Hi, I have just got in to Legion and loving it :), I have a few questions about the use of Rebel Snipers and how best to use them.
My current build includes 2 x Rebel Commando Teams each consisting of the following;
Rebel Commandos
DLT-19 Sniper
Overwatch
TargetingScopes
My initial theory was they were going to be priority targets for the Imperial player which is why I took Commandos instead of strike teams, I figured the more the enemy has to kill the longer they would be on the table. With the upgrade Overwatch I planned to have them on standby (once in postion) all through the game and use targeting scopes for that extra die re-roll. I was using ALL the key words on the cards for all weapons as per the rules.
But as I was playing, a lot of my build and upgrades became redundant. Below is my interpretation of the rules which brought me to that conclusion.
OVERWATCH - Overall this would have worked well, but I found I was not putting my troops on standby as there were always targets of opportunity and constant threats that I needed to get rid of. Standby only seems useful if you have no targets to shoot at.
DLT-19 Sniper - HIGH VELOCITY & PIERCE 1 - This is where the plan fell down, originally I was using the All keywords contribute to the attack rules as per the rules reference and I was killing everything in sight using Sharpshooter, Precise 1, High Velocity and Pierce 1. Then I read the HIGH VELOCITY rules again and it says "While attacking, if each weapon in your attack pool has HIGH VELOCITY , the defender cannot spend dodge tokens.
So to me, the sniper weapon is the only one that can contribute HIGH VELOCITY to the attack and therefore to benefit I would have to do seperate attack pools. I found there was normally only ever 1 target of opportunity so I had to decide whether to use the team or just the sniper for the attack.
A sniper rolling 2 dice, sharpshooter reducing cover by 1, high velocity for the anti dodge, then pierce 1 to cancel a defence die, targeting scopes are redundant as I only roll 2 dice, so lets say I roll 2 criits, enemy rolls 2 defends, I cancel one and get a guarenteed kill unless it is a Commander OR
4 Rebel Commandos rolling 4 dice, sharpshooter reducing cover by 1, HV and Pierce 1 are not included, targeting scopes for the added die just incase of misses. Let's say 4 crits, enemy rolls 4 defends no guarenteed kill.
Because I was only ever getting one taret in my scopes I didn't want to have to decide on which one to fire, so I decided to go with Strike Teams instead, for the price of 2 Commando units (plus upgrades) I can get 3 strike teams and I equipped them with endurance to control suppression.
QUESTION : Suppression will give me cover 1, is this classed as light cover? And will this stack with Low Profile giving me cover 2? I have been playing on the premise that it does. I have yet to test this build.
Also, with my 2 Commando unit builds I only get 8 activations, where as with a few minor adjustments with a 3 x Strike Team build I get 10 activations. The below lists are just for reference so you know what I was and intend to work with.
OLD BUILD (8 activations)
Luke - Force Reflexes (for the doge), Jedi Mind Trick (to try and suppress / panic) and Emergency Stims (keep forgetting to use it, lol)
3 x RT w/Z-6
2 x RC - DLT-19 Sniper, Overwatch, Targeting Scopes
AT-RT w/ Rotary Cannon
1 x Airspeeder w/Outer Rim Speeder Jockey, Ax-108 Ground Buzzer ( I was running this straight through the enmy lines so needed as much cover as pos)
NEW BUILD (10 activations)
Luke - Force Reflexes (for the doge), Jedi Mind Trick (to try and suppress / panic) and Emergency Stims
3 x RT w/Z-6
1 x RT
3 x RC Strike Teams - Endurance (to control suppression)
AT-RT w/ Rotary Cannon
1 x Airspeeder w/Outer Rim Speeder Jockey, (lose the ground buzzer)
I was thinking of losing the extra Trooper unit and include a medic unit to run along side the Strike teams in case of casualties, and then add an extra trooper to the other 2 trooper units.