Thursday, May 28, 2026

Star Wars Legion Unit Review: Ewok Skirmishers

Good morning gamers,

Last time, we looked at Ewok Slingers, who are a fabulous model that the Rebels (and the Bright Tree Village battle force) have access to in their Special Forces slot. Today, we're looking at Ewok Skirmishers (who can't actually skirmish with people) who are a Corps option and . . . fall quite a bit short of their cousins. Let's see what these guys bring to the table and see if we can suss out why they cost 2pts more than their Special Forces counterparts.

Ewok Skirmishers: The Profile

The best way to think about this unit's profile is that they're like B1 Battle Droids (who we'll be looking at in the next few months): they have non-surging white saves, 1 wound/courage 1, and they've got 6 minis by default. They cost a little more than B1s at 40pts/squad and trade Coordinate: Droid Trooper for Low Profile and Unhindered . . . which is interesting, sure, but also makes you really dependent on terrain to take any advantage of your rules. They're also mercenaries, so issuing them orders is pretty difficult unless you're running Lando, Wicket, anyone with Allies of Convenience (which you might take via Underworld Connections so you can take an extra squad of Slingers), or any of the Ewok heroes in Bright Tree Village. Thankfully, they do not have Self-Preservation, so they can benefit from any Commander's Courage to keep them from panicking. The Slingers have the same profile, but also pick up Target 1 and Independent: Surge 1 . . . and somehow, they cost 2pts less?

On offense, these guys don't have a ranged option but have 1 black die/model in melee . . . which is to say that their melee profile is the same as the Slinger's ranged profile and is better than the Slinger's melee profile by 0.25 hits/model . . . how in the heck are these guys more expensive? Is the ability to provide backup while they're not supressed that valuable? I don't think so. Anyway, this is a fine-not-great melee pool and while we'll be looking at ways to increase your damage output, one could make the argument that the base value isn't good enough to make the investment worth it. I leave that to you to decide.

Thursday, May 14, 2026

Star Wars Legion Unit Review: Ewok Slingers

Good morning gamers,

This month's focus is on Ewoks and we're starting off with "the good squad", Ewok Slingers. For reasons that I cannot fathom, these guys have more rules, a ranged attack, and take up a Special Forces slot . . . and yet cost fewer points than their melee-oriented cousins, Ewok Skirmishers (more on them next time). They came up 3pts since their release at the start of Legion 2.6, but they still come in 2pts under their melee brethren . . . and as Mercenary units, I'm always tempted to throw two of them into my Rebel lists (along with Lando or someone else with Underworld Connections). Let's look at what these guys have to offer in one of the Rebellion's toughest force-organization slots (and why they're so good in Rebel lists)!

Ewok Slingers: The Profile

These guys are 38pts and start with 6 bodies - that's basically the same cost as most of the Rebel Corps options, but with +2 guys. As a result, their profile lags behind the Corps a bit - 1 Wound/Courage 1/Speed-2 (how?) is pretty normal, but non-surging white saves isn't great and no innate surge option on offense isn't normal for Rebels. Don't let this fool you, though: with Target 1 and Independent: Surge 1, these guys will get some kind of green token every turn, regardless of whether you have order control on them or not. Additionally, having Low Profile and Unhindered makes them a nightmare to drag out of area terrain. They are a Mercenary unit, so you can only have one of these in your list normally (and issuing them orders is hard), but having at least one unit with Allies of Convenience (innate to Lando and available to anyone with a Command slot by taking Underworld Connections) allows that specific Commander/Operative to issue orders to them AND opens up a second slot for you. Two squads of these guys doesn't have to be that expensive - and will probably come in below the cost of other similarly-sized units.

Their attack profiles don't look great at first glance - 1 white in melee and 1 black at range is fine-to-bad, but 1 black each at ~6pts/model is a whole lot better than the 10-12pts/model that you get from Rebel Troopers/Veterans (plus with the option for an aim token occasionally or a surge token most of the time, these guys might have a better offensive profile than most bare-bones Rebel Corps units - heck, most Rebel Special Forces units too!). All in all, it's a pretty punchy unit for not a lot of points - a glass cannon, yes, but a lot of firepower on a budget!