B2 Battledroids= Inverse Fleet Troopers?

By M.Mustermann, in Star Wars: Legion

The more I think about the B2 battledroids, the more I like the unit. Initially they seemed to me like a slightly more sturdy version of fleet troopers, but they actually seem to be not only slightly more sturdy, but more or less an opposite version with the emphasis on sturdiness instead of damage output. Both fleets and B2s are area denial units that like to use a line of sight blocker to reach their destination. But while Fleet Troopers will often wait there for a viable target, B2s can move to heavy cover, hold their position and shoot for quite some time. While Fleet Troopers are all about back to back activations and high burst damage, B2s might be an attrition unit that will probably shoot at least 3 times with more or less maximum strength in most of the games.

They will usually start with an ordertoken and probably with a surge token via aggressive tactics.

If B2 droids start their activation behind a los-blocker like Fleets often do, they could expose themselves in a turn in which Grieveous plays "supreme commander", move, shoot and end their activation in the middle of some b1 units with faceup order tokens that will have Guardian 2. The B2s will have allready flipped their order token and can benefit from the other units with guardian again during the rest of the turn. Vice versa, Armor 1 would make the B2s ideal guardians for any other given unit in case Armor x can be used with Guardian x.

If B2s are hit by a "normal" attack pool with about 4 hits in the open, they will loose 2.5 wounds on average. One wound costs about 8 points for a minimum unit, so the attacker defeats 20 points of miniatures and needs a little bit more than 3 attacks to destroy a minimum unit in the open. That is better than a minimum unit of Stormtroopers, which currently have the best defensive stats in the game when it comes to attrition. 4 hits would defeat 22 points of stormtroopers on average. As long as there are less than 6 hits left after dodge and cover, the B2 Droids are better as a bullettrap than minimum Stormtroopers. As long as there are less than 5 hits left, they are as good or better than B1 droids. They are also relativly good as a tarpit vs melee units. The B2 might deal much less damage compared to other core units with their pricetag, but 6 wounds and armor 1 makes them extremly tough to kill, so they can engage and temporaly neutralize more expensive ranged damage dealers to prevent them from shooting. They could also sustain damage from dedicated melee units better than any other unit in the game. Even Vader will need 2 attack actions to chew through a minimum unit.

In the offense, 3 droids without a heavy weapon cost 48 points and deal 2.25 hits on average with their blasters if they do not use their surge token from aggressive tactics. That translates to 21.3 points for the unit per hit that it rolls during an attack on average for the B2s, which is relativly bad if you consider their range. Fleet trooper sit at 14.7 points per hit, Rebel Trooper at 20, Storms at 29.3. A Z6-Squad sits at 17.7 and a DLT Squad at 20.9. The B2s can take strong heavy weapons though, which would be protected by the other relativly sturdy and cheap wounds comparable to DLT squads. If you max out the unit with the Acm, it will probably cost about 100 points, which would translate to about 19 points per hit without surge and aim. That is still not great. After the first volley though, they will usually have an aim token due to their immunity to suppression effects. At that point, their damage per point will probably be closer to Z6 Squads when it comes to damage output, while beeing even more sturdy than DLT Squads. With the Blast keyword of the B2 HA, they will probably be even better if a game developes into a straight shootout between two gunlines in heavy cover. In that configuration they are much worse as a melee tarpit though, which might be a weak spot.

Edited by M.Mustermann

Assuming that every single B1 unit will have a surge token is kind of generous (read: impossible).

My biggest problem with them is the range 2 weapon. That short range is difficult to work around. I am however excited to see what their heavy weapon upgrades are going to be. Right now, and until more options get released, CIS doesn't have enough stuff out and you can easily fill up their allotment of core, support, etc. So on release I think the B2 will have a place as a kind of anchor point. I was looking at two units holding down an area of the board relatively well by themselves. You would need dedicated fire power to remove them. Overall I agree with you and think they are a better unit then most people are giving them credit for right now.

the droidekas look like they will be tough to move. those regenerating shields are going to keep adding back and if you can roll them into cover, it'll take some serious consistent firepower to bring them down. Doesn't a Recover action flip all the shield tokens?(or is that just Sabine)

I got good results with Fleet Troopers, but you have to make them work by presenting other, bigger threats or control Command cards like Han's 2 pip. Like Fleet Troopers B2s performance will heavily depend on terrain setup and deployment zones. But keeping them in heavy cover B2s will have a lot of staying power and AI:Attack is not as much of an issue if you are only Range 2. However, I'm not convinced by their heavy weapons options yet. Fleet troopers draw much of their offensive potential from Pierce of the Scatter gun.

32 minutes ago, buckero0 said:

the droidekas look like they will be tough to move. those regenerating shields are going to keep adding back and if you can roll them into cover, it'll take some serious consistent firepower to bring them down. Doesn't a Recover action flip all the shield tokens?(or is that just Sabine)

That's just Sabine. Dekas only have the passive regen

2 hours ago, buckero0 said:

the droidekas look like they will be tough to move. those regenerating shields are going to keep adding back and if you can roll them into cover, it'll take some serious consistent firepower to bring them down. Doesn't a Recover action flip all the shield tokens?(or is that just Sabine)

That's just a specific keyword on that Gear card.

2 hours ago, Decarior said:

I got good results with Fleet Troopers, but you have to make them work by presenting other, bigger threats or control Command cards like Han's 2 pip. Like Fleet Troopers B2s performance will heavily depend on terrain setup and deployment zones. But keeping them in heavy cover B2s will have a lot of staying power and AI:Attack is not as much of an issue if you are only Range 2. However, I'm not convinced by their heavy weapons options yet. Fleet troopers draw much of their offensive potential from Pierce of the Scatter gun.

I think a lot of people will overlook B2 heavy weapons. Remember that the extended range messes with B2 AI attack.

5 hours ago, buckero0 said:

the droidekas look like they will be tough to move. those regenerating shields are going to keep adding back and if you can roll them into cover, it'll take some serious consistent firepower to bring them down. Doesn't a Recover action flip all the shield tokens?(or is that just Sabine)

I proxied them and yes they are very tough to move, and with wheeled mode can get where they need to be in a turn, if you can resist the urge to get them into action early they can be very very difficult to remove and even once you finally lose a droid, the suppressive keyword still makes them useful when damage output is lessened

5 hours ago, R3dReVenge said:

I think a lot of people will overlook B2 heavy weapons. Remember that the extended range messes with B2 AI attack.

The all-red, non-blast weapon is range 1-2

I feel like:

you use use them as the 2nd wave of a droid phalanx, so you have the B1 bubble wrap to soak fire until it’s time for the B2 to step up and start hosing stuff.

Or park them in hard cover on/near an objective, and watch as they spray at anything near them

33 minutes ago, joewrightgm said:

I feel like:

you use use them as the 2nd wave of a droid phalanx, so you have the B1 bubble wrap to soak fire until it’s time for the B2 to step up and start hosing stuff.

Or park them in hard cover on/near an objective, and watch as they spray at anything near them

Yes I agree, I almost wish they were support for this very reason so I could still run max B1 and then B2 for tons of droids but oh well

15 minutes ago, TheHoosh said:

Yes I agree, I almost wish they were support for this very reason so I could still run max B1 and then B2 for tons of droids but oh well

Or maybe 2-1 ratio of B1 to B2? So you’ll have 4 clanker mobs, shielding your good infantry

On 8/10/2019 at 9:44 AM, joewrightgm said:

Or maybe 2-1 ratio of B1 to B2? So you’ll have 4 clanker mobs, shielding your good infantry

I have a Reeeeeealy hard time seeing any more than 2 units of b2's being good (and I'd be happy to be proved wrong) without sinking a lot of points into order shenanigans.

Need to get close but at the same time stay close to the army , no defense and thier poor profile to keep cover or attack bonuses and reduced token sharing compared to b1's

14 hours ago, Ralgon said:

I have a Reeeeeealy hard time seeing any more than 2 units of b2's being good (and I'd be happy to be proved wrong) without sinking a lot of points into order shenanigans.

Need to get close but at the same time stay close to the army , no defense and thier poor profile to keep cover or attack bonuses and reduced token sharing compared to b1's

Yeah I’m puzzling how to order them on the field too. I think having bino equipped B1 unit nearby to toss them an aim would be good to reduce some of their swingy firepower

2 hours ago, joewrightgm said:

Yeah I’m puzzling how to order them on the field too. I think having bino equipped B1 unit nearby to toss them an aim would be good to reduce some of their swingy firepower

But that in itself is just hampering the b1's by denying them their own actions, and doubling down on that if used as a stratergy as they have to spend move actions they otherwise wouldn't to keep the b2's in attack range and close enough to pass the token

Much like snowtroopers and fleet troopers, they are a specialized close assault unit so you should only be fielding one or two in a balanced army.