More nerdtalk about the T-47

By M.Mustermann, in Star Wars: Legion

I am wondering whether the T-47 will become more viable when Striker Teams and Emplacement Troopers become a dominant thing. The Invader league seems to indicate that. I also have the suspicion that the 2-pip command card of the specialist expansion might help the T-47 in some way, because the visible part of the artwork seems to indicate that there is some Hoth-scenario with explosions in the sky.

It has a good chance to get behind a los blocker and one-shot a sniper team, but will probably need 2 to 3 shots for a FD 1.4 Laser Cannon or an E-web. It will usually win in a duell situation against one 1.4 because its shoots first. E-Web and snipers often wont even damage it. Wookies and Royal Guard will often be relativly stationary behind a los blocker to deny areas. 2 or three shots against such an asset will also do serious damage and migth clear the way for another unit to move up.

Its main cannon has 18 inch of range. That means if you flank such a position, you can usually get off either 2 shoots with aim or 1 shoot with aim and 2 shoots without (the compulsary move after the first shot will take it 11 inch closer to its target. If you dont use an aim token for your second shot, you can reduce that movement to 6 inches by angling the movement tool 90 degrees and then pivot).

If you destroy one emplacement trooper or 2 Sniper Teams, that is still just about 50% of the speeders costs. It would still have between one and three rounds to contribute to the mission, either by finishing off a damaged trooper unit that is hiding near an objective or score itself in Key positions/Breakthrough.

I could see a T-47 being good at hunting Stike Teams, although a FD turret with an Overcharge generator could put a hurt on a T-47. The emplacements also have Full Pivot so if the T-47 has to make a second pass it could be bad news since the emplacement can pivot faster, unless you take Wedge on the T-47.

Could be another reason to take a pair of T-47's instead of just one?

Personally I think that T-47's are a much better Trooper hunter than Armor hunter, even with the Impact on the main guns.

5 hours ago, NeonWolf said:

I could see a [rebel unit] being good at hunting [rebel units], although a [upcoming rebel unit] with an Overcharge generator could put a hurt on a [rebel unit].

This is why we need more factions.

8 hours ago, NeonWolf said:

I could see a T-47 being good at hunting Stike Teams, although a FD turret with an Overcharge generator could put a hurt on a T-47. The emplacements also have Full Pivot so if the T-47 has to make a second pass it could be bad news since the emplacement can pivot faster, unless you take Wedge on the T-47.

Could be another reason to take a pair of T-47's instead of just one?

Personally I think that T-47's are a much better Trooper hunter than Armor hunter, even with the Impact on the main guns.

You can still hunt down isolated troops with it, of course. However, if you can delete the opponents long-range support units early on, that might enable your other assets to deal more damage as well. The problem with several Snipers and Emplacements is probably not only their damage, but that they can deny a lot of space to your army. It might be a good option to delete support targets until round 2, 3 or 4 and go for a mission-critical troop units in the end phase of the game. In general, the T-47 will probably become much worse at soften up ur kill commanders with the release of Chewie, Royal Guard and medical Droids.

I have not tried two, but I suppose two are a bit too much in a competitive setup. It can propably be really good, but it is still a very specialized unit. It will struggle against certain hard counters and trooper spam. If your opponent uses his 800 points to focus on your remaining 400 points of Troops, that can be a tough game. It might be better to support the approach of the T-47 with more flexible support units like own Sniper Teams that soften up the target.

A single T-47 will usually defeat a 1.4 in a duell situation almost every time. You just have to approach in a way that the first shot is without cover and/or aim token and almost at max distance .That way you will pull off a second shot with aim token and probably a third shot without. If the 1.4 pivots, it cannot aim for its first shot. It will shoot once or twice at the speeder, dealing 2 to 4 damage on average. It has a realistic chance to reach the resiliance threashhold, but the speeder will usually survive.

The alternative would be that the 1.4 shoots at a unit near an objective token or denies an important area. If it has to use all its activations to deal some damage to the T-47 that could often be a better option.

I’ve said before, but I think the main problem with the T-47 is that it has Arsenal. Arsenal kinda sucks on it. It’s hard to line up a shot with both weapons and shooting backward isn’t really worth it, especially only at range 2. I’m hoping they come up with a way to either remove Arsenal and thereby remove the cost associated with it, or somehow make it so the back gun can fire everywhere but the front arc (maybe a card call Expert Gunner), so both weapons could aim at the same target (if the target was on the line between the front arc and adjacent arcs) and pool their dice, it would improve the unit a lot.

I have heard some players were having success with 2x T-47s at a competitive level, but I haven’t seen it, and don’t know how they had them kitted out. The funny thing is that the 1.4 FD was popular in the Tabletop Sim groups, but the T-47 has way better stats on paper. I guess being half the price doesn’t hurt. ?

8 hours ago, M.Mustermann said:

A single T-47 will usually defeat a 1.4 in a duell situation almost every time. 

It better. It costs more than twice (almost thice) as much.

7 hours ago, arnoldrew said:

It better. It costs more than twice (almost thice) as much.

Which is a good reason not to take two of them to take down a target that costs half as much as one of them.

That was my point.

14 hours ago, JediPartisan said:

I’ve said before, but I think the main problem with the T-47 is that it has Arsenal. Arsenal kinda sucks on it. It’s hard to line up a shot with both weapons and shooting backward isn’t really worth it, especially only at range 2. I’m hoping they come up with a way to either remove Arsenal and thereby remove the cost associated with it, or somehow make it so the back gun can fire everywhere but the front arc (maybe a card call Expert Gunner), so both weapons could aim at the same target (if the target was on the line between the front arc and adjacent arcs) and pool their dice, it would improve the unit a lot.

I have heard some players were having success with 2x T-47s at a competitive level, but I haven’t seen it, and don’t know how they had them kitted out. The funny thing is that the 1.4 FD was popular in the Tabletop Sim groups, but the T-47 has way better stats on paper. I guess being half the price doesn’t hurt. ?

i said the same thing in many other threads this is the problem

The easy fix is to make a pilot card.

0 pts Veteran copilot: your rear facing gun may now shoot at targets adjacent to the rear-facing arc.

I don't think they will reduce the cost even though 160 is a more attractive price point and makes taking 2 much more possible

Edited by buckero0
On 10/20/2018 at 2:36 AM, TauntaunScout said:

This is why we need more factions.

Nearly all Rebel units roll horrible defence die. What we need is more red defensive Rebels and White defensive Imperials.

Also, the E-WEB can move. That alone should make it somewhat better than the Dish Laser by default.

On 10/20/2018 at 10:37 AM, JediPartisan said:

I’ve said before, but I think the main problem with the T-47 is that it has Arsenal. Arsenal kinda sucks on it. It’s hard to line up a shot with both weapons and shooting backward isn’t really worth it, especially only at range 2. I’m hoping they come up with a way to either remove Arsenal and thereby remove the cost associated with it, or somehow make it so the back gun can fire everywhere but the front arc (maybe a card call Expert Gunner), so both weapons could aim at the same target (if the target was on the line between the front arc and adjacent arcs) and pool their dice, it would improve the unit a lot.

I have heard some players were having success with 2x T-47s at a competitive level, but I haven’t seen it, and don’t know how they had them kitted out. The funny thing is that the 1.4 FD was popular in the Tabletop Sim groups, but the T-47 has way better stats on paper. I guess being half the price doesn’t hurt. ?

Pilot upgrade that allows for a free attack from a secondary weapon after a pivot. That could help somewhat...

On 10/19/2018 at 7:36 PM, TauntaunScout said:
Quote
On 10/19/2018 at 2:12 PM, NeonWolf said:

I could see a [rebel unit] being good at hunting [rebel units], although a [upcoming rebel unit] with an Overcharge generator could put a hurt on a [rebel unit].

This is why we need more factions.

Just want to point out that Strike Teams are not "Rebel" units. Scout Troopers can be run as Strike Teams also.

Also, while E-Webs would have to take an upgrade to be able to hurt a T-47 the DLT-19 upgrade that most Stormtrooper squads have has impact 1 also. Imperials have no problem dealing with Armored targets.

On 10/21/2018 at 8:16 PM, buckero0 said:

The easy fix is to make a pilot card.

0 pts Veteran copilot: your rear facing gun may now shoot at targets adjacent to the rear-facing arc.

I really dislike this solution (or any that involve broadening the tail arc) as it would very much undermine the intended nature of the speeder.

If you extended the secondary fire arcs that extend towards the front, then actual rear shots would simply never be used. Nobody would burn an action to fire from the rear when the main weapon cannot be used with Arsenal and nobody would have a reason to expose themselves by flying in between multiple targets to combine a front/rear shot when they can front/front shot at range and then turn away. The standard strategy would become moving out of cover on the compulsory movement then double weapon shooting the chosen target(s) in front of the T-47 with a single or double action until they are dead and then skirting off again with the last action and the next turns activation to reposition, rinse and repeat. The overall usage of shoot and scoot from cover would be more like a fixed hull gun tank destroyer (Jagdpanther or SU-100) than an aircraft. And the standard counter would be to box it in and grenade it.

My strong preference, which I think would work far better (and really shouldn't need an additional cost) is to drop Arsenal and give the rear gun a free shot after moves to reflect the fact gunner is is free to take opportunity shots while the pilot focuses on flying. You could exclude free shots on compulsory move but that leaves you with a speeder than is actively encouraged to strafe the enemy even with double action moves.

How about putting Arsenal on the hardpoint upgrade instead of the unit card and increasing Cover to 2 if no hardpoint weapon is equipped? Or getting a free aim if no hardpoint is equipped? Simulates the rear position providing electronic warfare type bonuses instead of being a tailgunner.

Edited by NeonWolf
spelling
12 hours ago, NeonWolf said:

How about putting Arsenal on the hardpoint upgrade instead of the unit card and increasing Cover to 2nif no hardpoint weapon is equipped? Or getting a free aim if no hardpoint is equipped? Simulates the rear position providing electronic warfare type bonuses instead of being a tailngunner.

I'd like this as well. Maybe future pilots?

I was thinking it would be cool to have like a Luke Snowspeeder pack that has a snowspeeder as a commander. Could come with new speeder-specific upgrades like Wes Janson (automatic Pierce 1 or Sharpshooter 1 all the time?) or Hobbie (ignore compulsory move, or shorter compulsory moves, or no damage on compulsory collision?) and speeder-specific command cards, e.g. Attack Pattern Delta (activate two speeders back to back like Leia's command card?). Maybe there'd be text that would make taking multiple speeders cheaper so you can finally justify using multiple.