Thursday, November 14, 2024

Star Wars Legion Unit Review: Padme Amidala

Good morning gamers,

When Legion 2.6 dropped, Padme became one of the most changed profile in the game - perhaps THE most changed profile in the game (Anakin might have a word with you on it, as might Commander Luke), since she went from a sit-in-the-back-and-generate-tokens support piece to a what-exactly-does-she-do-without-secret-mission? piece. For many Republic players, the changes to Padme's profile has made her completely irrelevant for Republic list building.

In what many might consider ill timing, I picked up a Padme model about a month before AMG's Ministravaganza, when the changes to the profiles were announced. I looked at the adjusted profile and was like, "Well, that's different . . . and also intriguing." So join me today as I attempt to hash through what Padme's new role in the Republic faction is and what considerations you need to make when thinking about taking her.

Padme Amidala: The Profile

Padme's only ability to help her teammates out is with Bolster 2, which eats up a valuable action, but provides friendly units within range 2 with 2 surge tokens. Many Republic Clone units are surge-hungry (and generally don't have offensive or defensive surge conversion innate in their profile), so surge tokens are always useful - both for blocking hits that would be costly to regrow and for dealing that slightly higher damage total to clear out enemy units. If you can afford to spend the action, Bolster 2 is great.

Padme retained both Nimble for helping to keep at least one dodge token on her each time she's shot and Sharpshooter 2 for getting all of her damage past cover (which is less reliable now, but with a limited die pool and the loss of tons of extra dice from Fire Support, it's really good to have). Nimble got improved with the addition of Agile 1, which encourages you to perform moves with her so she can get dodge tokens - and also provides an interesting decision tree about when to activate Padme, since moving her early will get dodge tokens on her, but will also telegraph where she is for the rest of the round.

Finally, Padme picked up Inspire 2, which gives her some support abilities for friendly units besides Bolster, but the loss of Authoritative (to give her order token to someone else), Quick Thinking (to get an aim token and a dodge token for a single action), and Exemplar (to allow her aim, dodge, and surge tokens to be used by friendly units) are big hits to her profile. Still, I think we have enough to work with here even with the loss of three really good rules.

All legitimate builds - 60-82pts
Photo Credit: Tabletop Admiral

Her survivability stats are decent - 6 Wounds is pretty good, Courage 3 is pretty good, Speed 2 is fine, a surging white dice is fine but not great, and surging for crit (previously surge for hit) is always nice to have. Her combat pools are also fine - 3 black dice by default in melee and 3 red dice at range 1-2 on her Blaster. All told, she's likely to get a hit or two into her opponents, which means actually dealing damage is very much determined by the saves of the unit.

Thursday, October 31, 2024

Star Wars Legion Unit Review: BARC Speeders

Good morning gamers,

A while ago, we covered Obi-Wan Kenobi and Phase I Clone Troopers - both of which come in the Clone Wars core set and both of which I love very, very much. Today we're (finally) covering the last of the elements of the core set, the BARC Speeder. This unit takes up a Support slot and originally "competed" with AT-RTs and Fluttercraft . . . but if we're honest, all three really compete with Clone Commandos now, in addition to the Corps and Special Forces options available to the Republic (which are all REALLY good options).

Because a vanilla Clone Trooper Infantry squad (or an ARC Trooper Strike Team) costs about as much as a BARC Speeder, it's been very tempting for me to just go with the infantry squads and skip these guys altogether. It's taken me a long time to like these guys, but I think they do have a place in some Republic lists. Let's take a look at the profile and see what makes these vehicles special . . .

BARC Speeders: The Profile

BARC Speeders got a points increase with the new edition and start at 65 points - and as you can see in the image below, running them without upgrades is a perfectly fine thing to do. BARCs only have two upgrade slots - and if you don't take a crew upgrade, you'll have a Speed 3 speeder. Unlike Speeder Bikes, STAP Riders, and Swoop Bikes, however, a BARC Speeder is a single-model Support unit, which limits its firepower when compared to these other units (unless you take a crew upgrade - in which case, you'll be slower than the other speeder units).

Four perfectly defensible loadouts for your BARCs - 65-99pts
Photo Credit: LegionHQ

BARCs are speeders, so naturally their distinctives from other Republic Support options include Speeder 1 (allowing them to go over terrain up to height 1 and they get a compulsory move at the start or end of their activation) and Cover 1 (which is great when cover is harder to get). While Cover 1 is all nice and good (it really means that you always have light cover - assuming your opponent doesn't have Sharpshooter or Blast), it's the Speeder 1 that's the real gem here. Since Speeder 1 gives you a free move action, even a Speed 2 BARC Speeder with a crew upgrade can move pretty far if it performs three move actions. In the main, your weapons are going to be Fixed: Front, so having the flexibility to take that compulsory move at the beginning of your activation (if you don't have your intended target in your forward arc) or at the end of your activation (if you can already see the target and want to get away) is really nice. Depending on your crew upgrade, however, you  might need to have your target in the forward arc - but it certainly helps.

Thursday, October 17, 2024

Star Wars Legion Unit Review: Yoda

Good morning gamers,

Today, we're turning our attention to the little green man (well, alien dude) who is easily the most powerful Jedi in the prequel trilogy: Yoda. I got started with Obi-Wan and tried out Yoda with a proxy in one game before I was like, "Wow, this guy plays REALLY differently from Obi-Wan!" Sure, you can use Force Barrier and spam out dodge tokens with both of them, but if you want to have someone who can sit back OR fight competently, you want Yoda. If you want some command cards with both power and longevity, you want Yoda. If your opponent plans to head-hunt your characters . . . you probably want Yoda in that matchup too. So let's dig in and find out what this guy is all about!

Yoda: The Profile

There are three Force Users currently available to the Republic in Star Wars Legion: Obi-Wan Kenobi (who we've already viewed), Anakin Skywalker (who I don't have any plans of getting any time soon), and Yoda (who is really fun to use). We've had a preview (just concept stuff) for generic Jedi models that can be added to ARC Troopers and ARF Troopers (probably more on them at the start of 2025) and Ahsoka (Commander and Operative versions), but for now, your Jedi options for the Republic are Obi-Wan, Anakin, and Yoda. If you just go off what we know about these guys in the films, you'd expect Yoda to be a powerhouse character and clearly better than the other two. Yoda is probably the better choice overall, but there are trades that you have to make when taking him.

Two possible load-outs for Yoda: 230-245pts
Photo Credit: Legion HQ

First with the pros: Yoda is Courage 4 instead of your named-Republic-hero-standard of 3 and has surge for Crit and Blockinnate in his profile (with the stereotypical red defense die for Force Users). With a solid lightsaber attack (4 red dice with Impact 2/Pierce 2 and surge for crit) and a Force Wave range 1-2 attack (4 black dice with Blast/Suppressive), Yoda has some excellent options for dealing damage, getting all his actions, keeping his units from pannicking, and just generally resisting damage.

Like all Force Users, his lightsaber gives him Immune: Pierce and while about half of the Force Users in the game have Master of the Force 1, Yoda has Master of the Force 2 (which is only available at the moment on Count Dooku and Emperor Palpatine). While this isn't innately better than Master of the Force 1, being able to reset two of your exhausted Force upgrades at the end of your activation is awesome and gives you a lot more play in what upgrades to take.

Thursday, October 3, 2024

Top 5 Empire Units (for Legion II)

Good morning gamers

This is Gorgoroth, and I am here to talk about my top 5 Empire units for the updated Legion. Now if you read my other post about my top 5 Empire units, you will know that I specialize in this department in not just words, but humor. However, that was before all the rules changed, so then I realized that I was spreading pure lies to all you good folks who read our stupid stuff (Ed. it's not stupid, you rapscallion! ~Tiberius). 

So, since I felt bad about that, I have returned to do it again while the rules are still new and so I can show you awesome strategies while everybody is still learning. So, lets jump in starting at number 5 which is of course.....

Pick #5: Shoretroopers

Photo Credit: Tabletop Admiral

These guys were always awesome when I ran them and they are, not surprisingly, still awesome. They are still the only Empire Corps unit with black dice on their guns and they picked up Prepared Positions which gives them a dodge token when they deploy and lets them deploy without spending an action. They are at Speed 1 now but are still red dice defenders which gives them the leg up. Now that I have poured out my heart on these guys, I need to address their heavy weapon which is in my opinion the most awesome weapon in the game (no offense, Vader. Darth Vader: "None (wheeze) taken (wheeze).") So yeah, they are really awesome but do you know what is even more awesome? Moving On!

Thursday, September 19, 2024

Star Wars Legion Unit Review: LAAT/LE Patrol Transport, Part II

Good morning gamers,

Last time, we looked at the LAAT/LE Patrol Transport in Republic lists and today we're looking at what appears to be the same unit but in Empire lists. While the Comms and Ordnance upgrades are the same, the Empire list itself and the Pilot options available to the Empire changes how useful a LAAT is (and how it's played) dramatically. We're going to begin by going back over the profile - if you read the Republic post, much of this will sound familiar . . .

LAAT/LE Patrol Transport: The Profile

LAATs are Heavy unit choices and like most heavy options, they have Armor 5 (slapping the first five hit results in the attack pool is basically like what full armor was, though big dice pools are likely to get some hits past Armor 5 - but more on that later). Armor X is one of those keywords that's so powerful, that there are OTHER keywords specifically designed to counter it (the Impact keyword, which turns Hits into Crits, and the Critical keyword, which turns surge results into Crits). While LAATs are probably one of the least popular full armor units in the game, they have some of the best supporting keywords alongside the Armor X keyword.

Three logical LAAT layouts, running you 116-133pts
Photo Credit: LegionHQ

LAATs also have Cover 1, which will remove 1 Hit result before keywords like Impact are applied - super useful. They're also Immune to Blast (so you can't take their Cover 1 away), Melee weapons (so you don't have to worry about Jedi slamming you with 6+ dice and loads of Pierce/Impact), and Range 1 weapons (which includes all grenades - one of which has Impact). It's important to note that most weapons with Blast happen to be Range 1 weapons, but for the few that aren't (Bunker Buster Shells, the MPL Barrage Trooper, and the B2-HA Trooper), you're immune to those too. With a white defense die and defensive surges, any damage that does make it through is probably going to be successful in wounding you (especially if Pierce is present), but you'll be shrugging off most of the dice that are thrown your way.

Thursday, September 12, 2024

Legion review: Legion is a Whole New Game

 Good Morning gamers!

This is Gorgoroth here and I am about to talk about the new Legion redo. 

So there I was, watching on a phone as Legion1 changed into Legion2. And I was thinking," I collect an army and make an amazing strategy for Legion1 and the game changes on me? This does not bode well for my luck expectancy." So I decided to try the new game and I really want to share my experience with you on how that went. 

  1. Clone commandos are still OP (ugh);
  2. Since I don't roll white dice particularly well I didn't have good cover...and everybody who plays Legion knows how that feels (double ugh); and
  3. Since I couldn't kill Obi-wan Kenobi or Padme or that unmistakably annoying Fives's squad, I.. got my butt kicked and I admit this in shame and complete honesty.
And I have only have only 11 letters to say to this...keep Playing. This game has its pros and cons and some pros, like a certain three that I'll mention a little bit later, are definitely worth playing for. So let's just cut the drama and just roll into number 1.

  1. Sniping is easier, since you roll extra defense dice for cover instead of gaining automatic block for cover there is a pretty good chance you hit with a rifle and if that sounds bad to you, you can find comfort in that sniper rifles except for the clone commando rifles (which is totally unfair) cost like 10 points more.
  2. An extra 200 points, so that you can buy your leader, punch, and bodies and still have room for all your favorite toys that make this game worth playing like Cad Bane who is undeniably, particularly, awesome. This is also really nice if you play shoretroopers who are good but expensive. A few extra points to field them is always welcome.
  3. There can be a legion, since there is this new upgrade that can add a bunch of bodies, which can add up to a bunch of bullets in your opponent's face. This is also really nice if you need to just hold an objective all game because you will know you are never going down.

So if you need some encouragement to keep playing, just remember that no matter what happens, this is still a game of legion. And I can't end this post better than that so here ends my post and may the Force be with you.

Thursday, September 5, 2024

Star Wars Legion Unit Review: LAAT/LE Patrol Transport, Part I

Good morning gamers,

The past few posts have been about Wookiees - mostly in the Republic faction, but we also looked at their applications in Rebel factions. When I first considered getting Wookiees (especially the melee-oriented Noble Fighter variants), I was like, "Man, I need a way to get these guys into combat before they lose someone!" Naturally, as a Republic player, this meant buying one thing: a LAAT/LE Patrol Transport (hereafter LAAT - though I traditionally refer to it as the "battle Orca" because of my painting scheme).

<my LAAT>

No, this thing doesn't look like the LAATs that we get in Attack of the Clones - it's a patrol transport variant that looks far more at home in a hangar full of TIE Fighters than amongst Clone combat gear. LAATs, like Wookiees, are multi-faction and can be fielded by both the Republic and the Empire. Today's post will be focused on the use of LAATs in the Republic and we'll pick up the topic for the Empire next time. Let's see what this thing can do . . .

Yeah, when you say LAAT, this is what I think of . . .

LAAT/LE Patrol Transport: The Profile

LAATs are Heavy unit choices and like most heavy options, they have Armor 5 (slapping the first five hit results in the attack pool is basically like what full armor was, though big dice pools are likely to get some hits past Armor 5 - but more on that later). Armor X is one of those keywords that's so powerful, that there are OTHER keywords specifically designed to counter it (the Impact keyword, which turns Hits into Crits, and the Critical keyword, which turns surge results into Crits). While LAATs are probably one of the least popular full armor units in the game, they have some of the best supporting keywords alongside the Armor X keyword.

A very traditional - and a very untraditional - LAAT build for the Republic - 119-125pts
Photo Credit: LegionHQ

LAATs also have Cover 1, which will remove 1 Hit result before keywords like Impact are applied - super useful. They're also Immune to Blast (so you can't take their Cover 1 away), Melee weapons (so you don't have to worry about Jedi slamming you with 6+ dice and loads of Pierce/Impact), and Range 1 weapons (which includes all grenades - one of which has Impact). It's important to note that most weapons with Blast happen to be Range 1 weapons, but for the few that aren't (Bunker Buster Shells, the MPL Barrage Trooper, and the B2-HA Trooper), you're immune to those too. With a white defense die and defensive surges, any damage that does make it through is probably going to be successful in wounding you (especially if Pierce is present), but you'll be shrugging off most of the dice that are thrown your way.

LAATs have two other really great rules that set them apart from other Republic heavy options - Hover: Air 2 and Transport 1: Closed. Hover: Air 2 allows the LAAT to move over terrain that is at/below Height 2 (which is anything less than 12" high and probably most of the terrain you're playing with) and can end its movement on a piece of terrain that's at/below Height 2. Units with Hover: Air or Hover: Ground can perform standby actions, can reverse (for a Republic LAAT, this will use the rear notch at Speed 1), and can strafe (a Speed 1 move to the left or right). This basically means that if you want a LAAT to look in a given direction, respond to enemy actions near it (even if it has to move first), or get over intervening terrain, it probably can.

But the real reason you take LAATs over other Republic Heavy options is that it has Transport. There used to be a ton of rules related to transport, but now it basically allows you to issue an order to a normal-sized Corps or Special Forces unit on the first turn of the game (even if the LAAT doesn't get an order token) and after the LAAT is done deploying (it's first move action on the first turn), the chosen unit can then perform a speed-1 move from the base of the LAAT. The circular base of the LAAT is roughly the same as a speed-2 move and with speed-2 base, that means the transported unit (which will have an order token, so it could be chosen as your next activation) will be able to deploy ~16" forward BEFORE taking its first move action. Put another way, that's basically half-way up the board. On top of all these awesome keywords, LAATs have 8 wounds (pretty good), have 6 resilience (see what's broken after they take 6 wounds), and are base Speed 2. All in all, not bad.

On offense, LAATs begin with a base weapon that has Range 1-3 with 2 red/2 blacks, which gives them an expected damage output of 2.5 hits/attack without an ordnance upgrade. This . . .  isn't particularly good, but it's also not bad for a unit that's base 100pts (though for comparison in a Republic list, a 117-pt Clone Trooper Infantry unit with a Clone Captain, a Z-6 Trooper, and a Clone Medic is expected to get 5.375 hits/attack at Range 3 and an 80-pt full ARC Trooper squad with a Clone Commander is expected to get 4.25 with Sharpshooter 1 at Range Melee-to2 - with the only token support being the Reliable 1 that's provided to both units). We'll look to see how we can up this damage output (or whether we even should) in our next section . . .

LAAT/LE Patrol Transport: Recommended Upgrades

So far in this series, I've only recommended fully outfitting Obi-Wan with upgrades. Like a good Commander unit, I think a Transport will benefit from being pumped full of upgrades too - and the LAAT upgrades are surprisingly cheap, so it's not going to break the bank to get three upgrades on it. There's pretty much just two builds of LAATs that I look at - though for most players, there's really only one build (see Jay and Tim's discussion on the Fifth Trooper podcast here for more info on what this is - and spoilers, they're not wrong).

Pilot

The Republic has three pilot options for LAATs: Clone Commander Fox, Hound & Grizzer, and the Clone Shock Trooper Pilot. Hound & Grizzer are not my cup of tea - if the ability to throw out 4 observation tokens on a target was a free action (even if it required an exhaust), I'd consider taking them, but I just never have the actions to spare once my LAATs are within range 1-3. As an 8pt upgrade, I think you can do better.

Coming in at slightly more points (10pts) is Commander Fox, who gives you the Field Commander keyword (so you don't have to take a Commander unit) and a free action that can give a trooper unit at range 2 a free surge token and remove a suppression token. If you're looking for a flexible, tactical pilot option - or if you want to capitalize on the Field Commander keyword to deny your opponent VPs from Bounty - I think Fox is a good option.

Finally, we have the Clone Shock Trooper Pilot. This generic upgrade only costs 4pts and changed dramatically with the new rules revamp. Instead of giving units tokens when they disembarked, the Shock Trooper Pilot now gives 1 friendly unit (not just a trooper unit - though most Republic units are likely to be troopers) at range 1 a surge token after the LAAT attacks. If you're going to use the LAAT to lay down fire, this is probably your best option - but it also means you're probably running a more expensive kit-out than you would with Fox.

Ordnance x2

Once again, the LAAT has three options available to it - and depending on what you plan to do, your "best option" may change. The cheapest of these options (and the most situationally useful for a LAAT) is the High-Energy Shells, which is an 8pt upgrade that gives you 2 red/1 white with Critical 1 (awesome on a unit that doesn't have any surge options) and High Velocity (which is only useful if you're splitting fire, since the lack of High Velocity on the LAAT's main gun will remove the bonuses of High Velocity if the two weapons are fired together). A final dice pool of 4 red/2 black/1 white is perfectly respectable (an estimated 4.375 hits/attack - or what you're supposed to get from an 80-point ARC Trooper squad).

For 2pts more (10pts), you can get the Armor-Piercing Shells, which gives you 1 red/2 black and Impact 3 - which is going to give you FAR more damage against units with Armor than either of the other attack options. If you're not rocking a lot of Impact on your other units (RPS-6 launchers are pretty affordable, but also restrict your mobility), this is a pretty good option. With an estimated 4.25 hits/attack, you're getting about the same number of hits as the High-Energy Shells, but you're also expected to deal about 4 hits to a unit with full Armor - and from experience, you only have to "turret" with this guy twice (spending your actions during your activation to recover-then-shoot) before units with armor are really, really hurting. If you're also transporting Wookiees that can get into the Weak Point arc of a Heavy unit with Armor . . . yeah, it's going down in two or three turns.

Finally, for 12pts, you can pick up the "Bunker Buster Shells," which gives you 1 black/3 white and the Blast and Scatter keywords. This is the only ordnance option that ignores cover and while the LAAT's elevation might make it possible for you to see the enemy clearly, if he has any cover at all (measured as a beam from the top of the LAAT to the bottom of the LAAT), the overall damage of your LAAT is limited. Furthermore, both of the previous options are only range 2-3 or range 2-4, so if you're close to the enemy, they won't help you out. This ordnance weapon is range 1-2, so it's better at softening up a unit before your transported unit gets into them. It has a much lower expected damage output than the previous two (3.25 hits/attack), but against cover, you're supposed to be more reliable than the other two . . . assuming cover works, now that it's probabilistic instead of deterministic. Still, if you plan to transport a close-range melee unit (like Wookiees), I'd always opt for the Bunker Buster Shells over the other options.

With the rules revamp, LAATs can now take two Ordnance upgrades - and since each of these upgrades has Cycle (allowing you to recover the upgrade if it's exhausted and wasn't used this turn), if you're planning to shoot a lot, you probably want to take the Shock Trooper Pilot and two Ordnance upgrades, rotating which one you use each turn. Laying down fire from afar probably means you're looking at the High Energy Shells and the Armor Piercing Shells - which puts your LAAT at 122 points, flexing between 4.25 and 4.375 hits/turn. That's not GREAT damage output for being a Republic unit, but it's also not bad. Alternatively, you could spend 126 points to swap the High Energy Shells for the Bunker Buster Shells and do damage from Range 2 (and occasionally Range 1). If you're angling for that, your overall damage will be lower on the turn you're using the Bunker Buster Shells, but you also don't have to worry about melee spams as much.

If you're running Fox, however, you don't HAVE to do the double-Ordnance option. You could choose to turret instead - choosing to recover-shoot each turn - or double-move every other turn, since your pilot upgrade isn't heavily incentivised to "just move and shoot". This will end up being slightly cheaper (Fox + the Armor Piercing Shells is only 120pts), but it's still in the same ballpark.

Comms

About half of the Comms upgrades aren't going to work well on a LAAT - you don't have Coordinate innately and most units are going to try to stay outside of Range 1 of you (or they'll try to get there if you took either the High-Energy Shells or the Armor-Piercing Shells), so Command Control Array, Comms Jammer, and Hacked Comms Unit aren't that great. Additionally, being issued orders anywhere with a Long-Range Comlink or issuing yourself an order with an HQ Uplink are all fine and well, but they're not as good as one of the other options. Giving the LAAT an aim or dodge token with an Emergency Transponder has potential, but your Clones will benefit far more from a Transponder than a LAAT will (both because their expected damage is better and because they can share the tokens).

This leaves us with three upgrades: a Comms Relay, Linked Targeting Array, and Onboard Comms Channel. The last one (the Onboard Comms Channel) changed a lot with the rules revamp, since it now gives your LAAT Coordinate: Trooper, which is AWESOME if you're planning to a) issue orders to the LAAT, and b) have a trooper unit nearby to - I don't know - get a surge token (and possibly remove a suppression). With a price hike up to 10pts, I'm not sure that this is the easy-sell it used to be, but it's still good.

The Comms Relay is an interesting choice, since one of the Command cards for Cody and two of the generic Republic Command cards issue orders to vehicles/Heavy units specifically. If one of your vehicles happens to be both a vehicle and a heavy weapon, you're golden on all counts (plus Cody has Direct: Vehicle, so even if you've got a BARC Speeder or something receiving orders, you can still get an order and pass it to someone else). Taking the Comms Relay will not trigger the special rule for Synchronized Offensive (the generic Republic 1-pip Command card), but it'll give you the flexibility to get the order tokens on the Corps units that need them - and if they're close enough to get an order from a Comms Relay, then they'll also be close enough to benefit from a surge token/suppression removal from Fox. This isn't a bad choice - and comes in at only half the price of the Onboard Comms Channel (though you're only getting one order instead of two - so I'd personally just pay the 5 extra points to get the Comms Channel if I can swing it).

. . . but I can't help but think that the Linked Targeting Array could have some play if you intend to do a ton of shooting with the LAAT. If you know that you're getting an order every turn (from Cody's Direct: Vehicle special rule, let's say), an aim token every turn on the LAAT is going to be useful in bumping up your damage - and if you took one of the longer-range support Ordnance options (Armor-Piercing or High-Energy Shells), you're already starting with ~4 successes - and you're probably getting 5-6 successes with an aim token (depending on which dice you're rerolling). If you take Commander Fox, the Armor-Piercing Shells, and the Linked Targeting Array, you're coming in at just 125pts and you're a lot beefier as a combat piece than most will expect. While the Saber Tank is the better overall damage piece (it's supposed to get 4.625 hits/attack before any aims if it has the Twin Laser Turret), a 125pt LAAT is going to be about 60pts cheaper than that and do about as much damage . . . so there's that.

Okay, let's look at some lists!

LAAT/LE Patrol Transport: Sample List and Strategy

The list we have today is a Cody-double-LAAT list and it plans to use the LAATs to transport DP-23 Troopers (who are close-range terrors) to the center of the board quickly. Cody can deploy near the Commandos to provide long-range fire, while the LAATs play the mid-range game, supporting the DP-23s. If you prefer Z-6s instead of DP-23s, you could swap them one-for-one - your choice. The Clone Captains now grant Defend 1 and Outmaneuver if they're issued an order, which is GREAT if they're hanging out near LAATs (you can view the list here on Tabletop Admiral):
  • Clone Commander Cody with Aggressive Tactics
  • Clone Trooper Infantry with Clone Captain, DP-23 Clone Trooper, and Clone Engineer x2
  • Clone Trooper Infantry with Clone Captain, DP-23 Clone Trooper, and Clone Medic
  • Clone Commandos with HQ Uplink, Katarn Pattern Armor, config, and Smoke Grenades x3
  • LAAT/LE Patrol Transport with Clone Shock Trooper Pilot, Onboard Comms Channel, Armor-Piercing Shells, and High-Energy Shells x2
LAAT/LE Patrol Transport: Final Review

LAATs are fun, flexible units and while they CAN do damage, their primary goal is to get your units in a good scoring position. With the changes to Transport, these units are a lot more flexible than they used to be, since you're not going to try to shuttle units around all game (which heavily incentivized the Bunker Buster Shells).

Overall character review: 3/5 stars. I think as far as personal transports go, LAATs are the best option in the game (with the possible exception of the A-A5 Speeder Truck), but their offense requires them to turret or pay for a second Ordnance upgrade in order to perform on-par with a similarly-costed or cheaper Corps/Special Forces option, so if you're going for firepower (thanks to token sharing), I think you can do better than this unit. Still, it's a great model (and can be hard to kill) and I'm glad I have it in my collection.

Next time, we're flipping from the Republic to the Galactic Empire as we look at the LAAT again. While the only real change for LAATs is their choice of Pilot upgrades, the options you have for this guy dramatically change how they're used. Find out if this guy is better or worse when fielded 20 years later - and until then, happy hobbying!