basics - stormtrooper captain

By Deddog, in Rules

cant remove suppression

cant be suppressed.

so... no suppression counters added for the round you exhaust his card?

What are the tactical benefits for this dubro? (apart from training)

I dont think Ive used it, but at a glance if you have ANY supression tokens your cover is increased by 1. However if you are supressed you lose one action.

If I read right it would mean that a stormtrooper unit who has one or more supression tokens would increase their cover but still be able to do 2 actions that turn. Also you wouldnt recieve extra supression for being attacked or some other game effect. Could work if you had to make a desperate dash out in the open and were prone to lots of fire or some force power or card effect.

It's only exhausted when you activate the unit. Then, since they can't remove suppression tokens, skip rallying (I guess you technically still do it, just don't remove any suppression tokens). The cards says nothing about not being able to receive suppression tokens, it says the unit can't be Suppressed. Suppressed it the condition where the unit has suppression tokens equal to or exceeding its Courage value, which causes it to lose an action. This unit will get to take both actions, unless its suppression tokens are at least equal to twice its Courage (or twice the Courage the courage of any Commander in range 3), in which case it will panic.

All the Captain does is prevent you from removing any tokens via Rallying or Discipline or such, and ensure that the unit will not be Suppressed (lose an action due to suppression) for the duration of that unit's activation.

Edit: Per @Lemmiwinks86 , Discipline still works and I was thinking of Strict Orders.

Edited by arnoldrew
1 hour ago, arnoldrew said:

All the Captain does is prevent you from removing any tokens via Rallying or Discipline or such

Just to clarify to avoid confusion, the unit would be able to remove suppression tokens via Discipline as that is made as soon as the unit is issued an order (outside the unit's activation). I think you probably were thinking about Strict Orders.

43 minutes ago, Lemmiwinks86 said:

Just to clarify to avoid confusion, the unit would be able to remove suppression tokens via Discipline as that is made as soon as the unit is issued an order (outside the unit's activation). I think you probably were thinking about Strict Orders.

That's exactly what I was thinking of, thank you!

So pretty crap then, unless you are into training ?

57 minutes ago, Deddog said:

So pretty crap then, unless you are into training ?

Depends on how much you value for-sure having two actions for that squad. If no, then yeah pretty crap; if yes, it's a pretty decent addition.

The entire point breakdown of the captain is you get an extra mini for the unit (11 pts), and you get a training slot plus an exhaustible turn of ignoring "suppressed" (4 pts).

Edited by Cruzer
18 hours ago, Deddog said:

So pretty crap then, unless you are into training ?

18 hours ago, Cruzer said:

Depends on how much you value for-sure having two actions for that squad. If no, then yeah pretty crap; if yes, it's a pretty decent addition.

The entire point breakdown of the captain is you get an extra mini for the unit (11 pts), and you get a training slot plus an exhaustible turn of ignoring "suppressed" (4 pts).

Building upon Cruzer's post: I've seen people take the Imperial Officer in squads for Courage 2. The captain is 5 points cheaper to give you a similar benefit (not being as easily suppressed, but only for one turn depending on if you take the Refresh action), and also the benefit of a training card.

You get to add a training slot and you can guarantee getting both actions while you are suppressed but not panicked, and you get an extra body in your unit , which for a white dice attack is not good really. The training slot could be handy if you want to leverage overwatch.

53 minutes ago, syrath said:

You get to add a training slot and you can guarantee getting both actions while you are suppressed but not panicked, and you get an extra body in your unit , which for a white dice attack is not good really. The training slot could be handy if you want to leverage overwatch.

Or Offensive Push with the natural Precise 1. Not to mention the captain doesn't take up the Heavy Weapon slot, so combo that with even more attack dice (including either 1-2 reds, or critical 2) it's a pretty good deal.

1 hour ago, Cruzer said:

Or Offensive Push with the natural Precise 1. Not to mention the captain doesn't take up the Heavy Weapon slot, so combo that with even more attack dice (including either 1-2 reds, or critical 2) it's a pretty good deal.

I'm not an imperial player so it wasn't my first thought but it is the better call.

2 minutes ago, syrath said:

I'm not an imperial player so it wasn't my first thought but it is the better call.

Me neither, I just know as a Rebel player one of the things I've thought of doing is combining the captain, offensive push, and targeting scopes. Imps just get the third one automatically, so why not? ^^

Imo the Captain was made to be used with the HH-12 rocket launcher and Endurance. The biggest problem of the HH-12 is that the unit needs to recover every turn to use it effectively which is nearly impossible as soon as you get shot and supressed. The captain allows you to recover the weapon and himself every round so you get a constant use out of both. Since the recover action won't remove supression tokens it is wise to use Endurance on the training slot so you don't panic as fast. The question is: Is it worth to use 10 points to make the HH-12 more useable?

10 hours ago, Staelwulf said:

Imo the Captain was made to be used with the HH-12 rocket launcher and Endurance. The biggest problem of the HH-12 is that the unit needs to recover every turn to use it effectively which is nearly impossible as soon as you get shot and supressed. The captain allows you to recover the weapon and himself every round so you get a constant use out of both. Since the recover action won't remove supression tokens it is wise to use Endurance on the training slot so you don't panic as fast. The question is: Is it worth to use 10 points to make the HH-12 more useable?

That's a pretty interesting combo but I echo your sentiment. I don't think it's worth it unless you know for a fact you will be facing heavy armour. But even then you could likely spend those points elsewhere and still be effective.

On 6/13/2020 at 1:26 AM, Staelwulf said:

Imo the Captain was made to be used with the HH-12 rocket launcher and Endurance. The biggest problem of the HH-12 is that the unit needs to recover every turn to use it effectively which is nearly impossible as soon as you get shot and supressed. The captain allows you to recover the weapon and himself every round so you get a constant use out of both. Since the recover action won't remove supression tokens it is wise to use Endurance on the training slot so you don't panic as fast. The question is: Is it worth to use 10 points to make the HH-12 more useable?

Have thought-experimented the same with Rebel Ion Troopers (or, more accurately, one unit of them). While Ion does get used more (droid troops and vehicles), the fact that Rebel Troops die so quick makes it a tough sell, as usual.

Against something like a tank, assuming you are firing with an aim every turn, the T-21 is very nearly as effective (not to mention cheaper ) than the HH-12 reloading and shooting every turn (without aims), and that's against armor.

BUT

The interesting part would not be the trooper captain here. It's the specialist, who gives you an aim as free action and recovers together with the HH-12... This allows you to aim and shoot the HH-12 every turn as long as you don't need to move. You could easily bust an ATT in two turns with 2 units of that, as long as it's inside range 3.

Edited by Qwar
adding clarifications