Any reason why Wookies can't fight for the Republic?

By Vomikronnoxis, in Star Wars: Legion

Like, is there a balance issue or something that prohibits them from being dual army units, like R2 and 3CPO? Because, obviously, lore-wise they would seem good to go.

Sorry if this has been discussed before. Did a search and didn't turn up anything on it.

Just curious.

FFG hasn't released a GAR card for them. That's it. I am sure they will eventually be able to field them. Look at the AT-RT for example. That is 100% associated with the Republic, yet they still can't technically field them until the expansion is released in September, despite them being in the game since launch.

They came out way before the Republic was even a faction. That's pretty much it. I assume they will eventually release a Wookiee unit of some sort (there's no reason it need to be the same as the current one, especially given how much they suck) for the Republic, they just haven't yet. As to why they haven't just impulsively done something to let the Republic take the unit we have right now, multi-faction units are generally frowned upon as breaking up faction identity, so generally avoiding it is good in my book. I don't think it would really be that bad in this case (especially given that any Republic player that uses them would be severely handicapping themselves), but I don't want to to be common. I would have preferred if they had at least made different cards with new abilities for each faction for 3PO and R2.

Because they're bad

I mean, even if they could the unit is pretty underwhelming. However they could release an upgrade box with fixed points and rules ´new stuff for the wookies including GAR card. Take notes FFG

Follow up question! What are generally considered the worst units for each army?

I could easily see the hard plastic re-release of Wookiee Warriors including a unit card for GAR, and I could also see GAR getting rifle armed Wookiees as seen from RotS. I mean, Wookiee Warriors already being a unit, tacking on the extra card for a re-release makes sense, regardless of releasing more ranged oriented Wookies.

Worst units? Okay

Rebels: Used to be the Airspeeder, but it's now Wookies. They've got a neat concept but the faction already has a darn good melee unit with Luke who has great command cards to boot. The 35 point heavy weapon that you'll be taking for the extra body really hurts as well. White with no surge isn't good and it makes them very terrain dependent, which is never good.

Empire: Probably Commander Vader. The OP Vader cards help, but the faction relies heavily on defensive gunlines which Vader does absolutely nothing for. Outside of that his good melee damage doesn't make up for his low speed and not being able to take suppression tokens tends to hurt more than it helps.

CIS: It's the droidekas. They cost about 10 points too much. The unit itself isn't bad though and can still function fine, but when more competition shows up they'll show up less and less.

Clones: BARC speeder. They don't share tokens and that's what kills them for the republic. Once the AT-RT is available I wouldn't expect to see these anymore.

Edited by thepopemobile100
On 7/30/2020 at 6:17 PM, thepopemobile100 said:

Empire: Probably Commander Vader. The OP Vader cards help, but the faction relies heavily on defensive gunlines which Vader does absolutely nothing for. Outside of that his good melee damage doesn't make up for his low speed and not being able to take suppression tokens tends to hurt more than it helps.

Uh... The spanish nationals were won by a guy playing commander Vader.

I'm surprised you said that when scouts non-strike team exist. As far as I know, that unit has never seen table. The tank would be another good choice. Not to mention operative Vader.

Edited by Qwar
On 7/30/2020 at 6:17 PM, thepopemobile100 said:

Worst units? Okay

Rebels: Used to be the Airspeeder, but it's now Wookies. They've got a neat concept but the faction already has a darn good melee unit with Luke who has great command cards to boot. The 35 point heavy weapon that you'll be taking for the extra body really hurts as well. White with no surge isn't good and it makes them very terrain dependent, which is never good.

Empire: Probably Commander Vader. The OP Vader cards help, but the faction relies heavily on defensive gunlines which Vader does absolutely nothing for. Outside of that his good melee damage doesn't make up for his low speed and not being able to take suppression tokens tends to hurt more than it helps.

CIS: It's the droidekas. They cost about 10 points too much. The unit itself isn't bad though and can still function fine, but when more competition shows up they'll show up less and less.

Clones: BARC speeder. They don't share tokens and that's what kills them for the republic. Once the AT-RT is available I wouldn't expect to see these anymore.

I would say fleets for rebels. Range 2, crap save and courage 1 makes them very hard to use outside skirmish. Wookies in a similar boat, but a 3 man Duck and cover wookie unit have a decent. Chance at reaching the enemy at least.

For empire I would say scout troopers normal unit. I agree with the rest.

1 hour ago, Qwar said:

I'm surprised you said that when scouts non-strike team exist. As far as I know, that unit has never seen table. The tank would be another good choice. Not to mention operative Vader.

I played non-Strike Team Scouts once!

...

Once.

...

Never again.

Is the barc *really* that bad? Or is it rather just that clone trooper spam is more efficient because of token sharing? I’m not convinced in a vacuum that the barc is bad, like the t47, fleets, or Wookies are.

1 minute ago, ScummyRebel said:

Is the barc *really* that bad? Or is it rather just that clone trooper spam is more efficient because of token sharing? I’m not convinced in a vacuum that the barc is bad, like the t47, fleets, or Wookies are.

From personal experience, BARCS are not THAT bad, but is currently the worst unit in the GAR. They have surge to hit so they are decent fire supporting platforms, but with 5 health and resilience of 3 makes them disappear off the table far sooner than you'd expect for 75 points. A little decrease in points might help - may to 65 to 70.

3 hours ago, ScummyRebel said:

Is the barc *really* that bad? Or is it rather just that clone trooper spam is more efficient because of token sharing? I’m not convinced in a vacuum that the barc is bad, like the t47, fleets, or Wookies are.

I'd say they are worse than any of the three units you listed "in a vacuum." They are just not good.

Agreed, BARCs aren't good in a vacuum, and they're worse when you try to make them mesh with the rest of their faction.

BARCs have reached a point at my LFGS where they are ignored unless they have no other targets to shoot,

I had a game the other day where i had 3 BARCS left at the end (only 1 had a wound) and all he had was R2-D2 and C-3PO, he won on points cos they were too well hidden and i couldnt get to them.

9 hours ago, 5particus said:

BARCs have reached a point at my LFGS where they are ignored unless they have no other targets to shoot,

I had a game the other day where i had 3 BARCS left at the end (only 1 had a wound) and all he had was R2-D2 and C-3PO, he won on points cos they were too well hidden and i couldnt get to them.

That can be applied to any vehicles. In all my games I shoot a vehicle only if it's the only thing left to do. I won a game yesterday where my opponent only had his 3 AT-RT left and I won because he had no way to capture any of the objectives (Recover the supplies), while I had one trooper unit left.