Thursday, October 30, 2025

Star Wars Legion Unit Review: 74-Z Speeder Bikes

Good morning gamers,

This will be our last unit review for the year (we'll be looking at the customizable Jedi/Super-Tacs in November and taking December off, as usual) and we're looking at an Imperial unit that I've been playing with a lot recently: 74-Z Speeder Bikes. These guys were super good in the last edition of the game, able to skew easily in several scenarios (and you could massively underbid points so you got your scenario decks and make your opponent's life difficult). In the current edition of the game, these guys are super fast, but much harder to keep alive. Let's see what their place is and what you should consider getting for them . . .

74-Z Speeder Bikes: The Profile

Like a handful of supports (including most speeder units), Speeder Bikes are a two-model unit, each with 3 Wounds for 6 Wounds total. This puts them on-par with things like AT-RTs in raw wounds, but behind units like Tauntauns and functionally behind units like Droidekas who have an abundance of shields most of the time. The biggest appeal of these guys is their relatively low points cost (currently 70, but it's fluctuated some since I started playing the game) and their incredible speed (Speed-3 with a compulsory move from Speeder 1). Defensively, their innate Cover 1 and surging white save isn't great, so most players consider these guys to be very, very fragile (and I happen to agree - I've misplayed and lost these guys SO many times!).

Offensively, they hit pretty hard for being a 70-point, two-model unit: if shooting in their forward arc, they've got a double-rainbow of 2 red/2 black/2 white with surge to hit and Impact 2, which downgrades to 1 red/1 black/1 white with surge to hit and Impact 1 when the first speeder dies (not if the first speeder dies - when the first speeder dies). The end result is that each speeder is supposed to deal about 2 hits, which means you can jump out with the compulsory move, put 2-4 hits into something, then whip around again to duck to safety. If you're lucky, this will chip away at things (including Armored units), but you won't be blowing anything away with this guy.

If you aren't looking where you want to shoot, you do have an omni-directional pistol shot of 2 black dice per Speeder and you can even split-fire if you want to with one speeder using the rainbow attack and one speeder using the pistol. Both are likely to get at least 1 hit through to the defense roll, which means you can suppress enemy units that are sitting on objectives as you pass on to another one - pretty slick, if you ask me.

That being said, the strength of Speeder Bikes has always been in taking multiple copies of them - one Speeder Bike popping out and shooting at an enemy unit is all fine and good, but if you have a line of Speeder Bikes that harass a unit that's already gone (and ideally has very few friends nearby who have yet to go), you can cripple a unit that started the round out healthy and leave it as a smoking shell or a handful of guys by the end. Since Speeders can also contest objectives, having a mob of speeders end their move near a far-flung objective or two (either by double-moving and shooting OR by triple-moving) can really swing the VPs your opponent was counting on.

Thursday, October 16, 2025

Star Wars Legion Unit Review: Din Djarin, Part II

Good morning gamers,

Last time, we looked at the Rebel variant of Din Djarin and the various ways you can run him. Today, we're turning to the Imperial side of the house, where competition for the Operative slot wasn't that strong . . . until the customizable characters started crying out for use alongside Din, Op-Vader, and Agent Kallus. Today we'll be looking at what Din brings to the Imperial faction and what kinds of upgrades you should consider taking.

Din Djarin: The Profile

Din's profile is pretty standard for a Mandalorian - 5 Wounds instead of 6, Courage 3 is nice (though not sharable on an Operative without a Command slot), he has surge for crit and block with a red defense die for reliable damage into things and reliable resistance to damage when defending, and he's base speed-2, but can make that speed-3 if he's willing to shell out points. He has two weapons and the option for two more - his blaster is range 1-2 with Versatile (so he can shoot out of combat at a target at range 1-2, but cannot shoot at someone he's in combat with) and rolls 2 red/1 black for a reasonable amount of damage for being a pistol. This is an aim-hungry weapon with Lethal 1 and Long Shot, but with Tactical 1 and Independent: Aim 1 and Dodge 1, it's not unlikely that he'll have two aim tokens if he moves and shoots. His base melee weapon on its own isn't great (2 black with Lethal 1), but if it's paired with any of his additional weapons, it can be a useful little-bit-extra against a unit you're in melee with.

Din's other keywords are good or fine - Arsenal 2 is great since he has an armament option, but will only be used if you take his Flame Projector or when he's in melee. Bounty can be good if Din can actually target an enemy Commander/Operative that he picks at the start of the game and then stick around in combat long enough to kill them - but hey, it's the potential for a victory point and that's not bad. He's also got Impervious, which isn't as good as Immune: Pierce, but it's definitely better than nothing.

All of this is true for the Rebel variant too, but this version of Din doesn't have access to Grogu, so you're purely looking at Din for his damage options instead of his support options. As a result, you probably want to lean hard into the upgrades on Din (and probably more so than the upgrades you'd take for most Rebel builds).

Thursday, October 2, 2025

Star Wars Legion Unit Review: Din Djarin, Part I

Good morning gamers,

After a two-post hiatus to cover the new customizable Rebel and Imperial command choices, we're back in our unit review series and starting a two-part series on Din Djarin. Today we're looking at his Rebel variant and next time, we'll see how the Imperial variant differs. Din has access to nearly all the same upgrades in both, but his competition for the Operative slot is . . . well, it might be precarious in both lists now that the customizable characters are upon us, but he might have an easier time carving out a slot for himself in Empire lists. At any rate, we'll look and see how the Rebel faction can benefit from taking him and what kinds of upgrades you should be looking at.

Din Djarin: The Profile

Din's profile is pretty standard for a Mandalorian - 5 Wounds instead of 6, Courage 3 is nice (though not sharable on an Operative without a Command slot), he has surge for crit and block with a red defense die for reliable damage into things and reliable resistance to damage when defending, and he's base speed-2, but can make that speed-3 if he's willing to shell out points. He has two weapons and the option for two more - his blaster is range 1-2 with Versatile (so he can shoot out of combat at a target at range 1-2, but cannot shoot at someone he's in combat with) and rolls 2 red/1 black for a reasonable amount of damage for being a pistol. This is an aim-hungry weapon with Lethal 1 and Long Shot, but with Tactical 1 and Independent: Aim 1 and Dodge 1, it's not unlikely that he'll have two aim tokens if he moves and shoots. His base melee weapon on its own isn't great (2 black with Lethal 1), but if it's paired with any of his additional weapons, it can be a useful little-bit-extra against a unit you're in melee with.

Din's other keywords are good or fine - Arsenal 2 is great since he has an armament option, but will only be used if you take his Flame Projector or when he's in melee. Bounty can be good if Din can actually target an enemy Commander/Operative that he picks at the start of the game and then stick around in combat long enough to kill them - but hey, it's the potential for a victory point and that's not bad. He's also got Impervious, which isn't as good as Immune: Pierce, but it's definitely better than nothing.