Jump to content
bswaim

Fleet Troopers

Recommended Posts

2 hours ago, Jman444 said:

Its weird that they release tomorrow and there hasn't been a preview article for them to see the grenade launcher card. Hopefully today?

I said as much in a different thread - very odd.

Share this post


Link to post
Share on other sites
45 minutes ago, NeonWolf said:

Maybe they saw that someone spoiled the Italian cards on FB and felt like they didn't need to bother with an article?

Nah. FFG never misses the opportunity to make articles about things people already know about from seeing them in other languages (ahem, Spanish) when it comes to Legion. 

Share this post


Link to post
Share on other sites
30 minutes ago, Mep said:

They just hosted worlds. Perhaps the people that would write that article took some vacation.

The cards and such were finalized and sent for production a good long while ago...if that article hasn't been sitting in a folder for weeks, if not longer espcially knowing Worlds were coming, then someone in the PR department there needs to re-think how they work.

Share this post


Link to post
Share on other sites
1 hour ago, Shokupanman said:

The cards and such were finalized and sent for production a good long while ago...if that article hasn't been sitting in a folder for weeks, if not longer espcially knowing Worlds were coming, then someone in the PR department there needs to re-think how they work.

Yeah! They owe us an article the day before the product is released just so we can see the cards one day sooner!

Rabble rabble rabble!

 

Edited by stackeffect

Share this post


Link to post
Share on other sites

I think I'd still use it if I decide to play a squad of the fleet troopers. Just having a Blast weapon with range 3 for the rebels would prove very useful for certain maps and/or local tables. Otherwise, I just see myself using a squad for objective duty and I'd almost rather just use vanilla troopers for that. 

Share this post


Link to post
Share on other sites

I had this vision today of using at least a couple of fleet troopers with the MPL to rush across the board to try and eliminate enemy units that are in cover.  The blast and all the dice (12 white+1 black) should eliminate some models, especially ignoring cover. That is, if the white dice decide to bless you....

This may be a tactic that evolves with the game as more ground vehicles are added to provide mobile cover for the Fleet Troopers.

Edited by NeonWolf

Share this post


Link to post
Share on other sites
3 minutes ago, NeonWolf said:

I had this vision today of using at least a couple of fleet troopers with the MPL to rush across the board to try and eliminate enemy units that are in cover.  The blast and all the dice (12 white+1 black) should eliminate some models, especially ignoring cover. That is, if the white dice decide to bless you....

This may be a tactic that evolves with the game as more ground vehicles are added to provide mobile cover for the Fleet Troopers.

I feel play style is going to dictate how these are used. I've ordered two, would like to pick up two more. While Ready is fun and flavorful, I feel these can be played a bit more aggressively. And more dice = more swing. With the surge, the odds are comparable to a regular rebel trooper. And the grenade launcher might help knock out some of those **** speeder bikes. Blast at Range 3 is fairly exciting.  List building should be fun.

And they look nice. Hopefully, I can paint them before the next thing comes out.

Share this post


Link to post
Share on other sites
3 hours ago, NeonWolf said:

I had this vision today of using at least a couple of fleet troopers with the MPL to rush across the board to try and eliminate enemy units that are in cover.  The blast and all the dice (12 white+1 black) should eliminate some models, especially ignoring cover. That is, if the white dice decide to bless you....

This may be a tactic that evolves with the game as more ground vehicles are added to provide mobile cover for the Fleet Troopers.

You’re much better off using the scattergun for that purpose. 

Share this post


Link to post
Share on other sites

Yeah, we ran the numbers on this the other day. @Orkimedes put up the full breakdown of the two heavy weapons vs either Stormtroopers or Rebel Troopers here:

In short, the scattergun is better than the grenade launcher in each of these cases except against Rebels in heavy cover and that is because the Precise keyword has diminishing returns when the defender has weak defense dice.

In my mind, your weapon choice depends on the role you want to fill: if you want to hunt armor or to "snipe" at range 3, take the grenade launcher; for any other role the scattergun is better. If your goal is to hit non-armor enemies with your full barrage of dice, the scattergun is the obvious choice as it statistically delivers more wounds.

Share this post


Link to post
Share on other sites
21 minutes ago, nashjaee said:

Yeah, we ran the numbers on this the other day. @Orkimedes put up the full breakdown of the two heavy weapons vs either Stormtroopers or Rebel Troopers here:

In short, the scattergun is better than the grenade launcher in each of these cases except against Rebels in heavy cover and that is because the Precise keyword has diminishing returns when the defender has weak defense dice.

In my mind, your weapon choice depends on the role you want to fill: if you want to hunt armor or to "snipe" at range 3, take the grenade launcher; for any other role the scattergun is better. If your goal is to hit non-armor enemies with your full barrage of dice, the scattergun is the obvious choice as it statistically delivers more wounds.

Not doubting your math, just curious how the 12white+1black stacks up against the 10white+2red against a unit in heavy cover with a dodge token.  Guess you have to make the distinction between Storm/Snowtroopers and Rebel/Fleet troopers due to the different defense dice.

Share this post


Link to post
Share on other sites
11 minutes ago, NeonWolf said:

Not doubting your math, just curious how the 12white+1black stacks up against the 10white+2red against a unit in heavy cover with a dodge token.  Guess you have to make the distinction between Storm/Snowtroopers and Rebel/Fleet troopers due to the different defense dice.

Basically, the scatter gun starts with higher average damage rolled. And then, Blast doesn't quite do enough to compensate for that deficit against Pierce on the defensive end. With the exception of Rebel Troopers in heavy cover.

Just some quick and dirty calcs for example:

mxOhrKQ.jpg

Share this post


Link to post
Share on other sites
36 minutes ago, nashjaee said:

Basically, the scatter gun starts with higher average damage rolled. And then, Blast doesn't quite do enough to compensate for that deficit against Pierce on the defensive end. With the exception of Rebel Troopers in heavy cover.

Just some quick and dirty calcs for example:

mxOhrKQ.jpg

Yep, the grenade launcher doesn’t really pull ahead til you start shooting at Armor.  There, Impact 2 makes a big difference.   

What’s nice about the launcher is it is solid against vehicles, but Blast makes it useful, if not optimal, against Troops as well.  

Share this post


Link to post
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.


×
×
  • Create New...