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Imperial Scout troopers announced.

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1 hour ago, Deuzerre said:

The unit itself seems a bit meh.

They seem like more of an assault unit than a scout unit: That short range firepower (without surge to hit BTW).... But without much if any defensive stuff (white defence dice, and a boost to cover...) not sold on it yet.
At least the fleet troopers have some fun stuff.

I think the smaller group might be a little more interesting since if the sniper has the DLT-19 then he should get range 1-4 which makes him a better sniper than the Rebel version which is only 1-3. 

1 hour ago, Deuzerre said:

They will be a 4 man squad (+ heavy weapon. No additional troopers on the side of the card).
When suppressed, these guys will have massive trouble getting to do anything due to their short range. Their mediocre defence will not help.

I believe the only interesting option for them will be the two man squad witht eh "shoot anything on sights" thingy.

I'm assuming the Scout trooper with the microbinoculars is the leader and since it does come with 4 standard scout troopers I have to wonder if it is an error with the article or if only the small group that you can field instead will be able to take an extra man, that or it has that trooper built into the squad already. 

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4 minutes ago, Animewarsdude said:

I'm assuming the Scout trooper with the microbinoculars is the leader and since it does come with 4 standard scout troopers I have to wonder if it is an error with the article or if only the small group that you can field instead will be able to take an extra man, that or it has that trooper built into the squad already. 

Well, there's 4 regular dudes on the left, a minelaying guy, and a sniper dude.

That's probably because they work like the commandos: You get a regular dude + the heavy weapon carrier becomes the squad leader.
So that makes a 3 regulars + leader squad (+ potential heavy weapon) and a regular dude + heavyweapon squad leader.

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4 minutes ago, Animewarsdude said:

I think the smaller group might be a little more interesting since if the sniper has the DLT-19 then he should get range 1-4 which makes him a better sniper than the Rebel version which is only 1-3. 

I'm assuming the Scout trooper with the microbinoculars is the leader and since it does come with 4 standard scout troopers I have to wonder if it is an error with the article or if only the small group that you can field instead will be able to take an extra man, that or it has that trooper built into the squad already. 

The rebel sniper will be greater than range 3 as the commando article said it can shoot anything on the board, implying it has unlimited range (and prob a minimum range too).

I'm assuming the squads work the same as the commando ones: one 4 man squad with optional heavy weapon, and one 2 man squad including a heavy weapon.

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1 hour ago, Ghost Dancer said:

They seem a  bit too similar to the commandos IMO - only real difference is less range but more dice. Would have been nice to have a slightly different way of working than their rebel counterparts.

I think they keep stuff similar so they can keep the neutral upgrades the same. 

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9 hours ago, Darth evil said:

So shorter scout than the Commandoes, shorter range guns, no offensive surge. But cost the same, did the Empire get screwed ?

I mean, they roll twice as many attack dice as the Commandos. 

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4 hours ago, wintermoonwolf said:

....nice....build an army of scouts.....scouts on the ground...scouts on speeders....scouts with snipers....scouts here....scouts there....scouts everywhere!!....

As of right now the maximum amount of Scout Troopers you can field is 6, that being 3 sets of Speeder bikes.

Once these release the maximum amount of Scout Troopers you could field would be 21, that being 3 sets of Scout Trooper Units with Heavy Weapons. and 3 sets of Speeder Bikes.

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Thematicaly I find the choice oft weapons and how to represent them (that one counts for the bikes too)... interesting.

From its appearance the EC-17 seems to be just a small sidearm and thus inferior to the E-11 in all ranges(or at least as effective in shorter range and worse on longer range). I also suspect scouts would use proper primary weapons when deployed afoot(for vehicle crews I can understand the idea of minimal armament). So I am suprised that they don't come with an E-11 or something similiar.

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2 hours ago, LennoxPoodle said:

Thematicaly I find the choice oft weapons and how to represent them (that one counts for the bikes too)... interesting.

From its appearance the EC-17 seems to be just a small sidearm and thus inferior to the E-11 in all ranges(or at least as effective in shorter range and worse on longer range). I also suspect scouts would use proper primary weapons when deployed afoot(for vehicle crews I can understand the idea of minimal armament). So I am suprised that they don't come with an E-11 or something similiar.

everything is inferior to the E-11

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I could see both the commando and scout sniper rifles being something like:

Range 2 - unlimited

Sharpshooter 1

Pierce 1

Not sure on dice.  2 red seems like the standard for the heavy upgrades (sans Z-6) but with the pierce/sharpshooter combo that seems a little much.  Maybe 1 red, 1 black.

 

The sharpshooter 1 would stack with the unit's, giving you a long range weapon with effectively sharpshooter 2 and pierce.

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10 minutes ago, Orkimedes said:

I could see both the commando and scout sniper rifles being something like:

Range 2 - unlimited

Sharpshooter 1

Pierce 1

Not sure on dice.  2 red seems like the standard for the heavy upgrades (sans Z-6) but with the pierce/sharpshooter combo that seems a little much.  Maybe 1 red, 1 black.

 

The sharpshooter 1 would stack with the unit's, giving you a long range weapon with effectively sharpshooter 2 and pierce.

I was thinking the same about the range. I think dice will vary between the scouts and commandos.

I don't see why the weapons will have sharpshooter when the unit already has them - plus it seems to be a unit keyword and not a weapon one (so far only units have it), whereas blast is so far only a weapon keyword.

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27 minutes ago, Ghost Dancer said:

I was thinking the same about the range. I think dice will vary between the scouts and commandos.

I don't see why the weapons will have sharpshooter when the unit already has them - plus it seems to be a unit keyword and not a weapon one (so far only units have it), whereas blast is so far only a weapon keyword.

Good point about sharpshooter.  The range and pierce would probably be enough to set it apart as a unique weapon upgrade.  Right now the only non-character weapon with pierce is the fleet trooper shotgun.

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On 5/13/2018 at 2:42 PM, LennoxPoodle said:

Thematicaly I find the choice oft weapons and how to represent them (that one counts for the bikes too)... interesting.

From its appearance the EC-17 seems to be just a small sidearm and thus inferior to the E-11 in all ranges(or at least as effective in shorter range and worse on longer range). I also suspect scouts would use proper primary weapons when deployed afoot(for vehicle crews I can understand the idea of minimal armament). So I am suprised that they don't come with an E-11 or something similiar.

I mean, if you got a pistol that is more powerful than most rifles you might want to take that too. If this were a GW game I imagine people would be rushing to give their Stormtroopers the pistols now instead of their standard E-11s. 

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I would guess the sniper will be something like:

Range: X - unlimited (I guess X = 2 or 3)
1 Red Die (I can't see a sniper shooting faster than a DLT)
Pierce 1
Cumbersome (debatable, seems fitting but might make the weapon too weak)
Suppressive

Would be a cool addition to the game to pin down troops or pick out some lonely unit leaders that are holding objectives.

Another idea could be that the sniper can target a specific miniature in a squad, so you could snipe the heavy weapon.
 

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30 minutes ago, Animewarsdude said:

I mean, if you got a pistol that is more powerful than most rifles you might want to take that too. If this were a GW game I imagine people would be rushing to give their Stormtroopers the pistols now instead of their standard E-11s. 

Alternatively, people would be rushing to add marksman scopes to the pistols to increase their range...

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1 hour ago, Animewarsdude said:

I mean, if you got a pistol that is more powerful than most rifles you might want to take that too. If this were a GW game I imagine people would be rushing to give their Stormtroopers the pistols now instead of their standard E-11s. 

It is a little odd.  The same thing applies to the fleet troopers.  It would make more sense if they gave them like, whatever the Star Wars equivalent of an assault SMG is, but I guess that would create an imagery disconnect from the movies.

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22 minutes ago, Orkimedes said:

 

It is a little odd.  The same thing applies to the fleet troopers.  It would make more sense if they gave them like, whatever the Star Wars equivalent of an assault SMG is, but I guess that would create an imagery disconnect from the movies.

I think FFG wants to keep the weapons the same across the units for most cases, the blaster pistol the scout troopers are using are the same ones that the speeder bike uses with the same range. The only differences we have seen is when they rename the weapon X's E-11 with both Veers and Leia. 

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15 minutes ago, Animewarsdude said:

I think FFG wants to keep the weapons the same across the units for most cases, the blaster pistol the scout troopers are using are the same ones that the speeder bike uses with the same range. The only differences we have seen is when they rename the weapon X's E-11 with both Veers and Leia. 

Yeah, I guess I just mean it’s a little odd that a pistol has more firepower and better accuracy than an assault rifle, with just a marginally shorter range.  Basically since the invention of rifles, pistols have been a backup weapon, not something you give your assault troops as a primary weapon.

That said, I know this is Star Wars, and cinema beats realism (we’re talking about a world with cool laser swords, after all).  And I do appreciate that they are trying to maintain the look and feel of the units from the movies.

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Since it's a DLT-19x I'm expecting it to also probably have Impact 1. 

And the Stormtrooper sidearm variant would be guys with SE-14r, which is a repeating blaster pistol. Future expansions could include that sort of thing with a generic officer upgrade, a sergeant or veteran trooper but probably not on guys as a whole. Could easily throw out a few crappy dice per guy.

anyway, since different levels of dice are more about accuracy/reliability of damage, and then number can translate into more damage potential, I think it's fine. Han and Luke use Heavy Blaster pistols for instance, throwing out red dice up close, accurate, decent damage potential - but they're in the hands of single users with talent. Scout troopers are more costly meta-wise, and represent more refined training, but have lighter gear so they can stay mobile. They're armed with accurate, decently powerful but very light and short range pistols to do this, with the ability to pack a bigger punch in special weapon equipment to the mission. 

 

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Just getting into this game. Love the idea of imperial scouts for tabletop.  Now I’m green as grass at this game but I still think the scouts are pretty OK.  

 Though — always thought of scouts as less special forces add more training recruit.  ( guess once you can shoot straight the imperials get their body armor and rifle taken away )

 

Quartermaster: “Look trooper...It’s just resource management”. ——I can certainly see an Imperial bureaucrat “moving resources where they’re needed”.

 

Next month release: 

Bikini clad imperial  martial arts specialist.?

 

 

 

 

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Think of it as a machine pistol instead of a submachine gun. I am not saying a machine pistol is more lethal than a submachine gun. I would rather see some differences in weapons than everything being the same. It is all about trade-offs.

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