They seem terrible, inflexible and more expensive than trusty Stormies.
Other than the flamethrower has anyone found a "real world" use for these guys?
Why would I want to buy snow troopers?
My play style I’ve never found a time where I wanted snows over storms. Some people praise the snowiest though. It all depends on what you like. My DLTs are my favorite unit so can’t pass them up. I don’t like the speed 1 on the snows, but they always get a free shot when moving. All about the tradeoffs. I will say that snows are scary for your enemy. Most likely they will try to focus down them to get rid of the threat, but if overlooked they can put some serious damage out if in range 1.
I'm actually going to buy a second unit of snowies, because the threat is real, and they draw fire, while being less affected by suppression. I think of them as assault troopers. I've never used the ion trooper, but the flamer is a bunch of fun.
53 minutes ago, Shraken said:Other than the flamethrower has anyone found a "real world" use for these guys?
Yeah, other than the heavy weapon, they don't do much. However, neither do stormies. Regular troopers are mostly there as meat shields for the heavies, and maybe help punch through some cover.
Play one game using them with a flamer upgrade and you'll see why. When you get to roll all them dice and get the satisfaction of burning those rebels down, then you'll understand why you would use them
The Flametrooper upgrade IS why you utilize Snowtroopers. They need some upgrading - a naked unit of Snowies is rarely, if ever, more valuable than a naked unit of Stormies. However, the Flametrooper is one of my favourite upgrades in the game on either side of the battle.
Snowtroopers are very often run bulky.
Snowtrooper [48]
+ Flametrooper [20]
+ Snowtrooper [12]
+ Impact Grenade [5]
TOTAL: 85 Points
That setup is an INCREDIBLE threat - if your enemy does not deal with you as you advance you roll a disgusting amount of black dice when you hit Range 1. Plus, you can do boatloads of damage to anything with the Impact grenades, meaning AT-RTs and AT-STs are just as afraid of you as units.
I like running 2 bulky Impact-Flamer squads in my force, whether I'm running Veers + ATST or Vader and Bikes. In both cases, the Snowtroopers present a threat that standard DLTs just don't. They have a very different use - advancing and threatening versus hanging back and picking - but they are very, very, practical.
Also note that a lot of people on TTS are seeing Emergency Stims as huge for Snowtroopers, allowing you one final breath to get that Flametrooper in close and annihilate a squad. Attaching Emergency Stims to the bulky group I posted above takes total cost to 93 and means you have upgraded every slot.
why do they release the ion gun? Release another useful heavy weapon instead.
Why are they better vs suppression? They seem the same. I would have been okay with the same price, but having them be a point more makes it hard to swallow.
33 minutes ago, buckero0 said:why do they release the ion gun? Release another useful heavy weapon instead.
Why are they better vs suppression? They seem the same. I would have been okay with the same price, but having them be a point more makes it hard to swallow.
1. Because maybe they don't think/realize that those ion weapons are bad? I'm hoping the upcoming personnel box has some options for Recover that make the weapons that tap a little better.
2. Because even if they are suppressed they can still move and shoot.
Been running 4 storms with dlt and 2 snowies with flamers and it flat out works. Snows move faster on dual 1 speed move than a single 2 speed from a storm.
Ok flame fans! I like snowies for their move and shot abilities... but have to say, by the time I am cautiously in range, my targets are pretty already shredded,so the flame thrower is kinda ... meh?
What's the trick here?
17 hours ago, CaptainRocket said:Ok flame fans! I like snowies for their move and shot abilities... but have to say, by the time I am cautiously in range, my targets are pretty already shredded,so the flame thrower is kinda ... meh?
What's the trick here?
I generally run my snowies around some terrain, maybe taking potshots as they move between terrain, toward an enemy objective or otherwise entrenched position. You can charge in with a double move and wipe out most of an enemy unit, hopefully at the end of the round so you can use them first next round. That last bit is risky, though, because they are vulnerable to standby.
13 hours ago, Qwrety77 said:I generally run my snowies around some terrain, maybe taking potshots as they move between terrain, toward an enemy objective or otherwise entrenched position. You can charge in with a double move and wipe out most of an enemy unit, hopefully at the end of the round so you can use them first next round. That last bit is risky, though, because they are vulnerable to standby.
The ability of Snowies to Move + Attack (Move 2), and then Move (Action 2) makes them phenomenal for running between points of cover.
On 9/10/2018 at 1:25 PM, Shraken said:They seem terrible, inflexible and more expensive than trusty Stormies.
Other than the flamethrower has anyone found a "real world" use for these guys?
Same reason I'd paint a room green instead of red. I want an army of snowtroopers so that's all I take. My 2 squads of regular stormtroopers are only for demos.
On 9/12/2018 at 3:36 PM, arnoldrew said:1. Because maybe they don't think/realize that those ion weapons are bad? I'm hoping the upcoming personnel box has some options for Recover that make the weapons that tap a little better.
This feels a little odd to me. It seems like they intended squads would be doing recover actions all the time for reasons of morale and then made it so they just... aren't.
Move 1 , then move 1 again and free action to fire. Snowtroopers are faster than regular stormtroopers that would have to move 2 then fire. Plus as pointed out b er fore, if suppressed they still get move plus free action fire.
My experience is to use 2 squads of snowtroopers as my main assault group followed up by regular stormtroopers.
With the scout trooper being released soon, this will make them even better. Suppress your opponent in place while bringing up that flamethrower
Snowtroopers with flamer and impact grenades + extra guy.
Strong vs at-rt's and speeders as well as infantry.
Weak vs Long range shooting and Luke. Use los blocking to avoid the first.
I only play rebels, but I have learned to fear this unit.
I have to agree Ive even had the misfortune to get an airspeeder in close to a flamethrower unit with impact grenades, needless to say it was toast. (im not a great fan of the airspeeder but I like experimenting every now and then). New ways to motivate them is also a great way to get them in close.
On 9/10/2018 at 1:25 PM, Shraken said:They seem terrible, inflexible and more expensive than trusty Stormies.
Other than the flamethrower has anyone found a "real world" use for these guys?
They can advance further and fire every turn. That’s fairly valuable for things like breakthrough.
On 10/1/2018 at 4:44 PM, Derrault said:They can advance further and fire every turn. That’s fairly valuable for things like breakthrough.
After my first all-snowtrooper game, taking 4 flamethrowers and 1 ion gun, I'm considering flipping the balance the other way. Everyone seems to hate the ion gun but I think it's worth experimenting with as well. I might ditch grenades or something to pay for the difference. Getting within range 1 was harder than I thought. Course my opponent seeing 4 flamethrowers might have been doing everything in his power to keep our armies as far apart as possible and I needed to park on objectives so I couldn't chase him down. Being as that every specialist in Legion pretty much carries a standard weapon, I'm not terribly opposed to the recharge weapons.
Snowtroopers are pretty great. Not as priority as Stormtroopers, but taking a unit of them for every 2 regular Stormtrooper units works out pretty well. They are generally a lot faster than anything else on the table despite being SPD 1 and the Flamethrower+Impact Grenades lets them threaten just about anything as well. Being able to move and shoot while suppressed is really powerful, and you can completely abuse the way unit movement works with blocking terrain by moving out to fire, then ducking back. Also, they're just a really great option when the battlefield condition lets you deploy a couple units later in the game. They basically get to show up somewhere that makes it very hard for the opponent to properly defend against them.
I bought skullforge's mudtroopers instead to use as snow troopers.
How useful/necessary is the extra trooper? Do you take them only when taking grenades? Or do you fit the snowies full and skimp on tje stormtroopers? What is the consensus on when to take the extra trooper vs leaving him at home and when to take the in-unit commamder upgrade?
Edited by buckero024 minutes ago, buckero0 said:I bought skullforge's mudtroopers instead to use as snow troopers.
How useful/necessary is the extra trooper? Do you take them only when taking grenades? Or do you fit the snowies full and skimp on tje stormtroopers? What is the consensus on when to take the extra trooper vs leaving him at home and when to take the in-unit commamder upgrade?
Hardly necessary, as your offensive capabilities on many of the imperial trooper units are based on the special weapon, so losing one or two figures isn't as key as it is for the rebels, Fleet troopers lose a lot of offense with each lost mini. Although red defense dice can be fickle so sometimes you will wish you brought one more, I think as imperial I'd rather bring an extra trooper unit than an extra figure in each
#1 Reason is Steady, they will always get to shoot as long as there's a target, and #2 is the Flametrooper/Grenade combo buffing their Range 1 damage to insane levels. That said, your damage does kind of suck outside of that Range 1 bubble, but never losing your chance to attack for want of movement is very, very good.
With the addition of Palpatine, snowtroopers have become even more deadly with their Steady ability.
Can palpatine afford not to move twice his first turn or two?
Pointwise, is esteemed leader or the royal loyal guards a better investment?
Edited by buckero018 hours ago, buckero0 said:Can palpatine afford not to move twice his first turn or two?
Pointwise, is esteemed leader or the royal loyal guards a better investment?
I've only played one game with palpatine, but I don't think that it's always necessary to double move. In fact, I found myself slow playing him (even more than he has to). While he lagged behind a bit, he was also not in danger until I put him there myself. While I didn't get to use him with my snowies, Pulling the Strings was fantastic for sending my royal guards across the battlefield, where they were able to take out Luke and most of a Z-6 unit in turn 3. If I hadn't pulled their strings twice, it would have ended very differently. On that note I only have 1 set of guards, and I have tried using them as meat shields before, but this game I took esteemed leader and found that they are fantastic when they get into the enemy lines (weird, I know). I don't think I'll ever keep them back as pure meat shields again. If you have a second squad, then maybe you're fine, but otherwise I'd do esteemed leader.