Good morning gamers,
We're tackling the last of the Imperial units from the Imperial starter set today and boy do these boys pack a punch! While Scout Troopers may not be the best example of a glass cannon, they certainly qualify as being heavy on the offense and light on the defense. Scouts are incredibly points efficient, but also very hard to keep alive - so in today's post, we're going to look at what these guys are good at and how you can get the most out of them in both standard Imperial lists and in several battle forces.
Scout Troopers: The Profile
Scout Troopers have some pretty common Special Forces stats: Speed 2, Courage 2, and 1 Health each. This makes them more courageous than the Imperial Corps units we've looked at recently, so they can afford to be a little distant from your Compel characters. Their offense is super good with Sharpshooter 1 and 2 black dice/mini at range 1-2 (and their melee is fine with 1 black die/mini in melee). Without Surge to hit/crit, they wouldn't mind access to the Critical keyword (available in the Imperial Remnant Battle Force - more on that later) or characters that help them get surge tokens (rare but possible - more on that later). Defensively, they're a bit fragile with surging white saves, but Low Profile helps them some - especially if they're sitting in a terrain feature that grants heavy cover. Scout 3 is a very useful Turn 1 aid, as it helps them navigate up the board quickly (though without Unhindered, they're going to still get slowed down by difficult terrain). With 4 minis for 48pts, these guys are about the same cost as Stromtroopers/Snowtroopers per mini, which is very useful for buffing out your activations.
The Scout Trooper Strike Team had a very similar profile (boy am I glad this article came out AFTER the points adjustment and profile releases). Like before, they have the Heavy Weapon Team special rule, which makes the Heavy Weapon upgrade required, but the Heavy is also the unit leader. With only 2 models including the Heavy, this squad is much easier to kill and once you include the Heavy, they aren't that much cheaper than the full squad (42pts with the sniper vs. 48pts for the full squad without upgrades). With the sniper getting better and coming down in price (20pts now) and the option for cheaper heavies if you don't want to do chip-damage from far away (10pts for a Probe, 17pts for a saboteur), these might see play now. They have Detachment: Scout Troopers, so they can only be fielded alongside full Scout Trooper units, which means their primary point of comparison is definitely Probe Droids (and since these are Support options now, you're looking to add more Support tokens to your bag instead of Special Forces).