1.4 FD Laser Cannon thoughts - redux

By SoonerTed, in Star Wars: Legion

I found this old thread that discussed the 1.4 FD Laser Cannon, prior to the increase in range and decrease in points for the generators. I found an article at the Jedha Journal (now part of the FifthTrooper) discussing this unit, but this was prior to the range increase, sniper nerf, and points decrease for the generators.

Has anyone had experience with this unit after the changes, and would you mind sharing those experiences?

I just ran a Jyn/Pathfinder/Laser Cannon list at an RPG recently and I have to say, the turrets are MUCH better after the changes. Forcing objectives like Sabotage the Moisture Vaporators or Intercept the Transmissions and placing it in a position to overwatch 1-2 of them at long range is fantastic.

Range 5 has really helped effective range, which it needed. Before the change I had games where all it could do was sit there and do nothing, but after the change even with long march it was useful to cover objectives.

Sniper change helps a bit, since now they can't shoot you down without being able to be shot back at. Not that the turret was a big sniper target to start with but it does help.

Still wouldn't take 2, but 1 on a list has some great area denial potential

Edited by Xclbr1

I also am curious if anyone uses Rebel Veterans to issue the cannon an order with Coordinate.

3 minutes ago, SoonerTed said:

I also am curious if anyone uses Rebel Veterans to issue the cannon an order with Coordinate.

I did a little bit with my list, but most of the time the Laser Cannon isn't a vital activation, so it's more useful to coordinate to a Mark II blaster if you have one for fire support, unless you're trying to get some activation control by removing a support token from your pool.

Just now, SoonerTed said:

I also am curious if anyone uses Rebel Veterans to issue the cannon an order with Coordinate.

I find this a little more difficult to pull off on its own. The rebel veterans typically need to advance to range 3. Which means staying at range 1 of the 1.4 FD isn't as easy to do. What I try and do is give an order to the Mark 2 emplacement, and then bounce that to whatever unit is advantageous with a Comms Relay. Sometimes that will involve popping it to the 1.4 FD but could also be a commander or any unit in range 2.

its amazing i ran it before the range change and liked it. Now i love it! it has massive impacts on games now.

23 minutes ago, Tirion said:

its amazing i ran it before the range change and liked it. Now i love it! it has massive impacts on games now.

Barrage generator seems to make the most sense. That extra suppression in the age of Tauntauns

36 minutes ago, SoonerTed said:

Barrage generator seems to make the most sense. That extra suppression in the age of Tauntauns

i agree and since there are still enough lists out there that don't run armor I don't think the impact generator is worth it.

I've run it about half a dozen times with HQ Uplink and Barrage Generator. You fire and recover, just chucking dice down range. It's been great, can highly recommend. The Range 5 is exactly what it needed. I usually activate it early in the round to get the suppression out on an unactivated unit. It has also been surprisingly good at killing Death Troopers at range, although I'm willing to chock that up to dice variance.

30 minutes ago, Matt Antilles said:

I've run it about half a dozen times with HQ Uplink and Barrage Generator. You fire and recover, just chucking dice down range. It's been great, can highly recommend. The Range 5 is exactly what it needed. I usually activate it early in the round to get the suppression out on an unactivated unit. It has also been surprisingly good at killing Death Troopers at range, although I'm willing to chock that up to dice variance.

Have you run it with the new Linked Targeting Array? If so, did you like that better than the HQ Uplink?

1 hour ago, Tirion said:

i agree and since there are still enough lists out there that don't run armor I don't think the impact generator is worth it.

As a primarily Empire player who uses armor I endorse thls. 👹 I'm looking at running multiple 1.4 cannons in my rebel list.

Unless armor gets big (which i'm convinced we may see with the Clone Wars heavies), Overcharged generator is pretty useless. Barrage generator is a great addition, but most times you're better off taking an aim rather than refreshing each round. Just use barrage when you need to dish out some suppression

2 hours ago, Xclbr1 said:

Unless armor gets big (which i'm convinced we may see with the Clone Wars heavies), Overcharged generator is pretty useless. Barrage generator is a great addition, but most times you're better off taking an aim rather than refreshing each round. Just use barrage when you need to dish out some suppression

Not sure on that... for droids it seems a no brainer, but might be a little too pricey for clones just yet

8 hours ago, Xclbr1 said:

Unless armor gets big (which i'm convinced we may see with the Clone Wars heavies), Overcharged generator is pretty useless. Barrage generator is a great addition, but most times you're better off taking an aim rather than refreshing each round. Just use barrage when you need to dish out some suppression

You get slightly more damage with an aim, but I prefer to have an order token every turn and the Suppressive and extra dice help make up for the something like .2 fewer average damage. The order token used to be essential so you could wait until they were in range before activating, but it's still pretty good.

A local player has recently fallen in love with the blasted things. They're super hit or miss, and really depend on terrain. They work really well for open tables, or with Rapid Reinforcements. They're super snipers, and hit way harder than a strike team, but if you can't deploy them properly, they're toast.

4 hours ago, arnoldrew said:

You get slightly more damage with an aim, but I prefer to have an order token every turn and the Suppressive and extra dice help make up for the something like .2 fewer average damage. The order token used to be essential so you could wait until they were in range before activating, but it's still pretty good.

LTA requires an order. Should be able to get an oreee every turn if another unit has a comm relay.

9 minutes ago, SoonerTed said:

LTA requires an order. Should be able to get an oreee every turn if another unit has a comm relay.

My comment did not reference LTA in any way. I don't think it's worth counting on using one of your actions every turn but just using it 1-3 times per game for an extra Aim might be worth it. I don't plan on ever taking LTA over HQ Uplink.

I love it, though I run it naked for 70 points (and just one).

On 11/21/2019 at 4:52 PM, SoonerTed said:

Have you run it with the new Linked Targeting Array? If so, did you like that better than the HQ Uplink?

I have not run it with LTA.

My objection to LTA is you have to give it orders, and there are usually more important things in a Rebel list to be giving orders to.

I think it's really powerful but it only takes a little common sense to take it down. Get in close with a unit or 2 and it melts so fast. Of course, it's especially susceptible to melee. That said, while it is alive, the range 5 has helped it be extremely useful in my rebel armies