Two Commanders - #StopThePanic and Building Command Hands

By HanScottFirst, in Star Wars: Legion

Running double commanders sounds interesting, and could have some advantages.

1) Command Hand Building

So, not a lot of information on the command cards for the Rebels, but we know all of Vader's and all of Veer's.

So, when building a command hand, what will you do? Go for the high pip cards with good abilities (Imperial Discipline, M.o.E., etc.)? Or do you load both commanders with high pip attacks? Like, run Luke and Han with their highest pip cards?

I think you definitely drop New Ways to Motivate haha in favor of Evasive Manuevers, etc.

2) Stopping panic. It seems cool to have the commanders split across the battlefield to provide a wider panic-stopping area.

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Anyways, even with the cheap commanders you give up 1-2 corps units to have two. What are thoughts in general?

Comparing the various cards;

Ambush lets you pick the most important unit on the field to activate when you want it to, and the orders can come from either commander. This is a lot less restrictive than being forced to use your Commander. I suspect Ambush will probably stay in people's hands.

The 2-pip command cards order powerful benefits compared to Push, but can only activate one type of unit. How restrictive this is depends on the makeup of your non-core units. If you only have troopers, most of the commands are great (And conversely, Evasive Maneuvers is obviously not getting used). Evasive Maneuvers makes your vehicles hardier, but isn't much use if you absolutely need your Commanders doing things. I suspect Push will get pushed out often (pun intend), but Combined Arms lists may still want the flexibility Push offers, and a Vader + Veers infantry list obviously wants nothing to do with evasive maneuvers (We probably won't see such a thing until the special forces hit, though).

Assault feels like it's pretty outclassed by the 3-pip cards, which are flexible and offer powerful effects. The only thing that Assault has going for it (Unless you really need to give orders to all 3 Speeder Bikes/AT-RTs) is that it can come from either commander, which is handy if you need to split your forces.

Potential bonus for the generic command cards is that, and I could be mistaken, you can still play them if your commanders are eliminated.

This is my understanding that if you have all of, say Vader’s, command cards and he is defeated, you can no longer play them.

I think you will see dual commanders much more often with the rebels when they become available. Once another cheap commander for the empire comes available, you'll see that paired with Veers. When Veers comes out the question will be, is Vader better than an AT-ST?

1 hour ago, That Blasted Samophlange said:

Potential bonus for the generic command cards is that, and I could be mistaken, you can still play them if your commanders are eliminated.

This is my understanding that if you have all of, say Vader’s, command cards and he is defeated, you can no longer play them.

This. Go all Vader & Veers (or Luke & Leia) and lose a commander, and you may find yourself only able to play Standing Orders.

I'm not sure why people are dumping on Push and Assault. Yeah, they are slower and have no special abilities. But what they allow you to do is control the randomness of the order pool. Say I'm running Vader, two Speeder Bike units, and four Trooper squads. Assault + Master of Evil mean that on two of six rounds I can set up the orders bag so I know that I'll draw a Corps unit every time, giving me perfect control of the activation of my units.

I’m inclined to think I’d pick orders based on when I plan to use them. Ie if Leia hangs back, I’d put in 2-3 of her orders and maybe only 1-2 of Luke’s, with a generic tossed in anticipating when Luke gets killed.

One thing to remember is you only get two of each command card at each number of pips. So you can never have a hand that is more high pup or low pup than another player.

biggest strength with two commanders for Rebels is Luke is now free to actually do his job rather than babysit courage1 troopers.

He's a beatstick, often causing just as much damage as Vader but being much more nimble at the same time due to Spd2 + Jump, but just like Vader unless the enemy foolishly comes to you, he leaves his troops vulnerable to panic in order to do anything.
Once his sister has his back, gamechanger.

On 4/15/2018 at 2:34 PM, Mep said:

I think you will see dual commanders much more often with the rebels when they become available. Once another cheap commander for the empire comes available, you'll see that paired with Veers. When Veers comes out the question will be, is Vader better than an AT-ST?

Head to head, my Vader has taken out opposing AT-STs pretty regularly for what its worth.

I was looking at this the other day and decided I would usually drop Implacable and New Ways to Motivate them in a Vader and Veers list.

I think command cards is another area Vader suffers.

1 hour ago, NukeMaster said:

I was looking at this the other day and decided I would usually drop Implacable and New Ways to Motivate them in a Vader and Veers list.

I think command cards is another area Vader suffers.

Other than Master of Evil- free dodge token and ability to make enemy units panic is great

On 4/15/2018 at 2:34 PM, Mep said:

I think you will see dual commanders much more often with the rebels when they become available. Once another cheap commander for the empire comes available, you'll see that paired with Veers. When Veers comes out the question will be, is Vader better than an AT-ST?

As a Rebel player mostly, I enjoy this mindset that you can't take both Vader and an AT-ST... or two.