Proton and Sonic charge Saboteurs?

By M.Mustermann, in Star Wars: Legion

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.

I really want to make the sabs work, I think they are cool and have a intersesting and fun mechanic in the game.

I think it is ok that they are not so deadly but instead give a psycological threat.

Runing a single two-man unit is not enough, they get shoot to piceses the few times I have tried this, thouhg only tried it twice and I think I played them pretty badly then, so the new plan I have is to use 1 small two-man unit och one large full unit. The small units job is to run around and throw out charges, the big unit will only stay in cover and survive in order to set off the chrages thrown by the small unit.

The big unit can still impact the game with its attacks and grabbing objective and still set of charges.

To completment this I am also going to use 1 or 2 flamer AT-RT to give my opponenet something else to shoot at instead of the small sab team. Both of these units will storm across the field and hopefully draw fire away from the sabs.

Only an idea so far.

Something like this maybe... list based on units that I own or can convert (int the process of converting extra sab and commando from Ion rebel troopers).

Luke Skywalker [160]
Force Reflexes [15]
Force Push [10]
Emergency Stims [8]

Fleet Troopers [44]
Scatter Gun Trooper [23]
Fleet Trooper [11]

Rebel Troopers [40]
Z-6 Trooper [22]
Rebel Trooper [10]

Rebel Troopers [40]
Z-6 Trooper [22]

Rebel Troopers [40]
Z-6 Trooper [22]

Rebel Commandos (Strike Team) [16]
Proton Charge Saboteur [26]
Rebel Commandos [60]
Proton Charge Saboteur [26]

Rebel Commandos (Strike Team) [16]
DH-447 Sniper [28]

AT-RT [55]
AT-RT Flame Thrower [25]

AT-RT [55]
AT-RT Flame Thrower [25]

What about 2-3 small units? Run and lay down the mines then hunker down in cover or behind los-blocking terrain and blast those trying to grab your objectives

I am a casual player but I found saboteurs to be really interesting and fun. Especially against trooper spam. Its ability to set a charge and hit 3-4 guys can really change a lot of your opponents plans. I had one game where I hit 5 separate units with a bomb, that one attack won the game. That level of damage and suppression can change action economy in your favor. However I do find terrain makes a difference. Do you have LOS blocking terrain or a more open map with general light and heavy cover? Saboteurs are all about abusing LOS and causing enemies to clump. If you like playing on an Endor map I don't think they work well because you opponent can spread out more.

When running rebel saboteurs, I highly recommend Leia. Her No Time For Sorrows is great for getting them in or out of proton range before they activate. That free move gives them an edge over the empire sonic equivalent. Plus she can put a dodge on them to increase their survivability.

On 10/29/2018 at 8:50 AM, landoro said:

...

To completment this I am also going to use 1 or 2 flamer AT-RT to give my opponenet something else to shoot at instead of the small sab team. Both of these units will storm across the field and hopefully draw fire away from the sabs.

...

I am a bit sceptical to be honest.

I would assume you are using too much points for that asset. The charges are very nice when they are cheap and an additional option. I think it is probably not worth building your list completly around them. After all, they will often struggle in missions like Moisture Vaporators or Key Positions or against opponents that just want to blast you from accross the table. Especially in large tournament setups, it can also happen that there is not a lot of terrain. Even if you can hide the Commandos, the rest of your list might take a beating. They should complemement an existing concept. The AT-RTs are a quite expensive and fragile pawn sacrifice. You spent almost 300 points for a contingent that may or may not do what its supposed to do. A single ATST can kill the ATRTs in 3 turns and then advance to take that flank.

Also, I don't think it is a good idea to offer your opponent any shots at them at all. One of the two guys can easily be behind a corner or some other los-blocker. If your opponent tries to shoot them, he wont be able to whipe out the unit with ranged attacks if you dont want it.

I also think they are good at delaying an enemy push with far less units. They are probably less good in supporting an own advance.

Building your list completely around them does work, if you have a very steep bid and advantageous terrain. Just ask Rick Stegich.

They are very useful for blocking off places you don't want your opponent to put their troops, forcing them to take charge hits or walk around them, which takes even more time. Once a mine is down your opponent has no ability to deal with it other than wait for you to set it off or walk somewhere else.

Wonder Twins worked pretty good today.


++ Standard (Rebel Alliance) [800 Points] ++

+ Commander +

•Leia Organa [95 Points]: Esteemed Leader

•Luke Skywalker [193 Points]: Emergency Stims, Force Push, Force Reflexes

+ Corps +

Fleet Troopers [81 Points]: Environmental Gear, Fleet Trooper, Scatter Gun Trooper

Fleet Troopers [81 Points]: Environmental Gear, Fleet Trooper, Scatter Gun Trooper

Rebel Troopers [72 Points]: Rebel Trooper, Z-6 Trooper

Rebel Troopers [72 Points]: Rebel Trooper, Z-6 Trooper

+ Special Forces +

Rebel Commandos - Strike Team [42 Points]: Proton Charge Saboteur

Rebel Commandos - Strike Team [42 Points]: Proton Charge Saboteur

Rebel Commandos - Strike Team [42 Points]: Proton Charge Saboteur

+ Support +

1.4 FD Laser Cannon Team† [80 Points]: HQ Uplink

+ Command Hand +

Command Hand: •Coordinated Bombardment, •Son of Skywalker, ••My Ally Is the Force, ••No Time for Sorrows, •••Return of the Jedi, •••Somebody Has to Save Our Skins, ••••Standing Orders

++ Total: [800 Points] ++

Created with BattleScribe

I created a no mans land around a middle objective with 8-9 charges.

It might have been a tad much. I might try using a single sniper team. 2 protons might be good.

Really tactical and fun list.