Rebel trooper unit expansion analysis

By jocke01, in Star Wars: Legion

Updated with addendum for the rebel captain

Nice analysis! Totally agree with what you said about the SX-21 gun i've used it a little and it just doesnt seem to make sense at all. Hardly any help at all cause once the rebel troopers make it to range 2 most of them are dead and they can't do hardly anything.

1 hour ago, bllaw said:

Nice analysis! Totally agree with what you said about the SX-21 gun i've used it a little and it just doesnt seem to make sense at all. Hardly any help at all cause once the rebel troopers make it to range 2 most of them are dead and they can't do hardly anything.

But you could say the same of the fleet troopers who effectively have a worse defense bx the regular troopers have Nimble.

SX21 makes them cheaper fleet troopers. Did we need that? Maybe not, but its a different way of playing regular troopers for sure.

I've honestly had a tough time taking any upgrades on any Rebel core unit and feeling it was worthwhile( i haven't got to play the vets very much but they seem to die just as fast)

Edited by buckero0
10 hours ago, buckero0 said:

But you could say the same of the fleet troopers who effectively have a worse defense bx the regular troopers have Nimble.

SX21 makes them cheaper fleet troopers. Did we need that? Maybe not, but its a different way of playing regular troopers for sure.

I've honestly had a tough time taking any upgrades on any Rebel core unit and feeling it was worthwhile( i haven't got to play the vets very much but they seem to die just as fast

Cheaper fleet troopers, but not much and with lower offensive power. Nimble is ok, but only if the unit have a dodge token and get shot at least twice.

I really wished the shotgun had pierce or something. Or give it impact 2 and make the fleet troopers use it 😋 .

14 hours ago, buckero0 said:

But you could say the same of the fleet troopers who effectively have a worse defense bx the regular troopers have Nimble.

SX21 makes them cheaper fleet troopers. Did we need that? Maybe not, but its a different way of playing regular troopers for sure.

I've honestly had a tough time taking any upgrades on any Rebel core unit and feeling it was worthwhile( i haven't got to play the vets very much but they seem to die just as fast)

Having a range 2 weapon is nice but at least, unlike fleets the figure itself has a range 3 option.

We probably need a Rebels only subforum, so the Imperial Spies don't steal the location of our secret base and strategies.

Does anyone really use Rebel troopers as something to hunt down and kill the enemy? By design, the rebel troopers are good for sneaking in and grabbing objectives, but rarely do much damage. This is why the DLT20 appeals in theory at least. In practice, I wonder if any of the upgrades are worth it in general (there are specific exceptions like the Med-Droid or Astromech maybe)

That's one of the reasons the Tauntauns are so controversial I believe, Rebels actually have an efficient damage dealer that's not Luke or Sabine and everyone is un-used to it.

11 minutes ago, buckero0 said:

We probably need a Rebels only subforum, so the Imperial Spies don't steal the location of our secret base and strategies.

Does anyone really use Rebel troopers as something to hunt down and kill the enemy? By design, the rebel troopers are good for sneaking in and grabbing objectives, but rarely do much damage. This is why the DLT20 appeals in theory at least. In practice, I wonder if any of the upgrades are worth it in general (there are specific exceptions like the Med-Droid or Astromech maybe)

That's one of the reasons the Tauntauns are so controversial I believe, Rebels actually have an efficient damage dealer that's not Luke or Sabine and everyone is un-used to it.

I've been a fan of rebel troopers but I actually think that having rebel veterans w/o heavy is actually a nice idea IMO, surge to hit, and a training slot to allow for offensive push, giving 2.5 hits average and an aim token , if you use HQ uplink you can get order control , and with recon Intel and no time for sorrow you can get a massive amount of action economy over the space of 6 turns.

Rebel Veterans 48, rebel comms specialist 9, recon Intel 2 , offensive push 4, HQ uplink 10. 71 pts

Mk 2 medium Blaster 38, linked targeting array 5 43

114 pts

2 units of 5 rebel troopers cost 100 pts and shoot with an average of 2 hits per shot and get 4 actions per turn

The above combo of units can get turn 1 both units get a move 1 move for positioning due to recon (albeit the mk2 gets this due to the vets deployment being one move out). So 2 move 1 actions, giving the vets an order via HQ uplink gets them a dodge, which them gets the mk2 an aim token. For another 2, leaving the 2 units with their 4 normal actions (one of which has to be a recover for 8 actions.

This can be repeated on the no time for sorrows turn , and can be done once more this time with no requirement to recover so this allows the 2 units getting 24 actions over 3 turns and 12 actions over the remaining 3 so 36 actions over 6 turns this compares with 24 for a normal 2 units all for the cost for 14 pts.

A rebel trooper squad with an extra trooper does 2.5 DMG per shot

A rebel veteran squad with an extra trooper does 3.135 DMG per shot but shoots 3 of those turns with an aim token

A mk2 medium blaster hits for 2.5 DMG but on those 3 turns they can double aim on those turns and will almost always land 4 hits, and uncommonly 3 , but since this shoots with critical 2 allowing for an average of at least 1 hit on Armor before the aims but often 2-3 criticals per shot after the rerolls.

The rebel troopers are 10 health against 8 however most naked rebel trooper squads are set for 40 pts with the same health.

So like for like 2 5 man Rebel Trooper units get nimble but lack any reasonable offense. Also they have nimble which is only useful if they activate before getting shot so you want them to activate first to get this benefit.

Vets have 3 turns , including turn 1 where they can get a dodge at the top of the round, and on turn 1 and the no time for sorrows turn they can start with an aim token at the top of the round , and finally you can get a third free aim turn later on in the game. The mk2 gets an aim token on any of those turns and any other turn it gets passed an order.

Now is this better than running 2 4 man rebel trooper teams for 80 pts. I don't know but I do believe it is better than running 2 z6 units (132 pts vs 144) whose average hit per shot is 2.75, however they would be a cheaper way of scoring objectives leaving more points for more efficient offense units..

Good article. And good thread. Nice analysis in here.

6 hours ago, buckero0 said:

We probably need a Rebels only subforum, so the Imperial Spies don't steal the location of our secret base and strategies.

Does anyone really use Rebel troopers as something to hunt down and kill the enemy? By design, the rebel troopers are good for sneaking in and grabbing objectives, but rarely do much damage. This is why the DLT20 appeals in theory at least. In practice, I wonder if any of the upgrades are worth it in general (there are specific exceptions like the Med-Droid or Astromech maybe)

That's one of the reasons the Tauntauns are so controversial I believe, Rebels actually have an efficient damage dealer that's not Luke or Sabine and everyone is un-used to it.

Well the cheap Z-6's combined with cheap commanders meant that spamming it was key to troopers effectivness.

They are not primary dmg dealers no, so I think the dlt is nice for an objective camper. However the 62p Z-6 trooper squad is gonna keep being one of the most point effective units in the rebel alliance. However I don't auto take 4-5 squads of them as I used to. With veterans being an option along with pathfinders and the rebels strong support slot there is more competition internally which I like.

I don't think I've ever seen pathfinders do damage. I've only seen them wilt in heavy cover down to Pao, then die the next time they were shot. I always thought they might benefit from the pierce rule more than anyone because I've never seen them do damage.

Would have loved to see the personel upgrades being able to be taken by Fleets and Veterans just like the others, even the heavy weapons whoud have been good to have been able to be taken by all corps units.

It does feel like the other factions benefit more from their respecitve upgrade pack, both with the personel but especelly the weapons.

I also think the gear upgrade one feels weird, you hardly take gear on a unit like this now, why would you need to take 2?

have fun

landoro

23 hours ago, landoro said:

Would have loved to see the personel upgrades being able to be taken by Fleets and Veterans just like the others, even the heavy weapons whoud have been good to have been able to be taken by all corps units.

It does feel like the other factions benefit more from their respecitve upgrade pack, both with the personel but especelly the weapons.

I also think the gear upgrade one feels weird, you hardly take gear on a unit like this now, why would you need to take 2?

have fun

landoro

I agree. The specialist would be great for commandos, pathfinders or wookies. Extra gear slot and a surge and or dodge to help them survive. I barely use gear on my troopers as it is and double seems overkill and expensive for a corp unit.

I wonder if this is a one time thing to help the core set corp slot or of we will see alot more of these.

I for one would like a set to boost several units att once. Like new stuff for all special forces, all vehicles or something. Fleet troopers are cool, but they would also need something like this. However buying upgrade packa for each corps slot will start to become expensive and give you a bunch of models that won't see play.

Edited by jocke01
On 1/16/2020 at 5:21 AM, jocke01 said:

I for one would like a set to boost several units att once. Like new stuff for all special forces, all vehicles or something. Fleet troopers are cool, but they would also need something like this. However buying upgrade packa for each corps slot will start to become expensive and give you a bunch of models that won't see play.

I've got at least one of everything so far and tons of duplicates. I loom at these boxes and wonder why. I've printed the cards out and wasn't super thrilled with any of the upgrades. Each box has like one ok upgrade but not enough for me to want to buy them all. I like the new sculpts, especially for the rebels because of the aliens but even then I'm not feeling it. I don't care for the corps units in this games much to begin with.