RT-97C vs DLT-19

By Tri3, in Star Wars: Legion

Which one are you bringing to battle (RT-97C vs DLT-19)? I have been using the DLT-19, but I have been thinking the extra dice of the RT-97C might be a better option.

RT-97C over DLT-19. They are nearly identical in terms of avg damage, but the potential spike of 4 is pretty dope. Impact is nice but negligible in most matchups. I say prepare for infantry, work around armor when you come in contact. Armor lists have many weaknesses that infantry lists normally cover. This game is based on objectives.

DLT-19 all day. Two points cheaper and almost the same average damage judging by back of the envelope math. With the two spare points I can put Recon Intel on the squad to give them the pre-game move, helping me get to objectives a little quicker, or invest in some other upgrade on another unit depending on how many Stormtroopers I field.

Impact 1 is also nice to have against AT-RTs, since while vehicles can't claim 3/5 possible objectives (at time of posting), flamethrower AT-RTs can make units disappear. If my units are defeated, they aren't claiming objectives either.

DLT-19. The RT-97C averages 0.25 more hits, but I prefer the reliability of 2 Red, and the DLT is an easy source of anti-armor insurance. Plus it's two points cheaper. But I definitely don't think it's a bad choice to take the RT-97C.

mix in both

For me, I'm going all in for the RT97. Besides the higher damage, it also is a legitimate range 4 weapon. DLTs can't get through cover at range 4 (barring a rare Crit) but combined with precise, the RT will get through cover on most attacks. This makes the Stormtroopers really dangerous.

The problem I find with the DLTs is that they do not go thru cover with any reliability. But the RT97 mixed with aims can do some serious damage. They are going to pair really well with Veers spotter ability.

15 minutes ago, SirCormac said:

For me, I'm going all in for the RT97. Besides the higher damage, it also is a legitimate range 4 weapon. DLTs can't get through cover at range 4 (barring a rare Crit) but combined with precise, the RT will get through cover on most attacks. This makes the Stormtroopers really dangerous.

Only if you want to sit in one place to take an aim, or are otherwise feeding them aim tokens. I'd prefer to keep moving, and not focus on range four since every objective requires moving. Even if the DLT isn't doing damage through heavy cover, it's still placing suppression.

Thinking about dabbling in both. It’s going to be hard to upset my DLT though.

It's fun to see Imperials now being in the same conundrum Rebels always were with Z6's :P The question boils down to: are you willing to pay for higher dmg ceiling by increasing variance?

RT-97C get's twice the chance for natural crits over DLT's, and has a potential for 3 or 4 hits spike - thus making it so much better in going through cover or dodges. It lacks Impact, but from my point of view that's hardly a problem. Being mainly a rebel player I learned to play around Armor instead of trying to defeat it. Should you choose to include more RT's in your list, you'll have to learn that too.

36 minutes ago, Shanturin said:

It's fun to see Imperials now being in the same conundrum Rebels always were with Z6's :P

I'm confused by this. Are you insinuating that Rebel Troopers have a Heavy Weapon they can take that isn't the Z6? I'm pretty sure I've never seen such a thing.

6 minutes ago, arnoldrew said:

I'm confused by this. Are you insinuating that Rebel Troopers have a Heavy Weapon they can take that isn't the Z6? I'm pretty sure I've never seen such a thing.

Well, the new upgrade box did introduce the DLT-20A, which is a decent alternative. But none of my army lists show any other Heavy weapon listed, so there must not have been one...

Yes, I'm willing to pay for a higher damage ceiling... Veers +Electrobinoculars is already handing out aim tokens like they're candy so there's that.

The bigger question is how many Shores are you taking?

10 minutes ago, arnoldrew said:

I'm confused by this. Are you insinuating that Rebel Troopers have a Heavy Weapon they can take that isn't the Z6? I'm pretty sure I've never seen such a thing.

Hah, fair point :D Though I guess no heavy weapon was and still is a viable option for Rebel Troopers, so that's a choice you'd have to make vs. Z6's. I wouldn't know, I always take all of Z6s. My white dice love rolling 2-3 natural crits :P

RT. .25 extra hits doesn't seem like much, but it's also important to remember that if it's only an R4 shot, the DLT takes a decent hit in that it gets very little value out of aims, while the RT can get really good mileage out of them even if it's the only weapon in the attack pool (even if you blank on all 3 whites, you can still reroll them all with precise). Combined with better average damage, peak damage, the general irrelevance of Impact and higher importance on volume to both break cover and inflict damage with a pretty marginal point increase and the DLT doesn't really make sense as a pick (might change if new tanks are a big deal, tho)

My first impression, based on my experience with Shoretroopers, is the choice comes down to how many aim tokens you can reliably get each turn. Only one? Go for the DLT. If you're force multiplying your stormies, though, the RT-97C will pull ahead. A second aim makes splitting fire a reliable option, and gives you enough re-rolls to control all those white dice.

Edited by Squark

I think shoretroopers with t21-b is better than either despite being more expensive so for your Stormtrooper medical unit, the RT 97 feels like a nice little upgrade. The dlt spam is gone in my local area.

Edited by jocke01

Now if Stormtroopers had the T21-B that would be the bomb.

But what if I ignore the math, convince myself that I shall never lose a stormtrooper and the red dice are always 2 hits? Surely then DLT-19 is still the best weapon, rendering the stormtrooper upgrade pack useless, right? RIGHT?

Edit: oh and my enemy cannot find a single piece of terrain to provide cover

Edited by Polda
47 minutes ago, Polda said:

But what if I ignore the math, convince myself that I shall never lose a stormtrooper and the red dice are always 2 hits? Surely then DLT-19 is still the best weapon, rendering the stormtrooper upgrade pack useless, right? RIGHT?

Edit: oh and my enemy cannot find a single piece of terrain to provide cover

I don't think the DLT is worse ENOUGH to justify buying 4-6 upgrade packs personally. But time and tournament results will tell.

1 hour ago, Caimheul1313 said:

I don't think the DLT is worse ENOUGH to justify buying 4-6 upgrade packs personally. But time and tournament results will tell.

i've stopped bringing stormtroopers except for objective capping and Med droid babysiting, and frankly nothing in this pack is tempting me to change that. Shores are the Way, i have spoken.

4 hours ago, Darth evil said:

i've stopped bringing stormtroopers except for objective capping and Med droid babysiting, and frankly nothing in this pack is tempting me to change that. Shores are the Way, i have spoken.

Until they get nerfed or cost adjusted.

Although Shore Troopers are good, they don't get the surge to hit or precise. Teaming up Stormtroopers with Veers is the way to go to maximize use out of them.

Edited by Tri3
47 minutes ago, Tri3 said:

Although Shore Troopers are good, they don't get the surge to hit or precise. Teaming up Stormtroopers with Veers is the way to go to maximize use out of them.

You know that a black die is better than a white die with surge, right? Also, getting what ends up being a free aim token almost every round is better than an extra reroll of worse dice whenever you can get them an aim token.

Edited by arnoldrew
7 hours ago, Tri3 said:

Although Shore Troopers are good, they don't get the surge to hit or precise. Teaming up Stormtroopers with Veers is the way to go to maximize use out of them.

Shores are straight up better than storm troopers, hence the higher cost. Better attack dice and better heavy weapon. One thing that Stormtroopers are better for is lists where you are already tight on orders (such as double bounty). Shores need an order issued to them every turn to maximize their value