Thursday, January 23, 2025

The Jar Jar Cup, Part 1

Good morning gamers,

The Wretched Hive team is helping to run an escalation tournament for some local guys in our area. We're all pretty new to Legion, so if our stuff isn't as competitive as it could be, that's just us being green. Our tournament director is allowing proxies, which is good for a group of guys who are just getting into it (but as far as we can, we're trying to use/acquire the real things). We have eight participants and we'll be running the event over four weekends, each day with an increasing number of points (500/Skirmish, 650/Standard, 800/Standard, 1000/Standard).

I'm not organizing this event (hooray), though I have become the point of contact for terrain (and have provided feedback on lists that have been submitted to help our newer guys think through how list building for the actual scenarios they'll have work). Our first event was this past weekend, so without further ado, let's dig into the lists that were present for the first round!


This is my list - and it's very much the way I see Rebels working in Skirmish (and sort of how I see them working in Standard games as well). Rebel units melt away when they run into large dice pools (which basically any faction can do, but Republic lists especially can bring on the pain pretty easily), so I've compensated for having an easily-killed army with an army with a LOT of activations. The traditional (but soft) activation limit for any non-battle-force list in Skirmish is 11 (1 Commander/Operative/Heavy, 4 Corps, 2 Special Forces/Support) and this list reaches 10 activations with only one detachment to push back gently on a soft spot of the list building rules.

This tournament has a "rule of one" in play, so I had to check with Centaur (who's running the next list) to see if he needed Leia to make his list work. He did, so I opted for a 10-act Rebel Officer list instead of a 9-act Leia list (which I contend is actually better than what I'm running). The list has 2 AT-RTs for long-range fire support and hopefully some resiliency (more than my Corps are going to provide), 2 Ewok Slinger squads (thanks to Underworld Connections on the Rebel Officer) for decent range damage and lots of bodies, 3 squads of Rebel Troopers (one with an SX-21, the other two with a fifth trooper, and all three with Prepared Supplies to trigger Nimble before we've moved), and a Rebel Veteran/Mark II Medium Blaster tag-team to fill out my Corps requirement and get an extra activation. All told, I should be able to outnumber all of the other lists and hopefully can steal some quick VPs on rounds 2-3 to have an edge as we get into rounds 4-5.
  • Rebel Officer with Underworld Connections
  • 2 Rebel Troopers with Rebel Trooper and Prepared Supplies
  • 1 Rebel Trooper with SX-21 Trooper and Prepared Supplies
  • 1 Rebel Veteran
  • 1 Mark II Medium Blaster Trooper
  • 2 Ewok Slingers with Forest Dwellers
  • 2 Rebel AT-RTs with Laser Cannons
Overall, I'm pretty confident that I can do well in all three scenarios, since I can spread out without worrying about needing synergies (beyond the Coordinate rule between the Vets and the Mark II). I've got a bit of long-range threat with the AT-RTs, good mid-range threat with four of my Corps squads, and good close-range threat with my Slingers and the SX-21 - all in all, I'm cautiously optimistic that I can survive with more units on the objectives than my opponent can.

Thursday, January 9, 2025

Star Wars Legion Unit Review: Jyn Erso

Good morning gamers,

This is our first post in 2025 - and we're covering the first Rebel hero I purchased: Jyn Erso. I got her used because I thought she was cool - and if I was going to collect Rebel models, it was going to be a Scarif-themed list. Well, I've been playing with her for the better part of the year (on-and-off to experiment with other Rebel builds), and I've got to say, she's not the best Rebel Commander option, but she sure is tough to deal with (and two of her command cards are really good). So let's take a look at Jyn Erso and see what she brings to the table that the Rebels want.

Rebel Jyn Erso: The Profile

Much of Jyn's profile looks like a lot of other Rebel heroes - she's got 6 Wounds, Courage 3 (pretty rare, actually), surges for crit and block, rolls a white defense die, and is Speed-2. She's a commander with a nice array of upgrade slots (Command, Training, Gear, and Armament) and by default only has a melee weapon (though her Armament slot gives her a choice of gun options).

Two ways you can run Jyn - 102-109pts
Photo Credit: LegionHQ

Her keywords are reminiscent of Leia and Padme - she has Quick Thinking (Leia has Take Cover 2), Nimble, and Sharpshooter 1 (Leia has Sharpshooter 2). Quick Thinking is great on a Nimble character (as you want the dodge every turn, but you can also get a free aim token to help you out on offense) and any character with Sharpshooter 1 (or 2 if possible) is going to get more damage through cover than those without it (and if you can reduce your opponent's cover to 0, they won't benefit from Low Profile).

These keywords are pretty good, but Jyn's defining attribute compared to these two characters is Danger Sense 4. Danger Sense is pretty rare and appears on Cassian Andor (Danger Sense 3/Courage 2), Pyke Syndicate Capos (Danger Sense 2/Courage 2), Pyke Syndicate Foot Soldiers (Danger Sense 2/Courage 1-2, depending on the Personnel choice), and Rebel Pathfinders (Danger Sense 3/Courage 2). If you take Cassian's 3-pip Command card (Volunteer Mission), you can add Danger Sense 1 (or boost an existing Danger Sense by 1) to any Commanders, Operatives, and Special Forces units you have that receive orders. Outside of the Rebel Alliance, you can only find it on Cad Bane (Danger Sense 3/Courage 3 - well, him and the Pykes who are available to everyone). Given this list, Jyn is the only person with Danger Sense 4 innate (and could have Danger Sense 5 if paired with Cassian during one round) and is one of only two units that pairs Danger Sense with Courage 3 (which makes panicking her very difficult).