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.

The utility of this doctrine is pretty straight-forward: move and Strategize each turn with the Officer, removing 2 suppression when you're done moving and leaving an aim token and a dodge token on the Officer for someone to borrow. This is a very strong option for a cheap Commander if you're going to have token-hungry units in your army. I will say that if you previously had Imperial Officers (or Veers/Krennic) in your list and relied on the Spotter 1 keyword with an Electrobinoculars to boost the number of aim tokens that are being handed out for a single action to 2, this Officer does NOT replace that build - though there is another one that might. If, however, you have units that want both dodges and aims, this build is definitely better. Doctrine Rating: A+.


The closest point of comparison for the Academy-Officer is probably General Veers - though admittedly, Veers is trying to do more things. Both have slots for taking Improvised Orders (often a necessity in Imperial lists, unless you're leaning hard into 2-3 ranks) and Veers is probably taking the Electrobinoculars to get Spotter 3. The Imperial Officer has a slight advantage in a few categories (higher Wounds/Courage, more Inspire, more balanced set of tokens), but is also lacking in some ways (weaker defense die, only generates 2 tokens instead of 3 for a single action, weaker offense, no ability to trade an action on your unit to something stronger). Veers is able to do more things . . . but with only two actions, he can also get stuck in a situation where he wants to do four things but can only do two of them:

  • Does Veers perform Spotter 3 if he paid for an Electrobinoculars (only one token of which can end up on himself for Exemplar sharing)?
  • Does Veers perform an attack with 3 red dice and Sharpshooter 1?
  • Does he Guidance a ground vehicle to perform a move or a standby?
  • Is he where he needs to be or does he need to move?

Whatever you don't do, there's something you've paid for that you're not going to use. The Academy-Officer has a bit of an advantage here in that you CAN pay for a pistol with 2 red dice/Sharpshooter 1, but you definitely don't have to (and if you're not planning to be a combat piece, you probably shouldn't spend the 5pts to do that). Additionally, not having Guidance means you're not tempted to lean into helping a vehicle and instead can just focus on generating tokens. However you want to cut it, an Academy-Officer is a great addition to an Imperial list - even if it means having ANOTHER supporting Commander near Veers to make sure there are plenty of tokens for sharing.

Decision Analysisthis is a support Commander who doesn't need any upgrades necessarily and can make sure that you have aim/dodge support on anyone nearby. The armament options are sort of cool (not as cool as the Rebel ones and probably not as cool as whatever the droids and Jedi get later in the year), but you really don't need them. There are some upgrades you can take (more on that next), but running this commander cheap is the best policy in my opinion - though I think this is also your best option for one upgrade in particular.

My recommendations for upgrades are simple: if you want them, pick up Improvised Orders (if you don't already have it) or Inspiring Presence if you want Courage 3 at range 4 - but I think it's very, VERY optional. You always want to take a Command and Control Uplink and because this hero doesn't want to be in the action at all, I think this is your best build to take that upgrade. I will be noting for the other options that you can take it on any of them if you haven't taken it already - but please understand: if you're going to take an Academy-Officer, I think this is DEFINITELY the best person to hold onto the Command and Control Uplink.

Imperial Officer with Tip of the Spear: 63+ pts

We've got a combat Commander option and GOLLY is this option cheap! While we skipped on the Armament upgrades last time, I think you definitely want to take one with this build. A Tip-Officer gains Direct: Corps Trooper Unit (AWESOME!), Tactical 1 (AWESOME!), and Aid: Imperial Trooper Unit, which is basically a poor man's Exemplar. The synergy, I think, is pretty simple: generate aim tokens by moving with the Officer and funnel those tokens to Corps units that desperately need them. There's a niche ability where you can remove a suppression token on an allied unit with range 1 when issued an order, so if you want to issue orders to this guy . . . do that. Otherwise . . . don't. Doctrine Rating: A.


The closest point of comparison to me - sorry to say - is Moff Gideon, who I still think is WAY too expensive for what he's bringing to the table. Gideon has some advantages over the Tip-Officer - Observe 1 as a free action is nice, his Entourage: Imperial Dark Troopers is a bit more specific than Direct: Corps Trooper Unit (but can also synergize with the Retinue option that Dark Troopers can have - and that's ultimately better than Aid), he's got higher Courage, way better defense, and either his pistol or his melee option with the Darksaber will be better than whatever the Imperial Officer is packing. As it happens, the two melee armament options for the Tip-Officer can each give one of the two keywords that the Darksaber gives, but you can't have both of them . . . though you can gain Suppressive or Immobilize instead of Impact 1/Pierce 1, so even there, it's a trade.

But despite costing 35+ pts more than the Tip-Officer, the Tip-Officer still walks away the winner in a few categories. Both have Tactical 1, but if you wanted, you could definitely pay for Offensive Push to make yourself a stronger token generator. The Stun Baton option gets +1 Red instead of the Immune: Melee Pierce keyword and does so for half the cost of the Darksaber . . . that Immune: Melee Pierce and Pierce 1 must make that weapon expensive. Direct is more generically useful than Entourage and with 6 Wounds, you're looking at a pretty survivable unit if you can guard the Tip-Officer's approach. This is definitely one of my favorite builds of the day . . . but because the Tip of the Spear upgrade is limited to one-per-army, it can't be the best we have today because we have the Operative coming up and he's WAY better with this upgrade.

Decision Analysisthis is a cheap Commander who can funnel off aim tokens to your Corps units, do some damage in melee or at range, and give your Corps orders for free. If you're looking for a cheap hitter, I think this guy is better than most of your other Commander options (Vader included). I will note, like I did above, that this could also be a nice Commander to run alongside another punchy Commander (like Vader), since the aim tokens that are generated by Tactical 1 can be passed to any Trooper (including Vader) and having a second threatening piece could mean that a more expensive piece (like Vader) can do the thing they want to do more effectively.

My recommendations for upgrades are simple: get the Command and Control Uplink if you don't have it on someone else, get Offensive Push if you really want aim tokens for yourself and someone else, and then get any of the Armament options. The Heavy Blaster Pistol is a great choice if a) you're trying to issue orders to the Commander regularly to trigger the suppression removal rule, or b) because you want to be able to move-shoot instead of move-melee (no Charge or Relentless hurts a bit on this profile - more on this when we get to the Tip-Agent). Getting 2 red dice with Sharpshooter 1 (like Gideon) and Target 1 (another aim to shuffle or keep) is pretty good and for 5pts, it's a cheap upgrade. The Stun Baton does half of what the Darksaber does (Demoralize 1) but also gives you more/better dice than the Darksaber and applies Immobilize 1 to your foe. This is a super good all-around option for 8pts. Alternatively, if you're a few points over, you can turn this hero into a blunting option by taking the Z-6 Riot Baton, which gives you 2 red/2 black (still a decent dice pool) and has Immune: Melee Pierce and Suppressive - both of which can be great in different contexts. Whichever option you choose, the biggest constraint is dealing with not having a free-attack keyword - but you're still paying a minimal number of points to get a decent attack option.

Imperial Officer with Defend In Depth: 65+ pts

This doctrine does something similar to the Unseen Saboteur Officer from the Rebel option: you get Prepared Positions, which means you can keep an alpha-strike from panicking one of your units at the start of the game. The Defend-Officer also has Aid: Emplacement Trooper Unit, which is FAR more restrictive than the Tip-Officer's Aid option and WAY FAR more restrictive than Exemplar on the Academy-Officer. I will say, however, that since the Defend-Officer gains a dodge token from Prepared Positions, this means you can deploy an Emplacement Trooper before this officer and that Emplacement Trooper can start with 2 dodge tokens, which is pretty good. This Officer also got the old-school-rule of Spotter 1, which makes taking Electrobinoculars on this Officer a better choice than the other two. This is a perfectly fine option to take, but less flashy than the other two. Doctrine Rating: C+.


I think my comparison to Director Orson Krennic will not be seen as unfair - the final costs of the units above makes Krennic cheaper, but I will note that if you've already bought the Command and Control Uplink, the Defend-Officer is slightly cheaper. Both have Improvised Orders and Spotter 2, so what you're paying for with Krennic is Exemplar instead of Aid: Emplacement, Cunning, Entourage: Death Troopers, and Compel. Krennic doesn't have Inspire, but one could argue that Compel is better in certain contexts. For me, the only reason to take the Defend-Officer over Krennic is if you're going to lean into the Emplacement Troopers mechanic and you want to make sure that they have token support.

Decision Analysisthis is the most niche of the Officer options, but has definite utility when supporting Shoretroopers (and possibly Mortar Troopers and E-Webs). Helping Shoretroopers has less to do with the Aid mechanic and more to do with the Spotter 2 that you can get from the Defend in Depth/Electrobinoculars pairing. Shoretroopers are aim-hungry and so having a Defend-Officer (and maybe a Tip-Officer/Tip-Agent) might help you out a lot in getting the most out of them. Since Shores are slow, you probably want them to utilize Prepared Positions - and that means you probably want an officer that can start on the board too. While I've said with the previous two officer builds that you could run those officers with other people that they're competing with, I don't think there's a world where you're running Krennic and this officer - you definitely want one of the other ones, as I don't think a double-Spotter build is going to help as much as a Spotter-2/Strategize-1 build or a Spotter-2/Tactical-Aid build would help.

My recommendations for upgrades are simple: Command and Control Uplink if you don't have it already, Electrobinoculars always, and Improvised Orders if you don't have it already. With just the Electrobinoculars, this build is only 73pts, which is still very cheap (and 5pts less than Krennic). I think there might be something here, but giving up Krennic's Cunning is a tough ask for me.

Imperial Agent with Tip of the Spear: 58+ pts

We're kicking off the review of the Imperial Agents and we're starting with the best combo from this set: the Tip of the Spear doctrine on the Imperial Agent. Since the Imperial Agent has Relentless baked into his profile instead of Inspire 1, you want to be fighting - and this guy has a LOT of options to do that! While you still have the Aid: Imperial Trooper Unit option, you probably want at least one aim token to help out your offense with this build. You're still getting Direct: Corps Trooper Unit (NICE!) and potentially suppression removal if you issue this unit an order. Honestly, with Relentless in tow, pick whatever Armament upgrade you want (as I said with the Tip-Officer above) and use Relentless to your advantage! This option can be DISGUSTINGLY cheap and hits pretty hard if you picked the Stun Baton! Doctrine Rating: S.


If there was no surprise that I picked Krennic to compare to the last one, it should also be no surprise that I picked Kallus for this one - we basically have a baby Kallus operative choice here! I've kept Kallus light (just Into the Fray - not having any surge conversion can occasionally bite hard) and while the Tip-Agent is more expensive as shown above, he's actually the same cost as Kallus if you have a different unit with the Command and Control Uplink. I've given the Tip-Agent the Stun Baton for maximum melee damage, but either of the 5pt upgrades would have been good too (see the commentary above for more on that). I've also give him Recon Intel because getting a free move with Tactical 1 and Aid is great (and even better if you've taken the pistol and have access to Long Shot/Lethal 1 with your Scout-move/move/move-Relentless). This guys is splashy and really cool.

Kallus does a lot of what this guy does - some things are better, some things are worse. Kallus also has Direct: Corps Trooper, his melee profile is about the same as the Riot Baton option (and has Immune: Melee Pierce), and he has free-action-Observe 2/Bounty/Interrogate, which are great keywords. His non-surging red defense die is marginally better than the Agent's surging-white.

On the flip side, however, Kallus can only generate tokens for himself and while he has Lethal 1/Long Shot on his Bo-Rifle, he doesn't have any innate ways of getting aim tokens. He could probably benefit from Offensive Push/Recon Intel, but the Offensive Push is going to come at the cost of Into the Fray, so decide how important those aims are (or whether you can get them from someone else - like a Tip-Agent or any of the custom Officers we looked at previously). Charge is a lot more limiting than Relentless, but if you're trying to get into melee with both of them, it's pretty much a distinction without a difference.

Decision Analysisthis is the Kallus body-double and if you're already taking Kallus, you should definitely consider this guy as well (or as an alternative to Kallus if you need to save some points). I don't know that there's much else to say, except that I think a list with a Tip-Agent, Kallus, Commander Vader, and an Academy-Officer sounds pretty sick (but more on that later).

My recommendations for upgrades are simple: get the Command and Control Uplink if you don't have it already, get an Armament of some kind (all three are good), and consider picking up tactical upgrades like Recon Intel or Seize the Initiative if you want a little bit more out of this profile.

Imperial Agent with Defend In Depth: 60+ pts

I don't know that the Imperial Agent is a great caddy for Defend in Depth, but you can get a Spotter 2 character (if you took the Electrobinoculars) in the Operative rank instead of the Commander rank, which could be useful. You still have Relentless, so if one of your actions is using Spotter 2, you can still move-shoot, which means you're probably favoring the Heavy Blaster Pistol from the Armament selection. Unlike the Commander, your Prepared Positions keyword isn't going to make you an anti-panic Courage bubble automatically, so you're probably having to do some extra work to be useful on the board at the start of the game. Still, a unit with Relentless that gets to start on the board is feeling pretty good, right? Doctrine Rating: B-.


I don't think there's a good comparison character for this one - I've thrown Bossk in here just as a reference for how expensive most of the Imperial Operative options are. The Defend-Agent is only going to be in your list to help out other Emplacement/Prepared Positions characters (like Shores and E-webs) - but if he's in your list, he's at least 20pts cheaper than the competition is raw (and if you already have your Command and Control Uplink on someone, that might be more like 30pts cheaper). With the ability to hand out aim tokens to friendly units (including units with Exemplar), I think this is a really handy Operative choice, but I also think it's the least viable option because you have two better builds for Imperial Agents.

Decision Analysisthis is a cheaper alternative to the Officer option, but is even more niche in his utility. He can shoot stuff while using Spotter, which is nice. He's not that expensive and with Inspiring Presence can even provide a big Courage 2 bubble to friends. But at the end of the day, he's not as good as the Tip of the Spear build and he's not as good as the next build. So . . . academically, he's a good choice, but until we have a 3-Operative choice, he's just not in the cards.

My recommendations for upgrades are simple: Command and Control Uplink if you don't have it already, Inspiring Presence to keep people on the board, Electrobinoculars to get more out of Spotter actions, and the Heavy Blaster Pistol to get more out of Relentless. Unlike the previous builds, I don't know that any of these things (besides the Command and Control Uplink) are optional. That said, without the uplink, he's less than 80pts . . . that's pretty good.

Imperial Agent with Platoon Commander: 58+ pts

The Platoon Commander doctrine doesn't look as flashy as the Tip of the Spear Doctrine, but it's still plenty strong as a combat piece. With Relentless in hand, a doctrine that gives you Sharpshooter 1 and Retinue on a friendly Corps Trooper is going to make you pretty survivable while at a distance. There are bonuses for being in melee, but I will note that they are largely irrelevant unless you've paid 15pts for the Combat Armor . . . which I think is too much. Doctrine Rating: B+.


For our final comparison, I've picked one of the most dominant bounty hunter options that the Rebels and Empire have access to: Din Djarin. Mando is a bit pricey when fully kitted out, but he's hard to kill and that makes him a really strong choice for a hero. For 45pts less, however, you can get a Relentless Operative who shoots pretty well and fights decently-but-worse in melee. If given the jetpack, Mando is Speed-3 with Jump 2 as an action, but he doesn't have Relentless (except on the turn he plays his 1-pip). Being Speed-2 with Relentless makes you more likely to get into melee in one turn than being Speed-3 without Relentless or Charge, but I'm opting to run the Platoon-Agent as a shoot-first, melee-second kind of hero, so move-move-shoot or recover-move-shoot are far more likely actions. Mando's got some other keywords that the Platoon-Agent doesn't have, but like Kallus or Krennic, there are still some areas where the Platoon-Agent is shining.

Decision Analysisthis is a cheap combat piece that has surprisingly good synergies with Imperial Corps units. As a shooting-oriented character, you can pick units like Snowtroopers or even Stormtroopers to benefit from Retinue (though we've already established that Shores are aim-hungry and probably wouldn't mind having Retinue either, so long as they're move-shooting all game). The Sharpshooter 1 from the Platoon Commander doctrine pairs well with the Sharpshooter 1/Target 1 from the Heavy Blaster Pistol, which gives you a 2 red/Sharpshooter 2/Pierce 1 attack if you have no other aim support available to you (and since we have Relentless, a recover-move-shoot with Offensive Push can get you a range-3 shot with 2 red/Sharpshooter 2/Pierce 1). All in all, that's a pretty plinky combat piece, but still a very strong combat piece!

My recommendations for upgrades are simple: take the Command and Control Uplink if you don't already have it, take an Armament of your choice (but I recommend the Heavy Blaster Pistol), and then look into some supporting upgrades like Recon Intel if you like alpha-striking or Offensive Push if you want to trigger Long Shot and Lethal 1 in the same round. Taking all of these could make you a little expensive, but you'll still be cheaper than most of the other Operative choices available to the Empire.

Sample Lists

Our first list is running light on the new upgrades and features my current plans for an 11-act Blizzard Force list - I've got "Ruth" again as my token generator, which is great for supporting Vader and just generally providing a cheap Commander option:

  • Darth Vader with Burst of Speed, Force Push, Saber Throw, and Inspiring Presence
  • Imperial Officer with Academy Trained and Improvised Orders
  • 2x Snowtroopers with T-7 Ion Snowtrooper and Imperial March
  • 1x Snowtroopers with T-7 Ion Snowtrooper, FX-9 Medical Droid, and Imperial March
  • 2x Stormtrooper Heavy Response Units with DLT-19 Stormtrooper and T-21 Stormtrooper
  • 2x 74-Z Speeder Bikes
  • 2x 74-Z Speeder Bikes with HQ Uplink and Strike and Fade

Blizzard is the only Imperial battle force that doesn't have access to the Command and Control Uplink, which is sad. Still, it's a strong list and it pairs surprising speed with Imperial March on the Snowtroopers, Infiltrate (barring any shenanigans from your opponent) on Darth Vader, and the usual speed from the Speeder Bikes. "Ruth" is able to run behind Vader OR support the HRUs, who wouldn't mind an aim token to make their 2 red/7 white attack pools a bit more reliable - and having a Courage 3 hero nearby when Vader is probably leaving them behind is always nice. Vader's Courage immunity is extended a bit with Inspiring Presence, but you can have 3 units (Ruth and 2 HRUs) in one part of the board, 4 units (Vader and 3 Snowtroopers) in another part of the board, and your 4 Speeder Bikes bouncing between the two zones as the need arises.

Our next stop is the Imperial Remnant battle force, which not only has access to the Command and Control Uplink, but it has access to both Imperial Officers and Imperial Agents and stands as the best place (in my book) for taking all four of the doctrines together. The list is a 12-act list that features four customizable characters, one Shore/Death Trooper, two Storm/Scouts (I like Stormtroopers better than Death Troopers, #ChangeMyMind), and the obligatory two squads of Imperial Dark Troopers with Assault Cannons (I didn't take any E-webs - you could swap a Stromtrooper squad for an E-web if you really want an Emplacement Trooper to synergize with the Shores/Defend In Depth officer):

  • Imperial Officer with Defend in Depth and Electrobinoculars
  • Imperial Officer with Academy Trained, Improvised Orders, and Command and Control Uplink
  • Imperial Agent with Tip of the Spear and Stun Baton
  • Imperial Agent with Platoon Commander and Heavy Blaster Pistol
  • 1x Shoretroopers with T-21 Stormtrooper
  • 2x Stormtroopers with T-21 Stormtrooper and Targeting Scopes
  • 1x Imperial Death Troopers with DLT-19 Stormtrooper and E-11D config
  • 2x Scout Troopers with T-21 Stormtrooper
  • 2x Imperial Dark Troopers with XS-IV Assault Cannon

This list has two power-characters instead of Gideon - and call me crazy, but I think the Imperial Agents are more dangerous than him! The Shoretroopers, Scout Troopers, and Death Troopers benefit greatly from the points efficiency of the Stormtrooper heavy weapons - the T-21 is 8pts cheaper than the T-21B that Shores normally have access to and it loses a little bit of range and downgrades 2 black dice to 2 white dice, while the Death Troopers can pay 10pts less for the DLT-19 Stormtrooper instead of their DLT-19D and are only losing 1 white die (CRAZY!). 

The Scout Troopers have not one but TWO heavy weapon options that are more expensive than the T-21 (the sniper is almost twice as expensive as the T-21) and by taking the T-21, they're getting comparable damage to the sniper and less damage with longer range than the Sonic Charge Saboteur - all three units are better in Remnant than they are normally. That said, I'm a huge fan of the Stormtrooper as a cheap red save unit, so I've run two in this list (but I've also taken 2 Scout Troopers). As was mentioned above, you can drop one of the Stormtroopers to get an E-Web with your choice of generator and some Smoke Grenades for one of your Scouts if you want to - and if you are going to regularly issue orders to the Shores to coordinate with the E-web, that's probably a good plan overall.

Our final list is a generic Empire list and it features one Imperial Officer, one Imperial Agent, and a host of Snows and Scouts (one Storm in the mix too) to support Vader and Kallus. The list is a 12-act list (pretty standard for Empire) and has three solid melee options to augment the firepower of the Scouts, Snows, and unit of Storms (who will be sitting near the Academy-Officer):

  • Darth Vader with Burst of Speed, Force Push, Saber Throw, and Inspiring Presence
  • Imperial Officer with Academy Trained, Improvised Orders, and Command and Control Uplink
  • Agent Kallus with Into the Fray
  • Imperial Agent with Tip of the Spear and Stun Baton
  • 3x Snowtroopers with T-7 Ion Snowtrooper, extra Snowtrooper, and Imperial March
  • 1x Snowtroopers with T-7 Ion Snowtrooper, FX-9 Medical Droid, and Imperial March
  • 1x Stormtroopers with T-21 Stormtrooper and Stormtrooper Specialist
  • 2x Scout Troopers
  • 1x Scout Troopers with Smoke Grenades

This list pairs baby Kallus with actual Kallus, which means two of our Corps are getting orders each turn - that's pretty slick! We also have an Academy-Officer to work with the Stormtroopers or Vader to make sure they get the token support that they want and plenty of Snowtroopers and Scout Troopers to throw gobs of dice at our foes. The list itself is actually quite fragile but hits incredibly hard. The game will probably be carried or lost by how well Vader performs, but all in all, the list appears to have enough muscle to break through whatever your opponent has. I will note that there are 33pts spent on personnel for the Snowtroopers and Stormtroopers that you could throw into something else - I just couldn't afford anything, but drop a note in the comments if you can think of something better than 4 extra white attack dice/red save wounds!

Conclusion

I'm actually more impressed with the viability of the Imperial options than I am the Rebel options - both I think are good and I'm super happy to have cheaper, generic commanders and operatives for both Rebels and Empire (though the competition in the Rebel Operative space is still pretty thick). I'm not sure that any named characters for the Empire have been fully replaced (you could have gone with Krennic easily in the last list instead of the Academy-Officer), but there are certainly additional flavors to be had in Imperial lists now.

If you've enjoyed this review, let us know in the comments below! We'll be back on this topic in November when we see what the Republic and Separatists have in store, but until next time (when we'll finally be getting back to Din), happy hobbying!

No comments:

Post a Comment