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Star Wars Legion: Building A Rebel & Imperial “Grand Army”

5 Minute Read
Nov 16 2018
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Bigger games can often mean more fun. Let’s take a look at the kind of army you can build if you want a little more on your tabletop.

Games of Star Wars Legion default at 800 points. This lets you build a decent sized army, and play out a fast paced fun game. Overall I think its a pretty good size for Legion to be out and still play quick. However sometimes build armies at 800 points feels very restrictive. With some units clocking in at around, or even over, 200 pts, you can quickly fill up, and it can be hard to fit two leaders in a list and still take much else. Other times you just want… more. Today lets take a look at some of the things you can do when build a so called “Grand Army” at 1600 pts.

The Rebel Grand Army

Luke Skywalker [160]
Force Push [10]
Force Reflexes [15]
Emergency Stims [8]Leia Organa [90]
Esteemed Leader [5]
Commanding Presence [10]Fleet Troopers [44]
MPL-57 Barrage Trooper [33]
Fleet Trooper [11]
Grappling Hooks [3]
Impact Grenades [5]Fleet Troopers [44]
MPL-57 Barrage Trooper [33]
Fleet Trooper [11]
Grappling Hooks [3]
Impact Grenades [5]

Rebel Troopers [40]
MPL-57 Ion Trooper [32]
Rebel Trooper [10]
Targeting Scopes [6]

Rebel Troopers [40]
MPL-57 Ion Trooper [32]
Rebel Trooper [10]
Targeting Scopes [6]

Rebel Troopers [40]
MPL-57 Ion Trooper [32]
Rebel Trooper [10]
Targeting Scopes [6]

T-47 Airspeeder [175]
Wedge Antilles [5]
Ax-108 Ground Buzzer [20]
Long-Range Comlink [10]

Rebel Commandos (Strike Team) [16]
DH-447 Sniper [28]

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Rebel Commandos (Strike Team) [16]
DH-447 Sniper [28]

Rebel Commandos (Strike Team) [16]
DH-447 Sniper [28]Rebel Commandos (Strike Team) [16]
DH-447 Sniper [28]Rebel Commandos (Strike Team) [16]
DH-447 Sniper [28]AT-RT [55]
AT-RT Flame Thrower [25]

AT-RT [55]
AT-RT Flame Thrower [25]

AT-RT [55]
AT-RT Flame Thrower [25]

1.4 FD Laser Cannon Team [70]
Overcharged Generator [10]

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1.4 FD Laser Cannon Team [70]
Overcharged Generator [10]

1584/1600 pts

Commands:
Standing Orders
Return of the Jedi
Somebody Has to Save Our Skins
My Ally Is the Force
No Time for Sorrows
Son of Skywalker
Coordinated Bombardment

Rebel Flexibility

It’s easy to see just the impressive size we can get out of a larger Rebel army. This one is designed to have major working parts. You’ve got a very aggressive in your face strike force with Luke, the Fleet Troopers and the AT-RTs. This force should act together to put pressure on the enemy early game. At close range, or in combat, it can put out a lot of fire power and should force the enemy on the back foot.

Meanwhile you’ve got a more static defensive portion of the army with Leia, the 1.4 FD Laser Cannons, and the Sniper teams. These units can lay down a lot of deadly long range firepower, sniping out enemy units and suppressing infantry. It can also hold objectives in your backfield. The Rebel Trooper squads are really supposed to support this section of the army, but they are flexible enough to act as needed. Lastly you’ve the Air Speeder to flank and harass the enemy. Unlike with a smaller army, the large size of these one really lets you develop two powerful sections that can work together and support each other in any situation

The Imperial Grand Army

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Darth Vader [200]
Force Choke [5]
Saber Throw [10]
Force Reflexes [15]Stormtroopers [44]
Stormtrooper [11]Stormtroopers [44]
Stormtrooper [11]Stormtroopers [44]
Stormtrooper [11]

Stormtroopers [44]

Stormtroopers [44]

AT-ST [195]
General Weiss [10]
88 Twin Light Blaster Cannon [20]
DW-3 Concussion Grenade Launcher [15]
AT-ST Mortar Launcher [10]

AT-ST [195]
AT-ST Mortar Launcher [10]

AT-ST [195]
AT-ST Mortar Launcher [10]74-Z Speeder Bikes [90]74-Z Speeder Bikes [90]74-Z Speeder Bikes [90]

74-Z Speeder Bikes [90]

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74-Z Speeder Bikes [90]

1593/1600
Commands:
Standing Orders
Master of Evil
Assault
New Ways to Motivate Them
Push
Push
Implacable

Vader’s Fist

Rather than use the extra points for more flexibility I’ve with the MORE option for the Imperial list. Inspired by the 501st on Endor, this is not a subtle list. It aims to overwhelm the enemy through sheer power and firepower. In a normal 800 point game taking Vader and a single AT-ST is pretty tight, but at 1600 I can take three of them. By taking them in force I ensure the enemy can’t simply ion one out forever and deny my my best unit ( a risk with only one) and they can cover each others back. I gave them all mortars to help deal with infantry, but just seeing three on the table should demoralize the enemy.

The AT-STs are however not the most deadly part of the list. That I think goes to the 5 squads of 74-Z Speeders I can take. The Speeders are a fast mobile unit with a lot of fire power, and one of the best in the game. Normally they compete in points with a lot of other things, but here I’ve maxed them out, allowing me either flank the enemy on both side, or keep a massive deadly fast moving death ball going across the table. Between the fast moving speeders and the long range mortars the enemy should be taking fire from the first turn.

Lastly I’ve got some Stormtroopers to hold ground and Vader to mop stuff up. The Stormtroopers won’t do much offensively, but hopefully with all the big stuff stomping around the enemy wont have firepower to direct their way. They are there just to hold objectives. Vader while slow moving can mob up enemy units and act as a finisher. Like I said, not a lot of tricks, but a ton of fire power.

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Let us know what units you think get better, or worse, at 1600 points, down in the comments! 

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Author: Abe Apfel
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