When I started Legion, I started playing Rebels, then moved to Imperial, because I started having less and less success with Rebels. I truly believe that Rebels are not balanced and have serious problems, but every time I raised that as an issue, I was quickly shot down by people who would point to the lists who won tournaments and it was Rebels (not always, but enough to be more than fluke).
I think I have finally figured out what the problem is with Rebels and why some people succeed with them an others don’t and it all has to do with faction identity, or lack there of.
In order to explain, let me talk about the faction that was done correctly first, the Imperials. The Imperial faction is based on a foundation of core troops that benefit from Aim tokens. All of the Imperial corps troops benefit from Aim tokens beyond just being an Aim token (with the exception of Snowtroopers, but they can Aim, Move and Shoot all in the same activation). They benefit from Aims through their Keywords (Precise & Target) and from adding to their attack strength while their red defensive dice have already given them a defensive advantage, and also added to the fact that each of those keywords are Active keywords in that you get to choose when or if you will get benefit from them (more on that later). Not only is using and even giving Aims a common thread through many of the Imperial units (Stormtroopers, Shore Troopers, Veers and the generic Commander, not to mention Bosc and a generic command card), but the Imperial faction also has a lot of units that have the Suppressive keyword. This makes for an excellent foundation to add units like the Tank, Boba Fett, or the AT-ST to give variation and versatility to something already quite cohesive.
Now let’s look at the Rebel faction. They were once known as the “cheap” faction, but lost that long ago, as each newer unit became more and more expensive without adding to their overall faction identity. The Rebels may be called a more mobile faction, but that descriptor can only really be applied to one or two units and isn’t a common thread. Perhaps they have Nimble and their ability to give and use Dodges without spending them (Nimble keyword), but that does require the use of an action and Nimble is a passive ability. Unlike the Imperial active keyword (Precise), Nimble does not see a benefit unless your opponent decides to attack that unit. Meaning you don’t get to decide when the ability is used (if at all) and your opponent will in all likelihood attack another unit without a dodge (if they can). This makes their main ability not very useful and/or hard to get benefit from. Beyond that there are no intrinsic common threads to create cohesion in the Rebel faction, no foundation from which to build. Because of this lack of cohesion (pun intended) each unit has its own way of playing. Their isn’t a set, “you can do this for rebels” kind of playbook. Those that have found success have been able to see on some level or other that each unit needs to be played differently. For example, the Rebel Trooper needs to be played very differently than the Fleet or even Veteran Trooper let alone a unit like the Landspeeder or Luke Skywalker, even though most of those units have white defense dice and black attack dice, there just isn’t enough of a cohesive thread to tie the entire faction together.
Moving forward, I hope the devs see this and make changes to give the Rebels a more cohesive play style, or at the very least make them the “cheap” faction once again (except for Tauns, those suckers need to be increased).
I hope this made sense and you can see what I’m trying to get at. Please understand I’m not saying the rebels are garbage and the Imperials are the best and by transitive properties any Rebel player is worth 2 of any 1 Imperial. What I am saying is because of this disconnect in faction identity, it has caused Rebels to be more challenging to play, so that you can’t get a feel for a few units and know how to play the entire faction. It creates a steeper learning curve that fewer players can manage, so you get those usual players who will frequent the top tables as rebels with fewer new players than the Imperial faction who’s units are more cohesive and so more straight forward , but not necessarily easier .
I hope that this gives other Rebel players insight into their faction and allows them to improve as it is harder to get the knack for the faction when each unit plays differently without a common thread. And for the record, this is a type of imbalance, but will be harder to fix than something like a point or power imbalance. Though there may be some of that too, between Rebels and Imps, but to a lesser or more subtle degree.
Just my opinion, but if you disagree, let me know why, but please be civil and polite. Pretty please. I bruise easily. 😏 🥺 🤪
Edited by JediPartisan