Mortars for GAR Phase 2 Clones

By FastWalker, in Star Wars: Legion

9 hours ago, Caimheul1313 said:

Well, we haven't seen the third Corps unit yet, it's possible that it may be a unit that makes even more sense as having the detachment. Regardless, I'm a little disappointed they couldn't come up with a different heavy weapon other than the Z-6 again, or have made the Z-6 one of the "upgrade" options for the Phase 1s so the default Phase 1 box and the Phase 2s had greater difference in heavy weapon.

We could always get an upgrade kit for the Phase 2s like the Phase 1s get eventually.

8 hours ago, TallGiraffe said:

We could always get an upgrade kit for the Phase 2s like the Phase 1s get eventually.

Yes, but the point is that I'd prefer if the base box of Phase 1s and base box of Phase 2s didn't have the overlap on Heavy Weapons. I would rather have seen the Z-6 in the Phase 1 upgrade box so that I have to buy additional product to duplicate the Z-6, rather than have to buy an additional product to get a non-duplicate non-mortar Heavy option for the Phase 2.

Edited by Caimheul1313

I really don't get why they gave the Phase IIs the Z-6. Besides my problems with the dice pool, the weapon is seen far more in the early days of the Clone Wars than later on, while the DC-15 was seen throughout the Clone Wars, and in both live action films. I would have thought it would have made a better "standard" heavy weapon than the Z-6.

19 hours ago, Caimheul1313 said:

I'm confused by the comment about a "precious Core slot" (which I assume you mean Corps) seeing as most army lists have 1-2 free Corps slots, but are full on Special Forces. Any cheap infantry unit is a good infantry unit.

As has been said, the lack of other options leaves most Clone armies with full, or almost full, Corps options. Adding a mediocre to bad heavy weapon for those limited, and expensive options, was pretty stupid, so let's hope that the dice pool is amazing or it has a good keyword we can't see.

I've discussed it before, but the lack of indirect fire is annoying as all ****, and the mortar is a perfect example of that. We've got the equivalent of a WWII British 2" mortar, but without any real advantage that indirect fire provides, and it still slows them down. Giving the clones the competitive equivalent for of the Stormie's HH-12 was not a good design choice, even if suppressive is nice. Now, the one major use I see for the mortar is holding the backfield, with these clones perched on a building or just holding an objective, and just aiming and shooting with the mortar. The limited range (2-4) doesn't really help in this role, but it might work.

16 hours ago, R3dReVenge said:

I bet we will see Gungans + Genosians as the third corp with detachments. No idea what the gungan detachment will be, but the genosian detachment will be that platform weapon I think.

I agree with your thoughts on the Z-6. Why do we need another unit with this weapon? It seems like lazy design imo.

https://www.google.com/search?q=geonosian&rlz=1C1CHBD_enUS797US797&sxsrf=ACYBGNSiAxKa6Y6SSFozHfGN7j7Gx3NBlA:1574807386151&source=lnms&tbm=isch&sa=X&ved=2ahUKEwifjN3W9ojmAhVJR60KHey7CLcQ_AUoAXoECBAQAw&biw=1706&bih=838#imgrc=Dbov1w-YHWkxnM:

No way to gungans quite yet. They'll do Galactic Marines before gungans...at least I hope they do.

But i think you are spot on with geonoisians

44 minutes ago, Alpha17 said:

I really don't get why they gave the Phase IIs the Z-6. Besides my problems with the dice pool, the weapon is seen far more in the early days of the Clone Wars than later on, while the DC-15 was seen throughout the Clone Wars, and in both live action films. I would have thought it would have made a better "standard" heavy weapon than the Z-6.

As has been said, the lack of other options leaves most Clone armies with full, or almost full, Corps options. Adding a mediocre to bad heavy weapon for those limited, and expensive options, was pretty stupid, so let's hope that the dice pool is amazing or it has a good keyword we can't see.

I've discussed it before, but the lack of indirect fire is annoying as all ****, and the mortar is a perfect example of that. We've got the equivalent of a WWII British 2" mortar, but without any real advantage that indirect fire provides, and it still slows them down. Giving the clones the competitive equivalent for of the Stormie's HH-12 was not a good design choice, even if suppressive is nice. Now, the one major use I see for the mortar is holding the backfield, with these clones perched on a building or just holding an objective, and just aiming and shooting with the mortar. The limited range (2-4) doesn't really help in this role, but it might work.

Yes, and as I replied before, FFG isn't just making the unit for "right now." At some point (hopefully soon) FFG will release Special Forces units that (should) also be Clone Troopers "freeing up" the Corps slots. So, yes I agree that right now the GAR's Corps slots are very full, but in general those slots are not particularly "precious" in the grand scheme of Legion. Many competitive lists still have 1-2 empty Corps slots on the better established factions.

I do agree that the Phase 2s having the mortar is a bit annoying given that their mortar isn't a detachment, which is a bit surprising if it really is the exact same weapon as the Shoretrooper's. I think allowing mortars to use Fire support without drawing line of sight to the defender would probably be a decent way to give them "indirect fire" while still requiring a spotter. Apparently the Empire figured out how to detach mortars from squads after the Republic struggled with that concept. šŸ˜›

6 minutes ago, Docgimmethenews said:

No way to gungans quite yet. They'll do Galactic Marines before gungans...at least I hope they do.

But i think you are spot on with geonoisians

I could see the Gungans being the third corps, but I could also see FFG doing Gungans for both the third Corps and the Creature Trooper, although I am probably not alone in preferring Blurrg mounted Twi'leks.

Edited by Caimheul1313
17 hours ago, R3dReVenge said:

I bet we will see Gungans + Genosians as the third corp with detachments. No idea what the gungan detachment will be, but the genosian detachment will be that platform weapon I think.

I agree with your thoughts on the Z-6. Why do we need another unit with this weapon? It seems like lazy design imo.

https://www.google.com/search?q=geonosian&rlz=1C1CHBD_enUS797US797&sxsrf=ACYBGNSiAxKa6Y6SSFozHfGN7j7Gx3NBlA:1574807386151&source=lnms&tbm=isch&sa=X&ved=2ahUKEwifjN3W9ojmAhVJR60KHey7CLcQ_AUoAXoECBAQAw&biw=1706&bih=838#imgrc=Dbov1w-YHWkxnM:

They could try to be different and give the gungan corps unit a gungan on Kaadu as a detachment. That would give the Republic another Calvary option and a creature trooper, while leaving Twi'leks/clones riding Blurggs as a support option.

Edited by Animewarsdude
17 hours ago, FastWalker said:

Sorry, there will be no Gungans in my army. Unless they are equal or better than Death Troopers. Or, if FFG and Disney confirm Darth Jar-Jar.

No one is telling you to run the Gungans, I just suspect that they'll be the third GAR corps. This allows players to (hopefully) run a full Naboo Army.

20 minutes ago, R3dReVenge said:

No one is telling you to run the Gungans, I just suspect that they'll be the third GAR corps. This allows players to (hopefully) run a full Naboo Army.

You're taking my comment WAY too serious.

Besides, I believe in Darth Jar-Jar!

I’m really fascinated to see what that third core is going to be, and if Geonosians are going to be for the CIS, along with those big sonic cannons

2 hours ago, joewrightgm said:

I’m really fascinated to see what that third core is going to be, and if Geonosians are going to be for the CIS, along with those big sonic cannons

Yeah, I really hope the 3rd Corps unit are the Twi'lek Resistance lead by Cham Syndulla. The Ryloth campaign was big in the Clone Wars. Plus, out of all Prequel content, Twi'leks are better allies with Clone Troopers than Gungans. And, I especially want Twi-lek mounted on Blurrg.

https://vignette.wikia.nocookie.net/starwars/images/3/35/Syndulla_charge.png/revision/latest?cb=20121005170757

Most likely Wookies will be a Special Forces unit, like the Rebels. Then again, FFG might have different plans for GAR Wookies. We'll probably see GAR get a conversion kit for Rebel Wookies or new GAR Wookie expansion. Probably the later.

Seeing that GAR have attached mortars instead of detached units means the faction will not be a clone ( 😁 ) of the Imperial faction's unit structure. Though, I can't wait for GAR to get sniper units. This time, sniper units better be separate Special Forces units.

1 hour ago, FastWalker said:

Though, I can't wait for GAR to get sniper units. This time, sniper units better be separate Special Forces units.

Based on how the GCW releases went you can safely assume that there will be a special forces sniper for both the GAR and the CIS.

The mortar heavy weapon for the Phase IIs is not a replacement of a possible detachment weapon of that type.
I'm also fairly certain that the third GAR corps unit will be another type of clone trooper similar to how the third Imperial Corps was a type of stromtrooper and the third Rebel corps was a type of rebel trooper.

32 minutes ago, Zrob314 said:

The mortar heavy weapon for the Phase IIs is not a replacement of a possible detachment weapon of that type.
I'm also fairly certain that the third GAR corps unit will be another type of clone trooper similar to how the third Imperial Corps was a type of stromtrooper and the third Rebel corps was a type of rebel trooper.

- You're saying GAR might get a different mortar detachment unit? What makes you say that? I agree it is possible. I'm just curious why you said that.

- Possible because GAR lacks Heavy Weapon options. With Phase 1 & 2 Clones already announced, GAR doesn't have a Flamer nor Ion weapons. You'd think GAR would get an Ion Heavy Weapon to fight against Klankers. After all, Klankers got a Rad-gun (shiver).

1 hour ago, FastWalker said:

- You're saying GAR might get a different mortar detachment unit? What makes you say that? I agree it is possible. I'm just curious why you said that.

- Possible because GAR lacks Heavy Weapon options. With Phase 1 & 2 Clones already announced, GAR doesn't have a Flamer nor Ion weapons. You'd think GAR would get an Ion Heavy Weapon to fight against Klankers. After all, Klankers got a Rad-gun (shiver).

I'm saying that the GAR (and droids) will get detachment unit on their third corps unit, like the Rebels and the Empire did. I cannot state whether it will or will not be a mortar type unit, but it might be.
GAR (and droids) can also expect to see: Special Forces units that have explosives capability as well as snipers; melee Special Forces and then a Special Forces unit that is more unique to their specific faction (a la Death Troopers and Pathfinders). Furthermore they will get generic commanders that can be used as a personnel upgrade instead, comms technicians, repair droids and some kind of medic. They will also get some sort of emplacement unit as a support unit and some sort of ridable thing in that slot as well, though I imagine the CIS will get STAPS rather than a creature trooper. GAR will probably get Blurgs or they might get AT-RTs.
I make these predictions because Rebs and Imps got all of those things and I don't expect FFG to deviate that much from the existing structure while they bring the factions up to speed.


GAR does have ION, it came in the box and you attach it to a BARC speeder. I think they left it off the initial units because it would have been overwhelmingly powerful against droids in the starter box.

1 hour ago, Zrob314 said:

I'm saying that the GAR (and droids) will get detachment unit on their third corps unit, like the Rebels and the Empire did. I cannot state whether it will or will not be a mortar type unit, but it might be.
GAR (and droids) can also expect to see: Special Forces units that have explosives capability as well as snipers; melee Special Forces and then a Special Forces unit that is more unique to their specific faction (a la Death Troopers and Pathfinders). Furthermore they will get generic commanders that can be used as a personnel upgrade instead, comms technicians, repair droids and some kind of medic. They will also get some sort of emplacement unit as a support unit and some sort of ridable thing in that slot as well, though I imagine the CIS will get STAPS rather than a creature trooper. GAR will probably get Blurgs or they might get AT-RTs.
I make these predictions because Rebs and Imps got all of those things and I don't expect FFG to deviate that much from the existing structure while they bring the factions up to speed.


GAR does have ION, it came in the box and you attach it to a BARC speeder. I think they left it off the initial units because it would have been overwhelmingly powerful against droids in the starter box.

While I do think they will at least get units along similar lines to what has previously been released, FFG has already shown that they might do some pretty different things with CIS specifically. Look at the trooper upgrade packs. Rebel, Empire, and GAR all got essentially identical personnel options, whereas the B1 options are completely different. So it might be a bit early to say that they "will" get something.

@Zrob314 I could see GAR ending up eventually with both the AT-RT and Blurrgs or some other Creature Trooper. Same goes for CIS, why not both STAP and Genosian picadors?

Edited by Caimheul1313

GAR creature troopers better be Blurrg Riders with Flamers.

1 hour ago, Caimheul1313 said:

@Zrob314 I could see GAR ending up eventually with both the AT-RT and Blurrgs or some other Creature Trooper. Same goes for CIS, why not both STAP and Genosian picadors?

I fully expect geonosian picadors at some point, but STAPs are definitely guaranteed. Really though CIS has tons of units they could get that I think would fit the Support slot. The only question I have is what order will we get them in.

17 minutes ago, Lochlan said:

I fully expect geonosian picadors at some point, but STAPs are definitely guaranteed. Really though CIS has tons of units they could get that I think would fit the Support slot. The only question I have is what order will we get them in.

I would HOPE we get STAPs, but might be a bit since if GAR and CIS follow a similar pattern we are due Emplacement Troopers and Creature troopers in the Support slot. If they don't follow that pattern (which is still fine as long as we get some more units for the CW), then anything goes really.

3 hours ago, Lochlan said:

While I do think they will at least get units along similar lines to what has previously been released, FFG has already shown that they might do some pretty different things with CIS specifically. Look at the trooper upgrade packs. Rebel, Empire, and GAR all got essentially identical personnel options, whereas the B1 options are completely different. So it might be a bit early to say that they "will" get something.

I see all of these things as the basic toybox: Generic Commanders/squad leaders, snipers, sappers, medics, comm techs, melee, detatchments, and something to ride. Even the B-1 upgrade isn't that terribly different from the other upgrades. The Security droid, essentially frees up an action. While the effects are different they reflect the difference in how the units work. Giving the same powers that the Captains have would have been completely "meh" for the droid armies. Giving the training or gear slot would have also been pretty overpowering.

So I feel pretty secure in my prediction. If I'm wrong then I'm wrong, but it shouldn't been seen as a great mystery.

Well see, there are at least two things you say are a given, which totally aren't.

Medics are mostly useless to a droid army, or are possibly way too good - they can only be used to heal commanders.

Also, for what purpose do B-1s need a Comms Tech? The answer, they don't. B-1s and B-2s get the Comms slot intrinsically.

7 hours ago, Zrob314 said:

GAR does have ION, it came in the box and you attach it to a BARC speeder. I think they left it off the initial units because it would have been overwhelmingly powerful against droids in the starter box.

Yeah, i intentionally not mentioned Ion Gunner on a BARC. The difference between an Ion Heavy Weapon slot in a trooper unit versus BARC + Ion Gunner is more than 20 points. That's too big of a point tax.

I'm looking forward seeing how different the CW factions will be. Especially if it means getting Twi'lek units. Twi'lek units on Blurrgs.

You're probably right about the 3rd GAR corps unit being an entrenchment unit with a mortar detachment. But if FFG follows the same release method, they won't be out for a while. It does mean Special Forces units, which I'm ALL FOR!

7 hours ago, FastWalker said:

You're probably right about the 3rd GAR corps unit being an entrenchment unit with a mortar detachment.

I didn't say that. I said there will be a detachment unit and that detachment MIGHT be a mortar type thing. It also might not be.

9 hours ago, UnitOmega said:

Well see, there are at least two things you say are a given, which totally aren't.

Medics are mostly useless to a droid army, or are possibly way too good - they can only be used to heal commanders.

Also, for what purpose do B-1s need a Comms Tech? The answer, they don't. B-1s and B-2s get the Comms slot intrinsically.

You don't see a use for a second comms slot?
HQ Uplink + Comms Relay? (B2s don't have coordinate, Droidekas, Greivous, TTA Tanks, and Dooku aren't Droid Troopers)

Repair is mostly useless to everyone else. I've also seen plenty of lists where the medics only heal the commanders.

Edited by Zrob314
1 hour ago, Zrob314 said:

You don't see a use for a second comms slot?
HQ Uplink + Comms Relay? (B2s don't have coordinate, Droidekas, Greivous, TTA Tanks, and Dooku aren't Droid Troopers)

Repair is mostly useless to everyone else. I've also seen plenty of lists where the medics only heal the commanders.

Alternately, instead of a Comms slot they could get a model that adds a Grenade, Gear, or Training slot. Similar effect to the comms officer.

I always found it odd that mortars don’t indirect fire in this game. Like I wouldn’t even worry about the cover stuff, just say ā€œIndirect: this model does not require direct line of sight to the defenderā€.

I'm sure that would open a few odd rule interactions, but there you go