This post has been archived with permission from the Impact X blog.
Chewbacca is a faithful companion and stops at nothing to help out his friends. In Star Wars: Legion Chewbacca is the first Rebel Operative and he brings a whole new set of tricks to the way the Rebels play.
Base Unit Summary: (commander)
- Damage Output – Ranged: Below Average: 2.5
- Damage Consistency Ranged: Above Average: surge to crit, Pierce 1, Impact 1
- Damage Output – Melee: Below Average: 3.5
- Damage Consistency – Melee: Above Average: surge to crit
- Damage Resistance: Below Average: 16.7%
- Wounds: Above Average: 9
- Attrition: Above Average: 9/figure
- Range: Average: 1-3
- Speed: Average: 2
- Courage: Above Average: 2
- Role: Operative, Guardian, Support, Special
Chewbacca is a guardian and a support unit who is there to keep you more valuable units in the game longer. He does this through his massive health pool, his guardian 3 ability, his friend supporting command cards and synergies, and simply being a durable fast unit to tarpit and speed bump with.
Base Unit Analysis:
Much like the Wookie Warriors, Chewbacca has a poor damage resistance paired with an obscenely large health pool. This combination means that if you are able to use the games constants well in your favor such as dodge and cover you can make him last quite some time. Unlike the Wookie Warriors though, Chewies damage output leaves something to be desired. Chewbacca’s ranged damage output is far below average, but his surge to crit and pierce 1 mean that he is fairly reliable at getting his small amount of damage through. For example an average 80 point unit is expected to do 4 damage while Chewie at 110 points does 2.5. Against the corps unit the defender should be stopping half of that meaning 2 damage get through… out of Chewbacca’s 2.5 damage on the other hand, the opponent will stop 1.25 damage, and then pierce will get another 1 damage through for a total of 2.25… and Chewies surge to crit only makes him more reliable than average troopers against units in cover or with dodge or guardian. So although Chewie isn’t putting out the numbers we have seen from other units with similar costs, he is still keeping up with the average units… Damage output isn’t why you are taking him though. The big appeal for Chewie is his Guardian 3 keyword, his command cards, and most excitingly his Teamwork ability which lets him double your token action economy when you pair him with Han. So although Chewie seems overpriced at first glance when looking at his combat effectiveness – he actually is fairly efficient when taking into account all of his abilities and the utility and durability he adds to your forces.
Unique Upgrade Analysis:
- Chewbacca has no unique upgrades at this point. yeah
- Common Cause: initiative 1, Chewbacca and Luke Skywalker; This is the first 1-pip command card that gives and order token to more than one unit, which is quite powerful on its own – moreover it lets you activate one unit right after the other giving you quite an advantage if you are able to “last / first” with these two powerful characters. The ideal situation is that you have more activations than your opponent (as rebels often do) and you activate Luke and Chewie last in a round, then in the following round you play Common Cause to activate the pair again first to press your advantage or get them back to safety. Note that unlike Leia’s card with a similar effect, there is not range restriction on this card so the pair don’t have to be anywhere near each other to benefit from the effect.
- Brains and Brawn: initiative 2, Chewbacca and Leia Organa; This card allows Chewbacca to attack twice in a turn assuming he meets all the requirements; that he is unengaged, within range, in LoS, and is adding his weapon to a dice pool that Leia is attacking. Normally getting Leia up close enough to attack can be a bit of a risk, but combined with Esteemed Leader and Chewies Guardian ability she should be pretty safe when playing with Chewie – the most likely situation however is that the pair is holding an objective and the enemy gets close enough for Leia to move and shoot. With combination of Leia and Chewies dice make for a pretty incredible attack too, keeping in mind that you keep Leia’s keywords and the keywords on Chewies weapon you now have 2 red, 3 black, 2 white dice with Sharpshooter 2, surge to crit, and Pierce 2 for an expected 4.375 damage. Taking into account that this attack ignores cover and has pierce 2 you are likely to kill an entire average unit in one attack with this. That makes this quite a powerful command card, but its not without its risks, getting Leia that close to the action. Note that Chewbacca isn’t making an attack, so triggers like Hunter and Standby don’t trigger and you can’t spend tokens off of Chewbacca for this attack.
- Notorious Scoundrels: initiative 3, Chewbacca and Han Solo; This card allows you to return one of Han Solo’s unique command cards to your hand and issue an order to both Chewbacca and Han Solo. Although this card doesn’t have a huge impact itself, the ability of control you have when you are now playing with 2 copies of one of Han’s cards is immense. If you are playing Han and Chewie together (and you should be for Teamwork) then this card should absolutely be included in your command hand. 2 well timed Reckless Diversions or Sorry About the Messes in one game could be enough to decide a game in your favor alone.
Chewbacca has two training upgrades and one gear upgrade slot.
Because Chewie has slightly different roles depending on which commanders you are using him with his upgrades will change slightly in each list – but Emergency Stims are never a bad choice on Chewie since in most roles he plays he will be using his guardian ability a lot. Emergency Stims is an incredibly efficient source of extra wounds on Chewie, especially if it makes the difference in Chewie getting one last activation.
For the Training upgrade slot you have a couple of valid ways you can go. Generally Tenacity is always good on Chewie. Because of his high health pool and Guardian keyword you will always be able to set up using Tenacity to increase his melee output. Tenacity raises his melee damage from 3.5 to 4.25 bringing him to almost average for his cost. However combine that with his Enrage 4 ability and he becomes quite versatile by gaining the charge ability.
Duck and Cover is a decent choice on him because his damage resistance is so low, that extra point of cover can really help extend his life. However this upgrade is a bit expensive and really only going to make a difference if he is the primary target (not when he uses Guardian). So it is an upgrade you could skip. Hunter is also a nice upgrade on him, especially when paired with Han. Using Hunter you can up his ranged damage a decent amount as well as gaining extra aim tokens for Han in the process using Teamwork.
Generally, and especially when pairing Chewie with Han, the upgrades to consider first are Emergency Stims, Tenacity, and Hunter although none of them are mandatory.
As I mentioned before, Chewie’s role changes slightly depending on what commanders he is paired with – but he has some consistent elements we can talk about first.
In a vacuum Chewie is a bit of a brawler with a bit of support built in. Making him a really good bodyguard for your key units. In addition he is relatively good at both ranged and melee combat. His turn to turn output is a little low, but over the course of a game he should make up for that nicely with his attrition value. If you are running him with a commander other than the three his command cards support, then it is recommended that you run him as a bodyguard with one of your flankers, skirmishers, or key units. Such as Wookie Warriors, Commandos, or holding an objective. Use his Guardian ability to keep the key unit alive and to activate his Enrage ability so that he can charge for free at which point he is able to mix it up quite well at range with enemies closing in on your key position or unit.
Generally he wants to be with Han; because of his Teamwork ability which really expedites your action economy by sharing and doubling dodge and aim tokens between the two of them. In addition, Notorious Scoundrels brings one of Han’s command cards back to your hand, making for a very strong control play style. When playing Han and Chewie together they will want to be close together, using Chewies Guardian ability to soak shots off of Han. Chewie also makes a great tarpit for Han, keeping him out of melee – one of Han’s biggest weaknesses. Running the two close together also gives you a small easy to hide package that counts for 2 when checking scenarios like Key Positions or Intercept the Transmissions. In this configuration it is nice to have Hunter upgrade on one or both of them. Having Hunter on Han allows Han to shoot two targets hopefully gaining an aim token or two which would also gain an aim token or two for Chewie, which Chewie can use to reroll for crits to get through armored targets, dodge, or cover – and the same works in reverse, chewie can attack a wounded unit to gain an aim he can spend to get through cover which gives Han an aim he can also spend to try to fish for crits. Remember when paring these two together to always keep them within range one of each other to benefit from Guardian and Teamwork.
Chewie with Leia is also a strong combination. Leia is one of the Rebellions best support units, and has a weapon that really wants her to be up in the front, but her survivability says she should stay in the middle or back. Chewbacca helps keep Leia alive while she advances up the board. In this pairing Chewie plays very similar to how he would with Han, although he will be a bit more defensive than offensive and will tend to engage more at range than rushing in with Han.
Chewie with Luke is a hammer and anvil on a micro scale. If when paired with Han he is balanced and when paired with Leia he is defensive, than the pairing with Luke is the most offensive of the pairings. Chewie will still be using his Guardian keyword to soak wounds off of Luke (at least until he triggers Enrage) and then the two will charge in together to make quick work of enemy troops in melee. In this pairing Chewie will definitely want Tenacity to make the most of his melee brawling.
Chewie is most harmful to you when he is keeping other more important units alive. To that end it is a hard choice when deciding whether to attack Chewie directly or to attack the more pressing target and kill Chewie through the use of his Guardian keyword, but it is easier to make the decision when looking at what weapons you have available to you. Because Chewbacca has a high health pool and low damage resistance you will want to focus a high volume of low value damage into him such as your corps troopers. However if you have a weapon with a high chance of rolling criticals you can bypass Chewies Guardian with those wounds to damage the intended target.
Chewies secondary threat, beyond keeping other key units alive, is his melee damage. Chewie with Tenacity and Enrage deals quite a bit of damage in close combat and should be avoided avoided by units that aren’t melee focused. Keep in mind his charge range when moving ranged units close to him. If keeping Chewie at range though he is generally fairly inconsequential at damage output which allows you to focus on more pressing units or objectives.