Future Rebel Units

By devin.pike.1989, in Star Wars: Legion

So we have the other thread for imperial unit suggestions, I thought we needed a rebel one too!

Here are my suggestions:

Rebel Marines/Pathfinders

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Maybe a heavier armored corps unit? With HH-12 rocket launcher as a heavy option?

Partisans

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I kinda just want these for the miniatures... Don't really know if they would differ too much from regular rebel troopers.

The Ghost Crew

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Commanders? Operatives? A unique heroic squad?

DF9 Turret

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Maybe a stationary heavy unit.

Tauntaun cavalry

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Scout ability? Fast moving, trooper unit, 3 miniatures in a squad...

T-16 Skyhopper

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Maybe a cheaper heavy unit?

Rebels are a little harder to find units for since they are a ragtag group with limited supplies.

I agree - far harder to pick out generic units, especially vehicles without going EU, particularly puter games.

I'd be totally with Rebels getting lots of named units - e.g. •Specters or •Rogue One - as releases to give balance with more generic Imperial releases.

Hoth Troopers

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Corps, slow moving, with some sort of Recover free action if they are in cover.

Partisans (and Saw Gerrera)

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Special forces, but would need something to be distinct from Rebel Commandos. Saw as an operative, whose command cards synergise with Partisans, like Chewie and Han.

Ewoks

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Because who doesn't want to see a band of carnivorous teddy bears take on an entire legion of Palp's best troops?

  • Commander - Chief Chirpa (1 pip - activate 2 Ewok units; 2 pip - activate 4 Ewok units, 3 pip - activate 6 Ewok units)
  • Operative - Logray, Wicket (on a speeder bike)
  • Corps - slingers and spears (heavy weapon trooper upgrade a stormtrooper helmet drummer, to boost courage?) Their offence surge would actually inflict a wound on the unit, for comedic value.
  • Special forces - Ewok Scouts with log traps - that hand out suppression and disabled tokens.
  • Support - Glider
  • Heavy - catapult

In truth, this would end up with a distinctly Skaven horde feel to it, but yeah, totally madcap units...

Edited by Jedirev

I'd like to see some alternative rebel vehicle choices, such as

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A landspeeder that's cheaper and more lightly armed than the T-47 Airspeeder. Without a compulsory move, it would be better able to take advantage of cover.

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The ice cutter from unused scenes in ESB. It would work a bit like the 1.4 FD Laser Cannon, but not completely immobile.

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Swoop bikes. They'd lack the fixed front weapon of Imperial speeder bikes, so they'd depend on the rider's sidearm's for offense, but they'd be cheaper and you could take them in greater numbers. Perhaps they'd come in threes instead of pairs.

Vehicles aside, I'll echo that I'd like to see Saw and his partisans.

I would like to see the U-Wing. Heavy, speeder, some sort of transport ability, with Arsenal and fixed: left/right hardpoints. It would probably require a larger base size, though.

49 minutes ago, Lochlan said:

I would like to see the U-Wing. Heavy, speeder, some sort of transport ability, with Arsenal and fixed: left/right hardpoints. It would probably require a larger base size, though.

I agree - the U-wing would be great for lots of utility in Lewgion, but it suffers the same problem as the AT-AT - it's just HUGE .

39 minutes ago, Jedirev said:

I agree - the U-wing would be great for lots of utility in Lewgion, but it suffers the same problem as the AT-AT - it's just HUGE .

Yeah, definitely. In fact I feel that currently it's the best bet to be the rebel counterpart to the AT-AT when we inevitably get that.

I definitely want more vehicles. Different flavors of troopers are awesome, but another set of vehicles would be fantastic.

8 minutes ago, Lochlan said:

Yeah, definitely. In fact I feel that currently it's the best bet to be the rebel counterpart to the AT-AT when we inevitably get that.

Honestly I would rather have a Y wing or X wing. Not super likely I know but they are just cool.

1 hour ago, Steck638 said:

Honestly I would rather have a Y wing or X wing. Not super likely I know but they are just cool.

It's more likely than a U-Wing.

The Ewok heavy weapon guy could have a captured blaster, presumably. But I think we'll be lucky to even get two units (an ewok squad and hero) by the end of 2019. Allowing Ewoks to set traps is tricky. It presumes a lot about the individual game's backstory. Hopefully if/when that happens the basic unit of ewoks all have ranged weapons. I don't like how publishers seem to want us to take melee units for a wargame in a universe with way better guns than our own. It's weird. If a bar room brawl breaks out, fine, melee it up. There were plausible reasons why in Jabba's palace guards didn't carry many guns. But for organized combatants (aside from force users) to intentionally go to a battlefield without a gun is strange. Sure not all or even most of the ewoks in ROTJ had bows but enough of them did to justify it, to keep the game running. It's really hard to make stats that make melee units work smoothly in these games.

I'd like to see a squad of Mon Cals and a squad of rebel pilots to team up with fleet troopers. A random Mon Calamari officer could be a good alternate rebel commander too.

No more people in these hats. Troopers, AT-RT riders, Commandos... 3 model kits now for these.

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Cracian thumpers would be good in addition to tauntauns.

6 minutes ago, TauntaunScout said:

Cracian thumpers  would be good in addition to tauntauns.

nah man, lets go further, Rockhoppers from Droids:

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1 hour ago, Bdolfos said:

It's more likely than a U-Wing.

I disagree. The main role for U-Wings from their one on-screen appearance is deploying and supporting ground troops.

I have a hard time imagining just about any other fighter craft, because what could even realistically attack them, other than other fighters?

17 hours ago, Jedirev said:

Hoth Troopers

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Corps, slow moving, with some sort of Recover free action if they are in cover. 

That doesn't sound just slightly overpowered to you?

I might be willing to accept it if they are out of line of sight to any hostile unit, but your infantry units should have light or heavy cover as much as possible. Giving an corps/trooper unit basically immunity to suppression and able to use tappable weapons and items every single turn is a bit much, don't you think?

Edited by Zrob314

And General Rieekan as well as Han and Luke in Hoth gear- both mounted and dismounted on tauntaun... Oh.. any news on a c3po/r2 double pack?

I'm both assuming/ hoping for the latter.

4 minutes ago, Zrob314 said:

That doesn't sound just slightly overpowered to you?

I might be willing to accept it if they are out of line of sight to any hostile unit, but your infantry units should have light or have cover as much as possible. Giving an corps/trooper unit basically immunity to suppression and able to use tappable weapons and items every single turn is a bit much, don't you think?

There is also the issue that units are not "in" cover, as cover is determined only while defending, and from the perspective of the attacker. So units only subjectively *have* cover.

29 minutes ago, Lochlan said:

There is also the issue that units are not "in" cover, as cover is determined only while defending, and from the perspective of the attacker. So units only subjectively *have* cover.

I don't really think the stats of Hoth rebels need to reference the trenches personally and I'm about the biggest Hoth rebel proponent around. Legion is basically a regular old minis game: if you want them to have trenches, get styrofam sheets and a hot wire cutter. :)

But I've collected at least one platoon of all the 2nd edition Codex metal Imperial Guardsmen for 40k, and those all had/have the exact same stats so maybe it's just me. I've also painted 5 squads of Legion core game rebel troopers in snow colors but it's just not the same, y'know?

Edited by TauntaunScout
47 minutes ago, Zrob314 said:

That doesn't sound just slightly overpowered to you?

I might be willing to accept it if they are out of line of sight to any hostile unit, but your infantry units should have light or have cover as much as possible. Giving an corps/trooper unit basically immunity to suppression and able to use tappable weapons and items every single turn is a bit much, don't you think?

Probably . Maybe a refresh on tapped weapons if the leader is touching cover? Basically, a heavy weapons friendly Rebel Unit.

1 minute ago, Jedirev said:

Probably . Maybe a refresh on tapped weapons if the leader is touching cover? Basically, a heavy weapons friendly Rebel Unit.

I thought of it more as a heavy weapon that's specifically designed to be setup and braced against a wall or on the ground in front of someone standing inside a foxhole. Hence the weapon would be cumbersome in the open but work well if they hunker down with it. Y'know. Like that blaster machine gun thing we actually saw them use in ESB.

3 minutes ago, Jedirev said:

Probably . Maybe a refresh on tapped weapons if the leader is touching cover? Basically, a heavy weapons friendly Rebel Unit.

Rebels could just use some better core heavy weapons while we're at it. The fleet trooper's scattergun is the only lovable one. I hope that after we get the unit-agnostic personnel expansion with the droids, officer and comms specialist, that we can get a unit agnostic Heavy expansion with stuff we can take in place of that awful ion gun.

2 hours ago, TauntaunScout said:

I don't like how publishers seem to want us to take melee units for a wargame in a universe with way better guns than our own. It's weird. If a bar room brawl breaks out, fine, melee it up. There were plausible reasons why in Jabba's palace guards didn't carry many guns. But for organized combatants (aside from force users) to intentionally go to a battlefield without a gun is strange. Sure not all or even most of the ewoks in ROTJ had bows but enough of them did to justify it, to keep the game running. It's really hard to make stats that make melee units work smoothly in these games.

Indeed... here be your answer.

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Or this...

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Edited by Jedirev
1 hour ago, jauntyharrison said:

[...] in place of that awful ion gun.

I never would have taken it, but last game the Rebels completely incapacitated my AT-ST by shooting once with icon late activation, then next turn taking a refresh and shoot. The AT-ST lost a whole turn of shooting and with Arsenal-2 that's a big deal!

Bespin Guards? Lando leader or operative? The bespin cloud car or whatever it was called?

11 minutes ago, Djaskim609 said:

Bespin Guards? Lando leader or operative? The bespin cloud car or whatever it was called?

I had thought about Lando (I'm leaning towards Commander), but the others hadn't even occurred to me. Those would be awesome!

2 hours ago, Jedirev said:

Indeed... here be your answer.

Or this...

I said "aside from force users".

1 hour ago, CaptainRocket said:

I never would have taken it, but last game the Rebels completely incapacitated my AT-ST by shooting once with icon late activation, then next turn taking a refresh and shoot. The AT-ST lost a whole turn of shooting and with Arsenal-2 that's a big deal!

The ion gun will get better and better the more vehicles that are released/used. I keep saying this.