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The Empire’s Shield - Shore trooper article

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As someone who hasn't played yet, how good are they? Stormtroopers get a little old after a while, but I dislike the thematics of putting Snowtroopers all over the place, and every squad has a minimum of 3 corps units. Are these going to be comparable to Clone Troopers in power level, or a bit below?

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5 minutes ago, ClassicalMoser said:

As someone who hasn't played yet, how good are they? Stormtroopers get a little old after a while, but I dislike the thematics of putting Snowtroopers all over the place, and every squad has a minimum of 3 corps units. Are these going to be comparable to Clone Troopers in power level, or a bit below?

It's definitely comparable to clones. The clones have more abilities, but the shoretroopers definitely have the better heavy weapon and Target 1 is pretty great.

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Just now, thepopemobile100 said:

It's definitely comparable to clones. The clones have more abilities, but the shoretroopers definitely have the better heavy weapon and Target 1 is pretty great.

Slightly off-topic, but related note: Are corps units without heavy weapons a waste of points? In lists I've seen I'm pretty sure every corps unit has had heavy weapons, which is a little weird to me, thematically.

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Just now, ClassicalMoser said:

Slightly off-topic, but related note: Are corps units without heavy weapons a waste of points? In lists I've seen I'm pretty sure every corps unit has had heavy weapons, which is a little weird to me, thematically.

Pretty much. A lot of the stopping power of a corp unit comes from the heavy. If you don't want to run a corp with a heavy, it's best to keep that unit held back to capture objectives close to your deployment where they won't see much if any fighting.

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I'm quite excited for shoretroopers, will be a very welcome change to not have to use stormtroopers for my corps everytime, as I share the disinterest to use snow troopers for thematic reasons. Plus shoretroopers will be a great new painting scheme as well. 

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So I compare the special gun to the vets version, 32p for the special weapon which has better dice and more range than the rebel version and only costs 1 more point. Yes only critical 1 compared to critical 2 for the vets but critical 1 can't be that expensive of an upgrade. 

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23 minutes ago, ClassicalMoser said:

Slightly off-topic, but related note: Are corps units without heavy weapons a waste of points? In lists I've seen I'm pretty sure every corps unit has had heavy weapons, which is a little weird to me, thematically.

 

An average unit in Legion is roughly Team-sized in terms of modern military force structure. Each team in a squad will generally have symmetrical weapons (1x Grenadier, 1 Squad Automatic, 2 riflemen for example), so that either can be used as an assault/base of fire element as needed. While the specifics on this vary from military to military, it's pretty common to have all teams in a squad (usually 2, but the USMC, notably has 3) to have a higher casualty-producing weapon to augment their riflemen. Whether or not this is how Star Wars militaries operate, who knows, but it's not an unusual organizational structure.

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1 hour ago, ClassicalMoser said:

Are these going to be comparable to Clone Troopers in power level, or a bit below?

Phase I Clone Troopers and Shoretroopers have the same cost, same number of models in the unit, same health per model, same courage, same movement template, same defense die, same lack of surges and the same offensive dice at the same ranges.  Shoretroopers have one extra upgrade slot, and both units require receiving an order to activate their abilities.  Fire Support has the potential to make a huge impact, but often won’t mean anything, whereas Target 1 will help nearly every round but with lower potential impact.  I think these two units are about as evenly matched as you can get, at least in terms of the base unit.

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11 minutes ago, GooeyChewie said:

Phase I Clone Troopers and Shore troopers have the same cost, same number of models in the unit, same health per model, same courage, same movement template, same defense die, same lack of surges and the same offensive dice at the same ranges.  Shore troopers have one extra upgrade slot, and both units require receiving an order to activate their abilities.  Fire Support has the potential to make a huge impact, but often won’t mean anything, whereas Target 1 will help nearly every round but with lower potential impact.  I think these two units are about as evenly matched as you can get, at least in terms of the base unit.

This makes me sad as a new player starting with the Clones. The idea that they would be the elite infantry is what draws me to them as a faction and released right along side them is a core unit for the Empire with darn near identical stats... I mean, I am happy for the Empire, but it makes the clone core unit feel that much less special, and makes me want to use Phase 2 clones all that much more. 

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11 minutes ago, Draycos said:

This makes me sad as a new player starting with the Clones. The idea that they would be the elite infantry is what draws me to them as a faction and released right along side them is a core unit for the Empire with darn near identical stats... I mean, I am happy for the Empire, but it makes the clone core unit feel that much less special, and makes me want to use Phase 2 clones all that much more. 

I think the Republic is still going to be the faction of “elite infantry.”  Phase I Clone Troopers are their gruntiest grunts, and they match the most powerful Corp units the Empire has to offer.

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24 minutes ago, Draycos said:

This makes me sad as a new player starting with the Clones. The idea that they would be the elite infantry is what draws me to them as a faction and released right along side them is a core unit for the Empire with darn near identical stats... I mean, I am happy for the Empire, but it makes the clone core unit feel that much less special, and makes me want to use Phase 2 clones all that much more. 

You just have to remember that the Republics most grunt, basic corps unit is as even as the empires most elite trained corps unit, if u think of it that way the republic still feels like an elite army

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11 minutes ago, GooeyChewie said:

I think the Republic is still going to be the faction of “elite infantry.”  Phase I Clone Troopers are their gruntiest grunts, and they match the most powerful Corp units the Empire has to offer.

 

7 minutes ago, lunitic501 said:

You just have to remember that the Republics most grunt, basic corps unit is as even as the empires most elite trained corps unit, if u think of it that way the republic still feels like an elite army

You are both right. Thematically that makes sense and makes me feel a little better about it. I'm just look forward to the "Elites" in this army of Elites. I do wish that the clones could have had at least a month of being the only core unit with black attack and red defense dice. Not a big deal though.

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2 hours ago, MasterShake2 said:

 

An average unit in Legion is roughly Team-sized in terms of modern military force structure. Each team in a squad will generally have symmetrical weapons (1x Grenadier, 1 Squad Automatic, 2 riflemen for example), so that either can be used as an assault/base of fire element as needed. While the specifics on this vary from military to military, it's pretty common to have all teams in a squad (usually 2, but the USMC, notably has 3) to have a higher casualty-producing weapon to augment their riflemen. Whether or not this is how Star Wars militaries operate, who knows, but it's not an unusual organizational structure.

In WEG 10 man squads with 2 specialists was very common.  So the proportions are about the same as Legion. It just works well for keeping games interesting too. 

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3 hours ago, ClassicalMoser said:

Slightly off-topic, but related note: Are corps units without heavy weapons a waste of points? In lists I've seen I'm pretty sure every corps unit has had heavy weapons, which is a little weird to me, thematically.

I do it all the time. Stormtroopers really benefit from the DLT (best fun in the game for it's cost and commonality) but rebel troopers are sometimes not worth taking the Z6. Sometimes they work better as pure objective grabbers

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4 hours ago, landoro said:

So I compare the special gun to the vets version, 32p for the special weapon which has better dice and more range than the rebel version and only costs 1 more point. Yes only critical 1 compared to critical 2 for the vets but critical 1 can't be that expensive of an upgrade. 

I noticed the same thing. Shoretroopers get a superior dice pool on their gun, better range, and also make far better use of the critical keyword since they don't surge to hit.  Rebels gain an additional critical...that they really don't need that much since they surge to hit.

Seems like the rebel vets really got the short end of the stick on this one, at least from where I stand. Am I missing something?

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13 minutes ago, Jedhead said:

I noticed the same thing. Shoretroopers get a superior dice pool on their gun, better range, and also make far better use of the critical keyword since they don't surge to hit.  Rebels gain an additional critical...that they really don't need that much since they surge to hit.

Seems like the rebel vets really got the short end of the stick on this one, at least from where I stand. Am I missing something?

Well Rebel Vets *cough Echo Base troopers* are actually in the proper films and make sense vs. shoretroopers that specialize in fighting on beaches but nonetheless fight on beaches already swarming with regular stormtroopers.

I guess that's only really a consolation prize as it were...

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7 minutes ago, GreatMazinkaiser said:

Well Rebel Vets *cough Echo Base troopers* are actually in the proper films and make sense vs. shoretroopers that specialize in fighting on beaches but nonetheless fight on beaches already swarming with regular stormtroopers.

I guess that's only really a consolation prize as it were...

I will field them with pride!

I just wish I could be proudly more cost-effective...

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1 hour ago, Jedhead said:

I noticed the same thing. Shoretroopers get a superior dice pool on their gun, better range, and also make far better use of the critical keyword since they don't surge to hit.  Rebels gain an additional critical...that they really don't need that much since they surge to hit.

Seems like the rebel vets really got the short end of the stick on this one, at least from where I stand. Am I missing something?

Don’t forget shoretroopers are a point more expensive base, and have a red defense die.  No, you’re not missing anything.  The CMO is dang expensive for what it brings.  

Regardless, shoretroopers look like a nice new corps for Empire.  They have a different style from stormtroopers and anowtroopers.  I’m still not sure about the mortar, but it’s potentially deadly with all the suppression the empire can dish out in a single round.

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6 hours ago, landoro said:

So I compare the special gun to the vets version, 32p for the special weapon which has better dice and more range than the rebel version and only costs 1 more point. Yes only critical 1 compared to critical 2 for the vets but critical 1 can't be that expensive of an upgrade. 

It has better dice but with the Vet's surge it comes out to the exact same average damage.

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5 hours ago, Draycos said:

This makes me sad as a new player starting with the Clones. The idea that they would be the elite infantry is what draws me to them as a faction and released right along side them is a core unit for the Empire with darn near identical stats... I mean, I am happy for the Empire, but it makes the clone core unit feel that much less special, and makes me want to use Phase 2 clones all that much more. 

Shoretroopers are the most elite, most expensive Corp option for the Empire. Phase 1 Clones are the cheapest, worst Corps option available for the Republic and cost the same as Shoretroopers. If that doesn't scream "elite infantry" faction then I don't know what does.

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2 hours ago, Dosiere said:

Don’t forget shoretroopers are a point more expensive base, and have a red defense die.  No, you’re not missing anything.  The CMO is dang expensive for what it brings.  

Regardless, shoretroopers look like a nice new corps for Empire.  They have a different style from stormtroopers and anowtroopers.  I’m still not sure about the mortar, but it’s potentially deadly with all the suppression the empire can dish out in a single round.

I think the mortar will be handy. You can use it for fire support and then your shoretrooper attacks pool is up to 6 black, 5 white with 2 surge to crit and supressive, that seems pretty deadly to me. Critical 2 is almost as good as having surge to hit, makes them fairly reliable. Or the mortar can be used on its own, just pump out more supressive fire at range 4 alongside units like Bossk and deathtroopers. That being said, the mortar on top of shoretroopers is a fairly big investment, I'm not sure I'd always want to take a 1:1 ratio of shoretroopers to mortars, as that really starts to stack up pts wise, and I think shoretroopers would perform well on their own without the mortar. I also look forward to using shoretroopers with ewebs, sure they can't provide fire support but shoretrooper ability works on the eweb, some nice extra order control. 

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