Good morning gamers,
This is our first post in 2025 - and we're covering the first Rebel hero I purchased: Jyn Erso. I got her used because I thought she was cool - and if I was going to collect Rebel models, it was going to be a Scarif-themed list. Well, I've been playing with her for the better part of the year (on-and-off to experiment with other Rebel builds), and I've got to say, she's not the best Rebel Commander option, but she sure is tough to deal with (and two of her command cards are really good). So let's take a look at Jyn Erso and see what she brings to the table that the Rebels want.
Rebel Jyn Erso: The Profile
Much of Jyn's profile looks like a lot of other Rebel heroes - she's got 6 Wounds, Courage 3 (pretty rare, actually), surges for crit and block, rolls a white defense die, and is Speed-2. She's a commander with a nice array of upgrade slots (Command, Training, Gear, and Armament) and by default only has a melee weapon (though her Armament slot gives her a choice of gun options).
Two ways you can run Jyn - 102-109pts Photo Credit: LegionHQ |
Her keywords are reminiscent of Leia and Padme - she has Quick Thinking (Leia has Take Cover 2), Nimble, and Sharpshooter 1 (Leia has Sharpshooter 2). Quick Thinking is great on a Nimble character (as you want the dodge every turn, but you can also get a free aim token to help you out on offense) and any character with Sharpshooter 1 (or 2 if possible) is going to get more damage through cover than those without it (and if you can reduce your opponent's cover to 0, they won't benefit from Low Profile).
These keywords are pretty good, but Jyn's defining attribute compared to these two characters is Danger Sense 4. Danger Sense is pretty rare and appears on Cassian Andor (Danger Sense 3/Courage 2), Pyke Syndicate Capos (Danger Sense 2/Courage 2), Pyke Syndicate Foot Soldiers (Danger Sense 2/Courage 1-2, depending on the Personnel choice), and Rebel Pathfinders (Danger Sense 3/Courage 2). If you take Cassian's 3-pip Command card (Volunteer Mission), you can add Danger Sense 1 (or boost an existing Danger Sense by 1) to any Commanders, Operatives, and Special Forces units you have that receive orders. Outside of the Rebel Alliance, you can only find it on Cad Bane (Danger Sense 3/Courage 3 - well, him and the Pykes who are available to everyone). Given this list, Jyn is the only person with Danger Sense 4 innate (and could have Danger Sense 5 if paired with Cassian during one round) and is one of only two units that pairs Danger Sense with Courage 3 (which makes panicking her very difficult).
Now there may be some of you out there that think Danger Sense isn't very good - "all it does" is allow you to roll up to X more defense dice based on how many suppression tokens you have. Extra dice is always nice, but surging white defense dice aren't very good. So why lean into Danger Sense with Jyn instead of into a more reliable mechanic like Take Cover/Inspire from Leia (or Authoritative/Exemplar like Padme)? Well, there's a few reasons.
First, Danger Sense is a better rule than Impervious. Like Danger Sense, Impervious gives you extra defense dice, but the specific number of dice you roll is equal to the Pierce your opponent has. Against most lightsabers, this will mean that you roll 2 extra dice to counter the Pierce 2 that your opponent has. Against most blasters, this will be 1 extra die to counter Pierce 1 - you get the picture. However, if your opponent doesn't have Pierce, you get nothing. Danger Sense, on the other hand, gives you extra dice based on your suppression, NOT the value of a keyword your opponent's attack pool might have. Yes, if you only have (or can only gain) 1 suppression token when your opponent has Pierce 2, you're worse off than if you had Impervious, but most of the time, you'll have as many dice or more dice with Danger Sense than Impervious.
Second, Danger Sense can be triggered easily with Duck and Cover. Most of the profiles that have Danger Sense have a training slot (Pykes don't have Training slots, but everyone else does) and that means that when a range attack is declared against a unit with Danger Sense, they can roll at least 1 additional die by picking up a suppression token when the attack is declared with Duck and Cover. If they get to the dice-rolling stage, they'll pick up at least one additional suppression token after the attack resolves, which means Danger Sense 2 will be in full effect if they get shot at again (and Duck and Cover isn't exhausted when used, so they can push it to Danger Sense 3 if they benefit from that). Additionally, picking up suppression will also improve the cover of the target (going from cover 0 to cover 1 or cover 1 to cover 2), which can really only be countered if the attacking unit has Sharpshooter. Even with the cover changes, having any kind of cover upgraded to heavy cover makes those extra dice you're rolling later really, really useful.
Third, Danger Sense can lead to being suppressed, but it's better than being dead. None of the units with Danger Sense have Indomitable by default (though Cassian can give Danger Sense to Wookiee Warriors/Chewie who have Indomitable with his 3-pip and Cassian can give Indomitable to himself and one other Commander/Operative with his 2-pip), so there's a good chance that if you've piled up the suppression on yourself that you'll be acting with one fewer actions. Jyn is okay with this - if her goal is to stay where she is and stay alive, she can just do Quick Thinking and be perfectly happy with her life. Cassian can skip his aim or move action and just shoot with his rifle or pistol and be perfectly fine as well (especially if K-2 has given him an aim token or two). Rebel Pathfinders have Dauntless, so if they're suppressed, they can perform a move action by suffering 1 more suppression (which could bring them from 2 suppression to 3 suppression, which will max out their Danger Sense). All told, you can kind of work around the suppressed state - but you can't work around being dead (which happens a lot to these units if you can't get Danger Sense to trigger).
Okay, so given all this about Jyn, let's look at what she's actually good at and why you'd want to run over over other Rebel Commander options.
Jyn Erso: What's She Good At?
To make sure credit is given where credit is due, the first build (and by far the most successful build I've had with Jyn) was presented by Mike Barry on an episode of the Notorious Scoundrels podcast and hinges on the fact that Jyn takes forever to die. Between Quick Thinking (aim and dodge token), Nimble (get your dodge token back after you use it), Danger Sense 4 (more defense dice!), and options for Duck and Cover (more suppression to trigger Danger Sense) and Esteemed Leader (to pass damage on to friends), Jyn is VERY difficult to blow off the table in a single go. Prepared Supplies helps her a lot, since it allows her to have a dodge token handy if she doesn't get to go before she gets shot at.
Jyn's damage isn't particularly good, but it's also not bad - Sharpshooter 1 with 2 black/1 white at range 1-3 or 2 red/1 white at range 1-2 is "fine", but it's not going to blow away whole units. Surge for crit is always good to have and Pierce 1 on both sides of her config (which is free) is all but guaranteed to do damage when you use it. Her gun options are fine and her melee attack is . . . a bit underwhelming with "only" 4 black dice and Suppressive (and Charge only on the turn she plays her 1-pip Command Card). Jyn isn't going to top any charts for damage dealt, but if she has some help, she provides a good foundation for getting damage on even the toughest of foes. Still, if you're looking for better damage, you can get it from any number of other Commander or Operative options.
Jyn also gives you some tactical play with Infiltrate and a Command slot - though I generally find that her best Command upgrades help her more than those around her. Still, you'll have nearly full control over where she arrives (don't put her in a risky place - even though she doesn't die easily) and that's quite useful. Often times, however, this needs to be used in concert with the other units in her list (which for me is mostly Corps).
Okay, with all this in mind, let's see how Jyn stacks up to the other eight Commanders the Rebellion has in their arsenal (keeping in mind that you can only take two Commanders in a standard Rebel list) . . .
No-Command-Slot Commanders: Cassian and Wicket
I'll start off by saying that I've played lots of games with both Cassian and Jyn (for thematic reasons - they're fine together) and Luke and Jyn (which is not thematic at all - but they probably work better together). Cassian plays a pretty different game from Jyn, but they do work well together. If you take Jyn (or any other Commander), he can swap his Commander token for an Operative token and gain Infiltrate - and if you also took K-2SO, both he and K-2 can show up in a strategic position and lay down long-range fire (or close-range fire, though I find he doesn't last as long in certain match ups when you do this). While Jyn wants to be embedded in the middle of a bunch of Corps units, Cassian can operate with just his trusty droid (and maybe an R5-carrying Rebel Trooper team) nearby. Jyn and Cassian can get good use out of their 2-pip command cards (Jyn's will give Cassian Teamwork: Jyn Erso so that he'll gain an aim/dodge token when Jyn performs a Quick Think - and she'll gain an aim token when Cassian moves; both characters can gain up to 3 tokens based on their damage intake from Cassian's 2-pip, which is great for keeping them both alive . . . or helping Cassian get those crits he loves so much).
Like Jyn, Cassian's guns all have Pierce 1 on them, but he'll be wielding either 1 red/1 black at infinite range (and Cumbersome), 1 red/2 white at close range (but only if you have your sniper equipped and need to move and shoot at someone close by), or 2 red/1 black (which is the pistol you ACTUALLY want to use at close range). With Marksman to boost these rolls (and aim tokens that can be gained from K-2SO, Tactical 1 if he's using a pistol, and potentially Jyn on a turn that she plays Trust Goes Both Ways).
Wicket . . . doesn't synergize that well with Jyn on paper - he can get Teamwork: Leia Organa with his 2-pip and if you take him and Leia, you can't take Jyn. However, Jyn DOES synergize well with Corps units that have lots of wounds, so Ewok Skirmishers are super good with her. Since Jyn has Infiltrate, you can also have Wicket slingshot two squads of Ewok Skirmishers an additional speed-2 move up (if Wicket has Forest Dwellers as well) - and this can provide you with some early-game meat shields to take hits for her.
Taking either of these units means that you'll only have one Command slot - and chances are good that Jyn won't be taking Improvised Orders, so you're going to be at the mercy of your order pool (or you need to invest in ways to get people orders, like HQ Uplinks and Coordinate). Building your list around Jyn means you have to come to grips with the fact that you won't have a lot of order control - so plan your command cards carefully to make sure you get the orders you need for the units who have to go first.
One Command-Slot Commanders: Rebel Officers, Pyke Syndicate Capos, Luke, Lando, and Han
There are five Rebel Commanders who have a single Command slot (like Jyn) - and they either have a Gear slot (like Jyn - but no Training/Config slots) or a Training and a Gear slot (like Jyn - but no Config slot). These heroes are going to directly compete with Jyn in one big way: they provide army-wide support abilities that are useful, while Jyn is more of a loner. Rebel Officers and Pyke Capos can get dodge tokens out to your team members - and at 48-50pts base, they're also likely to be quite cheap compared to Jyn. Sure, a Capo might take Vigilance to bring his cost up to 60pts (and a Rebel Officer might take Underworld Connections or Improvised Orders for 55pts), but they're still going to stay comfortably below Jyn's price point. Even if they splurge for Electrobinoculars or Portable Scanners, they're going to be a cheaper option.
Neither of these guys, however, is very dangerous - with 2-3 dice each and surge to hit on the Officer (nothing for the Capo), you'll be lucky to get a chip in with these guys at range 1-2 (or 3 for the Capo). In melee, a single black die is unlikely to do anything to anyone . . . Jyn might not deal a lot of damage, but she'll definitely outclass these guys. Furthermore, Jyn is hard to kill - and these guys are not. With 4 wounds and surging white defense dice to keep them alive, these guys can go down fast. Admittedly, the Capo has Danger Sense 2 (and Independent: Dodge), but there's a HUGE difference between Danger Sense 2 and Danger Sense 4.
Lando and Han are much closer correlaries to Jyn - both have low-die-pool pistols, but they also get Pierce and Sharpshooter - with reliable dice. Both have surge to crit to help their weak dice pools avoid cover and both have (or have a way to get) Gunslinger to attack multiple times with that pistol. On defense, both have surging white dice (like Jyn) but both have Uncanny Luck to reroll some of their failures, making their defense dice just a bit more reliable (and it's kind of like having Danger Sense 2-3 active all the time). At price points around 100, they're pretty comparable to Jyn - but their command cards are WAY juicier.
Still, in melee they leave something to be desired and if you don't plan to run both of them together, either of them would be happy to have an off-tank with them to help hold objectives. While they have some defensive keywords to help them out, neither of these guys wants to be targeted by a lot of shots - so having someone like Jyn around is quite useful. If your opponent has a unit that's trying to race somewhere and you need someone to intercept them and hold them up for a bit, Jyn is a FAR better choice for that than either of these guys. So . . . at least consider taking her.
We've talked about Luke already, but he (like Jyn, actually) has upgrades that can be used to help those around him (most notably Force Barrier), but he can certainly be built to only help himself (my go-to recently is to take Recon Intel, Burst of Speed, and Offensive Push). Taking Luke with Jyn is really good if he's in defensive mode because Barrier can keep Jyn alive even longer - but even if you take Luke in offensive mode, any efforts made to kill off Jyn will mean that less fire is coming for Luke (who is by far and away the more dangerous of the two from a damage perspective). If you need someone to sit on a POI for a few turns, Jyn is a great choice (and even more so if Luke is standing next to her).
Two Command-Slot Commanders: Leia Organa
This is probably the greatest reason for why Jyn isn't a common pick - Leia does a lot of what Jyn does . . . but for less points. Leia has 2 Command slots instead of 1 Command/1 Training - and no config, obviously. However, her base gun gives her 3 reds with surge for crit at range 1-3 - that's better than what Jyn has! With Sharpshooter 2 as well, she's more likely to get good mileage out of whatever hits she does get - and with Take Cover 2 and Nimble, she can match on defense what Jyn does (and help someone else in the process - like Jyn). With 3 black dice in melee, she's nearly Jyn's rival there too - though her attack is not suppressive.
It's the second command slot, however, that makes her really good - not only can she take Esteemed Leader if you're worried about her taking hits, but Leia can also take something more team-centric, like Strict Orders to deal with suppression tokens, Lead by Example (to give her a second application of Inspire 2), or Improvised Orders (which is always good to have if you're going to have a mixed order bag). For base 75pts, she's likely to end up being 10-15pts cheaper than Jyn once everything is said and done - and when points are precious, that can make all the difference between making the cut or not.
But like Lando and Han, she really doesn't want to intercept anyone - and unlike those two, she doesn't have any defensive rules to help her out besides the ability to get a dodge token and keep it each time she's attacked with Nimble. Pierce will hurt against her - as will large dice pools - both of which are less of an issue if you're screening a bunch of hits and rolling extra dice with Danger Sense. These two gals can work really well together though - give it a try sometime and see how hard they are to take down!
Okay, let's see what upgrades and command cards we should be looking at to get the most out of Jyn!
Jyn Erso: Recommended Upgrades and Command Cards
We've already talked about what these are going to be, but to fit the format of our other posts in this series here are the upgrades to consider taking for Jyn . . .
Command
If you want her to tank for you, Esteemed Leader is your go-to - but you want to include with her LOTS of Corps units. My favorites to include for this job are Mark-II Medium Blaster Troopers, who double-function as an augment to her offense with Fire Support, but can also take up to 3 wounds for her without reducing their offensive efficiency. Yes, the more damage they take the more likely they are to be targeted by the enemy, but some good cover on them and maybe access to Force Barrier can keep these guys in the game for a LONG time. If you have 2 Mark-IIs in your list, you have to have 2 Rebel Veterans as well - and chances are good, the Vets are close by. If that's true, then Jyn can shuffle up to 4 hits off of herself onto these guys AFTER using a dodge token and cover. Sheesh, that's good.
As a support character, Vigilance is pretty good. For 7pts more, Jyn can keep her dodge token at the end of each round (always great on a character with Nimble) OR make sure up to 2 Corps units (or 1 other unit) within range 1-2 of her keep a dodge token. Running her alongside Rebel Vets who didn't get shot (or Rebel Troopers who are running around as healing caddies)? Yeah, they'll all be happy if they can keep their dodges.
There is theoretically a case for taking Inspiring Presence to extend the radius of her Courage 3, anti-suppression upgrades like Strict Orders or Lead by Example, or even the all-desired Improvised Orders - but if you want two of these, you can take Leia with Jyn OR you can take one of these upgrades with Han, Lando, or a Rebel Officer. You won't get Courage 3 with Inspiring Presence, but that's the only difference you'll see.
Training
This is Duck and Cover - always. I can see the argument for a more offensive-oriented Jyn taking Tenacity to up the damage on her Tonfa or a mroe defensive-oriented Jyn taking Situational Awareness or Up Close and Personal to help her with her dodge game. One might even consider taking Seize the Initiative to get her order token out of your pool (especially if you're running her with Cassian and K-2SO and she's your only Commander token). However, Duck and Cover serves a myriad of uses and really helps her long-term staying power in a way that dodge tokens just don't. So . . . take Duck and Cover.
Gear
Since Jyn has Nimble, Prepared Supplies is a given - it just is. Like the training upgrades we just discussed, there are other upgrades that lend themselves to consideration (like Targeting Scopes to improve the efficiency of her aim tokens in both ranged and melee attacks or Unhindered to make sure her Charge turn is extra good), but Prepared Supplies is just too good on defense for these other options to really compete.
Config
When I put Jyn in a list, I always give her the free A-180 Pistol Config, but I will say that the 5pt Jyn's SE-14 Blaster (base 10pts, but -5pts if Jyn is in your list) isn't a bad option if you want to lean into the Suppressive mechanic. If you went with this build, taking Targeting Scopes might have some credence because 5 white dice that surge for crit with Pierce 1 and 3 rerolled dice (so effectively 5-8 chances to get crits) can do a TON of damage. However, the range flexibility and more reliable dice pools (albeit smaller dice pools) of the A-180 config are just so good that I never leave home without it. Even if Jyn stays at range 1-3 with 2 black/1 white, the Pierce 1 and Sharpshooter 1 that Jyn has (with an aim token if you had the actions to also do a Quick Think) makes this guy really reliable for clipping off 1-2 wounds when you shoot with it. If you've had success with the SE-14, great - I just always take the A-180.
Command Cards
When it comes to Command cards, Jyn is pretty good - her 3-pip (Complete the Mission) is super useful with the ability to make 3 Trooper units immune to being suppressed or pannicked for the round and giving herself Low Profile for that much-desired extra hit cancellation. If you're running her with Han and Chewie, this isn't as necessary as the Change of Plans/Notorious Scoundrels combo, but if you're taking anyone else, I'd highly recommend you take this command card.
Similarly, Jyn's 2-pip (Trust Goes Both Ways) is a great way to make sure that nearby units don't struggle with suppression as much (Inspire 2) and someone near her gets an order token and Teamwork: Jyn Erso (which is super good with Han and Chewie or Cassian and K-2SO). The Rebel 2-pip command slot is pretty competitive, but I usually try to find a place for this card (Jedi love it, units with Teamwork already love it, anyone who wants a dodge/aim token loves it - you get it, basically everyone who's a Trooper loves it).
Jyn's 1-pip (Rebellious) is . . . highly situational. Like her other command cards, she picks up a special rule (Charge - a good one, I'll admit) and she can even perform a free attack against a unit that activates near her OR perform a free move action if getting clear is more important. She also picks up a suppression token when she does this, which is great for the retaliation blow that's sure to follow (either right away or from another hostile unit later in the round). The thing is, Jyn's melee attack . . . really isn't that good. It's better than a lot of other Rebel heroes have, but it's still not good. A free pistol attack and suppression token is nice (especially if you did a last/first thing between the two rounds and can get 3 shots off against a unit before they get to do anything to you), but if you're concerned that Jyn won't have good targets to charge (maybe you're playing against a gunline list that won't be coming to you), a different 1-pip (even a generic 1-pip) would be just fine.
Speaking of generic command cards, Jyn benefits a lot from Covering Fire. If Jyn has Esteemed Leader, she's going to be near a bunch of Corps. Covering Fire doesn't require the Corps units to have had a face-up order token, so issuing orders to 3 Corps units (like Rebel Veterans who coordinate with Mark-IIs or Rebel Trooper with medical droids) can mean a LOT of dodges are flowing Jyn's way. Once you have several dodges on Jyn, you can send the dodge tokens to the Corps units around her - but you'll always have the option to restock Jyn's supply if you need to.
Thematically, the best character to take with her is Cassian, who we've already mentioned can provide several boosts from his 2-pip (Last Stand) and his 3-pip (Volunteer Mission) command cards. With Last Stand, Cassian can issue an order to Jyn (always useful to be able to choose when she activates), give her Indomitable for the turn, and can give her an aim, dodge, or suppression token for each wound she's taken up to 3 . . . this will usually be dodge tokens (but could also be suppression tokens if for some reason those have been cleared). Volunteer Mission allows her to recover (which could clear some or all of her suppression tokens - but mostly you want to use it to flip your A-180 config if you don't have the most optimal side), improves her Danger Sense to 5, and allows her to pick up a suppression token . . . nifty.
You can also run Jyn with either version of Luke Skywalker to benefit from one of his 2-pip command cards (My Ally is the Force). This command card is super simple and super good - anyone who received an order this turn gains a dodge token. Doesn't matter if Luke gave them an order, if they got an order from an HQ Uplink or Seize the Initiative or Coordinate - however you got one, you get a dodge token. Boom - free dodge for Jyn that she can keep all round with Nimble. Perfection.
Finally, we have Han Solo and Reckless Diversion. Jyn is really good at staying alive - and because she doesn't have Guardian or access to Force Barrier, she's good at staying alive, but she can't take damage for the people around her. Well, never fear - run her with Han, issue her an order with Reckless Diversion, then activate Han first so she's the only unit with a face-up order token (don't issue orders with HQ Uplinks or anything). If she's the only unit that has a face-up order token and every enemy unit can see her, they have to shoot at her . . . period. Run her with some Corps nearby and they can take a glancing hit or two for her while she absorbs all those salvos . . . and probably walks away from the fight at the end. Then, if you want to be really mean, you run her with Chewie, play Notorious Scoundrels on the following turn, and potentially grab Reckless Diversion all over again . . . yeah, it's fun.
Jyn Erso: Sample List and Strategy
Jyn wants to be surrounded by Corps units, so naturally, I've placed her in a list with the maximum 6 Corps units. I've also paired her with Han and Chewie, which is great for messing with your opponent, giving her a helper with Guardian 3 (to supplement the Guardian 1 from Esteemed Leader), and to give you two good shooters (with poor dice pools - but we'll fix that in a minute) to supplement her chip damage.
For Corps, we've taken two pairs of Rebel Veterans and Mark II Medium Blasters (which is a great way to get some extra dice for Han and Jyn - or Chewie) and so long as these guys stay near each other, we don't have to worry about order control for them thanks to the Comms Techs with HQ Uplinks we've put in these squads. This makes them expensive, but it also makes them order-independent (and more survivable thanks to triggering Defend 1). So help these guys out (and our three named heroes), we've taken 2 squads of Rebel Troopers with Medical Droids - because healing is good (especially when you plan to utilize Esteemed Leader).
To give Jyn or Han some free speed, we've rounded out the list with an X-34 Landspeeder, which is pretty dangerous on offense with the Hotshot Pilot, Mark II Medium Blaster, and Rocket Gunner (1 red/5 black/1 white at range 3, single rainbow pool at range 4, 1 red/5 black/3 white at range 2, 4 black/2 white at range 1) and is not too shabby on defense with Cover 1/Armor 2 innate and Shielded 2 from the Refurbished Gonk droid. Our goal is to keep the damage off this guy, which will hopefully be possible with the shields/armor/cover knocking out up to 5 hits (2 of which could be crits).
Here's the list (as usual, you can check it out on LegionHQ here):
- Jyn Erso with Esteemed Leader, Duck and Cover, Prepared Supplies, A-180 Config
- Han Solo
- Chewbacca with Protector
- Rebel Veterans with CM-0/93 Trooper, Comms Technician, and HQ Uplink x2
- Mark II Medium Blaster Trooper x2
- Rebel Troopers with Medical Droid x2
- X-34 Landspeeder with Hotshot Pilot, Rocket Gunner, Refurbished "Gonk" Droid, and Mark II Medium Blaster
Our command cards give us a lot of play with Jyn: Reckless Diversion with Jyn and Han is really powerful - and if you slurp up that card again with Notorious Scoundrels, you can have Jyn tank for you twice during a game (which is nasty if she's embedded between 2 Mark IIs who can absorb a hit for her each time she gets shot at - and 2 medical droids to keep those guys from taking too much damage!). Sorry About the Mess can be played right after you play Change of Plans to make sure you get a good priority order and Jyn is only needed to play Trust Goes Both Ways (which is a great way to get extra tokens on Jyn, Han, and Chewie - as well as some Inspire action for those Courage 1 Corps units you have). Finally, we have Ambush, which anyone can play - and in an army where you might not be able to count on your heroes making it to the end, this is just a nice card to have in your back pocket.
The firepower coming off this team is decent with the Vets and Landspeeder getting good dice pools and Han/Jyn getting better dice pools with the Fire Supports from the Mark IIs. Your Rebel Troopers (and possibly Chewie) won't be contributing much, but they're there to hold the line and keep the rest of the group together. For fun, I built a second list with Jyn in it - and this one features Jyn on Endor with Wicket, a few Rebel Veterans/Commandos/emplacement troopers, and (of course) lots of Ewoks (list can be viewed in LegionHQ here):
- Jyn Erso with Esteemed Leader, Duck and Cover, Prepared Supplies, and A-180 Config
- Wicket with Forest Dwellers and Duck and Cover
- Rebel Veterans with CM-0/93 Trooper, Comms Technician, and HQ Uplink x2
- Mark-II Medium Blaster Trooper x2
- Ewok Skirmishers with Forest Dwellers x2
- Ewok Slingers
- Rebel Commandos with DH-447 Sniper, Duck and Cover, and Smoke Grenades x2
- FD 1.4 Laser Cannon Team with HQ Uplink and Overcharged Generator
This list has 12 activations and can have 5 order tokens on the board JUST from HQ Uplinks if Coordinate triggers properly. Jyn and Wicket (and basically anything that can shoot in this list) can benefit from the Fire Support from the Mark-IIs, and there are LOTS of wounds that can be spent on Jyn's behalf in this list. Ewok Slingers and Rebel Commandos bring in some extra firepower, as does the FD Cannon, which can ensure that a long-range attrition war sees us at least partly in the game. All told, we've brought a lot of threat to the fight - but we can't force our opponent to attack Jyn in this list . . . something's gotta give to get Wicket in the list.
Jyn Erso: Final Review
Jyn is a tricky unit to use well - and it's taken me a long time (and a lot of mistakes) to learn how to make her work. But she's great and very fun to use - and when she needs to do damage, she can do some (it's not just tanking with her all the time).
Overall profile review: 3/5 stars. While Lyn is great, I can't give her THAT great of a review - small changes to her profile or her 1-pip command card would be GREAT (like Gunslinger, Guardian 2, or Relentless on her 1-pip instead of Charge) as would a points drop to make her closer to Leia's cost of 75 instead of Cassian's cost of 90. If she's going to have very moderated damage and have to set up a few things in order to tank damage for days, she probably shouldn't be close to 100pts. She just shouldn't.
Well, that's it for this year, but we'll be back in January with more Star Wars Legion unit reviews! Until next time, happy hobbying!