I have no move, and I must scream / Or not. I was so wrong.

By Memorare, in Star Wars: Legion

Let me completely give into my humbug and whine about the 1.4 FD Laser Cannon not being able to move at all.

I can't underline enough how rubbish not being able to move is. It's rubbish for scoring in scenarios. It's rubbish for everything!

Edit: I was very wrong. Oppsie.

Edited by Memorare
I was soooo wrong

I like the idea of setting up two or three of them in defensive positions, especially for custom scenarios! Having a defensive perimeter around a key installation that the Imperials have to destroy would be really cool.

Its not so bad.

Consider Rapid Reinforcements. You can get it behind something....range 4 away.

Advanced Positions may allow it to move.

I will say, as a avid user of ATSTs that most if the time im aiming and attacking anyway so the 1.4 FD potentially can do the same for cheaper.

I'll buy it and try it, but I gave the deepest reservations about anything that can't move. I'm not saying it's without use, but....movement! It's just such a basic that I'd expect the unit to be cheaper.

It would be good for custom set ups. Hard to use in standard games.

considering the most problematic unit for the rebels to beat - the atst, is often armed with the grenade launcher i hardly think that gun will do nothing if at least make it keep its distance

I've used fortifications in heresy games for a long time and I think the key is having two or more emplacements. One alone is easy to negate by avoiding LoS but when you have more than one your opponent avoiding that LoS means handicapping himself and giving you the initiative.

Legion has much smaller armies which changes the dynamics somewhat though, and you may not want to drop over 100 points into them unless you enjoy that style of play. A sniper or AT-RT could act as you second emplacement if you're mainly fighting infantry which would give you a compromise that may work better on this scale.

2 hours ago, Memorare said:

Let me completely give into my humbug and whine about the 1.4 FD Laser Cannon not being able to move at all.

I can't underline enough how rubbish not being able to move is. It's rubbish for scoring in scenarios. It's rubbish for everything!

I'm wondering if the 'emplacement' key word might give it an advanced deployment option or something

I like the 1.4FD. I plan to try 2 of them on a Hoth theme scenario table with Air Speeder, Luke, ATRT and Rebel Troopers.

The Imperials can use anything currently released except bikes.

The scenario is... destroy the rebel shield generator.

Place a suitable shield generator model at the back of the rebel deployment zone but not in cover.

The rebels get the majority of the barricades but must retreat a unit at the end of each turn starting on turn 4.

I tried one out on Monday. We played Key Positions. I had multiple spots I could deploy where it could hit any unit attempting to claim either of 2 objectives.

Immobile was not a problem.

I wish I’d had 2 in the game.

6 hours ago, beefcake4000 said:

I'm wondering if the 'emplacement' key word might give it an advanced deployment option or something

I doubt it, there don't seem to be many special rules of that nature keying off of unit types. I fully expect it to work like every other unit in regards to deployment. Otherwise the E-Web would also be allowed an advanced deployment, and it is perfectly maneuverable on its own.

The Trooper part of Emplacement Trooper does provide some deployment shenanigans, by virtue of being eligible for Rapid Reinforcements and Advanced Positions. This does indicate the possibility of Vehicle emplacements at some point in the future (I'm thinking of the other Hoth turret).

11 minutes ago, shmitty said:

I tried one out on Monday. We played Key Positions. I had multiple spots I could deploy where it could hit any unit attempting to claim either of 2 objectives.

Immobile was not a problem.

I wish I’d had 2 in the game.

Deployment is obviously key, as the unit is stuck wherever you place it down. Equally obviously, objective and terrain placement can place a big role.

The only mission that doesn't involve objectives requires ending the game in your opponent's deployment zone(s), so your opponent will be moving towards the 1.4 innately. For objective based missions, you know you have the 1.4 during placement, so try to capitalize on it, by setting up objectives in such a way that your turret will be able to cover as many as possible. The 24" range is not to be sniffed at on a 3'x6' board. Just make sure you set it up with LOS to areas of interest for your opponent's units.

I’m just here to upvote the Ellison reference.

Stationary guns will probably be great for Breakthrough. Make it hard for your opponent to get through to your zone.

I can see this becoming a terrain/line of sight issue and seeing tables being built/remodeled around these units quickly making them very over powering or extremely underwhelming.

I am for everything and anything Star Wars being added to this game as long as it is balanced.

1 hour ago, shmitty said:

I tried one out on Monday. We played Key Positions. I had multiple spots I could deploy where it could hit any unit attempting to claim either of 2 objectives.

Immobile was not a problem.

I wish I’d had 2 in the game.

Don't suppose you happen to have a picture of the table or the game?

This, too, feels like a "not enough terrain" problem rearing its head...

40 minutes ago, Caimheul1313 said:

I doubt it, there don't seem to be many special rules of that nature keying off of unit types. I fully expect it to work like every other unit in regards to deployment. Otherwise the E-Web would also be allowed an advanced deployment, and it is perfectly maneuverable on its own.

I mean... it can make at most one speed-one move per activation, which is like... 5" counting the base size? And it can't shoot after moving (excepting Standby). It can re-position, but it's not going anywhere fast - previous slow infantry, like Vader or Snowtroopers, rely on taking two move actions to cover ground, and have built-in action economy (MotF/Force Dodge/Saber Throw, Steady) to enable them to do that turn after turn. The E-Web can move, and that movement will be a vital part of its kit for sure, but it's not going to be moving very far or very fast, and it's isn't usually going to allow them to interact with objectives (beyond shooting at things near them, that is) unless they're in or really close to their deployment zone.

3 minutes ago, C3POFETT said:

I can see this becoming a terrain/line of sight issue and seeing tables being built/remodeled around these units quickly making them very over powering or extremely underwhelming.

Am I remembering the setup order wrong? Terrain is placed before the battlefield is defined and units are deployed. It shouldn’t be possible for tables and terrain to be set up to combat stationary units.

Not remodeled after setup. He means that it could encourage a lot more terrain use, and placement of said terrain to cut down on usable lanes of fire. These things are clearly going to be more useful on a Hoth board than a cityscape in the usual terrain setup for each.

I think you're going to need a lot more terrain than most people use to prevent at least some useful fire lanes, and more terrain is generally a good thing.

7 hours ago, beefcake4000 said:

I'm wondering if the 'emplacement' key word might give it an advanced deployment option or something

The “Advanced Positions” deployment card grants Scout 1 and removes stationary from troopers in the Deploy Units step.

I find it very unlikely that this would then be added as a general rule for Emplacement Troopers.

Keep in mind you can Rapid Reinforcements your turrets in from orbit.

3 minutes ago, svelok said:

I mean... it can make at most one speed-one move per activation, which is like... 5" counting the base size? And it can't shoot after moving (excepting Standby). It can re-position, but it's not going anywhere fast - previous slow infantry, like Vader or Snowtroopers, rely on taking two move actions to cover ground, and have built-in action economy (MotF/Force Dodge/Saber Throw, Steady) to enable them to do that turn after turn. The E-Web can move, and that movement will be a vital part of its kit for sure, but it's not going to be moving very far or very fast, and it's isn't usually going to allow them to interact with objectives (beyond shooting at things near them, that is) unless they're in or really close to their deployment zone.

Chart I made and keep reposting so I can find it easier with fairly accurate distances:

Base size| Speed 1| Speed 2 |Speed 3

27mm | 4.06 | 6.16 | 8.36

50mm | 4.97 | 7.07 | 9.27

70mm | 5.76 | 7.86 | 10.06

100mm | 6.94 | 9.04 | 11.24

@5" is enough movement to maneuver around some pieces of terrain, and for the first turn or two Standby might be the only way it will fire anyway (depending on activation order). It does also get the free pivot which will help with getting around corners and the like. I wasn't arguing it was highly maneuverable, just that anything that would help the deployment of the 1.4 due to emplacement would also affect the E-Web, which doesn't suffer from the same limitation.

14 minutes ago, KalEl814 said:

Am I remembering the setup order wrong? Terrain is placed before the battlefield is defined and units are deployed. It shouldn’t be possible for tables and terrain to be set up to combat stationary units.

I understand the setup order but looking across the table a player can see your troops and adjust accordingly. Where we play we have pre built tables and most are built for close quarter combat. These tables make it hard for Imperial troops and make the T-47 the star of the show.

Edited by C3POFETT
9 minutes ago, C3POFETT said:

I understand the setup order but looking across the table a player can see your troops and adjust accordingly. Where we play we have pre built tables and most are built for close quarter combat. These tables make it hard for Imperial troops and make the T-47 the star of the show.

Ah fair enough. I’ve always played on tables that are “blank” until terrain is placed, there’s no prefab content on them.

27 minutes ago, C3POFETT said:

I can see this becoming a terrain/line of sight issue and seeing tables being built/remodeled around these units quickly making them very over powering or extremely underwhelming.

I am for everything and anything Star Wars being added to this game as long as it is balanced.

Terrain rules are 25% of the surface worth of terrain, and it has to be spaced out some distance from each other until it’s impossible to place otherwise. Which is to say, the doomsday scenario is not happening in a rules legal table.

1 minute ago, Derrault said:

Terrain rules are 25% of the surface worth of terrain, and it has to be spaced out some distance from each other until it’s impossible to place otherwise. Which is to say, the doomsday scenario is not happening in a rules legal table.

12 minutes ago, C3POFETT said:

I understand the setup order but looking across the table a player can see your troops and adjust accordingly. Where we play we have pre built tables and most are built for close quarter combat. These tables make it hard for Imperial troops and make the T-47 the star of the show.

Our local gameshop doesn't really allow bringing in your own terrain. Don't really have many choices to play elsewhere.

19 minutes ago, Caimheul1313 said:

Chart I made and keep reposting so I can find it easier with fairly accurate distances:

Hah, I actually googled it and found that chart posted by you for reference while I was writing up that comment.