I got the chance to hang out with 12 awesome people at my last RPQ (June 8 in Derry, NH). One of the many things we talked out about was how we were all pretty tired of sniper strike teams, and how lots of people all over the place seem to be too. We didn't entirely agree on how to "fix" them, but we all agreed that despite not being busted, they definitely lean toward the unhealthy side of balance, at least from a hardcore point of view.
So while I was thinking about sniper strike teams today I started to wonder: "why do I feel they're unhealthy for the game? What makes them that way? Why do my friends and I find them boring, and why do we think they need to be changed?" To be honest, I don't believe it's for the reasons many people have mentioned - I don't think it's because they're cheap, efficient, or reliable for their cost. These are all attributes that the basic core-box corps troopers share, and I haven't encountered many people who think those units are harmful to the game.
To me the main problem with snipers is that they shut down one of the core mechanics of the game - the ability to spend dodge tokens. Introducing rules like High Velocity is something I've learned to avoid as an amateur game designer myself, mainly because their inclusion seldom makes a game more interesting to play. High Velocity seems in theory to be a cool rule for a sniper to have. It makes thematic sense, but I think it's a very bad rule for the health of the game as it is now. Allow me to illustrate:
When defending against attacks in Legion, you essentially have five options for mitigation - rely on your dice rolls, put your units in cover, stay out of range, take dodge tokens, or stay out of line of sight (LoS). Snipers of course ignore the first die-save, reduce cover by 1, and have infinite attack range. This is obviously powerful, but I don't think these abilities are what make snipers problematic. Why? With these three abilities put together the defender still has two and a half-ish options left for mitigation: dodge, heavy cover and staying out of LoS. But preventing your opponent from dodging too? That brings the total available mitigation options to one and a half; either sit in heavy cover and pray, or avoid line of sight entirely. Say goodbye to Nimble, say goodbye to Deflect, and so long as no enemy unit besides a sniper strike team can threaten you, say goodbye to the dodge action too! Might as well not take it since you won't be able to use the token anyway. That's not an interesting way to make a unit unique. This isn't such a problem with just one sniper per team. But two or three? Bleghth! 😝. Add Heavy Weapon Team to the mix and you've got a 2 health unit that's surprisingly hard to kill.
So what would my solution be? If I were a designer on the game I would remove High Velocity altogether. However, if that wasn't an option I would find a way to change it so it doesn't shut down one of the game's core mechanics. Here's some ideas I thought up over the last few hours:
"Free action: While attacking, if each weapon in your attack pool has High Velocity, you may gain 1 suppression token to gain 1 aim token" ...Or...
"While attacking, if each weapon in your attack pool has High Velocity and two or more minis in your unit have line of sight to the defender, gain 1 aim token"
I'm looking forward to reading your thoughts! Cheers!