Thursday, November 27, 2025

Customizable Commanders, Part IV: The Separatist Alliance

Good morning gamers,

This is our third post in reviewing the new customizable commanders and operatives for the four factions in Star Wars Legion. We've already looked at the Rebel and Imperial options and today we're tackling my beloved Republic and the customizable Jedi heroes that you can field. If you haven't seen the article yet, you can view it here.

Like the previous article, we'll be looking at the four doctrines provided in the new kit and how that shakes out with the SEVEN different Jedi builds you can have (max of four, of course, since the doctrines are unique . . . some might say max of two, depending on whether you think two of the doctrines are playable). We'll start off with the one that is unique to Commanders . . .

Super Tactical Command Droids: What's The Difference?

In the previous three posts, we looked at the minor differences between Rebel Officers/Agents (Inspire vs. Independent: Dodge and Nimble), Imperial Officers/Agents (Inspire vs. Relentless), and Jedi Knights (Master of the Force 1) - there are sometimes stat differences (Courage or Wounds) as well and it translates into differences in cost, but by and large, the points cost difference isn't the biggest difference between models. The doctrines you can take are also different - some doctrines are unique to the Commander or Operative choice or can be shared between the two with a maximum of one per army.

The Super Tacs . . . don't really work this way. The difference between the Commander and Operative Super Tacs is incredibly small - the Commander is 10pts more expensive and has -1 Courage (huh?), +1 Hardpoint upgrade, +1 Command upgrade, -1 Armament upgrade, and doesn't have Aid: Droid Trooper. In short . . . unless you want 3 Hardpoints or a Command upgrade, the Operative variant is cheaper, has high Courage (that can't be used to cancel AI/prevent panicking), and has the ability to shuffle tokens to friendly Droid Troopers (like Kalani?).

In addition, there are only two Super-Tac doctrines and they can both be used by both variants . . . also, all of the Hardpoints can be used by both variants . . . so if you prefer the Operatives, take them with whatever combo you want. If you prefer the Commander variants (though I feel like the Commanders lot is in a LOT of contention between Dooku, Wheelbike Grievous, Poggle, and Kalani), take those. I don't think it matters - take whoever you want. As a result, this article is going to be a lot shorter than the previous ones because I'm only going to evaluate the two doctrines against a universal "Super Tactical Command Droid", as I don't think the differences matter that much.

Super Tactical Command Droid with Seek and Destroy: 65+ pts

The cost above reflects an Operative taking the 5pt doctrine (limit 2), but I actually think this is better on the Commander variant. The boosts from this is Demoralize 1, Marksman, and Target 1. The combination of Target and Marksman is great if you're using this guy with the Optimized Task Flow upgrade (8pts) to get Direct: AI Unit. This is cheaper than an HQ Uplink on B1s and can be used to spin the Coordinate chain and he'll end up with an order token at the end if you play it right. With an aim by default, you can guarantee 1 hit from your 3-die attacks makes it through, which gives you reliable suppression output between Demoralize 1 and your shooting attack if you didn't pay for a weapon - and very reliable damage if you paid for an Electrostaff (10pts). Doctrine Rating: A-.

Thursday, November 13, 2025

Customizable Commanders, Part III: The Republic

Good morning gamers,

This is our third post in reviewing the new customizable commanders and operatives for the four factions in Star Wars Legion. We've already looked at the Rebel and Imperial options and today we're tackling my beloved Republic and the customizable Jedi heroes that you can field. If you haven't seen the article yet, you can view it here.

Like the previous article, we'll be looking at the four doctrines provided in the new kit and how that shakes out with the SEVEN different Jedi builds you can have (max of four, of course, since the doctrines are unique . . . some might say max of two, depending on whether you think two of the doctrines are playable). We'll start off with the one that is unique to Commanders . . .

Jedi Knight General with General of the Republic: 110+ pts

Right off the bat, one should note that ALL of the Jedi options are going to be expensive. Before you buy the required doctrines (5-10pts) and the required lightsabers (all free - though I expect that to change in the future) and the basically-required Jedi Training upgrade (5-8pts) and the basically-required Force upgrade (at least 5pts, unless you're leaning into Hope?!?!?!), any Commander or Operative Jedi that you make is going to be pretty pricey. This shouldn't surprise anyone who's seen the non-customizable Jedi, but it's worth pointing out that relative to what we've seen with the Empire and Rebels, this is quite the investment.

Jedi Knight Generals are Commanders with 6 Wounds/Courage 3, which makes them pretty durable and they have great anti-panic bubbles. With 2 Force Upgrade slots and 2 Training slots (only one of which can hold a Jedi Training upgrade), you have a good amount of upgrade options before factoring in any extra upgrade options that your Doctrine/Jedi Trainings give you. The General of the Republic doctrine gives you a Command slot (only way to get one on these commanders) and you also pick up Inspire 1 (fine), Bolster 2 as an action (also fine), and Direct: Clone Trooper (excellent). Doctrine Rating: B.