Phase 1 clones vs shoretrooper

By Tirion, in Star Wars: Legion

1 minute ago, chr335 said:

What unwritten clone trooper rule? The only thing known about clones so far is the fire support ability allowing you to add another units weapon dice to your current attack pool if those weapons are in range and the other unit has a faceup activation token

Apparently, there is a rule that states that troopers with the "clone trooper" tag can use tokens of nearby "clone troopers". If you read some of the posts above, other users mention this ability. This ability was stated at gencon and isn't in writing.

2 hours ago, manoftomorrow010 said:

good point, I was thinking more of Range between the two Clone units, not necessarily to the target. So you could have two clone units Range Six away from one another, but both within Range 3 of the enemy unit, and Fire Support. That's pretty good.

They're going to need it to compete with activation spam CIS armies. They need to be deleting a unit each turn

Just now, KommanderKeldoth said:

They're going to need it to compete with activation spam CIS armies. They need to be deleting a unit each turn

that's a good point haha

27 minutes ago, chr335 said:

What unwritten clone trooper rule? The only thing known about clones so far is the fire support ability allowing you to add another units weapon dice to your current attack pool if those weapons are in range and the other unit has a faceup activation token

One of my issues with Legion is that interlocking fields of fire are seriously hampered by the activation system. Not if you're clones apparently. Too soon to tell if its power creepy but it might be.

What about the heavy weapon options? I can't imagine the D-15 trooper being more than a DLT trooper. Combine this with Fire Support, you can have some potent dice coming in the form of 2 reds with critical 1 added on. 2 if the Trooper initiating the attack also has the D-15.

While the T-21b is nice looking, I think the 2 reds vs 2 blacks 1 white is going to be more effective.

Interestingly enough the clone troopers do not have an impact weapon is this a soft admission about vehicles or the impact keyword?

Fire Support is a cool mechanic, but it does cost you an action.

Just now, R3dReVenge said:

Fire Support is a cool mechanic, but it does cost you an action.

if you delete a unit that hasn't activated, then it's a 1:1 trade, and a +1 gain for the next round (assuming you don't loose the Fire Supporting unit, too lol).

Throwing 22 dice, although, without surge, but possibly with an aim, is going to obliterate almost anything that isn't Armor.

3 minutes ago, manoftomorrow010 said:

if you delete a unit that hasn't activated, then it's a 1:1 trade, and a +1 gain for the next round (assuming you don't loose the Fire Supporting unit, too lol).

Throwing 22 dice, although, without surge, but possibly with an aim, is going to obliterate almost anything that isn't Armor.

I mean you lose an action, and an activation. The fire support unit only gets to shoot (can't move, can't aim, etc). It's strength will come from what it's targeting. Wiping out a ~36 point droid unit with 2 Trooper units seems like overkill to me.

Edited by R3dReVenge

Also contributing fire support requires that you have a face up order token, so you will need to be carefully and strategically ordering your corps units instead of other stuff. I think it will be powerful when used well by a good player, but fairly situational, which is a good design balance in my opinion

5 minutes ago, R3dReVenge said:

I mean you lose an action, and an activation. The fire support unit only gets to shoot (can't move, can't aim, etc). It's strength will come from what it's targeting. Wiping out a ~36 point droid unit with 2 Trooper units seems like overkill to me.

nobody said you're only going to be shooting at droid units.

1 minute ago, KommanderKeldoth said:

Also contributing fire support requires that you have a face up order token, so you will need to be carefully and strategically ordering your corps units instead of other stuff. I think it will be powerful when used well by a good player, but fairly situational, which is a good design balance in my opinion

Right, there are a lot of situations where this will come in handy and very well be worth losing 1 trooper activation and action in a single round.

Also, plenty of ways it could be difficult or not advantageous to use.

7 minutes ago, R3dReVenge said:

I mean you lose an action, and an activation. The fire support unit only gets to shoot (can't move, can't aim, etc). It's strength will come from what it's targeting. Wiping out a ~36 point droid unit with 2 Trooper units seems like overkill to me.

Unless the supporting unit was already potentially pinned/panicked, in which case you just traded an activation (or nothing in the case of Panic), and the chance at an additional suppression if you fail to destroy the unit. Plus since it is a single Attack pool, you can push through more hits than you would otherwise.

Say the target unit is a Rebel Trooper squad in Heavy Cover with a Dodge token. If you attacked with each unit separately, the Rebel Troopers could cancel 3 hits from each attack for a total of 6 blocked hits (2 from cover, 1 from Dodge token which they then get back from Nimble to use against the next attack, repeat). However, by pooling the attacks, the Rebel Troopers only get to cancel 3 hits from the single attack pool formed by two units.

This can be even more devastating with certain keywords added to the pool, like Blast from a unit at Range 1 with Grenades, or Frag Grenades giving the single large attack pool Surge Crit.

Edited by Caimheul1313
2 minutes ago, Caimheul1313 said:

Unless the supporting unit was already potentially pinned/panicked, in which case you just traded an activation (or nothing in the case of Panic), and the chance at an additional suppression if you fail to destroy the unit. Plus since it is a single Attack pool, you can push through more hits than you would otherwise.

Say the target unit is a Rebel Trooper squad in Heavy Cover with a Dodge token. If you attacked with each unit separately, the Rebel Troopers could cancel 3 hits from each attack for a total of 6 blocked hits (2 from cover, 1 from Dodge token which they then get back from Nimble to use against the next attack, repeat). However, by pooling the attacks, the Rebel Troopers only get to cancel 3 hits from the single attack pool formed by two units.

This can be even more devastating with certain keywords added to the pool, like Blast from a unit at Range 1 with Grenades, or Frag Grenades giving the single large attack pool Surge Crit.

This is a really good point that I didn't consider. But wouldn't it better to just shoot at a unit not in cover with a dodge token? I guess having fire support gives you the OPTION to shoot at a covered Rebel unit.

It will be interesting to see how Fire Support plays out in game. It seems like it's the hardest baseline trooper ability to take advantage of.

2 minutes ago, R3dReVenge said:

This is a really good point that I didn't consider. But wouldn't it better to just shoot at a unit not in cover with a dodge token? I guess having fire support gives you the OPTION to shoot at a covered Rebel unit.

It will be interesting to see how Fire Support plays out in game. It seems like it's the hardest baseline trooper ability to take advantage of.

A unit with a non-regenerating Dodge token, yeah probably, depending on situation and the number of Suppressions on the Fire Support unit. It can also be used against Guardian, which can reduce the effectiveness of IRG in protecting frontline heroes. The fact that it is optional is a strength.

It's not that much harder than Nimble in some ways. That one seemed fairly hard until more of the Rebel releases were revealed.

6 hours ago, manoftomorrow010 said:

Yeah that ability appears on paper incredibly powerful. Twenty-two dice in one attack pool is absurd.

I think that ability will have a significant impact on how the game is played, and decisions that players will have to make.

It will definitely make it so players will be more careful with their commanders since the character could just get utterly obliterated.

6 hours ago, R3dReVenge said:

Is there any other unwritten information regarding the battle droids then? Or is everything stated on the card?

Not so far, I'd be curious if they make it so that weapons with the Ion effect work on them too, to try and have those weapons possibly see more play/be more effective against more things.

5 hours ago, R3dReVenge said:

I mean you lose an action, and an activation. The fire support unit only gets to shoot (can't move, can't aim, etc). It's strength will come from what it's targeting. Wiping out a ~36 point droid unit with 2 Trooper units seems like overkill to me.

Wiping out a 36 point unit is not amazing, but wiping out a 150-200+ commander, a strong support piece, or special forces unit might be.

5 hours ago, manoftomorrow010 said:

if you delete a unit that hasn't activated, then it's a 1:1 trade, and a +1 gain for the next round (assuming you don't loose the Fire Supporting unit, too lol).

Now, the silly thing is that you can technically still have the unit attack too, since 'Clone Troopers' can share ALL green tokens, meaning they can use standby too as Fire Support isn't an attack action. Better yet, if you stick the unit with the standby where they are out of sight, but still have a clone trooper that can see them it means your opponent can't just get rid of the standby token by dealing suppression. And it also means they might be faced with deciding between shooting a fuller unit that flipped its order token with fire support who might shoot back with the standby token or face the threat of that attack and try to kill a unit that had yet to activate.

13 minutes ago, Animewarsdude said:

It will definitely make it so players will be more careful with their commanders since the character could just get utterly obliterated.

Not so far, I'd be curious if they make it so that weapons with the Ion effect work on them too, to try and have those weapons possibly see more play/be more effective against more things.

Wiping out a 36 point unit is not amazing, but wiping out a 150-200+ commander, a strong support piece, or special forces unit might be.

Now, the silly thing is that you can technically still have the unit attack too, since 'Clone Troopers' can share ALL green tokens, meaning they can use standby too as Fire Support isn't an attack action. Better yet, if you stick the unit with the standby where they are out of sight, but still have a clone trooper that can see them it means your opponent can't just get rid of the standby token by dealing suppression. And it also means they might be faced with deciding between shooting a fuller unit that flipped its order token with fire support who might shoot back with the standby token or face the threat of that attack and try to kill a unit that had yet to activate.

This is a very interesting point that makes me wonder if FFG are going to add in a range for sharing green tokens. Maybe Range ~2 or 3? We haven't seen the rule in writing, so it can still be changed / adjusted.

1 minute ago, R3dReVenge said:

This is a very interesting point that makes me wonder if FFG are going to add in a range for sharing green tokens. Maybe Range ~2 or 3? We haven't seen the rule in writing, so it can still be changed / adjusted.

Pretty sure they've said it is range 1 only. But that doesn't mean you can't hide someone behind something and still proc it.

All I know is that Pin Down is about to be a much better command card