Good morning gamers,
We're just about through this series of posts looking at optimal Rebel list building and today we're grouping together two ranks: Support and Heavy. The units we're looking at today include some of the most resilient options Rebels have . . . which is to say, some pretty mediocre defense ratings. :) Jesting aside, the options we have here aren't going to be the high-health, high-Armor, good-save Heavy options you might find in Republic, Separatist, or even Empire builds, but they will be pretty cheap (for the most part), pretty durable, and many of them can pack a punch on offense. Let's dig into a little methodology (which should be very familiar by now) before we get into the list . . .
Taxonomy Overview: What Is "Optimal" for Legion 2.6?
As has been mentioned so many times before, because the objective conditions (both primary and secondary) are so heavily skewed towards having more activations than your opponent in pre-defined (and often stationary) parts of the board, Legion 2.6 is about both taking enemy units off the board (whole units - not just rendering a unit inert by killing off most of its models) and keeping your own units on the board. This means there are two measures of effectiveness (MOEs) that we can use to determine if a unit is "good": average expected damage and average expected health (AEH).
Average Expected Damage (AED) is computed by finding the average number of hits and crits that a unit is supposed to get. The greatest dilemma for finding this number in the real world is that it is affected by a LOT of variables - here's a few:
- There is a subtle but mostly irrelevant distinction between a Hit result and a Crit result - Crits really only matter if the enemy unit has the Armor X keyword, has dodge tokens, and to a small degree, has light/heavy cover (often if they also have Low Profile);
- The Pierce X keyword doesn't increase the damage that you do, but it DOES make the damage that you get more likely to actually take effect;
- The number of hits/crits that you get is all fine and good, but the quality of the target unit's save (and defensive keywords, dodge tokens, and visible models) can have a huge impact on how much damage you can actually do;
- The number of wounds previously suffered might reduce the expected damage of the unit (if it's a multi-model unit and each model has 1 wound) or it might have a slight impact once a certain amount of damage is done (if it's a multi-model unit and each model has multiple wounds), or might have no impact at all (in the case of single-model units); and
- The distance to the enemy target may affect whether or not a unit can aim before shooting - and the value of an aim token is highly dependent on which dice in your dice pool hit or missed in the first volley).