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.