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

By Memorare, in Star Wars: Legion

5 minutes ago, C3POFETT said:

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

Are you also forbidden to move the terrain? Are these preset boards that are the same each time? If so then your meta is a bit unique because of the nature of your tables.

39 minutes ago, svelok said:

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...

Ya know, I wish that I did have a picture. But we easily had the 25%. Here's what we had:

  • Destroyed AT-AT (5 pieces that can all block LOS to a trooper)
  • Large Hill
  • Large rocky area (half light/half heavy cover)
  • 5 areas of Light Woods (we ruled that they blocked LOS through, although you could see in or out)
  • 12-ish barricades

Even with all that I was able to find some fire lanes for the 1.4FD. It ended up getting cover in some woods that gave it LOS to 2 of the objectives.

5 minutes ago, Caimheul1313 said:

Are you also forbidden to move the terrain? Are these preset boards that are the same each time? If so then your meta is a bit unique because of the nature of your tables.

Yes these are preset static tables and unfortunately there is no way to move terrain. There are 5 tables to choose from but once again they are all presets. They are beautiful and fun to play on but somewhat limit how you must play. I am a big fan of close quarter combat but I am not everyone.

I have noticed that when a table is lighter on cover, my Rebels suffer more. If the 1.4FD encourages more terrain in a vain attempt to counter it, that is good for the Rebels as a whole.

7 minutes ago, C3POFETT said:

Yes these are preset static tables and unfortunately there is no way to move terrain. There are 5 tables to choose from but once again they are all presets. They are beautiful and fun to play on but somewhat limit how you must play. I am a big fan of close quarter combat but I am not everyone.

Ah okay. I get why a store would offer that since then the boards can be fancier, but the static terrain means that army lists start to tailor to the tables if that's the only place you have to play.

I like a variety of layouts as each requires slightly different tactics. Close quarters can be fun, but after awhile I would probably get bored of it, much like eating the same pizza for every meal.

I am excited to try this unit and see what strategies I can pull off, but in my mind when I compare it to an ATRT I can't figure out why I would take this really. I am curious to see if range 4 makes up for the lack of mobility.

Right before the announcement I had actually just used a trooper unit that never moved in the game and I put them there for that express purpose.

The extra range and standby range would have been perfect.

i frankly can not wait for the gun towers.

11 minutes ago, Uetur said:

I am excited to try this unit and see what strategies I can pull off, but in my mind when I compare it to an ATRT I can't figure out why I would take this really. I am curious to see if range 4 makes up for the lack of mobility.

Longer range, defensive surge, not a vehicle so not going to become useless after four wounds like AT-RTs tend to, more impact(compared to Rotary Blaster) or more dice (compared to Laser Canon) and more dice/suppression than either with the generators, 10-15 points cheaper, more frequent going to get cover (shorter model), range 3 standby (you shoot most things before they can shoot you).

Sure it can't move, but it's not a unit that should move. It's a big gun that should aim-shoot or aim-standby.

Use your troopers to move and take objectives. Then of course you choose what units to use and not use.

I faced a pair of them on the TTS, and they are efficient area denial tools with their 5 black dice.

Dunno if it was correct, but I engaged one in melee to prevent it from shooting since it was tearing my bikes apart.

3 minutes ago, Deuzerre said:

Dunno if it was correct, but I engaged one in melee to prevent it from shooting since it was tearing my bikes apart.

Melee seems a decent way to deal with Emplacements. I'd rather take two black dice on a unit of my choosing than let the emplacements continue to pick units to shoot with 5 dice.

23 minutes ago, Deuzerre said:

I faced a pair of them on the TTS, and they are efficient area denial tools with their 5 black dice.

Dunno if it was correct, but I engaged one in melee to prevent it from shooting since it was tearing my bikes apart.

At the moment, there is no clarification as to how the subtype ‘emplacement trooper’ is treated relative to trooper language. Logically, it seems like they would be engaged. The crewman can’t fire the weapon, after all, if they are occupied in fisticuffs.

7 hours ago, shmitty said:

Ya know, I wish that I did have a picture. But we easily had the 25%. Here's what we had:

  • Destroyed AT-AT (5 pieces that can all block LOS to a trooper)
  • Large Hill
  • Large rocky area (half light/half heavy cover)
  • 5 areas of Light Woods (we ruled that they blocked LOS through, although you could see in or out)
  • 12-ish barricades

Even with all that I was able to find some fire lanes for the 1.4FD. It ended up getting cover in some woods that gave it LOS to 2 of the objectives.

... and bear in mind that the 25% terrain guideline does not apply solely to LoS blocking terrain. When you include difficult movement and cover providing area terrain which should both be present then terrain that actually blocks LoS at ground level may reasonably amount to 10% or so of the battlefield coverage. It will still block many firelanes but there should also be plenty of areas and approaches that are open.

The key is going to be winning initiative placement of your objectives and favouring Battlecards so that approaches can be covered. Intercept the Transmissions maybe the least favourable objective, Key Positions could be tricky and Breakthrough, where the enemy actually has to approach your combat deployment zone would be most favourable for static weapons.

Edited by Zerker

These guys will definitely rely on terrain being thicker. Such that they can placed somewhere that LoS can only be gained if you are within range of their gun/stand-by. Then they become a good area denial piece.

20 hours ago, Memorare said:

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.

Yes, movement is life in this game. Now consider that the turret's main asset is denial of that movement lest the defender gets ripped to shreds. It's going to be a useful tool in the toolbox.

Thinking it over, definitely they aren't rubbish 100% and yes, area control is nice...

But....

They are still mostly rubbish. I especially wonder at the costing, considering id think stationary would be a big points reduction, and that other more versatile units do the job better/other units can react not just sit there.

Have I mentioned I really hate not being able to move?

They are troopers so can hold home objectives.

They have range 1-4 with the ability to standby @ range 3.

Cheaper than an AT-RT.

I think they'll be very solid. Can't wait.

4 hours ago, Memorare said:

Thinking it over, definitely they aren't rubbish 100% and yes, area control is nice...

But....

They are still mostly rubbish. I especially wonder at the costing, considering id think stationary would be a big points reduction, and that other more versatile units do the job better/other units can react not just sit there.

Have I mentioned I really hate not being able to move?

What other unit provides better and cheaper long range firepower?

5 hours ago, Memorare said:

Thinking it over, definitely they aren't rubbish 100% and yes, area control is nice...

But....

They are still mostly rubbish. I especially wonder at the costing, considering id think stationary would be a big points reduction, and that other more versatile units do the job better/other units can react not just sit there.

Have I mentioned I really hate not being able to move?

Bear in mind that Legion will, by no means, be the only miniature game with static ranged units. They don't always suit everyone's playstyle and also (importantly) there's always a few people who really don't like playing against them but, as with any unit type you could conceive, the question (as you state) is whether the costing is right.

IMO there existence will at least add the potential for list variety and will also add extra value to fast flanking units, make command card selection a bit more meaningful and add more tactical interest in overall terrain layout precisely because they are static. All of which is positive.

I approve of game diversity, so I get that.

Turret is 5 Black Dice for 70 Rebel Vs 4 Troopers + ZTrooper which is 4 Black and 6 white for 62.

Sure the turret has range 4 and doesn't lose firepower as it loses wounds, but Troopers can move/achieve victory conditions/has nimble.

48 minutes ago, Memorare said:

I approve of game diversity, so I get that.

Turret is 5 Black Dice for 70 Rebel Vs 4 Troopers + ZTrooper which is 4 Black and 6 white for 62.

Sure the turret has range 4 and doesn't lose firepower as it loses wounds, but Troopers can move/achieve victory conditions/has nimble.

With barrage generator you get 5 black + 2 white with supressive and attack surge at range 4. That's way better firepower. Firepower that as you said don't lose dice with wounds and is harder too supress.

Sure troopers are great, but you can only use 6. I don't argue taking this unit over corps, but you can't get better firepower for 80 points as rebels than this. Not every unit needs to hold objectives, this unit should blast away enemy units so they can't hold objectives.

3 hours ago, Memorare said:

I approve of game diversity, so I get that.

Turret is 5 Black Dice for 70 Rebel Vs 4 Troopers + ZTrooper which is 4 Black and 6 white for 62.

Sure the turret has range 4 and doesn't lose firepower as it loses wounds, but Troopers can move/achieve victory conditions/has nimble.

Really the difference is how you value impact. Rebels have a pretty difficult time accumulating impact on anything that is efficiently costed, so you just have to ask yourself how big of a deal that impact 2 is to you. If your strategy is just to mostly ignore vehicles anyway (which seems to be the standard Rebel strat right now), maybe it’s not that valuable to you.

As jocke mentioned, the barrage generator gives it something qualitatively different as well. Suppressive is not a keyword Rebels have previously had access to and certainly shouldn’t be overlooked.

Solution:
Find the firing lanes on the battlefield and set them up such that you can take advantage of them.

The AT-STs I fight against seldom move, so I dont think it's going to be a problem for the 1.4 either

Just played a game with dissaray deployement, and that single turret I placed on one of the deployement zones, just behind a barricade, didn't move an inch but allowed my troopers to advance against snowtrooeprs that didn't dare approach with their flamethrower.

Satellites FTW.

Proxied a 1.4 w Barrage last night, and it was a huge deterrent for my opponents Speederbikes and troopers.