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Fleet Troopers - how have they fared for you?

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I picked up two sets of Fleet Troopers initially and thinking about getting a third after playing a few games with them. The mass of dice they provide has taken out entire units of Stormtroopers on multiple occasions. How have they fared for everyone here?

My idea is to run a list with these units. Haven’t figured out all the upgrades yet.

Leia

3x Rebel Troopers

3x Fleet Troopers

3x AT-RT (1 rotary, 2 flamer) send the rotary in first to provide cover and intimidate with the flamers to draw fire and position my troops to soak dodges from Leia and hold objectives  

 

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Played two games with them last night and liked them way more than I expected. They made an awesome “royal guard” for Leia and loved using the standby/aim mechanism to create uncertainty in my opponent.

didnt think i would want a second set, now I am reconsidering 

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2 minutes ago, Bojanglez said:

 

didnt think i would want a second set, now I am reconsidering 

I got two cause I only have 3 rebel troopers. But now I’m thinking of having a third set of Fleet Troopers to fill out my list and have multiple fronts of area denial and forced action. 

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This list has served me well

Luke (Reflexes, Push)
Leia (Gear)
2x Fleets with scatter gun, extra man
2x Rebel Troopers with Z6, extra man
1x Rebel Troopers with Z6
2x AT-RT with Flamethrower

Luke, the Fleets and the Flamers are your hammer units, the Rebel Troopers and Leia can hold the flank or the backfield. Play aggressively and force your opponent to make hard decisions by getting in his face while Leia holds down the fort.

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Fleets in single squads are a priority target for the enemy. You can use this well. However, sometimes they are rather hit and miss with their dice

It is very important to add environmental gear to them so they can get through the battle lines more easily.

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I played a game on Friday where a unit of Fleet Troopers were in a ruin faced off against my Snowtroopers. They standby shot the Snowies, killed one and then got wrecked by  the Snowtroopers who Aim+Shoot with a flamethrower. I even had Impact Grenades that I now realize I forgot to use which could have been 4 more black dice instead of whites, alas, only the leader survived basically taking them out of the fight. I was not too impressed by them but the sample size is limited.

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On 7/2/2018 at 11:58 PM, Big Easy said:

I tend to put grenades on them too, because they often find themselves in close combat. 

What's the point? One black with surge to hit is worse than two whites with surge to hit (except for width of results) unless you get a single concussion grenade in the mix to remove cover.

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22 hours ago, Deuzerre said:

What's the point? One black with surge to hit is worse than two whites with surge to hit (except for width of results) unless you get a single concussion grenade in the mix to remove cover.

I guess that's the point. I was so enamored with Range 3 Blast on MPL trooper I sidelined the scattergun. So, next time I plan to give Fleets+ExtraFleeter+ScatterFleeter+Concussion some love and see how they fare :D 

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In my recent games, they fared rather poorly/adequately enough. I haven't had a "wonder" situation in a while, it's been pretty average for waht I paid for (But the bunch of dice is always amusing to throw at the opponent) in terms of damage.

But in terms of forcing the opponent to act against them, they have been great.

 

 

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6 hours ago, Shanturin said:

Fleets+ExtraFleeter+ScatterFleeter+Concussion some love and see how they fare :D 

My preferred Fleet Trooper setup!

2 hours ago, MattShadowlord said:

Nasty.

Very. It’s great.

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3 hours ago, Deuzerre said:

In my recent games, they fared rather poorly/adequately enough. I haven't had a "wonder" situation in a while, it's been pretty average for waht I paid for (But the bunch of dice is always amusing to throw at the opponent) in terms of damage.

But in terms of forcing the opponent to act against them, they have been great.

This has pretty much been my experience as well. I suspect because they are not so "new" anymore. People have learned to respect their damage potential. So we have to be a bit more surgical with them and use them to more indirectly affect the opponent's play.

I once one-shotted a full-health Leia, and took a full-health speeder bike unit that comp moved into my standby down to 1 health. I don't think my opponents want that to happen again 😁

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They work out great for me right up until they get shot at.

I would not recommend anymore than 2 squads. they work best with rapid reinforcement missions where they can get in close for free and get the first shots off at priority targets, veers or Leia for example.

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Posted (edited)
On 7/10/2018 at 2:49 AM, Collins said:

I would not recommend anymore than 2 squads. they work best with rapid reinforcement missions where they can get in close for free and get the first shots off at priority targets, veers or Leia for example.

Agreed. This was a game-winning tactic in my last match, dropping behind an AT-ST which forced him to pivot taking the heat off of several units getting battered in his front arc. 

Edited by Gengis Jon

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They scared my last opponent so much that he broke his whole battle plan to deal with one unit, which meant that Vader basically only killed them during this battle.... And left the rest of the troops to get shredded.

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Posted (edited)

I took a full-health speeder bike unit out with one shot last week and a six-man stormtrooper unit down to one today.

 

I may have used up their luck, however. the rest of the shots they took today were ... less than spectacular.

Edited by Gullwind

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On 7/21/2018 at 10:25 PM, Gullwind said:

I took a full-health speeder bike unit out with one shot last week and a six-man stormtrooper unit down to one today.

 

I may have used up their luck, however. the rest of the shots they took today were ... less than spectacular.

Yeah they've got a high variance. I've rolled 9 hits on Vader, and then 2 hits against an AT-ST with the full unit and Barrage gun.

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On ‎7‎/‎4‎/‎2018 at 4:52 AM, Deuzerre said:

What's the point? One black with surge to hit is worse than two whites with surge to hit (except for width of results) unless you get a single concussion grenade in the mix to remove cover.

I hope the "close combat" remark doesn't mean he thinks he can use them in melee. A grenade would be one heck of a hand-to-hand weapons!  :D

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Used a fleet trooper squad for the first time recently. The range 2 was not as limiting as I first thought and the damage they did with the scatter gun was impressive.

I think they weakness will be supression, since they need to run and gun more than rebel troopers. You don't want Them supressed with range 3 to the nearest target.

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On 8/18/2018 at 11:25 PM, Shadow345 said:

So far they have been the worst unit in the game. They either hide behind cover and never get into range whilst being whittled away and doing nothing. Or sneak around cover and buildings until they got one shot off and die to return fire next turn.

Dust off your T-47, it's good now, we have a new worst unit

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On 8/16/2018 at 9:03 PM, jocke01 said:

I think they weakness will be supression, since they need to run and gun more than rebel troopers. You don't want Them supressed with range 3 to the nearest target.

That was true in my games as well. That's one reason why I wait impatiently for specialist expansion - the leader upgrade fits the Fleets aesthetically and raises their Courage by one :D

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