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Thursday, August 7, 2025

Star Wars Legion Unit Review: The Bad Batch, Part II

Good morning gamers,

Last time, we looked at the Republic Bad Batch profile (and the various things you can include in your lists to keep them going or augment what they do). In today's post, we're looking at the post-Order-66 Bad Batch and how they operate differently on the tabletop with the loss of Crosshair and the potential addition of Omega. Let's review the profile (and how it's changed in its Rebel incarnation) before hopping into the strategy for using them.

Rebel Bad Batch: The Profile

The Bad Batch for the Rebel Alliance is a four-man unit that needs to equip 4  Heavy Weapon "upgrades" (Hunter, Echo, Tech, and Wrecker - not Crosshair).  Their only optional "upgrade" is to add Omega as a Counterpart. With 2 wounds/mini normally (3 wounds on Wrecker) and 1 wound on Omega if you add her to the squad, these guys have a very impressive 10 wounds (slightly below the Republic version's 11) and Courage 3, which makes it very, VERY difficult to both suppress this unit and punch through their wounds. With a rare-for-Rebels non-surging red saves and speed 2, these guys add an element of resiliency to your list that many Rebel operatives . . . actually can compete with, but with about half the wounds that these guys will have.

They have some unit special rules that can be summarized as ARC-Trooper-like: Scale, Sharpshooter 1, and Impervious are standard issue on ARCs, which gives these guys reliability when moving over difficult terrain/scaling walls and reducing enemy cover when they shoot into cover - these are the kinds of boosts that fill the dreams of Sleeper Cell or Rebel Commando units. Impervious gives them something against Pierce, though Impervious itself is more of a "nice when it works" kind of proposition.

They also have Steady, which is different and more flexible than the Charge that you find on ARCs (which gives ARCs a free attack action when they end a move in melee, instead of a free attack action when they end a move NOT in melee for the Bad Batch). With 1 red each in melee and 1 black/1 white at range, these guys don't look far off from their 140pt price tag (20pts cheaper than the Republic version, but only 10pts less if you add Omega), but there are more special rules to this unit . . .