So... Dewbacks seem kind of not great to me. I'm not an Imperial player and I haven't seen them in action yet, but they seem underwhelming.
HOWEVER! Maybe I'm wrong? I'm going to talk about the potential problems I see, and then maybe in this thread we can discuss how to use them or how they might be better than they look. Anyway, here's my thoughts:
- Starting with the good: Their close combat is solid, and unlike imperial Guard or Wookies or even an AtRt they won't lose effectiveness as they take casualties/damage. They're also likely to survive a long time in CC against anything thats not a Jedi. For example, a full squad of Wooks is only going to average 2 wounds on them. So I think their CC is a really high point for them.
- But getting them into CC is a long process. They're not as slow as they look, since 2 Range 1 moves with that huge bases covers a lot of ground and they can boost their speed and cross difficult terrain with no penalty. But it'll still take them awhile to get to the fight. And thats 2 or three turns where they're not doing anything.
- They're also probably not too hard to simply avoid. That won't always be an option, but I've had a few games where objectives where in places that the Dewback simply wouldn't fit (in between buildings, on narrow walk ways). So it won't always be able to engage the units it wants to fight.
- Its a **** big target, and will be harder to hide than something like Wookies. It also won't be able to benefit from cover from Suppression (or so I'm told). So despite being pretty **** tough it might suffer the same fate as most of my AtRt and simply die before it gets anywhere.
- Some okay shooting to help it close the distance and put pressure on enemies as it approached would help, but its 10 point upgrade is really not good. I mean, its a great upgrade for 10 points, but as a 100 point model its shooting is very underwhelming. 4 white dice with Critical 2 is a very small amount of damage for a 100 point model. The Flamethrower will likely be a more attractive choice, but it also involves getting all the way to range 1, which is going to take awhile, and could often mean a dead or nearly dead Dewback.
- None of this would really be much of a problem if the unit were priced more similarly to the AtRt, but its so **** expensive for what it does. It has a CC potential similar to Wookies and shares a similar cost, but Wookies have much better shooting, can take cover easier (and benefit from cover with Suppression) and can take objectives. Its much worse at shooting than an AtRT (which ends up being 15 points less). It has advantages over both these units, but those advantages don't really add up to anything I'd want to invest 100+ points in.
- I do wonder if it can be locked in combat, or like vehicles will simply be able to walk away. Thats a big advantage for the AtSt in combat,and it would be nice if the Dewback could do the same.
Anyway... I don't want to be too negative. Its a nice model and I don't think its such a poor unit that it can't be taken.
As Imperial players how will you use it effectively? As Rebel players do you think you'll have trouble dealing with it?