Trooper Range Areas #PiesAreSquares

By HanScottFirst, in Star Wars: Legion

These numbers represent the area that a trooper unit could target if you plopped them down in the middle of open terrain. I technically did not account for the thickness of unit leader base, so the numbers are marginally lower than on the actual table.

So, good old Pie R^2 with the ranges as the radius gives us these numbers:

6" (range 1) = 113.1" sq
+ 339.29" sq gets to

12" (range 2) = 452.39" sq
+ 565.49" sq get to

18" (range 3) = 1017.88" sq
+ 791.68" sq gets to

24" (range 4) = 1809.56" sq

For fixed guns, I believe just divide all of these numbers by 4 (because the firing arcs are 90 degrees).

Not sure how useful these are, but pretty much the difference between range 3 and 4 is larger than the difference between 2 and 3, etc. So maybe those fleet troopers won't struggle that much...

Or maybe they will. 565.46" sq is the difference between range 2 and 3, but that difference is actually larger than the entire area range 2 covers (only 452.39" sq). Having an 18" radius (range 1 to 3 weapon) leads to an area more than twice as large as having a 12" radius (range 1 to 2 weapon), even though the radii are only 6" different.

Edited by HanScottFirst

It's pretty simple, actually. Fleet Troopers aren't designed to storm positions. They're defensive beasts, designed to quickly get in positions sheltered from long fire lanes and then punish anything that turns the corner. Their ideal turn is aim, standby, granting them TWO aim tokens for the attack they can make. Since standby is only activated within range 2 to begin with, when they're holding their position, the range on their weapons aren't a liability, since nobody else could fire from standby at a longer range.

If you're not using standby with your Fleet Troopers... yeah, they're not as good as Rebel Troopers. This shouldn't be a news flash. It's like saying that Snowtroopers suck compared to Stormtroopers if you're not advancing.

True, true.

Terrain will definitely be clutch. Only thing is, it has been clarified that the suppression from an attack will cancel the standby before it can be used.

However vs a Vader or Luke, oh man. Fleet Troopers with standby and aim, etc. would wreck havoc. Or even vs Han, etc. anyone with range 2. Because I'm guessing standby would trigger after their move action, before the attack action?

Or just try to play for Limited Visibility if you are bringing fleet troopers.

No, pies R round!

All these squares make a circle.

1 hour ago, HanScottFirst said:

Only thing is, it has been clarified that the suppression from an attack will cancel the standby before it can be used.

Citation needed.

RAW, Standby can be spent before suppression tokens are applied as long as trigger conditions are met.

11 hours ago, Tvayumat said:

Citation needed.

RAW, Standby can be spent before suppression tokens are applied as long as trigger conditions are met.

This isn't true though. The last step of the attack states the defender gains a suppression token, and Standby occurs AFTER the attack step. So you do not get to interrupt the attack order to use Standby. Plus, I already asked the question and Alex says you can't do it.

PG 15

Choose Additional Attack Pool: If the attacker has an attack pool that he has not rolled, the attacker repeats steps 4–9, choosing a new attack pool and rolling it against the defender it has been assigned to.
» During an attack, if at any point the attack dice in an attack pool produce at least one hit (?) or critical (?) result and the defender is a trooper, the defender gains a suppression token.

PG 41

After an enemy unit attacks, moves, or performs an action, if that unit is at range 1–2 and in line of sight of a trooper unit with a standby token, that trooper unit may spend that standby token to perform a free attack action or a free move action.