Hey Reader!
Following up on our last post on Rebel Veterans, today we're looking at the 1.4 FD Laser Cannon Team, one of four Support choices for the Rebels (as of this writing), and perhaps the most controversial. From what I've seen online, there seems to be a consensus among Legion players about the three support unit choices for Rebels: the AT-RT is suboptimal but if you need some speed and bought the core set it could be worse, the Laser Cannon Team has very limited utility thanks to it being Stationary (more on that in a bit), Swoop Bikes are finicky and tend to die pretty quickly, and the Tauntaun Riders are awesome because they are pretty flexible and offer a decent bit of firepower while still being survivable and relatively cheap.
And I'm not here to disagree with people who have been playing for years, but I think a lot of people sell the laser cannon short, and I'm here to offer an argument (probably too long) in its defense.
Today we'll be looking at their stats (and what makes them so good), their synergies (as they don't have command cards, but they do have a lot of useful synergies with both other units and specific command cards), and some tactical use for them in your rebel force. I should also note in passing before we begin that the Battle of Hoth is my favorite battle in Star Wars (rivaled only by the battle on and over Scarif Base), and this opinion is likely tainted by nostalgia for one of the best battles is sci-fi movie history. But I still think the math, strategic analysis, and tactical recommendations below are solid, despite the nostalgia, but if you disagree, this might be why I rate it so high.
I. Stats: A 5 in Offense, a 3 in Defense
From a stats perspective, the 1.4 FD Laser Cannon Team (hereafter "Laser Cannon Team") is the best firepower that the Rebels get in the game. At a reliable 6-7 dice (depending on which generator upgrade you purchase for 3pts, which means you should always take one, because paying 3pts to get 1-2 dice and a special rule cannot be matched by any other unit in the game) with a Range 1-5 and offensive surges, you have to realize upfront that this is more firepower in a single unit that you can get on any Rebel Commander or Operative, and it's more reliable firepower than you'll find on a Core or Special Forces unit once they start taking 1-2 casualties. And with the points reduction from 70pts printed on the card to 65pts, the value for the firepower you get is only going up.
It also has all of the special rules we expect and want, with no extra fluff to detract from what this unit is designed to do. It is Stationary (so wherever you deploy it at the start of the game is where it will stay), but it can Full Pivot, so with a Move action you can get a 360-degree line of fire. The former means that it costs less points than it would otherwise cost, and the latter makes it so that it can't be easily flanked (though it comes with a reasonable tradeoff).
It also has Sentinel, which means if you give it a Standby token you have the ability to interrupt enemies up to 18" away (Range 1-3), which could be advantageous for dealing with enemies trying to move from cover to cover to avoid being hit by you.