2 hours ago, Jake the Hutt said:Good points. The thing is the Laser just doesn't do very much damage. Against a Storm Trooper squad in cover it only does .67 damage (and only 1.07 if it Aims). Against Speeder Bikes it's 1.43 damage (or 2.05 if it Aims). So I feel like 1 on 1 the Laser loses against either of those units without actually doing serious harm in return. The Storm Troopers might lose 3 guys, but they're more likely to lose just two. The Laser will probably do 2-3 damage to the bikes. Thats not a particularly good trade for the Rebels, and both of those Imperial units are still going to be a threat after. But that is in isolation. As you said, it should be protected by other units. And maybe clever placement of multiple Lasers can create a really nasty overwatch grid?
Maybe the threat of the standby Laser will be enough to make it worthwhile as an area denial piece? Although honestly, I'd mostly just ignore it. It is worth noting that the Barrage generator does make it much more effective at killing Storm Troopers (1.00 damage against Storm Troopers in cover) and bikes (1.93 damage), and the extra Suppression certainly helps. So that might be a the best build. Of course, that puts it at 7 more points than a full Z-6 squad.
The laser cannon is essentially an in-game artillery piece meant to take down armor. If you are paying 70 points for range 4, impact 2, and 5 black dice, and decide to attack troopers instead, you aren't getting the best value unless you are adding suppressive to the attack. Even then, you are likely to put 2 suppression tokens on a squad which is quite effective.
I'd also point out that you can take 6 Z6+trooper squads for 432 points, which leaves almost half your points for a commander and support, so taking 1 or 2 of these is a better investment than an AT-RT if you can place it properly. Rebels desperately need a better impact unit, and this is it. The AT-RT laser is fine, but you want all 3 dice to hit. The laser cannon with overcharge has extra dice to spare, so you will frequently roll 3 crits. Or the barrage generator is arguably better than the flame thrower because you can do it at range 4 with 7 dice, compared to range 1 with a max of 12 dice.
Plus, this unit works at full power until it is killed. It can't retreat, and loses all actions at 4 suppression tokens.