Any ideas on which Heavy Weapon will be standard for CW armies?

By Xclbr1, in Star Wars: Legion

Obviously in our current meta Z6's and DLT's are a staple, and the ion and rocket launcher almost never see action, but given that Clones basically have their own version of each, which do we think will get taken more? I personally think I am going to take the DLT varient more, since I love red dice and long range, but it seems more open than for the current armies.

I imagine for droids we will see mostly the rifle, given the current disdain for exhaust cards.

Honestly, we might see a mix of both, rather than the obvious "staple this one on" The DC-15 is probably my preferred upgrade (mostly because I like the original DC-15 in lore as a big, heavy hitting battle rifle rather than the MG it has become), but the option to have Critical is too handy to ignore. That said, the potential firepower of the Z-6 could be really useful when fighting droid swarms.

The Z-6 might see more play in order to make up for the lower number of units the GAR is able to field in 800 points. Honestly, it will at least partially depend on what the other units for the GAR look like. If there's another unit that can more easily/cheaply provide Impact/Critical, then the Z-6 is likely to be the Phase 1 staple. If there's other units that throw lots of dice but few cheap options for dealing with stuff like AT-RTs, then DC-15s.

With how cheap droids are, I wouldn't discount the launcher as being DOA until we see the starting lineup of units for them. If the droids don't have good impact sources, then I personally would readily take the launcher. It's less potent than the HH-12, but it doesn't have cumbersome so you can reposition. Droids are forced to attack a unit if they don't have an order which makes aiming impossible in some scenarios, but you can reload the launcher as your second. It keeps you stationary, but as a cheap 60ish point AT squad I think it'd work just fine.

Dc 15 range 4 two red with surge to crit for one dice seems great to me. The z6 just seems to much like rebel troopers

2 minutes ago, chr335 said:

Dc 15 range 4 two red with surge to crit for one dice seems great to me. The z6 just seems to much like rebel troopers

And? How is that a bad thing? Again, an extra 6 white dice on a single model provides a LOT of dice to a pool. Using a whittled down Clone Trooper squad with Z-6 to provide Fire Support to another squad with a DC-15 seems like a good way to go Crit fishing....

As an Imperial player I am very much looking forward to Z-6 access...

Well for droids, the E-5C droid seems like a good bet, considering how bad they are, 3 black dice and 7 white dice is a lot, especially since you can daisy chain orders with them via their unit ability.

Also, 2 full units of clones with Z-6 using their fire support order could generate 12 black and 12 white dice, which is pretty scary.

Clones I think are open to their play style. Two red and a bit of Critical on a unit which doesn't otherwise surge is very reliable, and everyone knows how fun Red Dice at r4 are. On the other hand, every rebel player lives for that moment when he rolls 6 hits on the z6 and the opponent has to roll a lot of dice or that z6man will wipe an entire enemy infantry. You can pick and choose. I like the rifleman role myself, but I know the variance can go well, so I might mix.

I imagine with the Republic we will see a mix of both. Especially with the phase one's fire support ability giving clones massive flexibility. About the only current weakness I see for clones is they don't have a reliable way of dealing with armor.

2 minutes ago, chr335 said:

I imagine with the Republic we will see a mix of both. Especially with the phase one's fire support ability giving clones massive flexibility. About the only current weakness I see for clones is they don't have a reliable way of dealing with armor.

I think low number of activations is likely to be a bigger weakness. We haven't seen the BARC, the heavy or any other unit. We do know the army is being touted as "elite," and the first Corps unit is rather pricey. Armour also isn't super common yet, but new units or new objective might change that meta.

Just now, Caimheul1313 said:

I think low number of activations is likely to be a bigger weakness. We haven't seen the BARC, the heavy or any other unit. We do know the army is being touted as "elite," and the first Corps unit is rather pricey. Armour also isn't super common yet, but new units or new objective might change that meta.

I didn't mean the Republic faction I ment phase one clone troopers as a unit. I disagree about armor not super common ATRTs rock.

Honestly I think both? You want Dc-15s to soften the droids up at long range, and Z-6s to mow them down when they get a little closer. I’m guessing 4 squads of phase 1 troopers, with 2 a piece would be good.

Edited by FlyingAnchors

I was planning on playing a mix of Z-6 and the DC-15, but I’m not sure about the ratio. I was going to figure that out after a few games.

The benefit of the DC-15 being like a DLT is that on clones the rest of the squad has black dice, so splitting fire becomes something very doable and perhaps necessary considering you’re going to have fewer troops. Putting extra suppression on your opponent might be a necessary tactic for survival of the clones, and having range 4 weapons allows you to pick at a stand-offish unit and help reduce its activations.

As for the Z-6, we still don’t know if it will be exactly the same as the rebel, it could only have 4 dice for all we know. I’m hoping it’s the same as the Rebel version, and if it is, as others have stated, it can help put more damage on opponents when you have fewer activations.

Its still early yet to make a call, but the prospects of either weapon look good and I think the heavy weapons you include will help determine the strategy that you can use with these units.

1 hour ago, JediPartisan said:

we still don’t know if it will be exactly the same as the rebel

Every weapon which is the same model has had the same dice and stats, unless a hero's name is in front of it. A DLT-19 is a DLT-19. A Z-6 is a Z-6, unless this is somehow a Z-6B or something.

(inb4 "A DLT-19D is different than the DLT-19". Yes, yes it is, this is why it has the D)

Edited by UnitOmega
6 hours ago, UnitOmega said:

Every weapon which is the same model has had the same dice and stats, unless a hero's name is in front of it. A DLT-19 is a DLT-19. A Z-6 is a Z-6, unless this is somehow a Z-6B or something.

(inb4 "A DLT-19D is different than the DLT-19". Yes, yes it is, this is why it has the D)

Fair enough, you’re probably right.

10 hours ago, FlyingAnchors said:

Honestly I think both? You want Dc-15s to soften the droids up at long range, and Z-6s to mow them down when they get a little closer. I’m guessing 4 squads of phase 1 troopers, with 2 a piece would be good.

That's exactly what I'm planning on starting with, though I might add another Corps unit if the Republic doesn't start with a good heavy or support option. Probably do a 3/2 mix of DC-15s to Z-6s.

11 hours ago, chr335 said:

I didn't mean the Republic faction I ment phase one clone troopers as a unit. I disagree about armor not super common ATRTs rock.

I meant from a competitive standpoint, notice none of the Rebel lists in the top 8 of Adepticon had even 1 AT-RT, nor much impact outside of DLTs and Luke.

Regardless, one of the main strengths of FFG's packaging is that we don't HAVE to choose what upgrade to build, we have enough bodies to build both so change unit composition is just a matter of swapping out models.

13 hours ago, chr335 said:

I imagine with the Republic we will see a mix of both. Especially with the phase one's fire support ability giving clones massive flexibility. About the only current weakness I see for clones is they don't have a reliable way of dealing with armor.

Impact grenades and fire support. It all becomes one attack. So with positioning, you can get in one attack, say, 10 black dice and 12 white with impact 5.

Hopefully, there isn't a standard Heavy Weapon choice for the CW units, and both heavies have the viability to be used based on whatever you wish your army to accomplish, or counter.

In other words, hopefully the heavies don't include garbage tapped weapons like the Ion gun and HH-12

4 minutes ago, manoftomorrow010 said:

Hopefully, there isn't a standard Heavy Weapon choice for the CW units, and both heavies have the viability to be used based on whatever you wish your army to accomplish, or counter.

In other words, hopefully the heavies don't include garbage tapped weapons like the Ion gun and HH-12

If the winner of worlds gets to help design a unit like FFG has done in the past, I'm hoping for something that helps untap cards. I understand the exhaust mechanic is to keep the points cost down on the upgrade, but it kind of feels like FFG's testers frequently take the Refresh action.

5 minutes ago, Caimheul1313 said:

If the winner of worlds gets to help design a unit like FFG has done in the past, I'm hoping for something that helps untap cards. I understand the exhaust mechanic is to keep the points cost down on the upgrade, but it kind of feels like FFG's testers frequently take the Refresh action.

Honestly, I feel like 32 and 34 points are fair costs for the weapons without being tapped.

I played a game a few weeks ago for the first time against Deathtroopers, and it was honestly the first time I ever saw anyone use Recover :D

1 minute ago, manoftomorrow010 said:

Honestly, I feel like 32 and 34 points are fair costs for the weapons without being tapped.

I played a game a few weeks ago for the first time against Deathtroopers, and it was honestly the first time I ever saw anyone use Recover :D

Ion tokens costing vehicles an action though gets a little hinky on upgrade pricing though, so I get the logic.

1 hour ago, That Blasted Samophlange said:

Impact grenades and fire support. It all becomes one attack. So with positioning, you can get in one attack, say, 10 black dice and 12 white with impact 5.

Jeez I just though granades did impact 1 for thr whole attack.

10 minutes ago, chr335 said:

Jeez I just though granades did impact 1 for thr whole attack.

Each Impact Grenade has Impact 1.