How to counter son of skywalker

By jocke01, in Star Wars: Legion

Speaking as a rebel player who only used Luke as a commander I wonder what people do against an enemy Luke.

"The son of skywalker must not become a jedi"

No **** palp, he is one crazy guy. I have used him in five 800 games now and he has killed 2 veers, 2 Luke, 1 vader and 1 Leia. Almost always thanks to Sos card on turn 3.

Now vader and luke can tank his dmg, but not a guarantee. Leia or veers it's more if they die to one attack or two.

My general tactic have been to delay Luke's activation on turn 2 then double jump against the targeted commander. Next turn drop sos and as long as luke was in range 2 of the target, he can double move and double melee and probably kill the enemy commander. Sure Luke will be standing there like a big target, but with force reflexes giving him a dodge he won't die easily.

I can see just playing very very safe with a commander, but double move with jump gives Luke great mobility. He can also go after pretty much any other high prority target the same way. You can also play a pip 1 card on the same turn, but it's a 50/50 shot to have your commander running away and then watch Luke butcher another unit on his way to the commander.

This could just be a powerful tactic in the early life of the game, but it's been very good so far.

Edited by jocke01
19 minutes ago, jocke01 said:

My general tactic have been to delay Luke's activation on turn 2 then double jump against the targeted commander. Next turn drop sos and as long as luke was in range 2 of the target, he can double move and double melee and probably kill the enemy commander. Sure Luke will be standing there like a big target, but with force reflexes giving him a dodge he won't die easily.

Just to point out, Jump is a Card Action so can only be performed once per activation. Email from the Rules subforum posted below.

On 4/13/2018 at 7:24 PM, nashjaee said:

Got a few answers today as well. Nothing surprising, but good to have for the record:

jump_email.jpg

Cool, I didn't know that. You probably don't need it twice that often, but it does happen.

Would be nice with a uppdated rules reference at this point...

It's a huge play, but he only gets to use it once.

And without it he doesn't have much of a shot against Vader. Six black versus six red and six wounds to eight. And Vader gets perma-dodge with reflexes and auto-refresh.

Luke is a sneaky ninja git to Vader's tank. When his sneaky ninja thing works, he wins. When it doesn't, he dies.

42 minutes ago, Brightguy said:

When his sneaky ninja thing works, he wins. When it doesn't, he dies.

Lol story of my life in this game so far.

Son of Skywalker is a very powerful card, when used right. Give your opponent tempting pawns to use it on or simply avoid Luke with distance and suppression.

I think you don't counter it. You simply play around it, accepting that Luke has a turn when he absolutely will murder something that is in his threat range of his choice. You take it on the chin or kill him before he does it.

You can try getting into melee with a trooper unit at a key time...if you can afford to sacrifice them.

Easiest way to avoid it is to give your leader a troop unit bubble.

Just shoot Luke. And then shoot him some more. Repeat till he dies.

Edited by DerBaer
1 hour ago, DerBaer said:

Just shoot Luke. And then shoot him some more. Repeat till he dies.

Sure, shoot at my Luke in cover + 2-3 Dodge tokens. That's also why I try to stall his activation, he can stand behind los blocking terrain and then jump over it.

You counter it by winning the tie breaker. You win everything in Legion by rolling better.

Generally its just a matter of baiting it out and having enough in reserve to make it a worthwhile trade. When he's hiding you can press the advantage since he's not contributing. If he's contributing you take advantage of his general vulnerability.

If you've got Vader, its very much about giving him the shot while having 2 dodge tokens on hand. Even if he just comes in with a single swing and then Son's the next turn, you can generally survive by negating the first swing with Dodges, then playing Master of Evil and conceding the SoS hits. After that you can attack him, essentially at your leisure with Vader, then play Implacable to get in another hit.

I'm not super fond of Luke's design since there's no real counterplay to what he does, but you can definitely do things that minimize the impact of him and take the lead elsewhere.

Han will be able to get the initiative drop on him using Sorry About The Mess. By using an HQ Uplink you can take advantage of this with any unit that has a comm-link slot to engage him in melee. The unit will probably die, but at least it's your choice.

The first counter to Luke is terrain and troop positioning. Luke hates the long march and he usually has to race much further ahead than normal to engage in Melee. Terrain matters with Luke as he loves to jump over buildings which provide hard LOS cover. If you put units near Luke or where you suspect Luke will go during set up that is an issue.

Vader is the hard counter to Luke. Son of Skywalker is typically around 4-6 wounds to Vader after you figure defense dice and what not. Assume you hit all 12 black dice on Vader. He still should negate enough to survive. These duels literally come down to was Vader hit yet, because if he wasn't he can reliably tank Luke in Son of Skywalker mode.

Also Luke is one of the few characters who standby works pretty well against. He usually blocks LOS on approach and jumps over a wall, meaning he can't always reliably get suppression on something before moving in. Won't always work but that is true for a lot of tactics such as force push off a map.

The problem is being in a Standby location that is relevant to the objective. If you can Standby while controlling/influencing an objective then great, otherwise, why should Luke even bother with entering the Standby area?

On 6/13/2018 at 10:04 PM, jocke01 said:

Cool, I didn't know that. You probably don't need it twice that often, but it does happen.

Would be nice with a uppdated rules reference at this point...

This is covered in the rules , actions can only be used once except move and while jump is a pseudo move it isn't a move action.

On ‎6‎/‎14‎/‎2018 at 12:32 PM, Thraug said:

The problem is being in a Standby location that is relevant to the objective. If you can Standby while controlling/influencing an objective then great, otherwise, why should Luke even bother with entering the Standby area?

If Standby causes Luke to take an less optimal turn, or even functionally waste a turn then that can actually be a pretty good move. On its own Standby is really weak, units can avoid the area or just suppress the unit. Luke however doesn't have a long range attack, he likes to block LOS and loves to get into melee. On his own the only counter he has to Standby is area avoidance. If your units are somewhat clustered where else is Luke gonna go? Usually you don't want to take your most powerful unit and run it to a fringe objective all game.

On 6/14/2018 at 9:01 AM, jocke01 said:

Sure, shoot at my Luke in cover + 2-3 Dodge tokens. That's also why I try to stall his activation, he can stand behind los blocking terrain and then jump over it.

How is Luke collecting 3 dodge tokens? And if you are taking dodge actions you can’t be doing much to position him for Son of Skywalker.

The command is definitely very powerful, but it seems like there are lots of powerful things in Legion. Vader is one and the ATST is another. As others have said you can shoot at Luke or send him a sacrificial lamb, or just give him his turn and focus your efforts elsewhere.

16 minutes ago, BigBadAndy said:

How is Luke collecting 3 dodge tokens? And if you are taking dodge actions you can’t be doing much to position him for Son of Skywalker.

The command is definitely very powerful, but it seems like there are lots of powerful things in Legion. Vader is one and the ATST is another. As others have said you can shoot at Luke or send him a sacrificial lamb, or just give him his turn and focus your efforts elsewhere.

Return of the jedi + force reflexes. Then either double move or move dodge.

And/or a Dodge from Leia.