Star Wars: Legion/Tactics/Empire
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Why Play Imperial Knights
Pros
- Lots of heavy weaponry and tanky units, able to both take and deal out a lot of firepower.
- Strongest force-users
Cons
- Tends to be higher cost, so you'll have fewer units than a Rebel opponent
- Commanders tend to be either fragile or slow
Units
Commanders
Darth Vader
Vader is the default Imperial commander from the starter box. He's an absolute glacier, with the slowest movement speed a unit can have, and being melee only without using force powers it's going to be a few turns before he's doing any damage, and at 200 points he's a good chunk of your army as well. But, what he does, he does well; with 8 wounds, a red defense die, and Immune:Pierce, he's difficult to take down. Deflect allows him to send wounds back at his attackers if you spend a dodge token, so be sure to have a dodge available if he's likely to take a lot of enemy fire to make your opponent think twice. Master of the Force 1 lets you get the most out of Force Reflexes to let him get that dodge token every turn while still doing a double-move. Finally, Relentless gives a free attack action when he engages an enemy, but as you only get one attack action per activation (free or not) be sure to use your other action on something productive like Saber Throw. Once in combat, he can attack with an amazing six red dice with Impact 3 and Pierce 3, sure to tear up whatever he comes in contact with. He can be equipped with three Force upgrades, so be sure to give him Force Reflexes for that dodge token as well as Saber Throw for dealing a bit of damage before he closes the distance. His final benefit is his infinite-level Courage: this means that he will never be Panicked, and the same applies to units within 3 distance of him as well, ensuring you get the most out of those Stormtroopers.
General Veers
First, at 80 points, he's less than half the cost of Vader, letting you gear out your other units a bit better or throw and extra unit into your army. He's very much a support commander rather than combat, with a modest 3 white attack dice with Pierce 1 at range and 2 black in melee with Precise 1 and Sharpshooter 1, so he's best kept in the backfield in cover. His Inspire 1 ability lets him keep nearby units in the fight, though not to the same degree as Vader, but his greatest boon is his Spotter 2 ability: Giving a free Aim token to two nearby units can let Stormtroopers move while still shooting more accurately, or for laying down serious firepower have an AT-ST perform its own Aim action and fire with two aim tokens, letting it reroll up to four dice during its attack action. Veers can be equipped with two Command upgrades and one Gear.