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.
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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.