kid would be like “one of them has a shotgun, cool!”

Maybe not. But I love Star Wars not because it precisely recreates my childhood but because it brings me back to that space where my imagination can run wild. You do you though, if you don’t want your fleet troopers to have a shotgun you don’t need to! It’s your game.

3 minutes ago, WAC47 said:

What happened to that kid with the imagination you described! I bet that kid would be like “one of them has a shotgun, cool!”

Maybe not. But I love Star Wars not because it precisely recreates my childhood but because it brings me back to that space where my imagination can run wild. You do you though, if you don’t want your fleet troopers to have a shotgun you don’t need to! It’s your game.

If id seen it in the film, I would love it, but I didnt so I will recreate my favorite troopers as they were. Each to their own :)

Always found them iconic and will play them as such.