Corps, Unit Analysis

Rebel specialists unit analysis

Rebel specialists unit analysis:

“Don’t get me started on that medical droid…”

The specialist pack is a unique expansion at this point in legion. Instead of giving you a new unit it gives you 4 different personnel upgrades to your other units as well as a generic commander option. So what’s so special about the rebel specialists?

Let’s find out.

Rebel officer (unit)

“He’s right behind me, isn’t he?”

This is the unit version of the rebel officer, it’s a generic commander (no unique dot in the name) and works just the same as our other commanders with 2 differences. It’s not unique so you could have 2 of these in a single list, or even 4 in a team match. They also don’t have any unit specific command cards like Son of Skywalker for example.

Unit options and abilities

This image has an empty alt attribute; its file name is redofficer.jpg
Leia light

The officer comes in at 50 points and is a light version of Leia Organa. You get inspire, take cover and sharpshooter, but only value of 1 instead of 2. A weaker blaster, melee attack and you only get 4 hp instead of 6. You get one command slot and a gear slot. So at first glance there is a lot of stuff you give up for the 40 points you save. So Leia is in my mind a far more valuable choice when you want a support character. However those 40 points can give you a lot of other stuff or you could go with double generic officers for just 10 more points than Leia.

Builds and tactics

The officer

  • Rebel officer 50p
  • Esteemed leader 5p

Total 55p.

“Look out sir!”

This is the best option for the rebel officer IMO. 4hp is very easy to snipe down and if your opponent is bringing Bossk or Boba then they have an easy bounty. Esteemed leader helps a lot and gear is not really worth it, if you load this guy up to much you are better off just picking Leia. The main thing about this unit is a cheap command bubble that can give some support with take cover and inspire for your backline or power units.

So instead of thinking how to build your officer, let’s check in what kind of lists ge works well in. Luke and Leia is a classic commander pair and it’s effective no doubt about that, however you pay a minimum of 250 points in 2 models, probably close  to 300p with upgrades. Leia brings her command cards of course, but in a Luke and Leia list she is mostly backline support. Here you can swap Leia for a generic officer to get points to other stuff. Likewise if you play a Han&Chewie list you sink a lot of points into those guys and a generic officer is enough for some support and you want to focus on Solo’s command cards in that list anyway. With teamwork a single take cover Still gives 2 dodge tokens when given to Han or Chewie and the inspire 1 is enough to help Han from becoming suppressed or even panicked.

The generic brothers

“Come along, r4”

This is something I have been pondering lately, since Leia’s command cards and take cover don’t synergies well with vehicles I think that for a vehicle heavy list the double officer is something to consider. Vehicles are costly and they are fast, especially the speeders so having 2 command bubbles help a lot.

List:

2x generic officer 

  • Esteemed leader
  • 110p

1x Z-6 trooper squad 62p

1x Z-6 trooper squad with comms spec and comms relay 76p

2x Z-6 trooper squad with astromech 70p

3x at-rt 

  • Rotary blaster
  • 255p

Landspeeder

  • M-45 Ion blaster
  • RPS-6 Rocket gunner
  • Ryder Azadi
  • 154p

Total: 798p

The landspeeder is kitted for anti vehicle and the astromech squads are meant to march up behind the cover of the rotary at-rt’s repairing as they go. The list have 10 activations and the 2 officers help with command range, inspire and take cover in a large area. The comms specialist is there for the comms relay that helps getting orders to your speeder or other vehicles with cards like covering fire. This list uses both 2 officers and 2 astromechs so try it if you have 2 specialists boxes and tell me how it went.

Specialists (personnel upgrades)

Officer

Who’s in charge here?…not anymore

The officer personnel upgrade cost 19p and gives the unit +1 courage and inspire 1. He also uses the units weapons and profile so for a rebel trooper squad he is 9p more expensive than the extra trooper. With the amount of suppression the empire gives out, it’s always nice to have some extra inspire, especially from a corps unit. The big thing is the courage 2 however. Your commanders courage value helps against panicking, but having courage 2 means you need 2 suppression tokens after rally to lose your 2nd action, this is great. It also means that your unit can have a suppression token that increases their cover while still operating at maximum efficiency. For a rebel trooper squad this isn’t that life changing, you get to take a dodge action a little more often. For a trooper squad with ion though this is huge, since you want to recover that the gun as possible. Normally your opponent just needs to score a single hit on your ion squad before their activation to have a 66,6% chance of them being suppressed when activated. Another unit that really needs their second action is fleet troopers, regardless of heavy weapon choice since they will need to move often to get into range with their range 2 pistols. So if you have the points it’s a well worth add, to any fleet troopers squad or trooper squad with an exhaust weapon.

Comms specialist

“Yes and a corellian coke!”

A comms specialist gives your unit a comms upgrade slot and you have to add a comms upgrade to the unit. The interesting part is that the specialist cost 9 points and like the officer it uses the same profile as the unit it’s added to. So if you add this to a fleet trooper squad you get an extra trooper for just 9 points, of course with the caveat of buying a comms upgrade. You can think of it like a discount on the comms upgrade, as well as the opportunity to give one to a corps unit. So what kind of comms upgrades so we have and what should we take?

Comms relay 5p

“Bob, go tell Luke what to do”

This is the cheapest one and it gives you some extra order control and range. Like I pointed out earlier it can help to give orders to speeders or other units that moves ahead of the army and moves out of command range, this can be achieved by giving the vehicle a comms upgrade, but this is cheaper. It also combines well with the covering fire command card since that specifies 3 corps units, this could give an order token to a vehicle, commander or well anything other than a corps unit. The effect of the card triggers with corps unit of course, but 2 is enough to give you activation control for your corps. I would use this on comms specialist in a rebel trooper squad when using vehicles or a lot of special forces/operatives or if you run a single commander.

Hq uplink 10p

“Standby ion-control…Fire!”

FFG have a history of putting Toryn Farr on good cards and this is no exception. It suites units that really needs and order like a single heavy or lone special forces unit. You will have a pretty good chance to draw corps order token from your stack anyway so it’s not super crucial. There is 2 things about this though, if you play a Luke and Leia list it gets a little bit more value. Both their 2 pip command cards gives out bonuses when a trooper unit is issued an order, it doesn’t have to be order from the commander so the hq uplink lets you get more bonuses out of those cards. The second thing is the Solo trick. Solo’s 0 pip command card that guaranteed gives you priority combos with hq uplink, His card gives order only to himself, but with hq uplink you can get a first activation with another unit like a scattergun fleet trooper squad.

Long range comlink 10p

“Yes, it’s bears armed with sticks…no I’m not drunk”

You will most likely be able to stay within command range so I don’t recommend taking it.

Comms jammer 15p

“Jam their comlink, center switch!”

You will have a hard time getting to range 1 and even harder to stay alive there so this is more suited for faster units like the landspeeder or airspeeder.

Astromech

“you nearsighted scrap pile”

This little guy comes in at only 8 points and gives the unit repair with 2 charges as a free action. Unlike the officer and comms dude he doesn’t have any arms to hold a blaster so you don’t get to add any attack dice from him, ge also gets removed last from dmg (except for the unit leader). I really like the astromech since the rules changes to repair allowing the mech to repair repulsor vehicles. This changed the potential targets from 1 to 3 and makes it much more useable. Add this dude to a Z-6 trooper squad and pair them with an at-rt and you got a potent formation where the troopers can stay behind the cover of the at-rt and repair it when needed. At-rt’s comes in at a minimum of 80p if you buy a weapon hardpoint and with only a â…™ chance of blocking dmg they will be wounded very quickly. The astromech can give your vehicles 2 extra health or remove the crippling immobilized dmg token from a flamer at-rt. The repair to repulsor vehicles is a nice bonus, however I recommend pairing these dudes with at-rt’s. Losing 1 black attack die from a trooper squad is a small price to pay for a potential extra attack with a at-rt that would have been destroyed otherwise.

Medical droid

“Guess where this is going”

Very close to his astromech cousin he has the noncombatant keyword and gives a free action with 2 charges although this is for troopers and not vehicles. Unlike the astromech it doesn’t only remove wounds from damaged troopers, it can also restore a model to it’s mother unit. With the restriction that the model died in the current round and it’s mother unit is still alive. Models with multiple wounds gets restored with 1 hp remaining. 

The medical droid is expensive though with 18 points and non-combatant it’s a heavy investment. So you really want to use both charges before the game is over and hopefully in something more expensive than just a rebel trooper. It’s about target priority with the medical droids, where can you get the most value and greatest effect. I remember seeing a table with how much wounds were worth in points depending on point cost and armor save and It’s true that expensive wounds can be a priority and depending on the save, you get more out of the wounds sure. I however also look at what effect the extra wounds or models can bring. So for example Chewbacca and wookies have a terrible save as they only block â…™ hits, however they have very good offence. If you restore a wookie to a unit with tenacity, you get 2 black and 1 red dice extra of they can make a charge before taking more hits, same with Chewie as his offence in both melee and ranged is great, it is worth it to keep him alive. So while I still agree that using medics on targets with high cost and good save, I recommend that you don’t always go that route and think about what needs healing right now.

I decided to put down a list of units that pair extra well with medical droids:

  • Luke every wound on Luke is precious, he will most likely take about a quarter of your points and with red defence with deflect and immune pierce, he isn’t a fun target for your opponent to shoot. Since he is such a priority for your opponent, you might as well make it hard for them.
  • Han with the reckless diversion command card, you can force your opponent to shoot at han if possible. Thanks to low profile he will almost always have heavy cover and uncanny luck on that. He isn’t super tanky, but he will be a great dmg sponge for one round when your other units can operate almost without danger. A medical droid or two can help him survive a round like this, the more shots against han the better since it will keep your other fragile units alive.
  • Sabine same reason as Luke, she has very good save and is a huge threat.
  • Commandos and strike teams these units have the same durability as a normal trooper, but much higher cost. Keeping these units alive is key. The trick with strike teams is to try and Keep 1 member out of sight so ge can’t be targeted by hits. Then you use your medical droid to restore the lost model. This can make proton charge teams an endlessly annoyance in games.
  • Emplacement troopers coming in at 70 points minimum, this is a great unit to heal, since they will mostly be hit by sniper dmg that only deals 1-2 dmg at a time.
  • Pathfinders again price is a factor, but also the danger sense, the more shots they take the more dice they can throw in defence. A unit like this can be very hard to eliminate if placed on an objective and has a medical droid as support.
Unsung Heroes!

So that’s my analysis of the rebel specialist pack, agree disagree? You have some great tactics or lists with the specialist?

Let me know in the comments!

Corps, Unit Analysis

Unit Analysis Fleet Troopers

Fleet troopers

Did you hear that R2?

Coming in at a base cost of 44p with an extra trooper for 11p, just 1 point more than rebel troopers. Same speed, hp, courage and save. They got access to 2 heavy weapons, grenades and gear. They are however quite different in their playstyle. They are a glass cannon or hammer unit. they hit hard, but are very brittle. They require a much offensive playstyle than the normal troopers.

I’m ready for anything, *lightsaber sound…except that

Unit options and abilities

Unlike their normal trooper friends the fleet troopers got both defensive surge and surge-hit. They only have one ability and that is the steady keyword which gives the unit one aim token after they perform the standby action. 

The standby action is hard to use successfully since it’s very easy to counter. If you receive a suppression token you lose your standby, so in other Words any unit that attacks your standby unit need only one die with a hit result and you Lost your standby. I have used it successfully once and faced it once or twice. If you can place yourself behind a los blocking piece of terrain and your opponent wants to get past it or if they want to engage in melee and need multiple move actions to so it then it can give you a successful standby attack with an aim token. However since it’s limited to range 2, I recommend that you just move and try to take a normal shot.

“Shotguns? I didn’t think anyone used projectile weapons anymore.”

Fleet troopers have access to 2 different heavy weapons. The scatter gun for 23 points and the MPL-57 grenade launcher for 33p. They can also take grenades, personnel and a gear upgrade. The scattergun is an amazing weapon and the only downside is the range 1-2 limitation, however since fleet troopers have that range on their normal gun it isn’t that big a drawback anyway. The scattergun fires 2 red dice instead of the fleet troopers normal 2 white. This adds a 1.75 average hits thanks to the surge-hit and is a heavy increase in firepower over a normal fleet troopers 0.75 average hits with 2 white. In addition to this the gun has one of the best keywords in the game pierce. Pierce # cancels the same amount of rolled blocks on defence dice, this is taking straight from the descent/imperial assault game system and the thing that makes pierce so powerful is that it cancel the dice after it’s rolled a block. So for a stormtrooper that rolls on average 0.5 blocks per die needs to roll 4 dice in order to safely block a pierce shot (according to statistics). The only downside is that pierce don’t do anything of your opponent don’t roll any blocks, however if your opponent blanks hos defence roll…well you probably didn’t need that pierce. 

Why can’t I join a rebel trooper squad?

The grenade launcher is a totally different story and I don’t know what the game designers was thinking. It has range 1-3 which doesn’t synergies with the fleet troopers 1-2 range. It’s expensive coming in at 22 points more than the normal fleet trooper and is an exhaust weapon. So for that investment, what do you get?

Well you get 1 black and 2 white dice so just 1 black die over the fleet standard. 1.375 average dmg so just shy from double the dmg of the standard 2 white. It does have some fitting keywords for a grenade launcher though, impact 2 and blast. Impact 2 is pretty good for a handheld weapon and blast ensures that cover won’t stop your hits from becoming crits. Blast can of course be combined with the rest of the troopers attack if you are at range 2 to give the entire attack blast and ignore cover. This can of course be achieved with concussion grenades at range 1 combined with the scattergun for 5 less points, and no exhaust. 

Battlefield role

Unlike rebel troopers the fleet troopers are shock troops meant to be played offensive and attack rather than the multi-purpose of rebel troopers. I also think that fleet troopers works best as 1-2 squads rather than the spammable rebel troopers. Their defence is just as weak as normal troopers and they don’t have the nimble keyword, however their offensive output is much higher. Since their range is limited they need backup by other units that don’t just sit in your backline, combined with units like Luke or Han they can make an hammer to strike at your priority targets.

Run for cover, you fools

Builds and tactics

The run and gun

  • Fleet troopers 44p
  • Scattergun trooper 23p
  • Recon intel 2p
  • Fleet trooper* (optional)

Total 69-80p

This is the basic fleet trooper squad I use, either as 1 or a pair with 2-4 rebel troopers. The scattergun combined with the 4 standard models gets 4.75 hits with pierce 1. If you fire on a stormtrooper squad without cover and score 5 hits you will drop 3.5 dudes from that squad. This is some nice firepower to have. Now the downside is that the unit needs to survive Long enough to get into range. The recon intel helps a bit and is cheap, the extra trooper is optional ,but I recommend taking it of you can as every trooper adds 0.75 hits and you will lose a few on your way forward. My tactic with these guys is to hug los blocking terrain if it’s possible. I try to get them into position where they stand behind a wall or building where they can run out and attack any unit that comes within range of a speed 2 move and range 2. Don’t be afraid to leave them in the open after a attack like this, the dmg you inflict will be worth it, but of course use cover if you can.

This brings me into the Luke Slingshot: Luke Skywalker with force push is these guys best friend. You position these guys with Luke for round 2 or 3, then you use the command card my ally is the force to give both Luke and the fleets an order token and a dodge token. You then save Luke and the fleets for last, again try to hide behind los blocking terrain or at least heavy cover, the dodge token will deter enemy fire. Luke goes first and double move to get into range 1 of an enemy unit and push them out of cover towards the fleets. A speed 1 move + 1 move cohesion which you get to place covers quite a bit of difference. Then you fleet troopers have a fine target right in the open to shoot. Either move shoot or possible aim shoot of you set it up perfectly. Luke can next turn go Son of Skywalker and go after a commander or valuable unit.


The barrage 

  • Fleet troopers 44p
  • Mpl-57 barrage trooper 33p
  • Fleet trooper 11p

Total 88p

At first I didn’t see any reason to take fleet troopers without the scattergun and against empire… I still don’t, however vs rebels I actually prefer it. Rebels are far more dependent on cover and very few units have a decent defend die so pierce is not as necessary and against such units like Luke, he is immune to pierce. The optimal way for this unit to work is of you can find a target att range 2 for the troopers then split fire with the launcher att some other small unit, like a strike team or vehicles. This is easier said than done of course. This unit doesn’t have to play as offensive as the scattergun unit and can stay in the middle and use the launcher to hurt vehicles, specifically at-rt’s and landspeeders who either comes with cover or can get it thanks to their relatively small models. Then if something comes within strike distance go and shoot with your regular guns. Depending on what units the clones and cis bring, these guys might be more useful, but for now if you face a lot of rebels with vehicles then these guys are worth a shot. 

This is what happens when you don’t take cover


Upgrades

Fleet troopers have access to grenades, gear and personnel.

The only grenade I would give them is the concussion grenades, it gives a nice dmg boost against units in cover and fleet trooper fire at range 1 or 2 anyway. Impact grenades gives you a black die that with surge-hit is worse than 2 whites and frag grenades only gives each trooper a boost of 0.125 average hits and the surge-crit isn’t as powerful when they already have surge-hit.

There is 3 gear upgrades that I would use on fleets


Recon Intel. It’s cheap and gets you closer to your targets.
Environmental Gear. Also cheap and helps you get to your targets faster. It’s however dependent on terrain.
Emergency Stims. Expensive, but it gives you fleets a chance to still strike with their full strength. It’s a backup in case your opponent can activate before you and shoot your fleet troopers, you can still lose 2 guys and strike back at full strength. You will of course lose them after their activation, but these guys are all about dealing dmg, not surviving.

That is my thoughts on Fleet troopers. Agree/disagree?, you have any nice tactics or stories with fleet troopers?

Let me know in the comments!

Corps, Unit Analysis

Rebel Alliance unit analysis : Rebel Troopers

Rebel troopers

These guys are our backbone unit and will probably exist in every list you make in one form or another. The unit is 40 points for 4 models with 1 wound each, courage 1 and with 2 heavy weapon options and a personal upgrade. They have access to grenades and gear for additional upgrades. Speed 2 range 1-3 is the golden standard so nothing extraordinary or a handicap.


Unit options and abilities

Their main drawback is the white defence die. They at least have surge-block, but they will only block every third hit on average. On the other hand, they got great offence for their price. 1 black die in both ranged and melee, the base squad has an average of 2 hits per attack which is better than stormtroopers base value.

Give these guys a dodge token!

The nimble keyword is a purely defensive ability. It allows the unit to regain any dodge token spent during an attack. It’s very powerful when attacked multiple times. It doesn’t help when you don’t have a dodge token or when only attacked once during a turn. This keyword is best used with commanders like Luke or Leia who have ways of passing out command tokens. Don’t be discouraged to use dodge actions when possible. Even if you never spend them, you can deter your opponent from attacking a well positioned unit. It can feel like a waste when you put 5 dodge tokens back in your supply at the end of the round, but rather that than put away your models.

Dodge this buckethead!

The 2 heavy weapon options are the Z-6 trooper and mpl-57 ion launcher. The Z-6 is an anti-infantry weapon with 6 white dice att range 1-3 with no keywords for 22 points. 12 more points than adding a single trooper. The offensive output is quite big, it adds 1.5 average hits compared to 0.5 from an extra trooper. Since it adds so many dice, the dmg potential is enormous, however it can just as likely roll mostly if not all blanks. A white die without surge-hit only have 2 hit symbols on it. The price and dmg output makes this one of the most effective weapons in the game and I would not recommend taking a rebel squad without it unless you chose the other option. The addition of so many dice also gives you 6 more potential crit results that can hurt vehicles and go through dodge and cover.


Can’t spell caption without ion

The ion launcher has 2 red die and a range of 1-3. It costs 32 points so 22 points more than a standard trooper and is an exhaust weapon, meaning you need to do a recover action after each usage if you want to add it to your attack pool. So it’s quite expensive and a heavy drawback with exhaust and it adds 1.5 average hits just like the Z-6. It does however have some keywords: impact 1 and ion 1. Impact 1 let’s you turn 1 ht result into a crit result after dodge and cover, providing the defender have the keyword armor. Ion 1 means that if you deal at least 1 dmg to a  vehicle unit, that unit receives 1 ion token and will lose 1 of it’s potential actions next round. So this gun, unlike the Z-6 is designed to attack vehicles. While 2 red and impact 1 will not destroy a vehicle, the ion token will severely hurt the defending vehicles next activation. Or even negate it completely if you have more than 1 of these weapons in your list. It is a heavy point investment though and if your opponent isn’t bringing vehicles it’s just a Z-6 that cost more and exhausts after usage.

Battlefield role

Rebel troopers are our backbone unit. They will hold objectives, attack trooper and vehicle enemies and can serve both in the backline, middle of center of the battle. They are cheap and spammable with options for both anti-infantry and anti-vehicle. They will however die very easily and gets easily suppressed, use cover and dodge tokens as much as you can. 

Builds and tactics

The bread and butter

  • Rebel troopers – 40p
  • Z-6 trooper – 22p

Total – 62p


My gamorrean z-6 trooper has the record of 4 crits without aim

This is the rebel bread and butter. It’s cheap and very spamable, it has an average of 3.5 hits per attack and are perfect for sitting on objectives. With courage 1 it’s easy to get suppressed and your main action is to attack. If you don’t have a shot you should always move towards an enemy or objective. If you can shoot, you should avoid the aim action even if it’s tempting. An aim token that re-rolls 2 black dice is okey, but re-rolling white dice without sure is barely worth it. If you can take a better position take a move or take a dodge token. This unit deals enough damage as it is and a dodge token with nimble will help them stay alive to claim objectives which is what will win you the game. Even the unit leader + the Z-6 trooper throws 7 dice per attack and does average of 2 hits, just the same as the base squad of 4 models.

The heavy troopers

  • Rebel troopers – 40p
  • Z-6 trooper – 22p
  • Rebel trooper 10p
  • Fragmentation grenades – 5p

Total – 77p

Call me heavy one more time…


This is pushing the trooper squad to it’s highest dmg potential. The fragmentation grenades don’t only let’s the unit throw red dice instead of black the attack pool get’s surge-crit. This is a massive boon to the Z-6, adding surge-crit to that weapon is like giving it 3 extra white dice. The average trooper also goes from 50% hit chance to 87.5%.

The downside is of course that the grenades only work on range 1. However if you are going with the extra trooper I think the 5 point grenades are a no-brainer. The dmg output increase is so big that moving into range 1 is far better than aiming. This of course forces this unit to the frontline. This unit is made for advancing and taking objectives in the centre or in your opponents backline. A unit like this does become a target for heavy fire and suppression will keep them from moving and firing. Leia with strict orders can help this unit. “No time for sorrows” command card gives them an extra speed 1 move and strict orders makes them not lose their action due to a single suppression. Leia can also activate before them and use inspire and take cover for both suppression removal and a free dodge token.

The ion control

  • Rebel troopers – 40p
  • Ion launcher trooper – 32p
  • Rebel trooper – 10p

Total – 82

Can’t get enough ion

The rebel trooper is optional, but when investing into the ion gun, you might as well add an extra body to protect that investment. This unit prefers to stay at the backline and then go towards an objective or just the center of the battlefield. If your not facing a vehicle this unit can feel like a waste, but they can still fire one shot just as well as the z-6 squad and they can still claim objectives. This unit is 1 out of 2 possible ion token generators for the rebels. I like a unit of these or two if I will not have any or very little impact weapons. They are not for destroying vehicles, but they will try to contain the threat of them by split fire the ion launcher against enemy vehicles. Vehicles like the at-rt or speeder bikes can be handled with regular weapons, but the at-st, occupier and rebel speeders have to much health to go through with standard attacks. If you want to bring down a heavy vehicle before round 6 you need to focus a few impact weapons on it quick, otherwise you might as well ignore them. The ion control is helpful with the latter option, you won’t destroy the at-st, but you can remove its actions. Even with one ion you can stop that aim token that would give you 2 more hits to save against or stop a vital move/pivot into range or arc. If you have 2 of these or can pull of a last/first activation you can give a vehicle 2 ion tokens, which simply denies that units entire action. For a 200+ at-st, losing just one attacks is devastating for its effectiveness. If your meta does not include a lot or heavy vehicles, then the launcher is often just a waste of points. I like to have one of the squads with me in lists without much impact, it can save your neck vs an aggressive at-st or double tank list.

Upgrades

Bodies over blasters

The rebel troopers have access to grenades and gear. When it comes to grenades they are all 5 points and are all range 1 weapons. Concussion grenades is not bad, however if you get a shot of at range 1, the frag grenades are better vs most targets and it works if the defender is out of cover. Impact grenades is great for imperial corps since they swap white dice for black. Rebels on the other hand just get impact 1, sure great of you find yourself at range 1, however again I would prefer frag grenades since they work vs infantry as well and the surge-crit is enough if you want to attack an unit with armor.


When it comes to gear all the options are okey, however you don’t always need them and they cost a lot to put them on every trooper unit you got. They also arent any must have, but several nice haves.

Grappling hooks: not bad for a Z-6 squad or two to get into good positions, dependent on terrain.

Environmental Gear: again dependent on terrain, but not to bad if you got some extra points. Can help heavy troopers get into range 1.

Emergency Stims: good, but to expensive to put on these kind of units IMO.

Recon Intel: these can be used on heavy troopers to give them a small speed boost or ion troopers to help them get into range of vehicles. 

Targeting scopes: you will aim very rarely, if at all so never take these.


So this is my thoughts on the rebel trooper squad. Agree/disagree, have some interesting tactics or builds of your own? Let me know in the comments. See you next time when we look at the rebel troopers cousin, the fleet troopers.