The Mortar is very bad

By Darth evil, in Star Wars: Legion

4 hours ago, Alpha17 said:

Yeah, that's not how that works at all. LOS is still needed, so you've got to have your mortar trailing behind your infantry. And 3 white dice isn't all that much to write home about. Only real benefit on Vader's attack is suppressive, as chances are you'll tap out the impact 3/pierce 3 on the red die, and the white die will blank out (or just be cancelled by armor). Suppression is nice, but both the Rebels and the Empire have methods of dealing with it, and the CIS just won't care. The only faction that suppression really hurts enough to make up for giving up part of your gunline is the GAR.

they only need LOS to one of the units not all of them. the attacker who started the attack needs to see all of them to ignore cover. also while you say white dice ain't much to write home about i do seem to recall alot of stormies and rebels at worlds last year, and they use white die for alot of stuff.
CIS does care about suppression as all the droids can be suppress and force to flee from the field. (they aren't immune to suppression) granted CIS don't get suppressed as in loose actions but they can still panic.

I havent played enough to know for sure how it'll play out in the long run, but ill say theyre better than I thought theyd be.

Even on their own they can pretty reliably put 2 suppression on things, theyre a cheap activation, and can be worked into a list in various ways with coordinate and/or comm upgrades to pull some shenanigans.

Certainly not DOA like my first impression seeing the card.

If it’s of concern the UK-GT was just won by a list with 2 Mortar units in...

Can you tell us the list?

Krennic

Bossk

2 Shores with Gun and Medic

2 Mortars with Comms Relay

DLT storms

DLT Deathroopers

2 Snipers

(there were a few Recon intel, hunter, command etc in as well)

My first impression of the Mortar is that it is an awesome support unit! It pairs really well with a couple units to push their damage output, especially if the attacker was able to get an aim token and even better with Precise (Stormtrooper, Veers, Deathtrooper, Shoretrooper with scope).

It pushs DLT to 2red/3white range 4, It gives Veers 6white with sharpshooter, pierce, surge to crit... or pairs well with his bombardment for 4 red/3white; my friend gave me the idea to pair it with Boba Missile for 3red, 2 black, 3 white with sharpshooter 2, pierce 1, surge to crit, Impact 2... I made an attack with my Shore combined with it for 7black/5white with critical 2, 2 aim with precise (scope)...

For 36 pts (46 with HQ uplink), I think they are well worth it.

9 hours ago, Alpha17 said:

Why? You'd still only have 3 white die being thrown around per attack, and that's if you give up three corps slots for the mortar. If having three of them would break the game, they could easily have put a limit on it. As I said above, we don't have a mortar. We have a unit they designed around the game rules, and called it a mortar. What we needed was a mortar that introduced new rules into the game.

Yeah, that's not how that works at all. LOS is still needed, so you've got to have your mortar trailing behind your infantry. And 3 white dice isn't all that much to write home about. Only real benefit on Vader's attack is suppressive, as chances are you'll tap out the impact 3/pierce 3 on the red die, and the white die will blank out (or just be cancelled by armor). Suppression is nice, but both the Rebels and the Empire have methods of dealing with it, and the CIS just won't care. The only faction that suppression really hurts enough to make up for giving up part of your gunline is the GAR.

So Darth doesnt surge, so the crit 1 effect is pretty handy for him. Usually the target will be in cover so any additional hits or even better, crits will usually push his damage up. Its not a super weapon but its still a decent option.

Against CIS i think suppressing courage 2 grevious is a pretty nasty option.

5 hours ago, Red Castle said:

My first impression of the Mortar is that it is an awesome support unit! It pairs really well with a couple units to push their damage output, especially if the attacker was able to get an aim token and even better with Precise (Stormtrooper, Veers, Deathtrooper, Shoretrooper with scope).

It pushs DLT to 2red/3white range 4, It gives Veers 6white with sharpshooter, pierce, surge to crit... or pairs well with his bombardment for 4 red/3white; my friend gave me the idea to pair it with Boba Missile for 3red, 2 black, 3 white with sharpshooter 2, pierce 1, surge to crit, Impact 2... I made an attack with my Shore combined with it for 7black/5white with critical 2, 2 aim with precise (scope)...

For 36 pts (46 with HQ uplink), I think they are well worth it.

vader saber throw 3 red 3 white pierce 3 impact 3 (for armor nasty units) or snipers 2 black 3 white sharpshooter 1 high velocity (no dodges) pierce 1 crit 1 (this combo seems to be my favorite answer to the rebels)
oh yeah all the ones we both listed we forgot SUPPRESIVE which is why i think mortars are nice and glad they didn't make them indirect or unlimited range like the at-st one.

7 hours ago, azeronbloodmoone said:

vader saber throw 3 red 3 white pierce 3 impact 3 (for armor nasty units) or snipers 2 black 3 white sharpshooter 1 high velocity (no dodges) pierce 1 crit 1 (this combo seems to be my favorite answer to the rebels)
oh yeah all the ones we both listed we forgot SUPPRESIVE which is why i think mortars are nice and glad they didn't make them indirect or unlimited range like the at-st one.

Dont think u would get High Velocity to work in this way, High Velocity only works if every weapon in the attack pool has High Velocity.

20 minutes ago, lunitic501 said:

Dont think u would get High Velocity to work in this way, High Velocity only works if every weapon in the attack pool has High Velocity.

It would not work, for exactly the reason you stated.

19 hours ago, azeronbloodmoone said:

they only need LOS to one of the units not all of them. the attacker who started the attack needs to see all of them to ignore cover. also while you say white dice ain't much to write home about i do seem to recall alot of stormies and rebels at worlds last year, and they use white die for alot of stuff.
CIS does care about suppression as all the droids can be suppress and force to flee from the field. (they aren't immune to suppression) granted CIS don't get suppressed as in loose actions but they can still panic.

White dice are never the main damage dealing part of an attack. For stormies, the white dice are there to help the DLT out. For Rebels, twice the white dice are being thrown, and they still routinely blank out. And yes, while you can panic a droid unit off the board, you aren't impacting their actions until you manage to panic them, which by far is the more common method of hurting someone through suppression.

1 hour ago, arnoldrew said:

It would not work, for exactly the reason you stated.

Which is why fire supporting snipers is a terrible idea, at least if they target has a dodge.

9 hours ago, azeronbloodmoone said:

vader saber throw 3 red 3 white pierce 3 impact 3 (for armor nasty units) or snipers 2 black 3 white sharpshooter 1 high velocity (no dodges) pierce 1 crit 1 (this combo seems to be my favorite answer to the rebels)
oh yeah all the ones we both listed we forgot SUPPRESIVE which is why i think mortars are nice and glad they didn't make them indirect or unlimited range like the at-st one.

Reread High Velocity ruling.

I've really enjoyed them. They let me take units off the table much more easily and Bossk getting to use two in one turn is pretty fun too! To each their own, I guess!

I'm still learning how to use them as best I can.

Edited by crx3800

yeah went back and reread high velocity and yeah i forgot its all weapons in that attack pool. so dodges can be still be spent but sharpshooter 1 and pierce 1 and crit 1 is still nice combo.

They are excellent for their points (and it helps that the shores are excellent themselves).

A range 4 suppressive weapon for their cost is a steal. You can also add a comms relay to them to pass the coordinate orders down the line to other shores (and rinse, repeat). Shores have a great on order effect with target, which gets even better with aggressive tactics. You can turn one order into 4+ with mortars and relays. Don’t get caught up too much with fire support (they are solid just aim/shooting) and they will do work as suppressive weapons and coordinate chain enablers.

Notice that the mortars in Finn’s winning list above both have relays on them (the DTs do as well I believe, it just isn’t listed). This way he gets orders (and aims) on all the shores, even on Bossk’s command card turns.

Edited by Orkimedes

Lost two units to fleeing in a game the other day. I was playing against a double mortar plus at st mortar build. Kept my units so suppressed I either was running with no actions, or managing 1 action for most of my core units. With an aim, the mortar consistantly gets at least 1 hit or surge.

Or is it very good?

2 hours ago, Orkimedes said:

They are excellent for their points (and it helps that the shores are excellent themselves).

A range 4 suppressive weapon for their cost is a steal. You can also add a comms relay to them to pass the coordinate orders down the line to other shores (and rinse, repeat). Shores have a great on order effect with target, which gets even better with aggressive tactics. You can turn one order into 4+ with mortars and relays. Don’t get caught up too much with fire support (they are solid just aim/shooting) and they will do work as suppressive weapons and coordinate chain enablers.

Notice that the mortars in Finn’s winning list above both have relays on them (the DTs do as well I believe, it just isn’t listed). This way he gets orders (and aims) on all the shores, even on Bossk’s command card

Basically your saying the Enourage would relay to a shore which would give a mortar a token which would relay to a shore

5 minutes ago, Darth evil said:

Basically your saying the Enourage would relay to a shore which would give a mortar a token which would relay to a shore

Correct. You turn your free Entourage order into 3-4, which procs Target on the Shores, and also works with Strict Orders and Aggressive Tactics if you are running those (the latter only on the turns Krennic is actually the nominated commander).