Thursday, March 14, 2024

Star Wars Legion: My Top 5 Empire Units

Hello there!    

I am Gorgoroth, the son of Tiberius. Tiberius has talked about me in his posts. I am writing SWL posts because in 2024 I became in love with tabletop boardgames in general. But the reason you are here is because I will be going through my top 5 empire units today and I hope you enjoy. So without further ado I will start at number 5 which is the empires greatest core unit . . . Shoretroopers.

Pick #5: Shoretroopers

I chose shores for number 5 for this reason: they are so far the only black dice attacking unit that is also core in the whole legion of core available to the Galactic Empire. They also have an incredible heavy weapon option (range 1-4 BBWW Critical 1) so they pack a punch. They also, if you take them, give you the option to run another core option.....DF90 mortar troopers. They are a separate core unit that has Fire Support. They have an attack pool of 3 whites, Critical 1, and Suppressive. They are, in my opinion, the worst core in the game. Shoretroopers are a great core investment and are used in most of my armies (emphasis on most). They are incredibly useful and can, if needed, take a huge beating. Who else can take a huge beating? LAAT patrol transports! And these bad boys are number 4 on this amazing list.

Pick #4: LAAT/LE Patrol Transport

Why are laats on this list? I did it because a simple reason crossed my mind while wrestling my siblings: they are closed transports. This means whoever starts in a laat is pretty much invulnerable. So it is perfect to take vulnerable or slow units into the fray unscathed. It is also no slouch in a fight either, it has awesome blasters (1-3BBBR) plus the ordnance option which in my opinion is the armor piercing shells (2-3RBB Impact 3). It is one heck of a power piece as well as a helper piece. If that was somehow not enough then there is one - just one - more ace up my sleeve: It, if you take Governor Pryce, can be your commander. Warning: brains are exploding in New York, Detroit, or wherever you're from. Please stay alert and don't step on the brains because they couldn't handle the amazing knowledge they just died from. Thanks. The mention of scattering brains reminds me that we are not even close to done so let's just get number 3 over with: it's Royal Guards.

Pick #3: Imperial Royal Guards

Of course it's royal guards. If you know anything about me you would know that I love magnaguards from the separatist faction. These guys are incredible at what they do. They have Guardian and Disciplined 2 (for the young people out there, disciplined means that candy's "come here and eat me" effect has no power over you. Keep working on it, kids). They also have double blacks at B2 Battle Droid range for their pistols. Why do they have pistols? In the Emperor's throne room you don't see the royal guards pull out their "pistols" do you? Anyway, they have incredible melee attacks and you can pair that with their red defense and 2 wounds each and get close to your guts exploding. Now I have to wrap the royal guards up because they are no match for the man who pulled his nerve together and battled Mando. That's right, it's none other than Moff Gideon.

Pick #2: Moff Gideon

Moff Gideon has always been buds with me - especially when I dumped Din for Cad. I love his versatility when it comes to strategy. He has the Darksaber, which has 5 blacks, Impact 1 and Pierce 1. It also gives him demoralize but that keyword is garbage. He has an excellent blaster and a 2-outta-3 chance of blocking blaster bolts when people get violent. But he shines with his command cards. His 1-pip is garbage; it gives him Agile 1 and that's basically it. His 2-pip helps Dark Troopers fly around the board which is only useful if you run them and they are a heap of points. But his 3-pip issues orders to 3 heavy or core units, and they all gain Fire Support. Now any Clone player knows that Fire Support is one of the best keywords in the game. In fact, I have used him with the number 1 unit before. Who is it you may ask? Well don't beg, it is the greatest unit in the game: the unstoppable Dark Troopers.

Pick #1: Dark Troopers

Here's a question, why are the Dark Troopers number 1? Here's an excellent answer: they do huge amounts of damage and are impossible to kill off. They are excellent units and make me say two words when an enemy player brings them to the table. "Oh man." So yeah, they are so incred...wait, hold on, pause, reset. They're only speed 1! Yes, it's a problem, but there is an excellent answer: Moff Gideon's 2-pip. With this you can jump them across the board and use their power and might to kill everybody. They are the only units with 2 activations every round. Yeah, it's a thing. Well, I am going to wrap this up with a few words.....

May the force be with you.

Thursday, March 7, 2024

IP Class Deck Review: Overwhelming Suppression

Good morning gamers,

We’ve come to it at last – the last Imperial Class Deck to be released for the game (and the last one we need to do a walk-through of): Overwhelming Suppression. This deck has Admiral Thrawn written all over it, but it takes a very different approach with its upgrades than other command decks. Instead of leaning hard into one mechanic (or possibly two), this deck feels very much like it wants to be several existing class decks, but not go quite as hard into what they do – giving it more flexibility and a greater set of options than normal. In particular, I feel like this deck does the best things that you find in the Nemesis deck (which I love) and the Power of the Dark Side deck (which I don’t like very much) and melds them into what might be . . . the best Imperial class deck ever. Let’s see what’s in it . . . 


Overwhelming Suppression: Nemesis-Light, Power-of-the-Dark-Side-Light 

Your default upgrade (Commence Landing) makes you do something that’s unique to this class deck; you play with your hand of deployment cards face-up. Normally, the Imperial Player (IP) gets to keep their units a secret from the Rebel players, but not in this deck. In trade, the IP can place 1 Damage Power Token (DPT) and one Block Power Token (BPT) on cards in their hand. When you buy these units, they deploy with these tokens (distributed amongst the figures in the group – remember, there’s a limit of 2 tokens/figure!). This can make some of your units just a bit punchier (or hardier) out of the gate! 

In my opinion, you should always take Personal Flagship (1XP) to get a Villain of your choice – the villains add a lot of flavor to the game and since you can change out which villain you have each game, you can tailor your deck to how you’re feeling each game (which is awesome). This villain gets added as an extra open group to your hand and when you activate them, a friendly figure near the villain gets either a DPT or a BPT (which means the guys escorting your villain will be able to last longer or provide added muscle). Honestly, take this upgrade, always! 

Thursday, February 29, 2024

Star Wars Legion Unit Review: Leia Organa

Hey Reader!

Long time no see (dang, has it really been 8 YEARS since my last post!?!?)! As our gaming group is getting into Star Wars Legion, I decided to plop down money on a battle force, and aesthetically I've always loved the Battle of Hoth, so I made a gut decision and bought it. I love support characters, so having Leia in the set was a plus. But as I've started playing, I've found myself unable to leave her at home, regardless of points level, and today I wanted to share just a few reasons why.

It's likely that none of these thoughts will be original; you'll find some similar thoughts shared by Crabbok in his video reviewing her, but to guide my discussion, I'm going to start by looking at her stats and abilities, then take a look at her command cards, and then talk through some tactical aspects to maximize her effectiveness.


I.  Stats: Cheap Quality Support Hero

Leia's cost has gone down over time; she started at 90pts and has since been errataed down to 75pts. So she's actually better costed now than she was when she was first released. And what you get is actually really good: she gets 3 black dice in melee (1-2 hits reliably) with surge to crit, so she's surprisingly good at melee for a 75pt hero. 

And with 3 black dice at Range 1-2 with Pierce 1 and Sharpshooter 2, she's actually really good at range too, as that's 1-2 hits that probably result in at least 1 wound against most targets, so if you need to finish off a squad that's hiding behind cover to hold an objective, she's a solid take (and more on that in the next section too).

Defensively Leia is also pretty good: not only does she have the Nimble keyword (which effectively means she can always benefit from a Dodge token when attacked, as long as she has one on her), but she has Take Cover 2 as an action, meaning that she can not only give herself a Dodge token (which triggers Nimble), but she can also aid another Rebel trooper in their resilience for the turn. And sure, rolling a White Dice for defense, even with surging for blocks, means she's only blocking 1/3 of all hits against her, that 6 Wounds means she's likely to survive at least 1 round of heavy shooting. If you keep her behind cover, she'll probably last through 2-3 serious attacks trying to remove her.

But why people actually take Leia from a stats perspective (and why I've never left her at home for any game I've played) is because she's a solid support hero. She has Inspire 2, which means you can reduce the chance that your units are suppressed at the start of their turn, allowing them to not only provide the firepower that Rebel armies need, but also to allow them to aim, dodge, or recover as needed to keep their tools working for you. And with Inspire being a free thing you perform after your Rally step, it's not keeping Leia from handing out Dodge tokens, moving, or performing actions to accomplish the scenario objectives.

So just purely on the stats, I think she offers a lot for only 75pts. Arguably the best support hero for cost in the game, and thus why you tend to see her in a lot of lists. But this is not the only reason to take Leia.

Thursday, February 22, 2024

IP Class Deck Review: Reactive Defenses

Good morning gamers,

We’re back with another Imperial Class Deck review and this time, it’s the Reactive Defenses class deck from Heart of the Empire. I’m not sure that any class deck is as underwhelming as the Power of the Dark Side class deck (which was also released in Heart of the Empire), but at first glance, the only thing that really appeals about Reactive Defenses is that you can use those new energy shield tokens and a companion droid who gets a free dodge result . . . nothing that spectacular, really. However, as with most class decks, there’s more than meets the eye about this one and it actually provides several different ways you can play the deck. Let’s see what’s up.  

Reactive Defenses: Droid Options 

To understand what this deck is all about, we need to begin by discussing the ball-droid you get with the deck: 88-Z. Your default class card (Active Surveillance) has you deploy him at the beginning (from one of your green active deployment points) and if 88-Z happens to die later in the mission, you can exhaust Active Surveillance to redeploy him. 88-Z activates as part of any Imperial activation, so after you’ve acted with one unit that’s benefitting from his help, you can move towards another unit. Alternatively, if there’s a unit that could really benefit from being near 88-Z and needs to activate now, you can move 88-Z before that unit performs its activation. What the benefits of 88-Z are depends heavily on how you upgrade him (by default, he can surge to apply 1 Strain to the target of his attack – and that’s it). 

The cards you can buy in the deck broadly speaking fall into two categories: cards that give 88-Z more abilities (usually performed as actions) or cards that benefit units that are near 88-Z. Four of the class deck upgrades allow 88-Z to place an energy shield in an adjacent tile (Shielded), hand out surge power tokens to up to 2 figures within 2 spaces of him (Mechanical Prototype), get you 1 Threat if an enemy hero doesn’t Strain and pass an Insight check (Infrared Scanners), or gives him 3 actions during each activation, and the ability to give himself a free damage power token, or DPT (Overclock). If you were to purchase all four of these upgrades, you’d need to pick and choose what 88-Z is going to do, since he won’t have enough actions to do them all (giving himself the DPT seems the least useful to me) and because moving and attacking are also actions (if you take the DPT, you’re very likely going to be attacking on one of your activations). Each of these upgrades also does something else for your team (exhaust to apply +1 Block, exhaust to give a Droid +1 Damage, +1 movement point for each figure – no exhaust required, and exhaust to ready 88-Z, respectively), so even if 88-Z isn’t going, there’s always some benefit to your upgrades. Your starting upgrade is really the only “bad” upgrade you have, but it gets you 88-Z in the first place and allows you to re-get him if he dies (which is rare without Cleave/Blast, but definitely possible with direct attacks as the campaign goes on and access to anti-dodge tech becomes available). 

Thursday, February 8, 2024

IP Class Deck Review: Precision Training

Good morning gamers,


We’re back with another Imperial class deck review and today, we’re back in Return to Hoth to view the Precision Training class deck. This deck has Snowtroopers on the front of it, which I find funny because . . . they’re not that precise. Still, the deck is interesting, though I’m not sure it rises to the caliber of other class decks (as we’ll see in a moment, that doesn’t mean it has nothing to offer). Let’s see what this deck does well. 


Precision Training: The Power of Compounding (and Feeding Threat) 

Like most Imperial class decks, Precision Training only has a few attachment cards – most of its cards are available for the Imperial Player (IP) to use whenever they wish. Most of THOSE cards have an Exhaust requirement (or a deplete requirement on one card), so the deck can provide you with some pretty awesome buffs once per round. There are some exceptions to this: the Sharpshooters and Find the Weakness upgrades apply to all Imperial units and once purchased, they’ll give your units +1 Accuracy and Pierce 1 . . . that’s pretty handy. Since much of your campaign is likely to involve running away from the heroes, the ability to pop a quick hit on them and retreat is excellent – and it’s something this deck enables you to do pretty well. 

Many of their other cards can be Exhausted to do really useful things on offense for a small fee – Versatile Attack allows one figure to add a yellow die and three new surge abilities (Damage 1, Pierce 2, and Weaken) for the low-low cost of 1 Threat, Exacting Strike allows one figure remove a defense die from their target (for the not-as-low cost of 2 Threat), and Single-Minded allows one figure to set a die to any face they want when they would reroll it (and they can ready this card for the low-low cost of 1 Threat). In case you didn’t notice, these cards are pretty threat-hungry. On the non-offensive side of the house, Knowledge of Attack allows an Imperial figure to apply -1 surge to a hero when being attacked (this one doesn’t cost you Threat . . . thank goodness). 

Finally, there are two attachments and one deplete card that are quite useful, but their applicability isn’t going to be army-wide. Strike Force is your starting card and it’s an attachment that gives its bearer a reroll on offense – which is awesome. Assassins is a 3XP attachment that gives its bearer the ability to ignore figures when making attacks (potentially useful) and it can be exhausted to reroll any number of dice they want. This is particularly useful if you also have Single-Minded. Finally, Pinpoint Accuracy is a 1XP card that can be depleted to remove a dodge result – this is best used to make sure a big attack actually makes it past a white die defense roll and like anything else in the game, having an answer for dodge results is really good. 

Thursday, January 25, 2024

Star Wars Legion Unit Review: Obi-Wan Kenobi

Good morning gamers,

In early 2023, I got the Republic half of a Star Wars Legion starter box, and after playing a bunch of games, I was hooked (though disenchanted by some of the features of the game - see a previous article I wrote on this). The starter box for for the Clone Wars era gives you Obi-Wan Kenobi, two squads of Phase I Clone Troopers (which we'll cover later this year), and a BARC speeder (which we'll cover eventually). In all my research on how to run the Republic, basically everyone says that Jedi are good . . . but Obi-Wan is not. So, since all of the experts are saying to avoid this guy, I've naturally been playing with him exclusively since the start of the year and I have some thoughts on him. TL;DR is that he isn't junk, just misunderstood.

NOTE: When I wrote this article, everyone was down on Obi-Wan - and then someone won the LVO tournament with him, so now he's being talked about everywhere (and I'm moving this article up in the schedule to be relevant - and so you don't think I'm just tooting someone else's horn, since all of these thoughts were written up BEFORE Obi-Wan's success at LVO). If you'd like to see the LVO winning list, you can view it here. You can also listen to a discussion about Obi-Wan (and the Republic - and a lot of other things) here

Obi-Wan Kenobi: The Profile

My Go-To Build for Obi-Wan Kenobi: 205 points
Photo Credit: Legion HQ

General Kenobi has a fairly standard Jedi profile - lots of attack dice (2 red/black/white) with Impact 2/Pierce 2 (and Critical 2, since he doesn't surge for crit/hit innately), Immune: Pierce, Master of the Force 1 (for resetting one of those really useful Force upgrades), and a very healthy 6 Wounds/3 Courage and a red defense die. Obi-Wan can also perform Jump 1 for one action (most Force users can), he has Charge (which isn't the same as Relentless, but a free attack action is still a free attack action), and he's got 2 Force upgrade slots. By all rights, this guy should compare pretty well to his Jedi counterparts, specifically Yoda and Anakin.

But here we depart into the differences - both Yoda and Anakin have rules or command cards that allow them to lean hard into the token-sharing mechanic that makes the Republic really good - and most of the upgrades that Obi-Wan can take can also be taken by these guys (Yoda can't take Training upgrades and Anakin can't take Command upgrades). If you compare the expected damage from Anakin (one attack with 6 Blacks and surge for crit) or Yoda (two attacks with 4 Reds), Obi-Wan is lacking in the damage department a bit. But Obi-Wan has two other rules that make him distinct and different from these guys - and paired with his unique access to Force, Command, AND Training upgrades, I think these rules set him above the other two (wait, did I just say that?): Guardian 3 and Soresu Mastery.

Guardian 3 allows Obi-Wan to absorb up to 3 hit results from a friendly unit within range 1 and within line of sight - he then gets to roll his red defense die to try to block them. This pairs nicely with Soresu Mastery, which not only allows Obi-Wan to cancel one of these hits with a dodge token if he wants to (he's the only Guardian who can use dodge tokens to cancel Guardian hits), but also gives him surge for block on defense, increasing his effectiveness. While Yoda can generate a lot of dodge tokens that can be borrowed on a turn in which he plays Luminous Beings Are We (and can REALLY generate dodge tokens if Padme is also in the list with Guidance) and while Anakin can generate lots of dodge/surge tokens that can be borrowed with Exemplar and Reliable 2, Obi-Wan has the ability to continually absorb damage away from your critical units in a way that neither of the other Jedi options for the Republic can. Let's see how we can capitalize on this with his upgrade suite . . .

Thursday, January 11, 2024

IP Class Deck Review: Hutt Mercenaries

Good morning all, 


After a long hiatus (read five years) from covering Imperial class decks (and anything related to Imperial Assault in general), we’re back! We've been busy over on our other blog (which mostly tackles topics for the Middle-Earth Strategy Battle Game), but this year, I'm coming back and working through the other articles I intended to write for Imperial Assault (and covering the Tyrants of Lothal expansion, which has been released since I stopped writing). Today we tackle the second IP deck from Jabba’s Realm: Hutt Mercenaries. While I personally think this is the weaker brother to the Nemeses deck, you can get some nice free bonuses from many of the cards (and you can get a TON more damage than you can in the Nemeses deck). Like our other posts, you’ll see units that work well in the deck – so get ready for LOTS of Mercenary cards (though you’ll see Imperials as well). 

Hutt Mercenaries: A Wretched Hive of Scum and Villainy 

The Hutt Mercenary deck relies on a new token mechanic: bounties. At the start of the game, each Rebel Hero is assigned a “Bounty token” and they hold this bounty token until they’re defeated for the first time (aka wounded). These Bounty tokens do different things based on the upgrades you choose, but the simplest bonus you get is that once per turn you can add +1 Damage or +1 Surge to the attack results. Other bonuses to Bounty tokens can be offensive (rerolling attack dice, adding extra dice/ignoring figures in the way, adding even more damage) or defensive (die rerolls). While not all Hutt Mercenary cards rely on the Bounty Token mechanism, the Bounties can provide niche benefits in a particular fight – I recommend stacking up all of the bonuses in the same fight. Like I said in my post on Power of the Dark Side, you can get some absolutely deadly combinations by pairing multiple class deck cards together in a single fight. Without further ado, let’s look at some lists.