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LordBubba

Why would I want too by fleet troopers.?

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 Why would I want to buy fleet troopers.  They have the worst range, they’re pretty expensive,about the same price as the storm troopers, they don’t even have any long range snipers, like the DLT could anyone help me out, do you  guys think I should get these guys.? can anyone tell me the pros and cons thank you?

Edited by LordBubba

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They are similar to the way some baseball teams are constructed, they swing for the fences. I've had some whiff, but (it's not that hard to get into range 2 and cover) when they are hitting, they can erase a unit. Get them an aim token, but the fact that they get that many dice AND have the best and cheapest red dice heavy gun outside of the DLT makes them a unit to be feared. Surge on offense and defense doesn't hurt.

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It comes down to play style, I think.  I have two units of them myself, and they have been used to amazing effect, but you have to know how to use them.  They perform much better on a table with heavy terrain than without. They are also a glass cannon unit.  Huge potential damage output but disappear under concentrated fire.

In my experience, you usually get 1 good attack with them and then your opponent will focus fire on them until they are gone.  You can use them to protect a close objective if you can get them in some cover but that is objective dependent also.

TL:DR - they are a tool in your toolbox.  If you don't think you need the tool, don't buy it.

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At range two they are an amazing unit.  The scatter gun does good work and they can throw so many white dice that one lucky turn deletes a unit.  Assuming 9 plus activations it is fair to assume some units will get close.  This unit wins at close.  

Part 2, they are a legitimate counter to Boba and Luke.  Both this units tend to dive into your units from heavy cover or non LOS positions.  Fleet troopers can standby and shoot them when they approach.

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Simply put more dice means more criticals criticals DMG armor and ignore cover and dodge  double white also rolls as many wounds per figure as single black , I'd recommend reading " never tell me odds" website for info on how to okay the units. They also get offensive and defensive surges..

 

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Ive had fleets delete an entire unit and also watched the remove my leia in single activation.  They love being used as rapid reinforcements. Two units seems to be the magic number for me. Combined with 4 z6 squads its a nice combo.

Edited by The captn

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Pretty much everything everyone above has said.  They can be very effective when used correctly and can dish out some damage.

I used them very effectively in a Key Positions game where they were able to move up behind a LOS blocking bit of terrain and get into contact with the piece of terrain (which was one of the Key Positions).  Because we were playing Long March, they were able to take standby actions (gaining an aim token) and were pretty well positioned to light up anyone that came around the corners of the piece of terrain near them.  They helped take out a unit of speederbikes that flew into their standby range and later they stepped out into the open to put some wounds on Vader (though they suffered for that).  The survivors then moved back to their out of LOS position and kept in contact with the Key Position.  Because of where they were able to move up to without taking any fire and just perform standby actions, my son had to readjust his plans after seeing what they did to that first unit of speederbikes, which limited his movements and allowed me to pressure him with my other units.

In another game, my son used them to take one of the objectives for Intercept Transmissions (again with a Long March deployment) during the first round.  They were again behind a large LOS blocking bit of terrain and were positioned where they could easily activate with standby for most units coming around that bit of terrain, unless I swung my Imperials way out to the flanks to stay out of range two.  They stayed there and held that objective the ENTIRE game, as I was so busy trying to deal with the other Rebel units and capture the other two objectives I was not able to mount any attempt to deal with them outside Range 2.  Ultimately I won, but not until the Sixth round, when I was able to capture the other two objectives and collect a bounty with Boba Fett.  Even then I only won by two points.

In both games the fleet troopers were able to get to a somewhat sheltered area, both times involving an objective and just hunker down with standby and create an area denial bubble around them that made the Imperial player try to deal with other things until they could create an opportunity to more safely deal with the threat.  In both cases that never really happened due to the pressure of the other Rebel units. 

Edited by Thevshi

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On 10/30/2018 at 12:57 PM, buckero0 said:

is this right? Crits ignore cover?

I knew about the dodge, but I didn't realize they ignored cover as well.

Apply Dodge and Cover: If the defender has a dodge token or is in cover, the defender may spend dodge tokens and apply cover to cancel hit (≠) results. Dodge tokens and cover cannot be used to cancel critical (≡) results.

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Essentially, a unit of fleet troopers and rebel troopers will do similar dmg before dodge and cover except there is more variance and a higher potential damage on the fleet trooper but also a greater chance of lower damage. So why would you choose a range 2 weapon for more expensive cost and losing the more useful nimble keyword for ready.

For straight shooting without cover or armor you are going to be getting similar results (although the fleet troopers win out still). The fleet troopers get offensive surge so its 2 dice at 3/8 chance with 1/3 of hits being crits, the rebel troopers roll 1 dice at 4/8 hits with 1/4 being crits. so average hits on FT per figure are .75 vs 0.5 per rebel figure, and of those the fleet trooper rolls more crits which bypass dodge, cover and importantly cause dmg to armor. Add in the sctter gun (which has pierce which removes one of your opponents rolled defense ensuring one more additional damage gets through). They are simply the highest damaging unit in game for their cost bar none.

 

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28 minutes ago, syrath said:

Essentially, a unit of fleet troopers and rebel troopers will do similar dmg before dodge and cover except there is more variance and a higher potential damage on the fleet trooper but also a greater chance of lower damage. So why would you choose a range 2 weapon for more expensive cost and losing the more useful nimble keyword for ready.

For straight shooting without cover or armor you are going to be getting similar results (although the fleet troopers win out still). The fleet troopers get offensive surge so its 2 dice at 3/8 chance with 1/3 of hits being crits, the rebel troopers roll 1 dice at 4/8 hits with 1/4 being crits. so average hits on FT per figure are .75 vs 0.5 per rebel figure, and of those the fleet trooper rolls more crits which bypass dodge, cover and importantly cause dmg to armor. Add in the sctter gun (which has pierce which removes one of your opponents rolled defense ensuring one more additional damage gets through). They are simply the highest damaging unit in game for their cost bar none.

 

A rebel trooper has 4 hit faces that matter (3 hit and 1 crit) out of 8, a fleet trooper has 3 out of 8 (hit, surge, crit) and rolls 2 dice. So 0.5 for one hit with the trooper vs 0.75 for one hit with the fleet troopers. A full chart including cover and special weapons can be found at the never tell me the odds site, link below.

https://swlegionodds.com/rebel-charts/

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4 minutes ago, Steck638 said:

A rebel trooper has 4 hit faces that matter (3 hit and 1 crit) out of 8, a fleet trooper has 3 out of 8 (hit, surge, crit) and rolls 2 dice. So 0.5 for one hit with the trooper vs 0.75 for one hit with the fleet troopers. A full chart including cover and special weapons can be found at the never tell me the odds site, link below.

https://swlegionodds.com/rebel-charts/

I love analytics and therefore this website also. 

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4 minutes ago, Steck638 said:

A rebel trooper has 4 hit faces that matter (3 hit and 1 crit) out of 8, a fleet trooper has 3 out of 8 (hit, surge, crit) and rolls 2 dice. So 0.5 for one hit with the trooper vs 0.75 for one hit with the fleet troopers. A full chart including cover and special weapons can be found at the never tell me the odds site, link below.

https://swlegionodds.com/rebel-charts/

I love analytics and therefore this website also. 

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17 hours ago, syrath said:

Apply Dodge and Cover: If the defender has a dodge token or is in cover, the defender may spend dodge tokens and apply cover to cancel hit (≠) results. Dodge tokens and cover cannot be used to cancel critical (≡) results.

So impact 3 has some other applications. Awesome

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1 hour ago, buckero0 said:

So impact 3 has some other applications. Awesome

This is the benefit of surge to crit though, So many of the names get a crit on 2 faces on each dice rather than This is done before applying dodge and cover

Edited by syrath

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Fleets have an insanely high damage ceiling, Pierce, and you can get them for a very competitive price point (67 scattergun only, fully tooled up is around 88). They also share an engagement range with Boba and can put his lights out if he gets too close. Run a single, fully tooled up one or double with the scatter gun only, either way they are some of the most damaging troops in the game.

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Had a game tonight where inkept them back in my end zone to defend a breakthrough on long march.  Left a bike with 2 wounds after they flew in range of a set of fleets with standby aim and dodge tokens.  They seem to constantly do work for me.  

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On 11/3/2018 at 7:24 PM, LordBubba said:

 Especially good for storm troopers.?

Stormtroopers with 5 white and 2 red with  DLT isnt going to.hit as many wounds as 10 white , 2 red , pierce , and to give you an idea average wouds of DLT unit with aim is 4.77, the fleet trooper unit is hitting 5.5 with a scatter gun without the benefit of aim.

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