Jump to content
Qark

Army Building With 1.4 FD Laser Cannons

Recommended Posts

I'm interested in seeing how people are army building with the new laser cannons. The stats of the 1.4 FD are fantastic for the points cost and I am looking forward to putting some on the table. Do you put them in a list with other long range firepower like snipers to help support their damage output? Do you think close range units like fleet troopers will be able to push up the table easier while being covered by the laser cannons?

I think running them as a pair will work well. One can get focused down but if you have two in close proximity the damage output could overwhelm whatever comes after them. I also think they should be ran naked so you can aim shoot every turn or with a generator and HQ uplink so you get maximum use out of the recover action that you'll want to do every turn.

Thoughts? Suggestions?

Share this post


Link to post
Share on other sites
12 minutes ago, LordBubba said:

 I really like the idea of running the NEIKED.?? and maybe running 2 but the only problem is they cannot move only pivot. and then you’ll have less units for taking objectives.

If you can get a good set up those two turrets should be able to deny some objectives to your opponent. They will be very different to use by comparison to anything else we have seen so far. They are only 70 points each, still plenty of room to run a full roster of corps units even with two.

Share this post


Link to post
Share on other sites

Heres the list ill be using to test out a few things.  Solid 11 activations as of now.


++  Standard (Rebel Alliance) [784 Points] ++

+ Commander +

•Han Solo [120 Points]

•Leia Organa [90 Points]

+ Corps +

Fleet Troopers [67 Points]: Scatter Gun Trooper

Fleet Troopers [67 Points]: Scatter Gun Trooper

Rebel Troopers [62 Points]: Z-6 Trooper

Rebel Troopers [62 Points]: Z-6 Trooper

Rebel Troopers [62 Points]: Z-6 Trooper

Rebel Troopers [62 Points]: Z-6 Trooper

+ Special Forces +

Rebel Commandos - Strike Team [52 Points]: DH-447 Sniper, Duck and Cover

+ Support +

1.4 FD Laser Cannon Team† [70 Points]

1.4 FD Laser Cannon Team† [70 Points]

+ Command Hand +

Command Hand: •Ambush, ••Push, •••Assault, ••••Standing Orders

++ Total: [784 Points] ++

Created with BattleScribe

Share this post


Link to post
Share on other sites

Here's what I plan on running.

793/800
Leia Organa [90]
Commanding Presence [10]
Improvised Orders [10]

Han Solo [120]
Duck and Cover [8]
Emergency Stims [8]

Rebel Troopers [40]
Z-6 Trooper [22]

Rebel Troopers [40]
Z-6 Trooper [22]

Rebel Troopers [40]
Z-6 Trooper [22]

Rebel Troopers [40]

Rebel Commandos (Strike Team) [16]
DH-447 Sniper [28]
Grappling Hooks [3]

Rebel Commandos (Strike Team) [16]
DH-447 Sniper [28]
Grappling Hooks [3]

Rebel Commandos (Strike Team) [16]
DH-447 Sniper [28]
Grappling Hooks [3]

1.4 FD Laser Cannon Team [70]
HQ Uplink [10]
Overcharged Generator [10]

1.4 FD Laser Cannon Team [70]
HQ Uplink [10]
Overcharged Generator [10]

Commands:
Standing Orders
Sorry About the Mess
Coordinated Bombardment
No Time for Sorrows
Reckless Diversion
Change of Plans
Somebody Has to Save Our Skins

 

 

Share this post


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

1.4 FD Laser Cannon Team [70]
HQ Uplink [10]
Overcharged Generator [10]

overcharged instead of barrage? They average very similar numbers of hits without the aim token. Does your meta have so much armour that impact would be better than suppressive?

Share this post


Link to post
Share on other sites

Just going to jump in here and remind people that, as a trooper unit, the 1.4 FD can be held back and deployed using the "Rapid Reinforcements" condition card.

Using that, you could shove one (or more) of the turrets into the rear of your opponents army to catch them off guard.

Share this post


Link to post
Share on other sites
5 minutes ago, Qark said:

overcharged instead of barrage? They average very similar numbers of hits without the aim token. Does your meta have so much armour that impact would be better than suppressive?

I figured since those two turrets are the only Impact I have in the list it would be better to have it if I needed it.  I know I can hope for crits to take out any AT-RTs but if I have to deal with an AT-ST or a T-47 (hey, it could happen) then the Overcharge seemed useful.

Fotunately, I can always swap out the Generator prior to a game since they are the same cost.

Just now, Indy_com said:

Just going to jump in here and remind people that, as a trooper unit, the 1.4 FD can be held back and deployed using the "Rapid Reinforcements" condition card.

Using that, you could shove one (or more) of the turrets into the rear of your opponents army to catch them off guard.

Oh, trust me, I'm aware of that. ?

Share this post


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

Here's what I plan on running.

793/800
Leia Organa [90]
Commanding Presence [10]
Improvised Orders [10]

Han Solo [120]
Duck and Cover [8]
Emergency Stims [8]

Rebel Troopers [40]
Z-6 Trooper [22]

Rebel Troopers [40]
Z-6 Trooper [22]

Rebel Troopers [40]
Z-6 Trooper [22]

Rebel Troopers [40]

Rebel Commandos (Strike Team) [16]
DH-447 Sniper [28]
Grappling Hooks [3]

Rebel Commandos (Strike Team) [16]
DH-447 Sniper [28]
Grappling Hooks [3]

Rebel Commandos (Strike Team) [16]
DH-447 Sniper [28]
Grappling Hooks [3]

1.4 FD Laser Cannon Team [70]
HQ Uplink [10]
Overcharged Generator [10]

1.4 FD Laser Cannon Team [70]
HQ Uplink [10]
Overcharged Generator [10]

Commands:
Standing Orders
Sorry About the Mess
Coordinated Bombardment
No Time for Sorrows
Reckless Diversion
Change of Plans
Somebody Has to Save Our Skins

 

 

Interesting list. but the only problem with it is you cannot have 3 special forces. You are only allowed to have 2.

Share this post


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

Interesting list. but the only problem with it is you cannot have 3 special forces. You are only allowed to have 2.

I beg to differ...

RRGv110 Pg44 under Rank:

? Special Forces: Each army may include up to three
special forces units.

Share this post


Link to post
Share on other sites
19 minutes ago, LordBubba said:

 Oh my bad. I’m sorry you’re totally right.?

No worries, not sure where people got the idea you can only have 2 Special Forces but it's not the first time I've heard that.

Share this post


Link to post
Share on other sites

799/800

Luke Skywalker 160
Force Push, Jedi Mind Trick, Emergency Stims,
Leia Organa 90
Esteemed Leader, Environmental Gear,
Rebel Troopers 40
Z-6 Trooper,
Rebel Troopers 40
Z-6 Trooper,
Rebel Troopers 40
Z-6 Trooper,
Rebel Troopers 40
Z-6 Trooper,
Fleet Troopers 44
Scatter Gun Trooper, Fleet Trooper, Environmental Gear, Concussion Grenades,
Rebel Commandos (Strike Team) 16
DH-447 Sniper, Grappling Hooks,
Rebel Commandos (Strike Team) 16
DH-447 Sniper, Grappling Hooks,
1.4 FD Laser Cannon Team 70
HQ Uplink, Barrage Generator,

I wouldn't leave home without Uplink on the FD, so taking a Generator only makes sense because you get more out of the recover action. Snipers because who doesn't like Range 4 shooting, Fleets to deliver a big whammy up front, 4 z-6 and Leia as the beating heart of the army, and Luke doing Luke things.

That said, it's very likely this list would be Red, and I don't like the FD as Red, so you can strip the fun extras out (mind trick, e-gear, nades) to taste if you want to bring a bid.

Edited by NoShieldsAllGuts

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...