By now the Saboteurs do not see a lot of action. I had no opportunity to check them in real games, but I actually think they have actually more potential than snipers if there is just one central piece of sight blocking terrain, especially if the mission is either intercept transmissions or recover supplies. Being the blue player certainly helps to get the saboteurs into position. One Saboteur team will probably not be enough though. You need at least two or three, probably with Environmental Gear. That means 100 or 150 Points for two or three activations. The way Detonate X works, one surviving unit leader is enough to blow up a lot of charges within a very short time. Sonic charges are much more effective due to suppressive, while Proton charge saboteurs have better means to get to a line of sight blocker and to support their area denial role. Their better scout move, No Time for Sorrows and Reckless Diversion can help them to get into position. Scout move + move action + range 1 for placing the charge + area effect means a they have a potential action radius of 24 inches from their deployment zone. Luke is great to make enemy units like Boba keep their distance to them. He can also use force push to push a unit into a charge cluster. Vader also has some synergy with sonic charge saboteurs, especially with Master of Evil. It is harder for him to keep up with the Saboteurs though. There is also another option to use single charges in a more offensive way against three or more clustered enemy units at once, especially in combination with command cards that make it easier to get close(Especially No Time for Sorrows or Reckless Diversion).
The effect of a single charge is not very impressing though. Everything with a red defence die has a decent chance to get nothing but one (proton) or two (sonic) suppression tokens. A unit with white defence die will probably take damage, but it will not be significant. Usually the unit will have moved into range of the charge by itself, so the beginning of its activation is already over. It will lose one suppression token during the end phase before it will check next time whether it loses an action. Usually you will need more than one charge to deal significant damage:
Sonic charge:
|
|
Chance for <0 hits
|
0 kills
|
1 kills
|
2kills
|
average
|
|
White defence die
|
95%
|
13%
|
49%
|
38%
|
1,3
|
|
White+surge
|
95%
|
24%
|
51%
|
24%
|
1,0
|
|
Red defence die
|
95%
|
39%
|
48%
|
14%
|
0,8
|
|
Red+Surge
|
95%
|
56%
|
38%
|
6%
|
0,5
|
Proton charge:
|
|
Chance for <0 hits
|
0 kills
|
1 kills
|
2kills
|
3 kills
|
average
|
|
White defence die
|
95%
|
13%
|
46%
|
34%
|
7%
|
1,3
|
|
White+surge
|
95%
|
23%
|
48%
|
24%
|
4%
|
1,0
|
|
Red defence die
|
95%
|
37%
|
46%
|
15%
|
2%
|
0,8
|
|
Red+Surge
|
95%
|
54%
|
38%
|
7%
|
0%
|
0,5
|
Against most targets, you will need clusters of at least 3, better 4 charges to deal significant damage. Even 3 Proton charges have a good chance to cost a unit with courage 1 an action. It does not make much sense to make the clusters bigger than 5 or 6 though. You usually want at least two clusters, ideally in a distance of 12 inch to each other to get a solid barrier of 24 inches. Even if you have three teams, it would take three turns to build up two of such clusters.