Rebel Veterans/Medium Blaster Trooper and comms relays

By syrath, in Star Wars: Legion

This is an interesting one have 3 Rebel Veterans , 3 Medium Blaster Troopers kitted out as follows

Rebel Veterans, Cm093 trooper in the heavy slot, recon Intel in the gear slot.

mk2 medium blaster troopers with comms relays.

now you have a chain of orders

The order of when you want to do this is important as you want any blaster troopers you want to use fire support on to get the last order

so issue one order to a Veteran , get your dodge token, which issues an order to the nearby Blaster trooper, which passes the order using the relay to the next Veteran unit, which gets a dodge token and passes it to the next blaster trooper, which then passes it out to the last vet unit to get another dodge token and finally an order on your last Blaster Trooper . So for one order you can drop 4 order tokens on your Corp units (3 on your Veterans and 1 on you Blaster troopers), dodge tokens on all your Veterans. It does telegraph which unit you will use fire support with though.

Nice idea. The problem is, you are then stuck with 3 Medium Blasters which by themselves aren't very good (they are worse than the e-web blaster which doesn't see play already). I can see one as a gimmick / cheap activation efficiency but not 3.

I had a fun idea of my own: Rebel veterans with Comms Tech and HQ Uplink and Medium Blaster with Comms Relay. With that combo you can distribute an order to the veterans and any single unit within range of the Medium Blaster. You might want that if you play Luke and Sabine and Luke wants to have his order when Sabine plays her 1 / 2 pip cards.

I don't know I've found the medium blaster quite good however I'd agree though I'm not sure about running 3. Economy wise though they aren't that bad just to be honest 3 wounds for 38 pts , and 4 black attack dice. I wasn't originally enthused about critical however it's a bit like impact on larger dice pools

Edit the rebel vets do pretty much the same damage from their special weapon that a Z6 will do but because of the surge they also do an slightly more than a rebel trooper unit will on a straight shot with aim they do a good bit better IMO, but rolling surges into crit s means they do more DMG vs armour so it's like firing an ion heavy upgrade without the ion part or having to recover. As for the emplacements they make an excellent back line where you don't want anyone getting past. Being able to set them up initially 9 inches outside your deployment zone helps get them into position for battle and having three of them means your opponent can't deal with all three (effectively acting as decoy target a while your vets deal with the objectives.

Edited by syrath