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bllaw

Fully Loaded Rebel Troopers

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800/800
Leia Organa [90](95)
Esteemed Leader [5]

Rebel Troopers [40](80)
Z-6 Trooper [22]
Rebel Trooper [10]
Environmental Gear [3]
Fragmentation Grenades [5]

Rebel Troopers [40](80)
Z-6 Trooper [22]
Rebel Trooper [10]
Environmental Gear [3]
Fragmentation Grenades [5]

Rebel Troopers [40](80)
Z-6 Trooper [22]
Rebel Trooper [10]
Environmental Gear [3]
Fragmentation Grenades [5]

Rebel Troopers [40](80)
Z-6 Trooper [22]
Rebel Trooper [10]
Environmental Gear [3]
Fragmentation Grenades [5]
 
Rebel Troopers [40](80)
Z-6 Trooper [22]
Rebel Trooper [10]
Environmental Gear [3]
Fragmentation Grenades [5]

Rebel Troopers [40](80)
Z-6 Trooper [22]
Rebel Trooper [10]
Environmental Gear [3]
Fragmentation Grenades [5]

Wookiee Warriors [75](130)
Bowcaster Wookiee [35]
Tenacity [4]
Duck and Cover [8]
Emergency Stims [8]
 
AT-RT [55](95)
Long-Range Comlink [10]
AT-RT Rotary Blaster [30

So I tried out this list in one game and oh man it was loads of fun and extremely deadly! The troopers are able to slowly push into range one and then IMO opinion their 6 white 5 red surge to crit is better than even the snowies flamer  because you can throw all those dice even at an expensive commander. The wookies are there to deal with any melee units like Royal guards so they don't wreck havoc since the strategy is to get close in ASAP. Then the AT-RT is just a necessity for me in all my armies. What do y'all think?

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He's got 1, 2, 3, 4, 5 Rebel Troopers? Oh, wait. There's another one. So 6 troopers all fully decked out. This list seems like a really powerful list. I personally like really thematic armies and for me, this army is just plain. Don't get me wrong, it's a great list, but it lacks that flavor of unity.

But hey, that's Legion.

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I'd like to try it.  I think I only have 5 Rebel Trooper units painted up though.  I would like to try the grenades (i've never taken any grenades ever)

I would like to ask why the rotary walker is a necessity?  I've completely stopped using mine altogether.  They have always underperformed. even with an aim token, I'm lucky to get 1, 1.5 hits.  and if I do get 4 hits, my opponent rolls 4 blocks.  I've had much more luck with the FD1.4 and barrage generator even though it rolls similar dice, the suppressive keyword is awesome. The range 4 works better for me and I can get uplink for the cost of the rotary with a comms upgrade

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2 hours ago, buckero0 said:

I would like to ask why the rotary walker is a necessity?  I've completely stopped using mine altogether.  They have always underperformed. even with an aim token, I'm lucky to get 1, 1.5 hits.  and if I do get 4 hits, my opponent rolls 4 blocks.  I've had much more luck with the FD1.4 and barrage generator even though it rolls similar dice, the suppressive keyword is awesome. The range 4 works better for me and I can get uplink for the cost of the rotary with a comms upgrade

+1 to this. The AT-RT has always disappointed me, ALWAYS

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On 3/19/2019 at 8:36 AM, buckero0 said:

I would like to ask why the rotary walker is a necessity?  I've completely stopped using mine altogether.  They have always underperformed. even with an aim token, I'm lucky to get 1, 1.5 hits.  and if I do get 4 hits, my opponent rolls 4 blocks.  I've had much more luck with the FD1.4 and barrage generator even though it rolls similar dice, the suppressive keyword is awesome. The range 4 works better for me and I can get uplink for the cost of the rotary with a comms upgrade

I was actually thinking of switching the AT-RT out for the FD1.4 too but i've just had the rotary perform exceptionally well for me. Also, for the troopers to be able to get to range 1, i used the ATRT to go ahead and lay down cover fire while it also gave my units light cover as they advance. But both the FD and ATRT are completely interchangeable as they cost within 5 pts of each other,

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