Thursday, September 18, 2025

Customizable Commanders, Part II: The Empire

Good morning gamers,

Last time, we reviewed the new customizable commander and operative options for the Rebel Alliance and today, we're pivoting to the Imperial side of the house and looking at the new Imperial Officer and Agent options (after that, I promise we'll get back to the Din Djarin articles). If you haven't seen the article yet, you can view it here and while I think the Rebel options have a lot of cool synergies, I think I'm more excited to use the Imperial ones (mostly because I've missed having "Ruth" in my Op-Vader lists).

Like the previous article, we'll be looking at the four doctrines provided in the new kit and how that shakes out with the SIX different Imperial builds you can have (max of four, of course, since the doctrines are unique . . . good thing too with this set). We'll begin with the one I'm most excited about for Officers . . .

Imperial Officer with Academy Trained: 65+ pts

The Imperial Officer is remarkably similar to the Rebel Officer - the only difference between them is that the Rebel Officer has 1 gear slot and 1 grenade slot, while the Imperial Officer has 2 gear slots. This may be important as we'll see below, but with base Inspire 1 and the need to equip a doctrine, this canvas is pretty wide open. The Academy Trained doctrine works similarly to the Proven Tactician doctrine for the Rebels: the Officer picks up Courage 3 instead of Courage 2, Exemplar, Inspire 2 instead of Inspire 1 (instead of giving out Reinforcements to nearby Corps units), and instead of getting Quick Thinking as an action, the Imperial Officer gains Strategize 1. The functional difference between Quick Thinking and Strategize is very, VERY small - since both builds have Exemplar, the fact that Quick Thinking has to give the tokens to the Rebel Officer and the Imperial Officer could pick someone else to have the tokens with Strategize is really a distinction without a difference, as whoever is in range to receive the tokens from Strategize would also be within range of the Officer. If you want someone to walk away from the Officer and still have the tokens, give them to someone else - otherwise, just give the Officer the tokens and let other people borrow them with Exemplar.

Thursday, September 4, 2025

Customizable Commanders, Part I: The Rebel Alliance

Good morning gamers,

Last week, we got the scene-to-stats articles for both the Imperial and Rebel customizable leaders and boy are there some interesting options available to us now! This article will be reviewing the Rebel options and our next article will look at the Imperial ones (sorry, Din, your article will just have to wait). If you haven't seen the article yet, you can view it here and I gotta say, I'm pretty stoked about how well AMG is publicizing their products and I'm excited to give some of these combos a try! Also, while I'm giving my amateur thoughts, I think the special edition video from the Notorious Scoundrels is well worth the listen.

This article will attempt to puzzle through some interesting combos for the four different doctrines available in the kit, with the understanding that this is all very new and there will be much to be seen in the coming months for how you actually want to run these after some play testing and tournament use shakes out. We'll also be reviewing these profiles in comparison to an existing profile to see what the existing profile is giving you and whether it's better to slot in the old character or the new one. We'll start with my favorite of the batch . . .

Rebel Officer with Proven Tactician: 65+ pts

The Rebel Officer profile begins with 6 Wounds/Courage 2, but taking the Proven Tactician upgrade boosts that to 6 Wounds/Courage 3. The Inspire 1 that's provided in the base profile isn't augmented at all, but this Commander option is a slot-in for your support options with the old Padme Amidala trick of Quick Thinking/Exemplar (he just needed Authoritative to have the trifecta of Padme support abilities from last edition). While the utility of his last boost will only be found on the first turn of the game, getting a free Speed-1 move on all of your Corps that end the round within range 1 of this commander from Reinforcements can mean that Rebel Veterans and Mark II Medium Blasters (traditionally slow Corps units in a game where getting places is usually the name of the game) can "do their thing" of Speed-1-moving and shooting with a slow and steady advance followed up by another Speed-1, which gives them the same amount of ground gained as Snowtroopers (who I think most players would agree are pretty good). This doctrine is a 10pt upgrade, which makes it pricier than other doctrines but only marginally so and I think the benefits of it are clear: move-Quick-Thinking-Inspire every round to give your units access to an aim/dodge token when they need it and clear a suppression token. Doctrine Rating: A.

Photo credit: Tabletop Admiral

The prime point of comparison is Leia Organa, who is very much in a sit-in-the-back-and-support role, though her ability to do damage with her pistol is likely to be more reliable than what this Officer is packing unless the Officer takes the repeater gun (which I don't think is worth the investment - but I'm willing to be proven wrong). Leia begins 10-points more expensive and has 6 Wounds/Courage 2 (so -1 Courage, which does matter a bit on a Commander) and Inspire 2 instead of Inspire 1 (which can matter very much if you have a lot of Courage 1 Corps running around). While these two flip-flops aren't exactly a wash, they're pretty much a wash in my book.