Star Wars: Legion/Tactics/CIS

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Why Play The Confederacy of Independent Systems[edit | edit source]

For commanders who are too cheap for conscripts.

Pros[edit | edit source]

  • No moral obligation to bring your army home "alive".
  • Get to say, "Roger Roger," a lot.
  • Synapse style shenanigans.
  • Most of your units are Immune to suppression.
  • The most consistently balanced faction in the game.

Cons[edit | edit source]

  • Jar-Jar Binks can out-think most of your units.
  • I lost how many models this turn?
  • Synapse style weaknesses.
  • Your Units CAN still panic.

Faction Special Rules[edit | edit source]

  • Droid Trooper: when Droids gain suppression tokens, they do not suffer "Suppressed" (i.e., they don't lose an action if they have as many tokens as their command value). The downside is that they also don't get the cover boost. If they get enough tokens, they're still affected by Panic and they Panic exactly the same as any other unit. The Panic rule states that your unit only makes a single action, which must be a move action towards the nearest table edge; this is fully independent from the Suppressed effect. Lastly, Droid troopers are immune to poison, meaning they don't gain or resolve poison tokens (from Bossk or Corporate Disagreements for example), but Ion weapons do affect them.
  • A.I.(Action): if a unit with the A.I. rule is not somehow issued a token during the command phase, when that unit activates, the first action it takes must be the action given, if able. Fortunately, the B1 and B2 droids have the ability to get around this fairly easily. If there are multiple actions listed, such as Droidekas' "AI:Move, Attack", then you must choose one of them- you aren't required to do both.
  • Coordinate:(unit): while not technically a Faction Special rule, all B1 droids have it and it can't be overstated how important it is to the faction. When a unit with the Coordinate rule is issued an order, that unit may automatically issue an order to a unit matching the unit type stated; the units must be at range 1 of each other. If the second unit also has Coordinate, it may do the same to a third unit, and so on, until you run out of units with Coordinate or eligible targets to benefit. You want to make sure your droid units are set up in a way that you can maximize this, as it gets around the A.I. rule; tossing an HQ Uplink or two out there can help. Note however that the units that are given orders by Coordinate are not considered to have been issued the order by the Commander, so they cannot benefit from effects like the Command Cards "You Disappoint Me" and "Crush Them".

Units[edit | edit source]

Commanders[edit | edit source]

1-2 Selections

The focal point of you army, which often have game changing abilities. Now with cheaper choices!

General Grievous[edit | edit source]

(155 pts.) As a four-armed, lightsaber-wielding, asthmatic cyborg, General Grievous can do a passable blender impression in melee.

Upgrade Cards

Command Cards

Tactics

Count Dooku[edit | edit source]

(200 pts.) He trains people in your Jedi arts. Darth Tyranus.

Upgrade Cards

Command Cards

Tactics

Super Tactical Droid[edit | edit source]

(95 pts. for generic, 100 pts. for Kalani or Kraken)

An upgraded droid who's like, a really smart person. Comes in three flavors- generic no-name, Kalani, and Kraken.

Upgrade Cards

Command Cards

Tactics

T-series Tactical Droid[edit | edit source]

(55 pts.) Basically a computer with a pistol and legs. About as resistant to enemy fire as you would expect a computer to be.

Upgrade Cards

Command Cards

Tactics

Operatives[edit | edit source]

Cad Bane[edit | edit source]

(125 pts.) Cad Bane is a Duros bounty hunter. Imagine a Tau with kung fu training who's devoted his life to the greater greed, throw in some desperado gunslinger clichés, and you get the idea. He also has a nice hat.

Upgrade Cards

Command Cards

Tactics

Maul[edit | edit source]

(160 pts.) At last. Maul is the second Operative unit to be added to the CIS. This is the sneaky Sith Apprentice version of Maul as opposed to the Clone Wars TV series Maul or grizzled crime lord Maul in Solo.

Upgrade Cards

Command Cards

Tactics

Corps[edit | edit source]

3-6 Selections

B1 Battle Droids[edit | edit source]

(36 pts. errata'ed to 38 pts.) "Roger, roger."

Upgrade Cards

Tactics

B2 Super Battle Droids[edit | edit source]

(48 pts. errata'ed to 45 pts.) Watch those wrist rockets!

Upgrade Cards

Tactics

Special Forces[edit | edit source]

Up to 3 Selections

BX-series Droid Commandos[edit | edit source]

(68 pts.) Essentially a droid version of the Imperial Scouts.

Upgrade Cards

Tactics

BX-series Droid Commando Strike Team[edit | edit source]

(20 pts.) Essentially a droid version of the Imperial Scouts Strike Team, but better. The Heavy weapon which must be taken in this squad becomes the unit's leader.

Upgrade Cards

Tactics

DRK-1 Sith Probe Droids[edit | edit source]

(35 pts.) The small Probe droids Maul had in the Phantom Menace. They can only be taken if Maul is in the list, as well.

Upgrade Cards

Tactics

IG-100 MagnaGuard[edit | edit source]

(72 pts.) Essentially a droid version of the Imperial Royal Guard.

Upgrade Cards

Tactics

Support[edit | edit source]

Up to 3 Selections.

Droidekas[edit | edit source]

(80 pts.) "They're no match for Droidekas!"

Upgrade Cards

Tactics

DSD1 Dwarf Spider Droid[edit | edit source]

(55 pts.) The name says it all. The smaller droid that that Seps used that looks like a spider. Not the huge one that has giant laser-shooting satellite dishes. And not the crab droid either. Look... just google it if you don't know what it is.

Upgrade Cards

Tactics

STAP Riders[edit | edit source]

(73 pts.) The odd speeder bikes used on Naboo during the Phantom Menace. Nothing can...STAP your droids from flanking the enemy (I'll see myself out, don't worry)!

Upgrade Cards

Tactics

Heavy[edit | edit source]

Up to 2 Selections

AAT Trade Federation Battle Tank[edit | edit source]

(170 pts.) Finally some tanks for the Clankers! To those who played Star Wars: Battlefront 2 (2005), you can hear this unit, can't you? No? Not until I mentioned it? Well, now you can!

Upgrade Cards

Tactics

NR-N99 Persuader-class Tank Droid[edit | edit source]

(145 pts.) Those weird snail-like tank things that the Separatists used to attack the beach in Revenge of the Sith.

Upgrade Cards

Tactics

Unit Upgrade Boxes[edit | edit source]

Fantasy Flight Games has seen fit to release new boxes with additional and supplementary upgrades in them. Most of them can be applied to any Trooper unit with the proper slots, and are detailed in their respective entries. Currently, B1 squads are the only units with this in the CIS faction.

B1 Battle Droids Upgrades[edit | edit source]

Personnel Upgrades

To Be Released[edit | edit source]

  • Asajj Ventress
  • Geonosians

Tactics & Build Help[edit | edit source]

  • Some cards have been changed via Errata, so here is a link to it: https://images-cdn.fantasyflightgames.com/filer_public/d6/15/d615052c-f568-4bdc-9cf7-316727c3e251/swl_rules_reference_20-compressed.pdf
  • Dooku and Grievous are really good for what they offer. Either commander is amazing, but the combination of Dooku and Maul in Skirmish, specifically, is horrifying. It's not like CIs lacks cheap units to fill in the other list requirements, or anything...
  • B1 battle droids are your bread and butter. They're so cheap that you'll easily have room for some more expensive units. In fact, this is exactly why double AAT lists are possible! B2's are also extremely good, for what they are, and can be a nice investment. Which you take is dependent on whether you intend to rely more on your infantry or not. Regardless, you want your corps slots filled, if not close to being so.
  • Droidekas got a points decrease in the November 2020 RRG, and are now 80 points. They're very much worth it at this point level, for the threat they'll pose to the enemy. Dekas are best used to harass specific units and make them paranoid of when your Roaches of death will mulch them. STAPs, while posing the same threat, are far less durable, so require more finesse. Use these speeders to also harass the enemy, but expect them to be more prepared than with Droidekas.
  • The AAT is among the most terrifying heavy units in the game. Your enemy will fear it from the moment it's put down, so use this to push your other big units up, like Dooku or Maul. Can't shoot them all, and the AAT will eventually become a massive problem. Certain maps will screw it over, but that's to be expected.
    • This is all being said, because Double AAT lists are extremely terrifying to go up against. With how cheap B1 units are, this combination barely affects droids as much as it does every other faction. While anti-tank has become more prevalent, due to lists like this, most people may find it difficult to take out two AATs rolling up the board.

See Also[edit | edit source]

Star Wars Miniature Games Tactical Guides
X-Wing: Rebel Alliance, Galactic Empire, The Resistance, The First Order, Scum & Villainy, The Galactic Republic, Confederacy of Independent Systems
Armada: Rebel Alliance, Galactic Empire, The Galactic Republic, Confederacy of Independent Systems
Legion: Rebel Alliance, Galactic Empire, Grand Army of the Republic, Confederacy of Independent Systems,