Good morning gamers,
Last time, we looked at Commander Ahsoka, who most competitive players choose to leave at home in favor of her squad leader upgrade option (and I don't blame them, but I think she's pretty good). In today's article, we'll be looking at ARF Troopers, who are available in the Republic Starter Set and compete for your Special Forces slot with ARC Troopers - and while the two units do two very different things, there seems to be a default lean for most competitive players towards either taking ARC Troopers or skipping on the Special Forces slot entirely and just relying on your Corps units, Commander/Operative characters, and maybe Supports.
With some new opportunities for ARFs to shine in the 212th Legion battle force, let's look at what these guys are bringing to the table and what might make them worth taking on the table.
ARF Troopers: The Profile
Many of the stats for ARF Troopers are what you'd expect from a Republic unit - Speed-2, Courage 2, no innate surging on offense or defense (but access to token sharing), and 1 black die/mini on offense. The neat trick they add in their profile is a base range of 1-4 on their blasters, which is useful for alpha striking on the first turn. But in this, ARFs are not unique . . .
ARF Troopers are long-range units, but they're not the only Republic units with that claim to fame. When you look at long-range options for Republic Clone units, the pinnacle of the list is the Clone Commando - both in cost and in lethality. A range 3-4 shot that's got 1 red/mini with High Velocity and Lethal 1 is pretty slick, but at 90pts a squad (and possibly more), they're quite the investment. You have access to Clone Trooper Marksmen in the Corps slot now, which begin at 50pts and might rise to as much as 143pts if equipped with a Clone Mortar Trooper, a Clone Medic, and a "super squad" (to say nothing of the potential for an RPS-6 heavy weapon or a Clone Captain/Commander/named squad leader who might cost more). This squad begins with a range 1-3 gun, but can hit range 4 with Long Shot - which means these guys can definitely throw the most dice at range 4, but at the highest cost. ARC Troopers (either the full squad or the strike team) can field a DC-15X heavy weapon unit that can shoot at range 4, but this is only with 2 dice and with 2-6 wounds to help it out, so you generally don't see the DC-15X on ARCs, unless someone is trying to do an "alpha strike" play on the first turn that leads into a 6-model attack on Turns 2-3 (like my son has done to me many, many times).