Jyn troopers list

By HelHound, in Army Building

Thinking of running this list when all the units drop (room left for Pathfinders Heavy upgrade)
My thinking is Jyn takes the Pathfinders behind enemy lines to wreak havoc in the backfield, generic Commander takes the core Rebel Troopers to capture objectives if the battle calls for it, otherwise can advance or hold key areas of the map, and finally Chewie takes the Wookies into melee wherever they are needed. Of course armor could render such a trooper heavy list a little defenseless against their heavier fire options.
Any tips, ideas, or comments are invited.
752/800
Jyn Erso 130
A-100 Pistol Config,
Rebel Officer 50
Commanding Presence,
Rebel Troopers 40
Rebel Trooper,
Rebel Troopers 40
Rebel Trooper,
Rebel Troopers 40
Rebel Trooper,
Rebel Troopers 40
Rebel Trooper,
Chewbacca 110
Tenacity,
Rebel Pathfinders 60
A-300 Short Range Config,
Rebel Pathfinders 60
A-300 Short Range Config,
Wookiee Warriors 75
Bowcaster Wookiee, Tenacity, Recon Intel,

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10 hours ago, HelHound said:
752/800
Jyn Erso 130
A-100 Pistol Config,
Rebel Officer 50
Commanding Presence,
Rebel Troopers 40
Rebel Trooper,
Rebel Troopers 40
Rebel Trooper,
Rebel Troopers 40
Rebel Trooper,
Rebel Troopers 40
Rebel Trooper,
Chewbacca 110
Tenacity,
Rebel Pathfinders 60
A-300 Short Range Config,
Rebel Pathfinders 60
A-300 Short Range Config,
Wookiee Warriors 75

not too bad, without further knowledge of the heavy weapons options, this may be the best you can do. I think 24pts a heavy may be a little small (a really good weapon may cost a bit more) Recon Intel may also be useful on the Pathfinders/Jyn to get in extra close or duck behind cover after deploying. I also think the sniper team is still a benefit for the list. How do the naked troopers work for you? I can't muster more than 1 hit on my troopers black dice, so I've resorted to running 4 with a Z6 (i know it doesn't make sense statistically.)

Edited by buckero0

@buckero0 I swear everytime I run Z-6 Troopers I’m just rolling extra dice for fun, without offensive surge they never produce enough for me to justify their points. As for the heavies I figured room for only one, then fill out points with something like Recon Intel or maybe some grenades.

There is some flexibility personally since I haven’t run Wookies yet to get a solid feel for the melee specialists but on paper they seem like good tie-up then damage pieces.

33 minutes ago, HelHound said:

@buckero0 I swear everytime I run Z-6 Troopers I’m just rolling extra dice for fun, without offensive surge they never produce enough for me to justify their points. As for the heavies I figured room for only one, then fill out points with something like Recon Intel or maybe some grenades.

There is some flexibility personally since I haven’t run Wookies yet to get a solid feel for the melee specialists but on paper they seem like good tie-up then damage pieces.

50% on black dice for a hit. with the extra trooper you get 1/2 a hit back if you can keep him alive. The Z6 gives you 25% per die, but you get 6 dice and in theory , you could get another 1.5 hits on average. You have a higher ceiling for sure especially since you can usually hold on to the Z6 trooper longer than JoeSchmoe. That's the only advantage.

I don't know that I see a difference in gameplay except I'll usually have a good roll and then 2 bad rolls with the Z6 equalling 2-3 hits vs 0-1 hit.

I like it. I'm planning to run something similar when she and the Pathfinders come out. Although I'd play Commandos and AT-RTs with them instead of the Wookies and Chewie.

You're definitely weak to any armored units, but the Pathfinders could be helpful if your opponent is playing any E-Web or Turrets, if you hold them until those are placed down.

On 1/31/2019 at 10:36 AM, HelHound said:

@buckero0 I swear everytime I run Z-6 Troopers I’m just rolling extra dice for fun, without offensive surge they never produce enough for me to justify their points. As for the heavies I figured room for only one, then fill out points with something like Recon Intel or maybe some grenades.

There is some flexibility personally since I haven’t run Wookies yet to get a solid feel for the melee specialists but on paper they seem like good tie-up then damage pieces.

The other thing I noticed is that the pistol upgrade for the Pathfinders is 6pts, not 0 like Jyn's, so you've got 12 less points.

The nicest thing about the Pathfinders (like other units) I think, is going to be the special weapons. Their range is amazing, and you have the option of stunning a vehicle first turn or laying down some serious anti infantry firepower. We'll see how they price them.