Unit strength/weakness quick reference???

By drail14me, in Star Wars: Legion

I’m new to the game and just getting the Core Set and a few expansions. Looking to build a good combined arms army but not really sure what each units strength and weakness is.

Is there any kind of quick reference showing basic unit info? Something that shows what each unit is good and bad at?

Just now, drail14me said:

I’m new to the game and just getting the Core Set and a few expansions. Looking to build a good combined arms army but not really sure what each units strength and weakness is.

Is there any kind of quick reference showing basic unit info? Something that shows what each unit is good and bad at?

There’s no quick reference.

Here’s a breakdown:

Commanders - Army leaders, required to have one, each is stylistically different and has different command cards to make the same army with two different commanders play differently.

Corps - Meat and potato units, 3 required; useful for combat and capturing objectives. Usually can be customized with an anti-infantry or anti-vehicle heavy weapons option. Generally expect these to get shredded by any other unit type, but also be among the least expensive units.

Special Forces - Optional; Fill a variety of roles including: Close Quarters Combat, Skirmish, Area Denial, Long Range Sniping.

Operatives - Tough like commanders, and come with their own command cards.

Support - Exactly what they sound like, these are your light cavalry units; harder to kill than infantry, but also more expensive.

Heavy - Very tough to kill, able to throw a lot of dice, but also as expensive as commanders.

It's a bit wordy, but I'd recommend the Impact X explanations. Unfortunately they're discontinued, but they should have everything to date

https://imperialdiscipline.blog/impact-x-archives/

9 hours ago, Derrault said:

There’s no quick reference.

Here’s a breakdown:

Commanders - Army leaders, required to have one, each is stylistically different and has different command cards to make the same army with two different commanders play differently.

Corps - Meat and potato units, 3 required; useful for combat and capturing objectives. Usually can be customized with an anti-infantry or anti-vehicle heavy weapons option. Generally expect these to get shredded by any other unit type, but also be among the least expensive units.

Special Forces - Optional; Fill a variety of roles including: Close Quarters Combat, Skirmish, Area Denial, Long Range Sniping.

Operatives - Tough like commanders, and come with their own command cards.

Support - Exactly what they sound like, these are your light cavalry units; harder to kill than infantry, but also more expensive.

Heavy - Very tough to kill, able to throw a lot of dice, but also as expensive as commanders.

Thanks for the quick breakdown. Within one unit type, for example, special forces, are the units pretty balanced or are some better at some roles than others? Take Imperials: I would think Royal Guards are best at melee, Scout Troopers long range sniper. So each of the Special Forces have their own role?

Just now, drail14me said:

Thanks for the quick breakdown. Within one unit type, for example, special forces, are the units pretty balanced or are some better at some roles than others? Take Imperials: I would think Royal Guards are best at melee, Scout Troopers long range sniper. So each of the Special Forces have their own role?

Yes. Each special forces unit has its own niche that it does well at. I’d argue that the scout troopers + rebel commandos actually have two niches, long range sniping (usually as a strike team) or area denial (saboteur laying bombs out, either as strike team or whole unit).

IRG is exclusively there for melee or for bodyguarding with guardian.