I like building statistical models to estimate the relative cost efficiency of units in most of the games I play.
I wanted to share what I had for Legion.
It's a blend of :
(1) rigorous maths: What's the average damage that should be done by a given unit with a given weaponry against an average trooper or armored unit
and
(2) other factors that I attempt to put into numbers to the best of my knowledge (and what I consider being the most appropriate way to add that into the equation). This is the moving part that I keep refining after paying and watching more and more games between experienced players. It's attempting to put a number on questions like :
"How often does nimble proc in a game ?" "How often do you actually focus before firing - and then make precise X relevant ?" "How many more useful shots do you get with a range 4 instead of 3 ?" "How often are you able to make a relevant Melee attack when this would be your optimal action instead of a shot ?"
I also use input from others who play the game deeply to refine how I put a number on each of these questions. Yes, your published battle reports are put into numbers! ![]()
Last, I focus on everything related to combat, and some keywords are a bit more challenging to estimate in my cost-efficiency scope : Vader's relentless or Luke's charge can for example be formatted into an increase into the likelihood of them being able to deliver a melee attack, but there are other skills that I have set aside for now, Like Veers' "inspire", as it's quite hard to model as a 'per unit' skill. I also ignore almost everything related to movement.
I have separated the attack efficiency into two metrics : the efficiency vs. troopers and the one vs. armored units.
Describing every detail of the model would take pages and would only interest a fraction of potential readers, so let's jump to what I learned from the analysis.
There are a few units or upgrades I have not put in yet in the model, like grenades (I am not confident I have a good estimate of how likely a unit can use them rather than being engaged in melee, nor how many casualties it's usually suffered before being in grenade range), or a weapon like the flamethrower (I'd like a few more games to estimate how much "spray"usually provides)
Here are ratings for units (upgraded or not) - I have put them on an arbitrary scale, the most important one being the 'Global efficiency' that I have set to scale between 0 and 10 for an easier readability.
1 - The game's units are VERY WELL balanced
Trooper units are more cost efficient, but not by much, as they should be, as the statistical model does not consider movement and flexibility. For example, a T-47's mobility and disruption potential is a benefit that is not considered here. The game would be flawed if its jousting level was as good as cheaper units. Also, 'expensive' units HAVE to be less cost efficient, as a concentration of power is usually an asset (it can fight a fraction of the opposing forces one at a time, and benefits more from the precious first or last activation). Leaders also have to be less 'jousting-efficient' than other units due to the number of options they bring.
Everything really looks like it's where you'd expect to be in terms of efficiency for a top-notched balanced game
2 - Most units are (surprisingly?!) very close in terms of 'defensive efficiency'
naked AT-RT and troopers with no weapon upgrade are the only exceptions as the most cost-efficient units in defense, which is compensated by their clear lack of punch.
But everything else is between 1.1 and 1.5. The main conclusion is that besides the 'armor' battles, there is no 'naturally very fragile' unit.
Note that I considered Luke and Vader's 'deflect ability' and their relation to the 'free evades' from orders as 'defensive bonuses', as they effectively deter from targeting them rather than making them more solid. They would be lower based on their pure stats and against an opponent resolute to kill them despite the deflecting casualties.
3 - Speeder Bikes are confirmed to be the most cost-efficient 'armor-piercers' among raw units (as it was highlighted by early battle reports).
They are only beaten by MPL-57 ion troopers if you also consider upgraded units. Ioning armored units looked very solid in the test games I have seen, and I have tried to rate it appropriately.
4 - Upgraded or not, troopers are usually most efficient against troopers, vehicles against vehicles.
This is not much of a surprise, but an interesting confirmation : the game often revolves into forcing your opponent to shoot your units with inappropriate weapons, while you would not suffer from that. Baits and positioning
5 - Veers looks like a powerhouse.
He's decently cost efficient, and my model does not even include his 'sharpshooter' and 'inspire' abilities.
6 - Saber throw is a no-brainer
It would be crazy not to put in on Vader, and I don't think experienced players needed numbers to confirm that. It was more surprising to me that it was also a significant boost for Luke : it simply makes him able to deal vehicle damage at range, which is apparently not negligible for just 10 points.
7 - DLT-19 is very strong, making Stormtroopers with it the most cost-efficient unit in the game for now.
For only 13 points more than adding a trooper, this weapon looks very solid - red dice + impact almost guarantees damage whatever your target is. Also, range 4, and no negative issue using it. Weapon upgrades also look better on storm troopers than rebel troopers due to the combination of three things :
- they have weaker natural attack and could use more help there.
- but a better natural defense (to protect the additional weapon)
- they also have an offensive surge (that also benefits the additional weapon)
8 - Speeder bikes look very cost-efficient
They are barely behind troopers in terms of cost efficiency, which means you don't pay a high price for their mobility. My model considers that they should be able to use their front arc only fire most of the time though, which might be excessively optimistic !
9 - Naked AT-RT can be extremely strong if they can start their melee attacks early
They're only behind the Jedis at Melee range, but for a fraction of their cost. And they're the most solid unit in the game (relatively to their cost.)
A good sanity check of the quality of the balance of the game to me, and also a potentially useful educative resource on what's globally efficient for its cost.
The brain sometimes has a hard time making a mental image of the effect everything together (surges, dice color and numbers, range, cover and defense), even if it knows each piece in a vacuum - the computer does not.
