Thursday, October 2, 2025

Star Wars Legion Unit Review: Din Djarin, Part I

Good morning gamers,

After a two-post hiatus to cover the new customizable Rebel and Imperial command choices, we're back in our unit review series and starting a two-part series on Din Djarin. Today we're looking at his Rebel variant and next time, we'll see how the Imperial variant differs. Din has access to nearly all the same upgrades in both, but his competition for the Operative slot is . . . well, it might be precarious in both lists now that the customizable characters are upon us, but he might have an easier time carving out a slot for himself in Empire lists. At any rate, we'll look and see how the Rebel faction can benefit from taking him and what kinds of upgrades you should be looking at.

Din Djarin: The Profile

Din's profile is pretty standard for a Mandalorian - 5 Wounds instead of 6, Courage 3 is nice (though not sharable on an Operative without a Command slot), he has surge for crit and block with a red defense die for reliable damage into things and reliable resistance to damage when defending, and he's base speed-2, but can make that speed-3 if he's willing to shell out points. He has two weapons and the option for two more - his blaster is range 1-2 with Versatile (so he can shoot out of combat at a target at range 1-2, but cannot shoot at someone he's in combat with) and rolls 2 red/1 black for a reasonable amount of damage for being a pistol. This is an aim-hungry weapon with Lethal 1 and Long Shot, but with Tactical 1 and Independent: Aim 1 and Dodge 1, it's not unlikely that he'll have two aim tokens if he moves and shoots. His base melee weapon on its own isn't great (2 black with Lethal 1), but if it's paired with any of his additional weapons, it can be a useful little-bit-extra against a unit you're in melee with.

Din's other keywords are good or fine - Arsenal 2 is great since he has an armament option, but will only be used if you take his Flame Projector or when he's in melee. Bounty can be good if Din can actually target an enemy Commander/Operative that he picks at the start of the game and then stick around in combat long enough to kill them - but hey, it's the potential for a victory point and that's not bad. He's also got Impervious, which isn't as good as Immune: Pierce, but it's definitely better than nothing.

Thursday, September 18, 2025

Customizable Commanders, Part II: The Empire

Good morning gamers,

Last time, we reviewed the new customizable commander and operative options for the Rebel Alliance and today, we're pivoting to the Imperial side of the house and looking at the new Imperial Officer and Agent options (after that, I promise we'll get back to the Din Djarin articles). If you haven't seen the article yet, you can view it here and while I think the Rebel options have a lot of cool synergies, I think I'm more excited to use the Imperial ones (mostly because I've missed having "Ruth" in my Op-Vader lists).

Like the previous article, we'll be looking at the four doctrines provided in the new kit and how that shakes out with the SIX different Imperial builds you can have (max of four, of course, since the doctrines are unique . . . good thing too with this set). We'll begin with the one I'm most excited about for Officers . . .

Imperial Officer with Academy Trained: 65+ pts

The Imperial Officer is remarkably similar to the Rebel Officer - the only difference between them is that the Rebel Officer has 1 gear slot and 1 grenade slot, while the Imperial Officer has 2 gear slots. This may be important as we'll see below, but with base Inspire 1 and the need to equip a doctrine, this canvas is pretty wide open. The Academy Trained doctrine works similarly to the Proven Tactician doctrine for the Rebels: the Officer picks up Courage 3 instead of Courage 2, Exemplar, Inspire 2 instead of Inspire 1 (instead of giving out Reinforcements to nearby Corps units), and instead of getting Quick Thinking as an action, the Imperial Officer gains Strategize 1. The functional difference between Quick Thinking and Strategize is very, VERY small - since both builds have Exemplar, the fact that Quick Thinking has to give the tokens to the Rebel Officer and the Imperial Officer could pick someone else to have the tokens with Strategize is really a distinction without a difference, as whoever is in range to receive the tokens from Strategize would also be within range of the Officer. If you want someone to walk away from the Officer and still have the tokens, give them to someone else - otherwise, just give the Officer the tokens and let other people borrow them with Exemplar.

Thursday, September 4, 2025

Customizable Commanders, Part I: The Rebel Alliance

Good morning gamers,

Last week, we got the scene-to-stats articles for both the Imperial and Rebel customizable leaders and boy are there some interesting options available to us now! This article will be reviewing the Rebel options and our next article will look at the Imperial ones (sorry, Din, your article will just have to wait). If you haven't seen the article yet, you can view it here and I gotta say, I'm pretty stoked about how well AMG is publicizing their products and I'm excited to give some of these combos a try! Also, while I'm giving my amateur thoughts, I think the special edition video from the Notorious Scoundrels is well worth the listen.

This article will attempt to puzzle through some interesting combos for the four different doctrines available in the kit, with the understanding that this is all very new and there will be much to be seen in the coming months for how you actually want to run these after some play testing and tournament use shakes out. We'll also be reviewing these profiles in comparison to an existing profile to see what the existing profile is giving you and whether it's better to slot in the old character or the new one. We'll start with my favorite of the batch . . .

Rebel Officer with Proven Tactician: 65+ pts

The Rebel Officer profile begins with 6 Wounds/Courage 2, but taking the Proven Tactician upgrade boosts that to 6 Wounds/Courage 3. The Inspire 1 that's provided in the base profile isn't augmented at all, but this Commander option is a slot-in for your support options with the old Padme Amidala trick of Quick Thinking/Exemplar (he just needed Authoritative to have the trifecta of Padme support abilities from last edition). While the utility of his last boost will only be found on the first turn of the game, getting a free Speed-1 move on all of your Corps that end the round within range 1 of this commander from Reinforcements can mean that Rebel Veterans and Mark II Medium Blasters (traditionally slow Corps units in a game where getting places is usually the name of the game) can "do their thing" of Speed-1-moving and shooting with a slow and steady advance followed up by another Speed-1, which gives them the same amount of ground gained as Snowtroopers (who I think most players would agree are pretty good). This doctrine is a 10pt upgrade, which makes it pricier than other doctrines but only marginally so and I think the benefits of it are clear: move-Quick-Thinking-Inspire every round to give your units access to an aim/dodge token when they need it and clear a suppression token. Doctrine Rating: A.

Photo credit: Tabletop Admiral

The prime point of comparison is Leia Organa, who is very much in a sit-in-the-back-and-support role, though her ability to do damage with her pistol is likely to be more reliable than what this Officer is packing unless the Officer takes the repeater gun (which I don't think is worth the investment - but I'm willing to be proven wrong). Leia begins 10-points more expensive and has 6 Wounds/Courage 2 (so -1 Courage, which does matter a bit on a Commander) and Inspire 2 instead of Inspire 1 (which can matter very much if you have a lot of Courage 1 Corps running around). While these two flip-flops aren't exactly a wash, they're pretty much a wash in my book.

Thursday, August 21, 2025

Star Wars Legion Unit Review: Republic Chewbacca

Good morning gamers,

We're back in Republic and we're talking about Chewbacca today - a character that you either love or hate depending on your perspective on white saves. Chewie's one of three Commander options available to the Wookiee Defenders battle force and remains the cheapest available at the moment (time will tell if the new customizable Commander/Operative Jedi will come in below him, but I doubt it). With flexible melee and ranged attack options, reliable damage in either form, and the standard big-Wound-bad-Save profile you expect from a Wookiee character, we'll look today to see how good Chewie is at being a Republic Commander, both in and out of the Wookiee Defenders battle force.

Republic Chewbacca: The Profile

To start with, Chewie is 90pts, which is cheaper than either a "melee Wookiee" or a "gun Wookiee" squad. We'll go over his upgrades in a bit, but suffice it to say that you're probably not getting him for more than 98pts and he's fine even at 90pts. Compared to the Wookiee Chieftain profile, Chewie's got some pretty standard Wookiee characteristics (and some hero characteristics in general) with Courage 2, Speed 2, non-surging white saves (more on that in a minute), and surge to hit. Where he shines above most other characters, however, is his Wound Threshold of 9, which means you have to dump more fire into him than normal (even over Rebel Chewie and all Force Users - who admittedly have Immune: Pierce and at least red saves).

Chewie's keywords change his base stats quite a bit, however: he's got Enrage 4, which means after he takes 4 wounds, he gets Charge and infinite Courage - so his Courage 2 stat probably won't stay Courage 2 for a while. As a Commander, this also means that once he's taken 4 wounds, your units within range 3 of him can't be panicked, which is GREAT for scoring (though if you're running mostly Wookiee units, you have Indomitable on everyone to clear suppression anyway - but hey, not having to roll is better than rolling a better die). He also has Guardian 2: Commander, which can force Chewie to take hits in place of a Wookiee Chieftain or Yoda (and soon to be generic Jedi) in the Wookiee Defenders list or for another fairly fragile commander in a Republic list (which could be a Clone Commander, Rex, Cody, Ahsoka, Anakin, or the aforementioned other Commanders). While this is a nice add-on, it's also just fine to run Chewie without another Commander (either in a standard game or in Recon where you can't take another Commander) and just chalk this up as a useless keyword. The main reason you'd want to use this Guardian ability is to a) provide Backup to an Operative (like Bad Batch or Padme in a generic Republic list) and b) so you can trigger Enrage 4 without having to be shot at.

Thursday, August 7, 2025

Star Wars Legion Unit Review: The Bad Batch, Part II

Good morning gamers,

Last time, we looked at the Republic Bad Batch profile (and the various things you can include in your lists to keep them going or augment what they do). In today's post, we're looking at the post-Order-66 Bad Batch and how they operate differently on the tabletop with the loss of Crosshair and the potential addition of Omega. Let's review the profile (and how it's changed in its Rebel incarnation) before hopping into the strategy for using them.

Rebel Bad Batch: The Profile

The Bad Batch for the Rebel Alliance is a four-man unit that needs to equip 4  Heavy Weapon "upgrades" (Hunter, Echo, Tech, and Wrecker - not Crosshair).  Their only optional "upgrade" is to add Omega as a Counterpart. With 2 wounds/mini normally (3 wounds on Wrecker) and 1 wound on Omega if you add her to the squad, these guys have a very impressive 10 wounds (slightly below the Republic version's 11) and Courage 3, which makes it very, VERY difficult to both suppress this unit and punch through their wounds. With a rare-for-Rebels non-surging red saves and speed 2, these guys add an element of resiliency to your list that many Rebel operatives . . . actually can compete with, but with about half the wounds that these guys will have.

They have some unit special rules that can be summarized as ARC-Trooper-like: Scale, Sharpshooter 1, and Impervious are standard issue on ARCs, which gives these guys reliability when moving over difficult terrain/scaling walls and reducing enemy cover when they shoot into cover - these are the kinds of boosts that fill the dreams of Sleeper Cell or Rebel Commando units. Impervious gives them something against Pierce, though Impervious itself is more of a "nice when it works" kind of proposition.

They also have Steady, which is different and more flexible than the Charge that you find on ARCs (which gives ARCs a free attack action when they end a move in melee, instead of a free attack action when they end a move NOT in melee for the Bad Batch). With 1 red each in melee and 1 black/1 white at range, these guys don't look far off from their 140pt price tag (20pts cheaper than the Republic version, but only 10pts less if you add Omega), but there are more special rules to this unit . . .

Thursday, July 24, 2025

Star Wars Legion Unit Review: The Bad Batch, Part I

Good morning gamers,

They're big (Wrecker in particular), they're bad (it's in the name), and they're by far and away the most potent Republic Operative choice (which is really not saying much) - oh yes, it's a review of the Bad Batch today! This band of misfits can do some extraordinary damage on the tabletop, and while they don't have any slots for gear or training upgrades, having them in your list MIGHT mean that certain other units you bring will be taking certain upgrades. Let's see what makes these guys awesome and what you should consider bringing in order to make them better!

Republic Bad Batch: The Profile

The Bad Batch for the Republic is a five-man unit that needs to equip 5 Heavy Weapon "upgrades" (Hunter, Echo, Tech, Crosshair, and Wrecker). With 2 wounds/mini (3 wounds on Wrecker), this squads has a very impressive 11 wounds and Courage 3, which is very, VERY difficult to both suppress and punch through. With the Republic trooper standard of non-surging red saves and speed 2, these guys will fit in with just about every other Republic infantry option.

They have some unit special rules that can be summarized as ARC-Trooper-like: Scale, Sharpshooter 1, and Impervious are standard issue on ARCs, which gives these guys reliability when moving over difficult terrain/scaling walls and reducing enemy cover when they shoot into cover. Impervious gives them something against Pierce, though Impervious itself is more of a "nice when it works" kind of proposition.

They also have Steady, which is different and more flexible than the Charge that you find on ARCs (which gives ARCs a free attack action when they end a move in melee, instead of a free attack action when they end a move NOT in melee for the Bad Batch). With 1 red each in melee and 1 black/1 white at range, these guys don't look far off from their 160pt price tag, but there are more special rules to this unit . . .

Thursday, July 10, 2025

Star Wars Legion Unit Review: K-2SO

Good morning gamers,

Last time we looked at the updated Cassian Andor profile and today, we're looking at his buddy, K-2SO. Cassian and K-2 were purchased right after Jyn as the second and third Rebel units in my Legion collection and I love these guys. Let's see how K-2 has changed in the new edition.

K-2SO: The Profile

K-2SO's profile hasn't changed at all - he's still got 5 wounds/Courage 2 (which only matters for panic, thanks to the Droid Trooper keyword), Speed 2, non-surging red saves, and surge for crit on offense (which is REALLY useful). He has no ranged weapon by default, but has a 4-red die melee attack that unlike Chewie's melee attack doesn't have Lethal 1 (so no Pierce from this guy).

Most of his keywords are the same too - he still has Armor 1 (which is good for his resiliency) and Incognito (which is REALLY good for keeping him alive on Turns 1-2), he still has Detachment: Cassian Andor (so K-2SO doesn't count towards your two Operative slots and can deploy near Cassian) and Teamwork: Cassian Andor (so when one gets an aim/dodge token within range 2 of the other, the other gets one as well), which are both great as well. Finally, he retained the Calculate Odds special action, so someone (including himself) at range 2 can gain an aim token, a dodge token, and a suppression token - and if that person is himself or Cassian, then the other gets the aim/dodge tokens as well thanks to Teamwork.

The only "new" (but functionally no difference) keyword change for K-2 is that he gained Infiltrate - which really doesn't matter with Detachment, but it's nice to have if K-2 has to go down first. In most games, if Cassian goes down first and K-2 arrives to give him buffs (Calculate Odds + dodge action), then K-2 will probably be using Detachment to arrive nearby and the Infiltrate doesn't matter - and sometimes the Detachment deployment will be the same as an Infiltrate action anyway, so it doubly doesn't matter. But in the set of cases where you want K-2 coming down first, Infiltrate is nice to have.

Okay, let's take a look at the upgrades we can take (or more appropriately, not take) on this guy.