TauntaunScout 4,276 Posted June 30, 2019 3 hours ago, Alpha17 said: You have to run corps with the E-Web due to force structure requirements, so that's that much of a change. It is since in that scenario the e-webs take up 3 of 9 possible slots instead of 3 of 6. Though this leads me to: Do the detachments count towards your minimum 3 corps? That might be interesting if so. Quote Share this post Link to post Share on other sites
arnoldrew 1,713 Posted June 30, 2019 33 minutes ago, TauntaunScout said: It is since in that scenario the e-webs take up 3 of 9 possible slots instead of 3 of 6. Though this leads me to: Do the detachments count towards your minimum 3 corps? That might be interesting if so. They definitely count just like any other unit. Quote Share this post Link to post Share on other sites
TauntaunScout 4,276 Posted June 30, 2019 15 minutes ago, arnoldrew said: They definitely count just like any other unit. Whee! Maaaybe that'll shake the lists up once people start playing with them a bit. 1 Derrault reacted to this Quote Share this post Link to post Share on other sites
CaptainRocket 527 Posted July 1, 2019 21 hours ago, TauntaunScout said: Whee! Maaaybe that'll shake the lists up once people start playing with them a bit. Yup, three snipers, three corps + three detachments, and two heavy hitters. Maybe Palp an Vader together at last? Quote Share this post Link to post Share on other sites
ScummyRebel 5,346 Posted July 1, 2019 38 minutes ago, CaptainRocket said: Yup, three snipers, three corps + three detachments, and two heavy hitters. Maybe Palp an Vader together at last? I’m not convinced the mortar team will be as useful enough to merit 3 of them. I guess it is board dependent. 1 Alpha17 reacted to this Quote Share this post Link to post Share on other sites
ExplosiveTooka 369 Posted July 1, 2019 What does the mortar team do? Quote Share this post Link to post Share on other sites
ScummyRebel 5,346 Posted July 1, 2019 3 minutes ago, ExplosiveTooka said: What does the mortar team do? I believe it was mentioned in an interview that it’s the ATST mortar on a base. So we know the dice pool, weapon keywords and range. We don’t know the health/courage, etc. Quote Share this post Link to post Share on other sites
Darth Sanguis 6,327 Posted July 1, 2019 (edited) 12 minutes ago, ExplosiveTooka said: What does the mortar team do? Allegedly 7 minutes ago, ScummyRebel said: I believe it was mentioned in an interview that it’s the ATST mortar on a base. So we know the dice pool, weapon keywords and range. We don’t know the health/courage, etc. Not gonna lie, I was hoping it was a little better.... Edited July 1, 2019 by Darth Sanguis 1 Alpha17 reacted to this Quote Share this post Link to post Share on other sites
Zrob314 833 Posted July 1, 2019 (edited) 24 minutes ago, Darth Sanguis said: Allegedly Not gonna lie, I was hoping it was a little better.... Suppressive, range 4+ That's gonna generate an average of 1.125per shot. While low profile will mitigate that damage that's two suppression tokens. And that's you're anti sniper Even better, my Sniper adds the mortar to his attack pool with fire support. Now it's got sharpshooter. DLT use their suppressive weapon against snipers and add in fire support. Nahh, I'm down with this. Edited July 1, 2019 by Zrob314 2 Tirion and Darth Sanguis reacted to this Quote Share this post Link to post Share on other sites
Darth Sanguis 6,327 Posted July 1, 2019 2 minutes ago, Zrob314 said: Suppressive, range 4+ That's gonna generate an average of 1.125per shot. While low profile will mitigate that damage that's two suppression tokens. And that's you're anti sniper Do we know if the detachment counts against your rank count while building? I'm under the presumption it would. I don't know I'd be willing to sacrifice 2 or 3 core slots for anti-sniper.... but then our meta isn't competitively geared, people are just starting to use 9-12 activation lists with max snipers... Quote Share this post Link to post Share on other sites
Darth Sanguis 6,327 Posted July 1, 2019 12 minutes ago, Zrob314 said: Even better, my Sniper adds the mortar to his attack pool with fire support. Now it's got sharpshooter. DLT use their suppressive weapon against snipers and add in fire support. Nahh, I'm down with this. That... I hadn't considered... hot ****... 1 Zrob314 reacted to this Quote Share this post Link to post Share on other sites
Zrob314 833 Posted July 1, 2019 2 minutes ago, Darth Sanguis said: Do we know if the detachment counts against your rank count while building? I'm under the presumption it would. I don't know I'd be willing to sacrifice 2 or 3 core slots for anti-sniper.... but then our meta isn't competitively geared, people are just starting to use 9-12 activation lists with max snipers... 4-6 Core slots. You've gotta have the requisite shoretroopers to put one in. 1 Darth Sanguis reacted to this Quote Share this post Link to post Share on other sites
TallGiraffe 3,447 Posted July 1, 2019 On 6/29/2019 at 6:16 PM, Proton Torpedo said: Disappointed that there are no range 4 weapons. Seems like Rebels could have used one. How many R4 options does the Empire have? Quote Share this post Link to post Share on other sites
FSD 865 Posted July 1, 2019 14 minutes ago, TallGiraffe said: How many R4 options does the Empire have? Death Troopers, DLT, HH-12, Snipers, Occupier, AT-ST, Bossk, Veers 1pip, Boba's 3 pip, Quote Share this post Link to post Share on other sites
Lemmiwinks86 934 Posted July 1, 2019 8 minutes ago, TallGiraffe said: How many R4 options does the Empire have? If I'm not missing something: -Stormtrooper DLT -Stormtrooper HH-12 -AT-ST MS4 Twin Blaster Cannon -AT-ST Mortar Launcher -Veers' command card "Maximum Firepower" -Scout Trooper DLT -Boba Fett's command card "Z6 Jetpack Rocket" -Death Troopers' E11D config rifle -Occupier Tank Lateral Quad Cannons -Occupier Tank's hardpoint options -Bossk For Rebels: -AT-RT Laser Cannon -Leia's command card "Coordinated Bombardment" -Rebel Commandos sniper -1.4 FD Laser Cannon -Rebel Pathfinders' A-300 config rifle -Landspeeder's RPS-6 Rocket gunner Quote Share this post Link to post Share on other sites
arnoldrew 1,713 Posted July 1, 2019 2 hours ago, Darth Sanguis said: Do we know if the detachment counts against your rank count while building? I'm under the presumption it would. I don't know I'd be willing to sacrifice 2 or 3 core slots for anti-sniper.... but then our meta isn't competitively geared, people are just starting to use 9-12 activation lists with max snipers... Yes, we have all the rules for Detachment in the newest RRG. Quote Share this post Link to post Share on other sites
NeonWolf 942 Posted July 1, 2019 2 hours ago, Zrob314 said: Suppressive, range 4+ That's gonna generate an average of 1.125per shot. While low profile will mitigate that damage that's two suppression tokens. And that's you're anti sniper Even better, my Sniper adds the mortar to his attack pool with fire support. Now it's got sharpshooter. DLT use their suppressive weapon against snipers and add in fire support. Nahh, I'm down with this. Are we sure that the Mortar actually gets Fire Support? Quote Share this post Link to post Share on other sites
Ghost Dancer 401 Posted July 1, 2019 32 minutes ago, NeonWolf said: Are we sure that the Mortar actually gets Fire Support? I think the point of these detachments is that they bolster other units. Everything else about the vets and shores is comparable - I don't see why they would differ in having fire support. Quote Share this post Link to post Share on other sites
Zrob314 833 Posted July 1, 2019 35 minutes ago, NeonWolf said: Are we sure that the Mortar actually gets Fire Support? I'm making an assumption based on the rebel one. If I'm wrong, I'm wrong. It's still not the worst thing. I'be got to pay 200 points to get one in my army as it is now. This will be cheaper. Quote Share this post Link to post Share on other sites
NeonWolf 942 Posted July 1, 2019 1 minute ago, Ghost Dancer said: I think the point of these detachments is that they bolster other units. Everything else about the vets and shores is comparable - I don't see why they would differ in having fire support. Same reason that Rebel Troopers have Nimble and Stormtroopers have Precise. There aren't any other units that are identical between the two factions, just similar. Quote Share this post Link to post Share on other sites
NeonWolf 942 Posted July 1, 2019 Just now, Zrob314 said: I'm making an assumption based on the rebel one. If I'm wrong, I'm wrong. It's still not the worst thing. I'be got to pay 200 points to get one in my army as it is now. This will be cheaper. Sure, I was just wondering if the unit card had been spoiled somewhere and I'd missed it. Quote Share this post Link to post Share on other sites
Ghost Dancer 401 Posted July 1, 2019 1 minute ago, NeonWolf said: Same reason that Rebel Troopers have Nimble and Stormtroopers have Precise. There aren't any other units that are identical between the two factions, just similar. Those are comparable abilities: aim and dodge are two sides of the same coin, so to speak. The vets and shores each have an ability based on being issued orders: imps get aim tokens, rebels get dodge. Fire support does not share similarities with another ability in this way. 1 NeonWolf reacted to this Quote Share this post Link to post Share on other sites
ExplosiveTooka 369 Posted July 1, 2019 Btw why are competitive folks saying defend is bad? It gives you a free dodge, which let's you activate other rebel troopers earlier without worrying about survivability 1 Alpha17 reacted to this Quote Share this post Link to post Share on other sites
UnitOmega 2,818 Posted July 1, 2019 I expect the Mortar Team will also have Critical - I believe in an interview the devs talked about how they wanted to give them Surge To Crit, but technically this wouldn't aid Fire Support (because you add the weapon but it's still the original unit making the attack) so they can convert a bit on those white dice. Quote Share this post Link to post Share on other sites
NeonWolf 942 Posted July 1, 2019 5 minutes ago, Ghost Dancer said: Those are comparable abilities: aim and dodge are two sides of the same coin, so to speak. The vets and shores each have an ability based on being issued orders: imps get aim tokens, rebels get dodge. Fire support does not share similarities with another ability in this way. Not saying you're wrong. However, IF the mortar is the same one as from the AT-ST then it will be range 4+ while the Shoretroopers are range 1-3. I'd say there is as good of a chance of the mortar not having Fire Support due to this as your assumption that it will because the Rebel medium blaster does have it. Quote Share this post Link to post Share on other sites