Thursday, November 12, 2026

Star Wars Legion Unit Review: Plo Koon

Good morning gamers,

We're kicking off the Operatives from the Jedi Council pack (which I painted up recently) and we're tackling a Jedi that pretty much every Republic player likes: Plo Koon. Apart from how awesome this guy is in the Clone Wars show (his end in Episode III makes me a bit upset every time I watch it), this guy feels good both as an Operative in Star Wars Legion, but also as a Squad Leader (and boy is he good). Let's see what Plo brings us and how to equip him if we don't throw him into an ARC Trooper squad . . .

Plo Koon: The Profile

Everyone's said it already, but I'll pile on: Plo Koon has a LOT of keywords! Many of these upgrades are common to Jedi: Jump 1 as an action, Deflect, Immune: Pierce, and for most Jedi, Charge are all common rules and give Plo decent mobility, survivability, and potency if he can reach his target with Charge. To add some flavor, Plo has Defend 1 (fabulous - get this guy an order!), Inspire 2 (great in a meta that's shaping up to be more suppression-oriented), Direct: Clone Trooper Infantry (getting more order control is always good), Shien Mastery (so he'll do 1 damage back for each defensive surge he gets with Deflect AND if he blocks everything, he won't take suppression from the attack), and Distract as a free action (I don't know how game-changing this is, but theoretically it could keep a lone Clone from being targeted by an attack and removed from an important objective).

His profile is surprisingly strong for an Operative: he's got 6 Wounds (instead of 5 on the Jedi Knight - I assume this is because he's on the Council), Courage 3 (not Courage 2, like the Jedi Knight), Speed-2 (normal), and surge to hit on offense supported by non-surging red dice on defense. This feels more like a Commander profile, which means you can get a proper powerhouse unit in your Operative slot if you want it. Plo has no range attack and his lightsaber is not great with 5 black dice and Impact 2/Pierce 2. With surge to hit on offense, this lightsaber is supposed to get ~3 hits/attack, so don't expect him to go cleaving through anything (unless you really invest in the upgrades - more on that later). Still, it's a tolerable attack that can deal a finishing blow to something that's been crunched already by an ARC Trooper squad and poses a legitimate threat to most lightsaber users (since Immune: Pierce and Defend 1 are likely to undermine the counter-blows that Plo will receive).

Thursday, October 29, 2026

Star Wars Legion Unit Guide: Ki-Adi Mundi

Good morning gamers,

Last time, we looked at Mace Windu from the "new" Jedi Council expansion box. Today, we're tackling the other Commander from the set, Ki-Adi Mundi. Ki-Adi also feels a bit too expensive (10-15pts), but I think there's a lot in this profile that makes him worth at least trying. He's not going to be the beat-stick that Mace Windu is, but he's plenty good and can hit hard and repeatedly. Let's see what he's got going on . . .

Ki-Adi Mundi: The Profile

Let's get this out of the way from the start: Ki-Adi Mundi has a LOT of keywords that I like on Jedi. Most Jedi have (or can get) a Jump 1 action, but Ki-Adi Mundi has a Jump 2 action (which may not make a difference in all games, but it very well might in some games). He's got the excellent defensive combo of Deflect/Immune: Pierce and like most Jedi Commanders, he has Master of the Force 1. He's also got Charge, which is very nice to have when you only have a melee weapon (I think Mace Windu would do well to have Relentless if his points cost isn't going to drop, but I digress). His other stats are more or less what you'd expect of a Jedi Commander: 6 wounds, Courage 3, Speed-2, red saves, but no surging in either direction (on-par with custom Jedi Commanders and Obi-Wan, but worse on offense than the likes of Anakin and Ahsoka and worse in both categories than Yoda and Mace).

As an "individual flavor" to this profile, Ki-Adi Mundi has two other special rules: Danger Sense 1 and Ataru Mastery. Danger Sense 1 is really great when you have red defense dice (and Deflect to give you defensive surges against ranged attacks). Rolling bonus defense dice that are likely to work offsets the randomness of "blanking out" and this can be improved to Danger Sense 2 with the Disturbance in the Force command card (which we'll look at later). Ataru Mastery does wonders for helping Ki-Adi Mundi out, as it allows him to perform 2 Attack actions (so he can move/Charge + attack) and whenever he attacks, he gains a dodge token. Additionally, each time he defends, he gets an aim token (so there's a real question about when he needs to activate to get the best of both worlds). Yoda is the only other person with Ataru and Ki-Adi Mundi comes in at about the same cost (5pts more base, could be slightly cheaper depending on the upgrades you bring on each).

Thursday, October 15, 2026

Star Wars Legion Unit Guide: Mace Windu

Good morning gamers,

We'll be spending the rest of the year going through the four new Jedi Council heroes that we have for the Galactic Republic in Star Wars Legion. We start off with the one we saw first: Mace Windu. Mace has been highly anticipated for Star Wars Legion, but his launch has met mixed reviews - and while I won't dispute that he feels like he's priced too high given the current cost of Yoda and Obi-Wan (and with it, basically every other Force User in Star Wars Legion), I do feel like there's something here that you won't find elsewhere. Let's see what he's bringing to the table and take the most positive view possible on this very iconic Jedi!

Mace Windu: The Profile

Mace's best comparison in the game is probably Anakin or Yoda - but he's a nice joining of both profiles. He's got 6 Wounds (like Anakin, higher than Yoda), 3 Courage (like Anakin, lower than Yoda), surge for Crit and block (like Yoda, better on defense than Anakin), Speed-2 (like Anakin, higher than Yoda), and access to the standard "big Jedi" abilities of Deflect, Immune: Pierce, and Master of the Force 1 (lower than Yoda). He also has Charge, which is similar to most named Jedi (not Yoda - but he has ways of getting both Charge and Relentless). He has Jump 1 as an action, which many of the recent Jedi profiles lack by default (though most can gain it).

He has two unconventional rules in his profile. The first is Compel: Corps Trooper - this is something you'll see on Commander Vader, but not usually something you'd expect to see on a character who has Courage 2 Corps units (though it can be used on Clones that are taking a beating or on Courage 1 Pykes/Weequay - even with Self-Preservation active). While I don't know how much of his cost is predicated on this, in a game that is shifting to a split-fire-suppress-the-enemy meta, I feel like this could be a useful asset if Mace is kept near-ish to your Corps units. He also has Vaapad Mastery, which is unique to Mace at the moment and gives him an extra white die on attack/defense for each Wound he's suffered (with a limit of +3 dice). While you won't get the full bonus from this until you've taken at least half of your wounds, I will say that this rule encourages your opponent to try to nuke Mace quickly, as slow attrition will make it harder and harder to get wounds to stick. It's also useful in melee duels where the dice pools are likely to be smaller than super-sized units with heavies shooting at him and a surging-white die might succeed in blocking something. The extra dice on offense can be good, but I think you're looking at one of the new Force Upgrades by default to make those white dice more reliable.

Thursday, October 1, 2026

Star Wars Legion Unit Guide: Anakin Skywalker

Good morning gamers,

When Legion 2.6 dropped, my son Gorgowrath got frustrated with Separatists and started playing Republic - he's always liked elite troops that can hold their own against larger numbers of foes, so Republic seemed like a pretty good fit. After playing a single game with Anakin, he was hooked - and I think it's still true that there aren't many units in the game that punch quite as hard as Anakin Skywalker. With a stellar offensive kit, good command cards that augment his damage output, and some powerful special rules that help him hit even harder still, it's not hard to like Anakin . . . if you can keep him alive. :) Let's see what's up with this guy and how to use him.

Anakin Skywalker: The Profile

There are several special rules that really should be stapled to any Jedi character: Jump 1, Charge (or Relentless/Steady, I'm not picky), Immune: Pierce, Deflect, and Master of the Force 1. Together, these rules give you reliable resistance to shooting attacks (Deflect gives defensive surges and the potential for retributive damage, Immune: Pierce reduces the effectiveness of the hits they get), mobility (Jump 1 - or Jump 2 on some Jedi), and action efficiency (Charge allows you to attack as part of a move action, while Master of the Force 1 allows you to reset a previously-used exhausted Force upgrade). There are actually quite a few Jedi who are missing at least one of these keywords, but Anakin has them all - along with some other very useful tools. 

Anakin is currently the only character in the game with Djem So Mastery, which allows Anakin to do 1 wound to an opponent who attacks him in melee if the attacker got at least 1 blank in his attack pool. This is going to be more effective against enemies with white attack dice (or those that don't have aim tokens to reroll dice - or special rules like Jar'Kai Mastery, Marksman, or Ram X that promote dice rolls from blanks to hits in various ways), but there's always the niggling feeling if you want to deal with Anakin in melee that he might just take a chunk out of you on the way in. He's also the only character in the game with Tempted, which allows Anakin once per round to perform a free speed-2 move action OR a free attack action when a friendly unit is destroyed within range 3 of him. While you can conceivably wait to destroy units until you can get a bunch in a single round, functionally this rule disincentivizes attacking Anakin. 

Thursday, September 17, 2026

Star Wars Legion Guide: Aqua Droids

Good morning gamers,

Last time we looked at Droidekas, one of the new "Heavy Droid Trooper" choices for the Separatists. Today, we're looking at the Heavy corollary to Droidekas, Aqua Droids. These things are super good in Legion, even after the changes to their points cost and the change from Ground Vehicle to Heavy Droid Trooper.

Aqua Droids: The Profile

Let's review again what a "Heavy Droid Trooper" does: unlike Ground Vehicles, they do not block line of sight, they have a suppression value, and are prevented from being given orders by most of the Wheel Bike Grievous command cards. There were minor modifications to their unit card - they also lost the "Move" action from their AI keyword (now it's just AI: Attack) and they picked up Reposition (which gives them a full 90-degree pivot before moving instead of the standard 45-degree pivot) and Unconcerned (so they can't be fixed, restored, or benefit from Cover - and they don't have a Wheel Mode option to ignore Unconcerned, like Droidekas do).

They're still good though - 3 wounds each and 2 Courage is fine, they surge-to-hit on offense and have surging-white saves on defense, and they're speed 1 but have Infiltrate to make that less of an issue. Their relatively fragile defense stats are augmented by their Armor 2 keyword, which should help them shrug off two hits from each attack that comes their way. With three models base and the option for a fourth, they end up being a little more survivable and a little more expensive than Wookiee Warriors (who also have 3 wounds each, but have Armor 1 with their Battle Shield in Defense Mode and non-surging white saves).

Thursday, September 3, 2026

Star Wars Legion Unit Guide: Droidekas

Good morning gamers,

My son and I got started in our Star Wars Legion journey with the old Clone Wars starter set. I started with Republic but eventually bought out my son's Separatist collection by trading him Shadow Collective units (we discovered they're much more his play style). In the old starter, you got General Grievous, some B1 Battle Droids, and some Droidekas - at the time, they were a little expensive for what they brought to the table, but with the advent of Legion 2.6, these guys have come into a good place and are still able to compete for the Support slot in the current edition.

Droidekas: The Profile

Let's get the most recent update to these guys out of the way first: in early 2026, Droidekas (or 'dekas) went from being Ground Vehicles to "Heavy Droid Troopers," a new unit type that doesn't block line of sight, gives them a suppression value, and prevents them from being given orders by most of the Wheel Bike Grievous command cards. There were other modifications to the card - they lost the "Move" action from their AI keyword (now it's just AI: Attack), their weapons are now range 3, and they picked up Reposition (which gives them a full 90-degree pivot before moving instead of the standard 45-degree pivot). All in all, I think they're still a perfectly good units.

Their stats are good for their cost - 3 wounds each and 2 Courage is fine, they don't surge on offense but they have surging-white saves on defense, and they're speed 1 (with the option to be speed-3 with Wheel Mode - more on that shortly). Their relatively fragile defense stats are augmented by their Shielded 4/Generator 1 keywords, which gives them 4 super-dodges when they deploy and they reset one of those shields tokens at the end of the round. Unlike Clone Commandos, 'dekas don't have Recharge X, so performing recover actions will not reset any of their shield tokens (which is pertinent since one of Kalani's command cards allows units to perform a recover action), so you're dependent on Generator to bring them back. Still, knocking 4 hits or crits off an incoming range attack should help these guys survive the first wave of shots. Despite having 4 shields and 2 models, I will note that you keep all 4 shields even if you lose one of the 'dekas- perfect! All that said, these guys can't benefit from cover while they have Unconcerned active (more on that later) and similarly can't be repaired while Unconcerned is active.

Thursday, August 20, 2026

Star Wars Legion Unit Guide: Geonosian Warriors

Good morning gamers,

The Separatists have access to very efficient Corps units in B1 Battle Droids (who we talked about last month), but the punch on these droids leaves something to be desired (even if you buy a Heavy Weapon on them). B1s have easy order control (which has been made even better now that the Infantry Support upgrade is available for vehicles) and that's what you're buying them for - bodies that can sit on POIs and survive a few shots. If you want cheap and efficient punching power, your option is probably Geonosian Warriors. Getting order control on these guys is a lot harder, but they're very, very punchy for their cost. Let's see what they do - and more importantly, how to plan for having their Corps order tokens in your lists!

Geonosian Warriors: The Profile

"Geos" have stats very similar to B1s - 1 wound each, Courage 1, surging-white saves (better than B1s), no surge on offense, and Speed-2. At 45pts base, they're 7pts more expensive than B1s, but only start with the standard 4 bodies. If the story stopped there, I think it would be pretty clear that you'd just take B1s every time. Their special rules and offensive capability is really where they shine: with 1 black in melee, they're more effective than B1s (who probably aren't trying to fight in melee anyway - but if they didn't take a Heavy Weapon, aren't any worse in melee than they are at range) and at range 1-2, they've got 1 black/1 white, which is very solid for being a Corps unit.

They have four special rules, three of which help them tremendously. Their best rule is a free-action Jump 3, which not only gives them a free Speed-3 move, but it allows them to perform that move without reducing their speed and moving over any terrain/models that are shorter than height-3 . . . which is 18" high! They can use this to get onto terrain that is up to height-3 above their starting position, which might be able to trigger their Death From Above rule, which allows them to ignore enemy cover if the Geonosians are higher than their opponent (this will trigger so long as they are on any piece of terrain, even if it's just a box). They also have Scale, which means that they ignore speed-reduction modifiers for difficult terrain and can perform climb moves (at speed-1) over terrain/models that are less than height-2 (so not as good as the Jump move for both height and distance traveled), but it does make them very maneuverable units. Finally, they have a negative keyword (Weighed Down) which prevents them from using their free-action Jump 3 special rule if they are carrying an objective token . . . which won't always matter (and it also means you want to use your free-action Jump to get to the objective token).