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Enhanced Infantry

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Just now, Draycos said:

The captains  and specialists gain the weapon of the unit they are attaching to, just like adding a normal extra trooper, correct?

Yep. If you have a grenade on the squad, they get that too.

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I think a lot of the stuff in these two packs are meh??? I mean exhaust cards are questionable at best and the weapons at best are more lateral movements then something that we must have (FFG really value their surge to crits). If I had  to say the best of the pack is the DLT-A for Rebels? It may not be better then the Z-6, but at least it offers a clear role in why you would want it over other weapons. Maybe next week we will get the Clone Wars ones and they will have more stand out stuff (poison droid shotguns).

..........................IDK it really feel like this is a tournament expansion and we will have to wait until the pros get their hands on them to see if anything can shine brighter then the power of Z-6s and DLTs.

If anything the real value of these packs are the alt models for Rebels. Gonna have a lot of fun cutting off heads and diversifying the units.

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16 minutes ago, RyantheFett said:

I think a lot of the stuff in these two packs are meh??? I mean exhaust cards are questionable at best and the weapons at best are more lateral movements then something that we must have (FFG really value their surge to crits). If I had  to say the best of the pack is the DLT-A for Rebels? It may not be better then the Z-6, but at least it offers a clear role in why you would want it over other weapons. Maybe next week we will get the Clone Wars ones and they will have more stand out stuff (poison droid shotguns).

..........................IDK it really feel like this is a tournament expansion and we will have to wait until the pros get their hands on them to see if anything can shine brighter then the power of Z-6s and DLTs.

If anything the real value of these packs are the alt models for Rebels. Gonna have a lot of fun cutting off heads and diversifying the units.

The commander option is huge. There have been many times when having two actions on round 6 can decide the whole game, even if it’s just a double move to engage so that your opponent can’t cap an objective. A lot of the upgrades add more to function than to punch, like the rebel DLT, it’s not about the damage or the critical keyword, it’s about range 4. I think these upgrades are awesome, even though I question some of the point costs.

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1 hour ago, Draycos said:

The captains  and specialists gain the weapon of the unit they are attaching to, just like adding a normal extra trooper, correct?

Yes of course, they act like an additional stormtrooper, but with the added effects. Same armament as typical storms.

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57 minutes ago, That Blasted Samophlange said:

 Nope.   Imperial z6.  Less dice, but critical.   Plus, and here is the best part, it LOOKS COOL.  I'm happy with it.  Will use it, and will enjoy it.   

The only thing about adding more white dice to a pool of white dice, is that there is nothing offsetting their poor odds. When you add two red to a pool of white, you get consistency and the possibility of a decent attack each round. If you’re just rolling all white, you can expect nothing but swing, and if you have a run of poor luck, it can make a real negative game experience. So if you have the choice of something that has a wild swing that costs more, or something that has better range and a high level of consistency at a lower cost, most people will chose the later. But if it works for you, that’s cool too.

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3 minutes ago, JediPartisan said:

The only thing about adding more white dice to a pool of white dice, is that there is nothing offsetting their poor odds. When you add two red to a pool of white, you get consistency and the possibility of a decent attack each round. If you’re just rolling all white, you can expect nothing but swing, and if you have a run of poor luck, it can make a real negative game experience. So if you have the choice of something that has a wild swing that costs more, or something that has better range and a high level of consistency at a lower cost, most people will chose the later. But if it works for you, that’s cool too.

I think we really need to see the math on the damage output. I can crunch some numbers later tonight if I have time, but it's hard for us to quantify the value of the critical keyword. Sure, you may be getting more hits in a pool with a couple more red dice, but those could be soaked up quickly with cover and dodge. My guess is that with the T-21 we're going to see fewer reliable hits but more crits, ending up with roughly equal wounds dealt on average. This is all speculation at this point so take it with a grain of salt, but I think the T-21 will have its place.

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48 minutes ago, Dcalov said:

I think we really need to see the math on the damage output. I can crunch some numbers later tonight if I have time, but it's hard for us to quantify the value of the critical keyword. Sure, you may be getting more hits in a pool with a couple more red dice, but those could be soaked up quickly with cover and dodge. My guess is that with the T-21 we're going to see fewer reliable hits but more crits, ending up with roughly equal wounds dealt on average. This is all speculation at this point so take it with a grain of salt, but I think the T-21 will have its place.

Agree with this. You also need to factor in Commander, and steady sources of Aim tokens. Larger attack pools generally benefit more from plenty Aim tokens, so with Veers, the T-21 and the RT-97c will probably see more use. If your commanders are more offensive, like Vader or The Senate, you'll perhaps be better off sticking to DLTs.

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I'm trying to work out how to fit in the ST Specialist.

I'm not suggesting this is the only build, but if you are going to Exhaust/Recover every turn, you probably end up with:

Stormtroopers (44 + 48 = 92)
--HH-12 Stormtrooper (26), Stormtrooper Specialist (15), Grappling Hooks (3), Targeting Scopes (4)
That's 92 points for Impact 3, more or less guaranteed every turn, from an elevated position. I don't think it's worth it.

Activate, Exhaust for an Aim (maybe another from Spotter), Attack (R3: 3Black, 5White, Precise 2, Impact 3, so 4 rerolls to get your impact hits and some crits, then 4 rerolls to crit fish), Recover. 

Edited by Jedirev

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2 minutes ago, JediPartisan said:

But where’s my clone upgrades!!😭😭😭

You misspelled droids.😉

On a serious note they should be next week right? FFG use to like to do a announcement a week for Legion, at least for a bit they did. I would also say that sets up unit expansions for November and bunker and pod (maybe??) for December.

Conspiracy theory time!!!: With them doing everything for Empire and Rebels in just one article does that help push the theory that they are hiding something? They have revealed almost everything for the bunker, escape pod, and now grouping up the unit pack in mid October. That is a lot of time to go without articles and they are still missing two SKUs. I mean sure they can start revealing stuff set for next year, but I don't know how to feel about their articles being months ahead of release..................

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1 hour ago, Dcalov said:

I think we really need to see the math on the damage output. I can crunch some numbers later tonight if I have time, but it's hard for us to quantify the value of the critical keyword. Sure, you may be getting more hits in a pool with a couple more red dice, but those could be soaked up quickly with cover and dodge. My guess is that with the T-21 we're going to see fewer reliable hits but more crits, ending up with roughly equal wounds dealt on average. This is all speculation at this point so take it with a grain of salt, but I think the T-21 will have its place.

Without factoring in Aim, base Stormtroopers with DLT will average 3.25 hits, 0.75 of which are crits. Base Stormtroopers with T-21 will average 3 hits, 2 of which are crits. When cost is factored in, the DLT squad is more efficient against unarmored targets in light or no cover. The T-21 squad is better against unarmored targets in heavy cover, and all armored targets. As has been mentioned, Aim should push the numbers even further in the T-21's favor. However, the DLT's range 4 cannot be discounted. 

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2 minutes ago, RyantheFett said:

You misspelled droids.😉

On a serious note they should be next week right? FFG use to like to do a announcement a week for Legion, at least for a bit they did. I would also say that sets up unit expansions for November and bunker and pod (maybe??) for December.

Conspiracy theory time!!!: With them doing everything for Empire and Rebels in just one article does that help push the theory that they are hiding something? They have revealed almost everything for the bunker, escape pod, and now grouping up the unit pack in mid October. That is a lot of time to go without articles and they are still missing two SKUs. I mean sure they can start revealing stuff set for next year, but I don't know how to feel about their articles being months ahead of release..................

#WheresTheHype is the campaign you are looking for. They (FFG) need to get better at the sneak peak/ reveal/ release sequence.  

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4 hours ago, TauntaunScout said:

"The Rebel Alliance knows that its troops are likely to face powerful Imperial vehicles any time they engage Imperial troops, and an MPL-57 Ion Trooper can prove invaluable when they do."

I will be laughing for a week.

Actually with the new trooper option, you have the option to tap out then attack with your dodge token, then recover , which also recovers your ion weapon. So instead of dodge and attack  with a regular unit, you can dodge recover and attack or dodge recover and move each turn now that you are recovering (and ditching your suppression into the bargain) you can recover the Ion weapon. The imperial equivalent gets to aim and attack although aim and moving won't benefit, although of course standby is always an option for either. 

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5 hours ago, Darth evil said:

i agree with you, Rebels can only cancel 1 hit with a dodge, but the Empire can roll into 2 more hits or 3 if they have Targeting Scopes so clearly the Rebel Specialist is inferior

Well I think 1 aim with white dice is not that intimidating, but dodge has the problem of not affecting crits. And with more aim, and more critical these days it's hard to get good usage out of dodge tokens. 

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6 hours ago, jocke01 said:

Don't care much for the range 4 rebel gun as a z-6 is better suited for the rest of the rebel range 3 gun.

The 20 point range 2 gun might be fun on a offensive squad, but the new cheap ion rifle is perhaps still better

What/where is this "new cheap ion rifle?"

3 hours ago, Draycos said:

The captains  and specialists gain the weapon of the unit they are attaching to, just like adding a normal extra trooper, correct?

Yes. Again, all minis added by Trooper upgrades (Personnel and Heavy Weapon) have all the stats of the base unit card, plus whatever is on their card.

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18 minutes ago, That Blasted Samophlange said:

I still think the best thing about these packs is it is a way to get another squad/corps unit to table.

I'm with you there. I might be getting quite a few not just for the options, but for the alternate sculpts. Even if they're "officially" in sandtrooper gear, stormtroopers geared up with a little more than just a blaster and a belt is a welcome sight. The aliens for rebels even more so. 

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8 hours ago, RyantheFett said:

You misspelled droids.😉

On a serious note they should be next week right? FFG use to like to do a announcement a week for Legion, at least for a bit they did. I would also say that sets up unit expansions for November and bunker and pod (maybe??) for December.

Conspiracy theory time!!!: With them doing everything for Empire and Rebels in just one article does that help push the theory that they are hiding something? They have revealed almost everything for the bunker, escape pod, and now grouping up the unit pack in mid October. That is a lot of time to go without articles and they are still missing two SKUs. I mean sure they can start revealing stuff set for next year, but I don't know how to feel about their articles being months ahead of release..................

I thought the Obi alternate sculpt (the one only available in Europe) took up one of those SKUs, but I haven’t heard confirmation. I’m hoping the last SKU is a Priority Supplies like expansions that is Clone Wars themed, but can be used by everyone. It would be so cool to get new Battle Cards.😎

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2 hours ago, JediPartisan said:

I thought the Obi alternate sculpt (the one only available in Europe) took up one of those SKUs, but I haven’t heard confirmation. I’m hoping the last SKU is a Priority Supplies like expansions that is Clone Wars themed, but can be used by everyone. It would be so cool to get new Battle Cards.😎

Promo and limited edition stuff have different SKU codes. There's still two missing, probably Operatives for Republic and CIS.

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3 hours ago, jocke01 said:

The rebel troopers ion gun got reduced to 24p in latest errata.

Oh. I thought he was talking about something else given that AKSHUALLY *pushes glasses all the way up bridge of nose* it's a grenade launcher, not a rifle. The Snowtrooper gun is more like a rifle.

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45 minutes ago, arnoldrew said:

Oh. I thought he was talking about something else given that AKSHUALLY *pushes glasses all the way up bridge of nose* it's a grenade launcher, not a rifle. The Snowtrooper gun is more like a rifle.

You are correct, it's a launcher. I think that the ion and range 3 is more useful than short range and just impact. 

My concern about the new guns is that the z-6 and ion launcher are more useful to the rebel troopers. Fleet troopers would Love the new scattergun and the veterans would Love the range 4 gun.

However the 20p scattergun has an average of 2 hits per attack so maybe it's useful on a trooper squad with grenades that tries to get close, but maybe fleet troopers is the better choice then.

All in all I'm very hyped for the new models, but not impressed with the new guns and personnel. At least not in theory, will see when they hit the table.

Edited by jocke01

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