Hey Reader!
Following up on the Rebel Officer, today we're looking at the T-47 Airspeeder, and are almost finished with the units from the Echo Base Defenders battleforce! Just a few named characters left to go, and we'll move on to some new content.
The airspeeder is a cool unit with a lot of utility, plus it's one of the "heaviest" units the Rebels can access, so there's a lot to talk about here. We will start with the profile analysis, then examine the units that synergize well with them, and then we'll discuss the tactical uses of the Airspeeder, because they offer a lot to your force, but can be hard to position.
I. Stats: Heavy Fire Support...Kind Of
From a stats perspective, the Airspeeder is exactly what you expect: a swift, light, fighting platform. At 130pts (yay for erratas that drop points off the unit!), it has 7 wounds past a white defense die with surge for block, so it's not the most durable vehicle, but with Armor blocking all hits and Cover 1 giving you more cover before attackers can modify their dice, unless the attacking unit has a lot of Impact or surge for crit, there's not much chance they're going to do much to you.Offensively its ranged capabilities are good, though potentially misleading. On its face it looks good and has all of the things you'd expect from a good fighting platform: Arsenal 2 with the ability to use two weapons at once, and a pair of blaster cannons that do 3 reds and 3 blacks (so an average of 4-5 hits before Aim Tokens are factored in). But the Airspeeder has one issue: it can't take 2 weapons that both fire in the same arc, so concentrating your fire is far harder with this vehicle than it is with basically any other vehicle in the game.
Furthermore, your second weapon system is not very good, any which way you cut it. The Mo/Dk Power Harpoon is free (yay for erratas that adjust the cost of upgrades!), but it only does 1 red dice, and if it wounds a vehicle (which is hard to do, considering you'd need to get a hit, past a vehicle that has no cover (otherwise you don't get Impact 1), get past its Armor (ergo why you need Impact 1), and then get past its defense die (so typically a 33-66% chance it saves against the wound) to perform the pivot action against it.Now there are ways to make this more reliable; the rule specifies vehicle, not heavy support, which means you can target something like a STAP or a Swoop Bike Rider unit, as they are both Repulsor Vehicles, and don't have the Armor keyword, though these tend to have ways to get Dodge tokens, so once again, not the greatest way to do damage to targets. So this is a tricky one to make work, and detracts from me considering this a true high-damage fighting platform: getting hits out of both weapons using Arsenal 2 is hard to do, and since they face in different directions, you can't maximize your fire against a single target (not to mention there's a decent chance you won't have shots with both on a given turn).
The alternative is a 10pt upgrade (yay for erratas that reduce the cost of upgrades!) for the "Ground Buzzer," which gives you 4 black dice (average of 2 hits) within Range 1-2 in your rear arc. No Impact on this attack, though your chance of getting a natural crit are much higher on this attack (especially if you can get an Aim token), and it slots it into more of an anti-infantry role than an anti-vehicle role.And this is a decent upgrade: 10pts for 4 black dice is good value for firepower, and while it's also Rear Only for its firing arc, at least it has a good chance of doing hits with every shot it takes. Though once again, part of my concern whenever I've taken the Airspeeder is that it's not really an Arsenal 2 vehicle: it only has 1 weapon choice that can reliably do hits past defense die, especially if you're on a map with lots of cover, as the Ground Buzzer is unlikely to do anything past a unit with 2 levels of cover.
So offensively I'd give the Airspeeder a B: it's not bad, but it's not great. For the same cost as 1 Airspeeder you can get 2 Laser Cannon Teams, which is far more reliable firepower even though they are stationary platforms.
In terms of upgrades, you can take three: a weapons upgrade (which we talked about), a pilot upgrade, and a comms upgrade, all of which are good for this vehicle. In terms of pilots they all do different things, but I tend to go with Wedge Antilles every time. Not only was he errataed not to have the recovery symbol, but he allows you to perform a free pivot action every turn. Since you don't have the Reposition keyword, it can be hard to get an Airspeeder facing in the direction you want, especially since you have to perform a compulsory move every turn. Wedge helps with this.He also gives you the Field Commander keyword, meaning you can reliably put out orders from other places on the battlefield if you use neutral command cards (which are pretty decent for the Rebels), but honestly I rarely use that.
Other notable choices are Ryder Azati (for tighter turns), Shriv Suurgav (for handing out Dodge tokens to troopers within Range 1-2), and the Hotshot Pilot (for Sharpshooter 1, which helps to make your secondary gun far more reliable at shooting targets behind cover, and further improves your main armament).
You also get access to a comms upgrade, which means you can take an HQ Uplink to allow you to activate more reliably on turns where you need to get an order in at a specific time. The issue is that you then need to take a recover action to use it again, and that means you're probably not Aiming before Attacking. Another option is you could take a Long Range Commlink so you can issue them orders when you need to (plus its half the cost of HQ Uplink, which is nice) with no action required to continually use the ability.
But another option (that requires a specific playstyle, to be fair) is to give it a Linked Targeting Array. This gives you the ability to gain an Aim token (which is very good on this vehicle) every time you're issued an order. While that's eaiser said than done (as your fast movement makes you less likely to be near your commander), but if you take another unit with a Comms Relay (like Din Djarin, who can also have Speed-3) or Commander Luke with Meditation, they can pass an order to the Airspeeder to give you that Aim token. But just remember you'll need to build a strategy for how to get that Aim token to trigger.But the big thing to remember as you're making choices is the cost of the Airspeeder. You can take the best upgrades for each slot if you want, but you could easily be upwards of 150pts, and while that's not bad for a vehicle, at only 7 wounds, you're pretty fragile for a vehicle of that cost. So just be careful putting too many eggs in one basket. By comparison, since we drew the comparison before, 2 Laser Cannon Teams for the same cost have a combined 12 wounds with the same defense die, and if you have heavy cover, you're not likely to take much more damage than an Airspeeder, even with its Armor (as units without Blast or vast dice pools are unlikely to shoot at you in the first place).
So now let's look at synergies, which are very different from other units because of the role that the Airspeeder plays.
II. Synergies: Fast Attack Firepower
It's hard in this section to highlight specific synergies, mostly because the Airspeeder helps to fill the critical niches of "it can move quickly to get to places" and "it can reliably bring firepower to bear against an enemy," both of which every Rebel force needs. But this is tricky, because some scenarios require a trooper to interact with a specific objective to claim/hold it, meaning that the Airspeeder, unlike, say, the Tauntaun Riders that we looked at a while back, is useful for clearing objectives, but not for holding them.III. Tactics: Swift Swively Fun
First things first, we should talk about "The Swivel": how to get both of your weapons into firing arcs in the same turn, because if you fail to do that you're over-paying for the Arsenal keyword. So there are three things to think about to set yourself up for success. First, aim toward the center of the enemy, both because you will reach the enemy faster (so you can do the damage stuff more quickly), but also so that there's a better chance that you can pivot 90-degrees (thanks Wedge!) and have enemies both in front of and behind you.
Second, the timing of your compulsory move is important. In general, I tend to take the compulsory move at the start of the turn when you're moving into attack position, and I tend to take it at the end of the turn when I'm starting in position and want to boogie away to get some cover from a potential counterattack. Your activation order may also change this, as activating near the end of the turn may mean you don't need to move away to escape incoming fire, so play that by ear.
And finally, which direction you face matters, becasue your forward cannons have Impact and better dice, while your rear gun, whichever one you choose, is only effective against units not in cover, so making sure you are facing the right opponents with the right weapon is huge.
There are only 3 victory conditions where Airspeeders can score Victory Points: Payload, Breakthrough, and Key Positions. Payload revolves around escorting your bomb cart to a terrain feature, and in order for it to move, you have to have more friendly unit leaders (not "trooper unit leaders," so vehicles count) than hostile unit leaders within Range 1 of it. It means the Airspeeder is puppy guarding a pretty slow cart, but it can help with this, and is relatively difficult to remove thanks to being immune to melee attacks, so they can't just mob the vehicle like they can other Rebel heavy support options.Second is Breakthrough, which literally just scores based on how many of your unit leaders make it to the enemy deployment zone, so naturally this favors fast, relatively resilient units like the Airspeeder.
And finally we have Key Positions. The trick with Key Positions for Rebels is that they need speed to actually contest the far-flung objectives, but their fast units are quite fragile. The Airspeeder is the leader of the pack in terms of resilience, though, so with one of these escorting 1-2 Tauntaun Rider units, you actually stand a decent chance of punching through enemy forces to reach the objective before the game is called. And since it requires unit leaders - any unit leader, including vehicles - to be in base contact with the terrain piece and not in it, you can help to claim them.And naturally they can help you prevent enemies from scoring in other scenarios by removing unit leaders, but they can't actually move your side of the needle forward in strategems beyond these three, so keep that in mind.
And finally, you actually like Limited Visibility as a condition (which is strange, as that's typically something you'd pick for a melee-centric army): since your cannons only reach to Range 1-3, and your rear armament only reaches to Range 1-2, you don't actually lose anything, and you have the speed to get to those ranges on Turns 1-2 anyway, so you don't suffer from it, and you are safer from enemy fire before you activate - which is likely to be the case, since you're probably assigning your order tokens elsewhere on Turns 1-2. So it's weird to say, and I hadn't really thought of this before (because I always run these with Laser Cannon Teams, which don't want this card at all), but this is actually a pretty decent condition for your Airspeeders.Conclusion
Should you run Airspeeders? Yes - because they are awesome! Not the greatest unit, there are probably better purchases for the points, but as far as supporting fire goes, they offer you speed, reliable suppression, and a good chance at removing 1-2 models a turn, and that's not bad. So give it a go!
Watching the stars,
Centaur
"Come one, come all! Come one, come all, to the Dancing Lawn!" ~ Glenstorm, Prince Caspian
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