Flametrooper vs. Concussion Grenades

By NukeMaster, in Star Wars: Legion

It was pointed out that the flametrooper is only 3 more points than getting an additional snowtrooper and adding concussion grenades. (Assuming the extra mini follows the same pattern as the other corp units) I was curious how the damage of a snowtrooper unit with a flametrooper to a snowtrooper unit with concussion grenades and without a flametrooper. I calculated the following results based on the average damage and number of minis in the snowtrooper unit and in the defending unit.

Average damage of a Flametrooper Unit/Average damage of Snowtrooper Unit with Concussion Grenades
Minis in the defending unit
# Snowtroopers 1 2 3 4 5 6
1 0.6 0.6 0.6 0.6 0.6 0.6
2 0.80 1.30 1.80 2.30 2.80 3.30
3 0.73 1.07 1.40 1.73 2.07 2.40
4 0.70 0.95 1.20 1.45 1.70 1.95
5 0.68 0.88 1.08 1.28 1.48 1.68
6 0.67 0.83 1.00 1.17 1.33 1.50

Some of my observations:

  • In 22 of the scenarios the flametrooper unit average damage is equal to or greater than the grenade unit.
  • Unsurprisingly the worst case is when the flametrooper has been killed and the unit leader is running around alone without grenades.
  • More interesting but also unsurprising results are when the defending unit only has 1 mini. In this case a unit of 6 minis in only doing 2/3 of damage they would be doing if they had grenades.
  • The magic number is 3. If you are hitting a unit with 3 or more minis you are probably doing more damage with the flametrooper than with grenades.
  • The flametrooper unit is more resilient to taking damage.

Let me know what you guys think.

Edited by NukeMaster

In your analysis did you account for the white dice the rest of the snowtroopers would toss in along with the flametrooper? Because in the grenade scenario those whites are replaced with blacks.

1 hour ago, Irokenics said:

In your analysis did you account for the white dice the rest of the snowtroopers would toss in along with the flametrooper? Because in the grenade scenario those whites are replaced with blacks.

My equation is ((3/8)(S-1)+(5/8)E)/(5/8)S

Where S is the number of snowtroopers minis and E is the number of enemy minis.

So, yes I do take into account the snowtroopers white dice.

Now for added fun, give the flamethrower unit impact grenades (doesn't need concussion) and they start throwing black dice at range 1 too.

1 hour ago, Deuzerre said:

Now for added fun, give the flamethrower unit impact grenades (doesn't need concussion) and they start throwing black dice at range 1 too.

^That. Snowies with flametrooper and Impact Grenades seem like an extremely versatile unit :) So basically flametrooper has an added bonus of freeing up your grenade slot.

WOO SPACE GREAT WAR

Seriously, somebody should make some trenches/no man's land maps. Fit some of the design themes perfectly.

5 minutes ago, UnitOmega said:

WOO SPACE GREAT WAR

Seriously, somebody should make some trenches/no man's land maps. Fit some of the design themes perfectly.

Mechanically, people just need to play with lots of LoS blocking terrain. The more the merrier.

If it wasn't awkward as heck, I'd recommend underground tunnels between battle lines, maybe some destroyed buildings in the center to break up LoS.

3 hours ago, UnitOmega said:

WOO SPACE GREAT WAR

Seriously, somebody should make some trenches/no man's land maps. Fit some of the design themes perfectly.

You're thinking of Hoth because that's pretty much what it was

I'm thinking of a more classical WW1 deadlock, but you could turn a hoth map into that. The actual battle of Hoth would be a slight nightmare for Legion, as the imperial units have to advance across flat, open terrain with fortified defenders, their only real defense being rebels who poke their heads out can be subject to basically a constant barrage of Veers' command card.

2 hours ago, UnitOmega said:

I'm thinking of a more classical WW1 deadlock, but you could turn a hoth map into that. The actual battle of Hoth would be a slight nightmare for Legion, as the imperial units have to advance across flat, open terrain with fortified defenders, their only real defense being rebels who poke their heads out can be subject to basically a constant barrage of Veers' command card.

Actually, the situation would be a bit different unless AT-AT's get added in.

You'd have the kneeling or ropes out AT-AT's on the edge of the trench line on one end with the Rebels retreating or reinforcing at the other end.

Could make for a feel a lot like the defenses of Dunkirk where the goal for the Rebels is to prevent the Imperials from reaching a point by the end of the game...and with scenarios like that, the players each take a turn as attacker/defender and the best wins.

one should never attack a fortified position with like size forces. The attacker should have like triple the forces if they have to cross open terrain. I would have to experiment, but maybe double forces would work. Somehow one would have to randomize activations, like in Bolt Action. Maybe assign orders as normal, but maybe put a drawn token back in the mix to activate an previously assigned token.

On 4/30/2018 at 12:30 PM, Bohemian73 said:

one should never attack a fortified position with like size forces......

That is falling victim to one of the classic blunders. The most famous, if you recall is: "Never get involved in a land war in Asia." But only slightly less well known is this: "Never go in against a Sicilian when death is on the line! Ahahahaha, ahahahaha, ahahaha...........

Edited by Chili-52
5 hours ago, Chili-52 said:

That is falling victim to one of the classic blunders. The most famous, if you recall is: "Never get involved in a land war in Asia." But only slightly less well known is this: "Never go in against a Sicilian when death is on the line! Ahahahaha, ahahahaha, ahahaha...........

Anybody want a peanut?