Mortar teams?

By Sparty1701, in Star Wars: Legion

6 minutes ago, Derrault said:

Maybe this is too simulationist, but how about: must expend an aim token to target.

(that would be in place of plodding)

(Weapon) Indirect Fire: When selecting an opposing unit to attack, you may discard an aim token to perform your attack against a unit you do not have line of sight to. You cannot perform an attack using the Indirect Fire ability if there are terrain pieces of height 2 or higher between you or the target.

Edited by Indy_com
2 minutes ago, Indy_com said:

(Weapon) Indirect Fire: When selecting an opposing unit to attack, you may discard an aim token to perform your attack against a unit you do not have line of sight to. You cannot perform an attack using the Indirect Fire ability if there are terrain pieces of height 2 or higher between you or the target.

I mean, I’d increase that to height 3, given how high mortars go (~70’ - 210’)

1 hour ago, Indy_com said:

(Weapon) Indirect Fire: When selecting an opposing unit to attack, you may discard an aim token to perform your attack against a unit you do not have line of sight to. You cannot perform an attack using the Indirect Fire ability if there are terrain pieces of height 2 or higher between you or the target.

The issue with this is that it would give the Empire mortar team a sizeable advantage over the Rebel version as Veers can keep feeding them aim tokens every turn for maximum efficiency. It gets worse if you consider he could just sit back by two teams, feed them an aim token and then each of them could take an aim action and really do some serious damage (especially if you use the proposed comm upgrade to give them each another black die).

I think the game could really use a few more AOE weapons similar to the mines. Mortars could fill that roll. I think that would help keep trooper spam in check.

...nice work on the stormies...great!!...

16 hours ago, FSD said:

The issue with this is that it would give the Empire mortar team a sizeable advantage over the Rebel version as Veers can keep feeding them aim tokens every turn for maximum efficiency. It gets worse if you consider he could just sit back by two teams, feed them an aim token and then each of them could take an aim action and really do some serious damage (especially if you use the proposed comm upgrade to give them each another black die).

Well, is it surprising that the Empire would have an organized and efficient military?
Besides, with Veers and comms upgrades, that's a lot of points invested into running two mortar teams...

I can see the Empire having Heavy motor teams (slightly better dice - range 4+, 3 troopers) and the rebels a light mortar team (range 3+, 2 troopers) , smoke shells could also be a possibility, with a marker that breaks LoS?

34 minutes ago, Sparty1701 said:

I can see the Empire having Heavy motor teams (slightly better dice - range 4+, 3 troopers) and the rebels a light mortar team (range 3+, 2 troopers) , smoke shells could also be a possibility, with a marker that breaks LoS?

Smoke is a nice element. Not sure how well FFG will integrate it, but I can see it being useful.

I'd think that we could have several types of mortar, ranging from a small trooper unit/heavy weapons upgrade (think a British 2" mortar or Japanese knee mortar) that has a short range mortar (1-3), as well as medium mortars on an E-Web or 1.4 FD bases.

Now painted. The Rebel snow mortar loader is entirely a Warhammer one - painted up looks fairly "Hoth" like.

m6.jpg