Impact X Archives

Impact X – Imperial Officer: Ruthless Commander

This post has been archived with permission from the Impact X blog.


Not every hero of the Empire gets the recognition they deserve – some war heroes sacrifice for the cause without any notion of fame or glory. In Star Wars Legion the Imperial Officer is a low cost non-unique all purpose commander who is skilled at keeping troops on the field.

 

 Base Unit Summary: (commander)

  • Damage Output – Ranged: Below Average: 1
  • Damage Consistency Ranged: Average: none
  • Damage Output – Melee: Below Average: .625
  • Damage Consistency – Melee: Average: none
  • Damage Resistance: Below Average: 33.4%
  • Wounds: Average: 4
  • Attrition: Above Average: 4/figure
  • Range: Below Average: 1-2
  • Speed: Average: 2
  • Courage: Above Average: 2
  • Role: Commander, Support

Unit Role:

The Imperial Officer is the first non-unique commander for the Empire and fills a small but important role on the field – they are a bubble of inspiration and courage for your other troops and allow you access to additional command upgrade slots at a low cost.

Base Unit Analysis:

The Imperial Officer is underwhelming in a combat role. Their damage output is below average, their damage resistance is below average… the only things they really have going for them are their support abilities and their courage bubble – which is exactly the abilities you should be taking them for. These generic commanders will never make up their points on their own, but they can turn the tide of battle by enhancing other combat units, keeping units from fleeing, or providing access to support and scenario presence.

Unique Upgrade Analysis:

  • Imperial Officer have no unique upgrades at this point.

Command Cards:

Imperial Officer’s command cards are a bit different from other operative commanders, in that they are not character specific and can be take and used by any commander of the same faction.

  • Covert Observation: initiative 1, any 1 Special Forces or Operative unit; This command card allows you to pick 2 of your opponents command cards at random and see what they are. This ability is of varying usefulness – against a single commander force it is fairly obvious what your opponent will have, but against a force that has multiple operative and commanders then this card is a great turn 1 or 2 command to get a feel for what the opponent has in store. This command card is only really useful in single commander forces, and even then only when you know that you would be using an ambush on an operative or special forces unit.
  • Pinned Down: initiative 2, any 2 Support or Heavy units; This command card gives an order token to 2 support of heavy units, but after any of your support or heavy units attack they are granted the ability of returning the targets face up order token to your opponents order pool. This command card is also of varying utility, but it starts at very good and under the right circumstances can be obscenely powerful. The ability to remove your opponents control of order of activation can be really frustrating, but if your opponent was counting on those face up tokens for additional abilities like reckless diversion or chewbacca’s command cards then you are essentially ruining their trick in addition to their control of their army. There is no bad use for this card, but some are much more powerful than others. This card is especially well suited for General Weiss who can theoretically return 4 of an opponents order tokens to their bag before they have a chance to activate – entirely ruining their control of order of activation or any tricks they may have had.
  • Coordinated Fire: initiative 3, any 3 Corps units; This command card gives an order to any 3 corps units, but when any corps unit spends an aim token they may give an aim token to another unit at range 1-2, whether the corps unit has an order token or not. This card can be incredibly powerful, especially when well positioned and timed. The keys to this card is that the token is passed any time a corps unit spends an aim token, and also that the unit receiving doesn’t have to be a corps unit. Although at the very most basic use of this card, you are doubling the efficiency of an aim action, at the extreme end it is really quite powerful. You can in theory use an HQ uplink to issue an order to General Weiss, you can then activate a series of corps units around him who aim and then shoot giving General Weiss an aim token. You can also daisy chain your aim token generation passing it down the line – in this form you would have the first unit aim and shoot, giving the aim to another corps unit who would aim, then shoot spending both aim tokens, giving those two aim tokens to another corps unit who would aim and then shoot spending 3 aim tokens – the key to daisy chaining this card is that the aim token has to be spent to be passed on… but you can keep spending aim tokens to reroll a single die even if it was already a success… if you are daisy chaining with multiple stormtroopers there is a very real chance you can eliminate a significant of an opponents force on coordinated fire turn if you position and time everything well.

Suggested Upgrades:

Imperial Officers have a command upgrade slot and a gear upgrade slot. In general you want to keep this unit as cheap as possible because they are already inefficient in combat for their points, but command upgrades are rare – and there are some abilities found on them that grant army wide benefits – because this is the cheapest source of command upgrades there are some good options to look at in them. Specifically Improvised Orders or Commanding Presence which extend the control and utility of your forces.

Suggested Tactics:

The Imperial Officer is truly a support piece. They are best used enhancing other units on the field and staying away from combat. The Spotter ability allows you to spend an action to give an aim token to another unit, greatly improving the action economy of the other unit as well as the expected combat effectiveness of that unit.

The optimal use for the Officer is to support and enhance the other units around it, and to claim the scenario objective if they can. If the Officer can grab an objective point it frees up actions and positions for the rest of your other units to focus more on combat efficiency.

The Officer is also a great cheap source of enhanced courage bubble and command upgrade utilities like Improvised Orders. Keep this in mind when moving units around the field to ensure that they remain within the Commanders aura of influence.

Counter Tactics: 

The Officer is not a unit that needs to be feared and should generally not be a priority. Their combat efficiency is well below average and their survivability is slightly below average. That being said, if the Officer is the source of a particular command upgrade that is a thorn in your side or that your opponents game plan hinges on then it should not be too hard to eliminate them if the opportunity presents itself.

On the other hand though, if the Officer is the main thing keeping your opponents troops from panicking and fleeing, then make an effort to eliminate them first. This shouldn’t be hard, and the tide of battle will turn quickly once your opponents units begin to flee. Keep in mind their other units command values however, it is possible that they have a non-commander unit with a higher command value they can promote to be the new commander, making the suppression and panic tactic harder to achieve.

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