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!

Thursday, August 22, 2024

Star Wars Legion Unit Review: Wookiee Warriors, Part II

Good morning gamers,

Today we're covering the other Wookiee Warrior profile: the Kashyyyk Defenders (or Kashyyyk Resistance if you're playing with the Rebels). When I first looked at the two Wookiee profiles, I was like, "Well, the Noble Fighters are just better." In many ways, I still think that's true - but while the offensive capabilities of the Kashyyyk Defenders/Resistance are slightly dampened, they provide a slightly different (and overall quite useful) support capability for their Wookiee comrades. Let's see what they can do . . .

Wookiee Warriors, Kashyyyk Defenders: The Profile

While I think the Heavy Weapon choices are the only "essentials," there are actually quite a few good upgrades for these guys
Photo Credit: Legion HQ

The Kashyyyk Defender variant trades the melee-oriented rules of Charge and Duelist to gain the shooting-oriented rule Sharpshooter 1. There are other Special Forces units with Sharpshooter available to the Republic and Rebel Alliance (ARC Troopers, Rebel Commandos, and their Strike Team variants), so Wookiee Warriors aren't unique in this respect. However, with cover giving an additional save now (and an encouragement to have lots of terrain on the board to take advantage of this), having Sharpshooter of some kind is a way to make sure that you have a better chance of getting your hard-earned hits through the cover and onto your opponent. Defensively, Kashyyyk Defenders only differ from the Noble Fighters in that they don't have Duelist  - they still have just 3 Wounds, a white defense die, and no surge for block.

Kashyyyk Defenders are a bit more expensive than their Noble Fighter brothers (72pts instead of 69pts, which translates into 1pt more per model), and whether the extra point to get Sharpshooter and lose Charge/Duelist is worth it is anyone's guess (I think the Noble Fighters are slightly better because they cost marginally less, but you're welcome to think differently). These guys still have Courage 2 and Indomitable, which changes what kinds of upgrades you might be willing to take.

Thursday, August 15, 2024

Re-Reviewing the Mk2 Medium Blaster Trooper and Fire Support

Hey Reader!

So with the recent changes made to Star Wars Legion, one small tweak has changed a lot about how some units in the game work, and one of those we've reviewed before on this blog, and mentioned in almost every other article as a synergy piece: the Mark 2 Medium Blaster Trooper.

In previous posts, we've talked about how useful the Medium Blaster Trooper is for adding 4 black dice, Critical 2, and often an Aim token to an attack pool, and with the recent changes, this has gone away. Now, Fire Support just gives the unit a standby token, which is useful, but it's not the same by any stretch of the imagination. So let's talk a bit about how this changes the strategy that we laid out months ago for utilizing this unit to its full potential.


I.  The Medium Blaster Trooper: Suppression, Not Removal

Before the change, the Medium Blaster Trooper was specialized and can be difficult to use, but it had a specific niche it filled: adding extra firepower to an attack you really needed to work (and often an Aim token, which Rebels in general are hard-pressed to get). And all of the times we've mentioned that as a use for this weapon you can now scratch out, :P

Instead, it now fulfills a purely suppression role: since you have to use the Standby Token before your activation if you want to perform another attack, this is a piece you're using to provide an element of board control because if your opponent wants to activate near him, they're giving him free attacks. And with the change to cover, there's a better chance that you can sneak in hits, which means suppression tokens are going to come out, even if no wounds are done.

The issue, of course, with it being a suppression tool, is that 1) you can add suppression tokens to people with almost any unit, so there's nothing unique in taking this unit, and 2) it doesn't have the Suppressive keyword (like the Laser Cannon Team), so it's not like it does suppression better than another Rebel unit (except inasmuch as you can pull off using a Standby Token early in the round and an Attack action on your turn, as that is 2 suppression tokens over the course of the round, potentially).

Which leads us to assess how important it is in your order of battle and unit selection.


II.  Less Important, Still Useful

To be honest, the Medium Blaster Trooper probably drops in the rankings from where it was, which is not great, considering it hasn't been rated very highly by most people (and I think I might have been the most charitable/generous person on the internet for this unit, haha). The only thing really going for it now is that it's a cheap activation, but to be honest that matters a lot less in Star Wars Legion than it does in, say, Bolt Action, for example. 

There is still utility; it's good for closing off potential lanes of advance, and since you don't need to worry about being able to target someone in your forward arc that is also in range of another unit it is slightly easier to maximize the use of the Medium Blaster Trooper, so that's not bad. But once again, that's something you can do with almost any unit (heck, Han can do it, and he only rolls 2 dice), and all of your other choices don't involve the Cumbersome keyword (you can move or attack on a given turn, but not both). 

So how would I rank this unit? It's effective for the cost (c. 43pts is not bad at all), but not as effective as it used to be, and I think it's a solid "C" unit. It doesn't count toward your maximum Corps (while still counting toward your required Corps), so that's a nice boon, but it's definitely a step down from where it was, at least in my mind.


Conclusion

There's a lot to unpack from the changes that came down the line, so watch this space for more as we unpack what the new changes mean for the game! Until next time, you know where to find me,

Watching the stars,

Centaur

"I know that you have learned the names of the planets and their moons in Astronomy...and that you have mapped the stars' progress through the heavens.  Centaurs have unraveled the mysteries of these movements over centuries.  Our findings teach us that the future may be glimpsed in the sky above us." ~ Firenze, Harry Potter and the Order of the Phoenix

Thursday, August 8, 2024

Star Wars Legion Unit Review: Wookiee Warriors, Part I

Good morning gamers,

Last time, we looked at the Wookiee Chieftain profile and thoughts on list building with him. Today, we're going to look at the "melee-oriented" Wookiee Warrior profile (The "Wookiee Warriors" or "Wookiee Warriors, Noble Fighters" profiles) from both the Repbulic and the Rebel Alliance and what you want to think about with these guys. This profile is treated as Corps for the purposes of army building in the Republic's Kashyyyk Defenders battle force, which means these guys aren't foreign to the tabletop (though they're usually seen exclusively in that battle force). Let's see what all the hulabaloo is about with these guys . . .

Wookiee Warriors, Noble Fighters: The Profile

Like the Wookiee Chieftain we viewed last time, Wookiee Warriors have Charge and Duelist to make them devastating in melee (free melee attack after performing a move action from Charge and a free Pierce 1 if they spend an aim token in addition to the rerolls they get from the aim token itself). On defense, Duelist can also give them immunity to enemy Pierce in melee when they spend a dodge token, which is particularly good when you have a white defense die and no surge for block.

I usually don't usually lean this hard into upgrades, but here are some good ones . . .
Photo Credit: Legion HQ

Wookiees are a bit fragile for 69 points/squad (both Rebel and Republic), but with 3 wounds each and 3-4 models in each squad (depending on whether you have the points for a heavy weapon upgrade), they can usually absorb a few rounds of shooting before they're wiped out - and once they're in melee, it's pretty hard to clear them out without a dedicated melee unit.

Wookiees are, like most Special Forces choices, Courage 2 innately and with Indomitable to help them clear their suppression tokens more easily, they're pretty likely to avoid being pannicked or suppressed. If they're in range to charge (they start at speed-2, but might be speed-1 depending on their heavy weapon choice), however, even a suppressed Wookiee Warrior unit can still be dangerous.

Thursday, July 25, 2024

Star Wars Legion Unit Review: Wookiee Chieftain

Good morning gamers,

NOTE: after the announcements from Ministraviganza this past weekend, the Wretched Hive team will be updating our previous posts to accommodate the new changes. The upcoming articles will hopefully account for the changes, but the sample army lists may need tweaking.

There are basically three types of heroes in Star Wars Legion: there are heroes who fight but don't support their fellow units, there are units that support their friends but don't really fight that well, and there are units that can do both. In the Republic, you have access to some great support-only heroes (Padme sorta-kinda-now and Clone Commanders - and possibly Obi-Wan) and some great can-do-both heroes (Anakin, Cody, and Yoda - and possibly Obi-Wan). When it comes to fighting-only heroes, you have Rex (who is quite dangerous at close range but not as oppressive as he used to be) and the Wookiee Chieftain - and if you don't do the supporting thing, it's very tempting to think, "This unit has no place in Republic lists, because it's all about that synergy."

Well, if you think this - you're probably right. But I feel like a Wookiee Chieftain has a very cool niche in Republic lists, though you do have to build your list around them a bit. Let's start off by looking at the Wookiee Chieftain profile and then we'll see what kinds of upgrades he benefits from.

Wookiee Chieftain: The Profile

The first thing to say about the Wookiee Chieftain profile is that, much to my surprise, he's a unique character - not a generic hero. While this guy could have been called Tarfful, we got "Wookiee Chieftain" instead . . . okay, that's a choice. Whatever.

All of these upgrades are optional, but the Recon Intel is nice . . .
Photo Credit: Legion HQ

As for the actual profile, the Wookiee Chieftain has a few stat changes that differ from the two Republic characters we've looked at so far (Obi-Wan Kenobi and Clone Commanders): first, the Wookiee Chieftain rolls a white die on defense instead of a red die. As we'll see in the next two articles (which cover the two variants of Wookiee Warriors that the Republic can field), this is partly why Wookiees aren't very common in generic Republic lists (though their battle force enables them to make an appearance on the competitive tables - more on this particular application of Wookiees later). White dice don't save much, so if you're jaded against them, you might not even consider these guys in your army.

Thursday, July 18, 2024

Star Wars Legion Unit Review: Chewbacca

 Hey Reader!

Following up on our last post on the Rebel Officer [LINK], today we're looking at Chewbacca, which also means we're almost done with the profiles from the Echo Base Defenders battleforce (and we get to move on to other great things!). 

Today we'll be looking at his stats (and what makes him appealing), his synergies with other units (as well as his command cards, and some tactical use for him in your rebel force.


I.  Stats: Giving and Taking Damage

From a stats perspective, Chewbacca offers great value to you: not only has his cost dropped from 110pts to 90pts (probably the single greatest points reduction in the game to date, as far as I recall), but his baseline offensive and defensive stats are excellent. While most units in the game have pretty even melee and ranged damage, Chewie takes this to a whole new level with 4 dice in both, which is insanely balanced.

And his dice pools are really good: with an average of 3-4 hits in melee (with Lethal 1, so if you can put Pierce 1 on that if you have an Aim token you don't want to spend) and 2-3 hits at range (with Pierce 1 and Impact 1 all the time), for a single-model activation this is not bad at all. And with Range 1-3 on the bowcaster, his threat range is good.

And like most named hero characters, since he can surge for crits all the time, getting hits past armor and dodge tokens is pretty easy to do, which is excellent. And thanks to having Scale, if he wants to get into melee or stay at range, scaling terrain is something he can do without danger of injury, so from a positioning standpoint he's excellent.

Thursday, July 11, 2024

Star Wars Legion Unit Review: Clone Commander

Good morning gamers,

We've already looked at Obi-Wan Kenobi, Phase I Clone Troopers, and ARC Troopers for the Republic and now we're turning our attention to the lowly Clone Commander. Generic heroes are great options in Legion (though they can be outclassed in some lists by a named hero - who usually has Nimble or Spotter, actually) and the Republic one is one of my favorites. If you're getting into the Republic, you probably want their generic command cards and a Clone Medic, so chances are good you have the Clone Specalists pack. That also means . . . you have a cheap Commander option - let's dig in and see what he's bringing to the table!

Clone Commander: The Profile

The Clone Commander has a pretty . . . boring profile. Some of his stats are pretty standard for a Clone - the Clone Trooper keyword, red die save, no surges on offense or defense, Speed 2, 4 Wounds, and Courage 2. 4 Wounds is pretty low, but this is an unnamed guy - it's fine that his wounds aren't great. His combat capabilities are fine - 3 black dice at range 1-3 for his blaster and 2 red dice in melee is eh, but pretty good if you're starting a Fire Support (especially with Sharpshooter 1).

Pick one, maybe two, of these upgrades - but Clone Commanders are just fine without upgrades too . . .
Photo Credit: Legion HQ

Frankly, I don't shoot much with this guy, because if you're taking him, you're doing so for one very clear reason: you want Direct: Corp Clone Trooper and Bolster 2 (for 1 action). Being able to issue an order to a Corps Clone Trooper within range 1-2 is really good - especially if that unit has Fives in it (which will Coordinate with another Clone Trooper unit - not restricted to Corps). Even if you don't have Fives, being able to guarantee that a unit can use Fire Support because it received a faceup order token is really good - and for 60pts, this guy's pretty cheap and easy to slot into a list.

Thursday, July 4, 2024

Star Wars Legion Unit Review: T-47 Airspeeder

Hey Reader!

Following up on the Rebel Officer, today we're looking at the T-47 Airspeeder, and are almost finished with the units from the Echo Base Defenders battleforce! Just a few named characters left to go, and we'll move on to some new content. 

The airspeeder is a cool unit with a lot of utility, plus it's one of the "heaviest" units the Rebels can access, so there's a lot to talk about here. We will start with the profile analysis, then examine the units that synergize well with them, and then we'll discuss the tactical uses of the Airspeeder, because they offer a lot to your force, but can be hard to position.


I.  Stats: Heavy Fire Support...Kind Of

From a stats perspective, the Airspeeder is exactly what you expect: a swift, light, fighting platform. At 130pts (yay for erratas that drop points off the unit!), it has 7 wounds past a white defense die with surge for block, so it's not the most durable vehicle, but with Armor blocking all hits and Cover 1 giving you more cover before attackers can modify their dice, unless the attacking unit has a lot of Impact or surge for crit, there's not much chance they're going to do much to you.

And it has 3 more defensive special rules that hide in the profile: it has immunity to Blast (so you will get your cover bonuses against ranged attacks even if the unit has Blast, which is awesome), Melee (so no need to worry about lightsabers being can openers against you), and Range 1 Weapons, which is basically just grenades, but still: it's always nice to be immune to those close-range weapons that people take to turn an infantry unit into an anti-vehicle unit. 

Thursday, June 27, 2024

Star Wars Legion Unit Review: ARC Troopers

Good morning gamers,

We're back in Legion land and we're looking at what was the second most popular non-Commander/Operative Republic unit (before Clone Commandos were released): the ARC Trooper. If you're playing the 501st Legion, chances are good you have a LOT of these guys in your list and if you're running a generic GAR list, chances are good that you have at least a one of these guys running around (but if you choose three Clone Commandos instead of two, you might not have any). At the time of this writing, ARC Troopers are the only GAR Special Forces unit with the Clone Trooper unit type (and only compete with Wookiee Warriors for the Special Forces slot - more on them later in this series), so if you're not running excess Corps units, don't want to run three Clone Commandos, and you want another Clone Trooper squad . . . these are really your only option. Let's see what the ARC Trooper profiles (yes, two of them) give us - and what they have going for them that sets them apart from your excellent Corps options.

ARC Troopers: The Profiles

It's probably good to begin by comparing ARC Troopers to Phase I Clone Troopers. Both squads have 4 models to start with, both have 1 wound/model, Speed 2 with a red defense die, and can roll 1 black die at range 1-3. Without any offensive or defensive surges (or innate ways to get surge tokens - more on this, though, in the next section) and many of the same upgrade slots (Heavy Weapon, Gear, Grenades), I was certainly tempted to think that Phase Is were just better to get than these guys when I got started playing.

I usually just take the Heavy Weapon options on these guys - and Recon Intel/Smoke Grenades if I can fit it . . .
Photo Credit: Legion HQ

But this brings us into the differences between the two squad types - we'll start with the positives for Phase Is. The only upgrade slot that a Phase I Clone Trooper squad has that ARC Troopers lack is the Personnel slot, which means that a fully-manned Corps squad will have 6 models while a fully-manned ARC Troopers squad will have 5 models (or two models, as we'll see shortly). The extra wound is quite valuable, epsecially since that slot happens to be a personnel unit, which means it could have the option to heal friendly units with a Clone Medic/Engineer or pick up a Training/Comms/second gear slot from a Clone Captain/Comms Tech/Specialist respectively (all of which are on ARC Troopers).

Thursday, June 20, 2024

Star Wars Legion Unit Review: Rebel Officers

Hey Reader!

Following up on the Tauntaun Riders post, today we're looking at Rebel Officers, and I'm not gonna lie: I'm not writing this post based on how I've used them in the past (like I have the rest of the units I've reviewed so far), but instead as me externally processing why I've delayed buying this set. There are very few things recommending him to me, but there's a few things I've found appealing about him as I've been experimenting more with Echo Base Defenders, and that's what inspired this post. 

We will start with the profile analysis, then examine the units that synergize well with them, and then we'll discuss the tactical uses of the Rebel Officer, as I think he really only has two roles he fills, and making the most of those roles is very important. I've also named this post "Centaur Edition," because Tiberius may have wildly different thoughts from me, and I welcome that, because my thinking on him is purely theoretical and not based on actual usage.


I.  Stats: Budget Leia

From a stats perspective, the Rebel Officer is one of the weakest commanders out there, but he's also the cheapest one available to you. With only 4 Wounds and Courage 2 past a white defense dice, he's very easy to remove, and quite hard to keep alive, even with a card action for Take Cover 1.

Offensively he also struggles: a black and white die at Range 1-2 for his blaster attack is pretty much the weakest commander unit in the game, and while he has Sharpshooter 1 to help him get past cover, he's not likely to do more than 1 hit, so if you are firing at someone behind heavy cover (or soft cover with at least 1 suppression token) you are looking at a high likelihood of doing nothing despite having a Sharpshooter special rule. Which is not great: typically sharpshooter models are used to push enemies out of cover, and this one cannot do that with anything close to a reliable record.

Thursday, June 13, 2024

Star Wars Legion Unit Review: Phase I Clone Troopers

Good morning gamers,

A while ago, I reviewed Obi-Wan Kenobi, who is the Commander you get in the Clone Wars Starter Set. Today, we're looking at the Corps units you receive in that set: the Phase I Clone Troopers. With lots of customization options and a HOST of competitive builds, I think these are some of the finest units in Legion right now. Let's see what's so great about these guys!

Phase I Clone Troopers: The Profile

Phase I Clone Troopers are my favorite profile in the Grand Army of the Republic, both aesthetically (I've always loved the look of an Episode II Clone army) and in-game. These guys are Corps units and like most Corps units, they begin with 4 minis and can add up to two additional minis (one Heavy Weapon, one Personnel). They have some pretty standard profile stats for Corps units - Speed 2, 1 wound/mini, Courage 1, and no innate surging (offense or defense).

Various Exemplar Phase I Configurations, ranging from 86-107pts each
Photo Credit: Legion HQ

Their offensive capabilities are fine - 1 black/mini in melee and 1 black/mini at range 1-3 (approx 2.0 hits/0.25 crits), which is nothing to write home about, but certainly not bad. On defense, these guys have a red die (again, with no surges), which is good for saving roughly half of the wounds you take if the dice are playing fair.

There are three things that make Phase I Clones really good: first, they cost 52 points and have seen no price modifications so far. This makes them more expensive than a lot of other Corps units, but not THAT much more expensive than other Corps units (only 1pt/mini more than Rebel Veterans, only 2pts/mini more than Pyke Syndicate Foot soldiers, 0.5pts/mini more expensive than Black Sun Enforcers, same cost as Shoretroopers, and almost 2pts/mini more than B2 Super Battle Droids or Geonosian Warriors). The only Corps units that cost more than Phase I Clone Troopers are Phase II Clone Troopers, who cost 2pts/mini more than them (we may get to these guys in a future post).