Hey Reader!
Following up on our last post on the 1.4 FD Laser Cannon Team, today we're looking at their little brother: the Mark II Medium Blaster Trooper. A detachment unit tied to the Rebel Veterans core unit, this is the other emplacement trooper you have access to, and it clearly falls into a specific role for your force...or does it?
On the whole I think a lot of people leave this option at home, and to be fair, I've done that a lot myself as well, so I get it. What's the point of spending 38-43pts on a core unit that has to choose between moving and shooting? Plus, with only Range 1-3 on its weapons, it can't provide long range fire support to keep down enemy long range weapons. So what's the point?
A few, actually. Not many, but a few.
Today we'll be looking at their stats (and what makes them worth taking), their synergies (as they don't have command cards, but they do have several useful synergies with both other units and specific command cards), and some tactical use for them in your rebel force.
I. Stats: Much Needed Fire Support
From a stats perspective, the Medium Blaster Trooper is all punch and minimal survivability. For 38pts you actually get a really good Core choice from a stats perspective: 4 black dice (just like a baseline Rebel Veterans or Rebel Soldier squad, both of which are more expensive) at Range 1-3 (same as the Rebel Veteran and Rebel Soldier), with the ability to surge for hits (like the Rebel Veteran, but not the Rebel Soldier), and has Critical 2 (which neither core choice have).This means that you can add 4 black dice and Critical 2 (with surge to hit) to any attack pool (on average that's +2 hits), allowing you to add some much needed damage output to any of your units: characters, Core, small specialist squads, or even vehicles.
It also has Full Pivot, so even though he has a larger base with arcs (and a Fixed: Front main weapon), it is hard to get around him to get out of his arc. And with Sentinel, 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.
Defensively the Blaster Trooper has 4 wounds (same as a baseline Core squad, all of which are more expensive than it), and has Courage 2 (so unlikely to be suppressed), and a white defense dice, which is not great compared to other armies, but for Rebels this is not only commonplace (every non-Mandalorian/Jedi gets a white dice), and with the ability to surge for blocks, it takes about 5-6 hits past cover/suppression to remove it. So while not great, it's not horrible either.
And while the team can only take one upgrade, it's a comms upgrade, so you have the ability to take the Linked Targeting Array (which I basically always take) for 5pts, as it gives you an Aim token every time you are issued an order. Which not only means you can not only make your 4 black dice more reliable, but if you use Fire Support, you can reroll the other unit's dice instead, which is awesome.
You do have the limitation of Detachment, which means you can only take this unit if you take a Rebel Veterans unit. So if you want, say, 2 of these in your force, you'll need to take 2 Rebel Veterans squads. This is obviously not an issue in an Echo Base Defenders battleforce, as Rebel Veterans are the only other Core option you get other than these guys, so you'll be taking some of those regardless. But in other lists, especially if you don't want to pay the premium for the best Rebel core unit to date, you will need to take a few of these more expensive veterans to take a blaster trooper.
On this topic, let's look at synergies, getting the most obvious out of the way first.
II. Synergies: A Support Unit, But Also a Damage Dealer
To get the obvious out of the way, Rebel Veterans are the ideal pairing thanks to Coordinate, so the Blaster Trooper can be issued an order without detracting from the orders you are generating on a given turn. Which is good, because as we just mentioned, you have to take these guys to take a Blaster Trooper, so good news: it's a good pairing! The Rebel Veteran gets its dodge token, and the Blaster Trooper still gets its order token (and possibly an Aim token if you take the Linked Targeting Array). All of this is good.Beyond that, though, their best synergies occur when you take an HQ Uplink on them. If a Blaster Trooper is not competing for order tokens with the ones you are issuing for the turn, they become a phenomal base of fire to add to allies. Han Solo has the combined issue generally where he's eating into the order tokens you are issuing (either because you have a limited number you are issuing or his cards are only issuing to him + maybe 1-2 other people), but if the Blaster Trooper issues its own order token, it can then Fire Support reliably to add 4 black dice to Han's 2 red dice, which is a lot of extra damage potential for Han.
And just looking at the math, this is exactly what Han needs. With surge for crit and 2 red dice, Han is only averaging 1-2 hits with Sharpshooter 1, which means there's a good chance that Han doesn't do much damage to enemies. But if you add 4 black dice (possibly with Hunter on Han to give him an Aim token), Han's average hits goes up by 2-3, bringing him to 4+ hits reliably. That's phenomenal extra damage, and if you have a second Blaster Trooper deployed and ready, Han may have a chance at a second shot like this thanks to Gunslinger.And this is true for a lot of Rebel units: since Rebels overwhelmingly use white dice, they rely on doing damage to enemy units before being damaged themselves, and Blaster Troopers, especially if they can issue their own orders, are great for making sure you do some damage to an enemy unit.
What they DON'T synergize well with are order issuers that only activate themselves (like Din Djarin, Boba Fett, IG-11, and Luke) and fast-moving units, as they are likely to be left behind and not be in position to provide Fire Support for those units.
From a command card perspective, there are four cards that synergize very well with them. In the Echo Base Defenders battle force, Hold At Any Cost has great synergy with them (which we've mentioned to death so far, but this is the last post where we'll be talking about it for a while, so stay with me), because it does two things you really love. First, it activates three Core units, which means there are 3 Rebel Veteran squads coordinating with emplacement troopers, handing out those free order tokens (and the associated Aim token, if you take the Linked Targeting Array). So not only are you getting the right units activated, you're helping the Blaster Trooper directly by giving it an order token off the bat.III. Tactics: Multi-Role Base of Fire
A lot of people say that the Blaster Trooper has "limited utility," and they're right: there's only four things that they do well.
First and foremost, since we've talked about this to death already so we can knock it out quickly, it can provide Fire Support to your units. This requires them to have 1) a face-up order token, and 2) be within 18" of the target unit, but that is relatively easy to guarantee thanks to Coordinate, the ability to take a Long Range Commlink or HQ Uplink, the deployment rules.
Consider: if you're playing Danger Close (or any other deployment setup that is not "The Long March" or "Battle Lines"), getting within 18" of an enemy if you deploy on one of the "prongs" of your deployment zone is almost guaranteed. Sure, you're in a bit of danger, but cover and being near a Rebel Veteran squad (which you'd want anyway) helps to keep you safe.And as we mentioned in the Laser Cannon Team post, something like Advanced Positions will even allow you to make a speed-1 move before the game begins, which is awesome for getting Cumbersome units into range without giving up your damage potential for a turn.
The second role they fill is objective holder: as a Cumbersome unit who is near an objective doesn't need to move. And with 4 wounds and surging for blocks, it's about as survivable as you're going to find in the Rebel army, and between cover and suppression tokens, you fill the role decently well. Not as well as a Laser Cannon Team, but you're almost half the cost of a Laser Cannon Team, so nothing to sneeze at.
And if you happen to be playing Fortified Positions, you can guarantee yourself cover from a lot of potential shots for the whole game. Sure, it won't protect you from things in the air, but that's 1) a very small list of vehicles/characters, and 2) if they are devoting their limited shots each game to a Blaster Trooper, maybe that's good?
These are the two roles that I think most people readily assume for a Medium Blaster Trooper, and if you only use them for these purposes you'll do fine with them. But there are two other roles they fill very well that people pass over.
Third, they fill an anti-vehicle role very well. Not only do they increase the number of dice you roll by a lot (50% chance to get a natural critical result just on the dice from the Blaster Trooper), they provide the entire attack pool with Critical 2, so you can surge for crits instead of hits. Which is awesome. And with the ability to easily add an Aim token to the pool as well thanks to the Linked Targeting Array, you're in great shape to do reliable damage to vehicles with almost any unit in your force thanks to adding a Medium Blaster Trooper to the mix.
And fourth, they can actually be pretty good objective takers as well. Between transports for quickly moving them up, deployment zones that can place you on both sides of the map, or specialized deployment rules like Rapid Reinforcements makes it easy to get Blaster Troopers in range of far-flung objectives. And once it's on that objective, it's not easy to dislodge (especially if the heavy units of the enemy are moving toward your objective(s) on the other side of the board). Just make sure to get a Veterans team over there with them to make sure they get orders.Conclusion
This is one of those units that I commonly leave at home, and you probably won't use 3-4 of them, but I think it is worse considering adding 1-2 to your force. Whether you need an objective holder, added fire support, or just a cheap activation or damage soaker to anchor your force, this unit is well worth taking.
Watching the stars,
Centaur
"Tarva and Alambil have met in the halls of high heaven." ~ Glenstorm, Prince Caspian
While you highlighted Han and Leia in the post as heroes who wouldn't mind some Fire Support help, it's important to note that basically every unit wouldn't mind getting the Fire Support. Jyn, Commander Luke, Cassian, and Lando all have limited dice pools and will take a little extra oomph.
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