Scout troopers look awesome!really like that they are not a clone of the rebels.
Scout Troopers Article
7 hours ago, Lochlan said:Average damage for full Commandos with a Sniper is only 3.5. Sharpshooter and Pierce are definitely great, and will situationally improve those numbers, but the fact remains that they are more expensive than Troopers, but with only similar damage and less health.
And don't forget Troopers have Nimble. Low Profile is great, but does nothing if you are already in heavy cover. Nimble does require you to have a dodge, but a dodge against every attack is great, and stacks with cover. And if I'm going to send in a unit to try to hold down a contested objective, I would definitely pick Troopers over Commandos. Especially when those Commandos could be covering them from long range with Sniper fire.
Commandos are good, don't get me wrong. I just would probably only take a full unit if I already had full Corps and wanted more Trooper units.
You're right, commandos and scout troopers aren't meant to hold down objectives. They're meant to be a mobile threat to your opponent. They have low profile because they aren't supposed to sit around in heavy cover. They have courage 2 because they are supposed to be able to roam far from your commander. Comparing them to corps units is fine and dandy, but they have different roles, and won't replace the corps core of most armies.
17 hours ago, OccasionallyCorrect said:If your snipers are in position, they shouldnt need Veers. They just aim and shoot every turn.
I just want to be able to adapt if my opponent manages to hide behind something that I would be able to see by moving just a little. Time will tell.
Could be good for a squad that is going to get into close range that round as well. Full squad, of course.
My phone made it look like I hadn't responded.
Ignore.
Edited by crx3800Would a strike team with sonic charges be too fragile do you think? Or should they always run with a full squad?
42 minutes ago, Sith Lord Revan said:Would a strike team with sonic charges be too fragile do you think? Or should they always run with a full squad?
2 man squad go down easy. If they take any fire at all they’re basically wiped. Those 33% defense dice are not the best lol
That’s what I suspected - I haven’t played against commandos yet so was wondering whether a 2 man squad was easier to hide behind terrain etc thereby increasing longevity.
If you're going to run a 2-man squad, I would suggest running multiples and playing one of them pretty conservatively. That way you always have one available to trigger the mines. It may also be worth taking Duck and Cover to boost their defenses.
I wouldn't write them off, but their fragility means they are a more precise, surgical tool.
One advantage two man squads have is the heavy is the leader. If you position right and always keep one out of LoS they effectively take two turns to kill.
The issue is this assumes you have enough terrain and can play them right.
Personally, I only do my mine layers in two-mans due to the fact that otherwise you have to debate shoot OR mine. And every time you aren't throwing a mine you basically wasted the points.
The snipers can work nicely in a full or two-man (at least for rebels), with two man being super squishy but also can be helpful at times. And the full man (for rebels) giving 5 black, a white, pierce, sharpshooter, surge to hit, and ability to split fire when needed.