What’s your problem, Rebel Alliance ? – Part III

The Rebel Alliance and the Empire were the first two factions introduced in Star Wars Legion. They were developed in parallel, designed to counter each other as opposites. Both factions have a unique focus centered around a green token: the Aim token for the Empire and the Dodge token for the Rebels. But is this division equitable? Or is one token inherently more powerful than the other? In this third installment, I’ll delve into a gameplay issue faced by the Rebel Alliance, focusing specifically on the Dodge token, which is so integral to this faction’s identity.

Welcome to the third part of What’s Your Problem, Alliance?, a series of articles analyzing the game design mistakes made during the creation of the Rebel Alliance in Star Wars Legion. This series is categorized under Carte blanche, meaning it represents a subjective—but well-argued—perspective aimed at providing constructive criticism.

Does an Aim token have the same value as a Dodge token?

At first glance, one might instinctively say yes. After all, both tokens have the same action cost: acquiring them requires either an Aim action or a Dodge action. However, this justification alone isn’t enough to determine the true value of these tokens. To do so, we need to refer to upgrade cards, as they provide insight into the worth of keywords. Specifically, the cards Electrobinoculars and Portable Scanner are of interest here.

These cards reveal that the Take Cover 1 action is valued at 5 points (erratum value), while Spotter 1 is valued at 8 points. Interesting, isn’t it? This gives us an initial observation: according to these upgrades, an Aim action isn’t worth the same as a Dodge action. Concentrating is more valuable than evading!

Even without doing the math, you’ve probably sensed this imbalance before, haven’t you? Remember Legion 2.5: given the choice (in an imaginary list), would you rather issue an order to a unit of Shoretroopers or Rebel Veterans?

Why giving an order to Rebel Veterans often felt underwhelming ?The disparity in token values provides a key insight. When given an order, Rebel Veterans generated a Dodge token (a 5-point bonus), whereas Shore Troopers generated an Aim token (an 8-point bonus), creating a 3-point gap in favor of the Empire.

Why is the Aim token more valuable than the Dodge token?

I’ve demonstrated that the Aim token is worth more than the Dodge token. However, you still don’t know why the Aim token holds greater value. Unlike the Aim token, the Dodge token suffers from three major drawbacks:

  1. It is extremely time-sensitive.
  2. It is prone to waste.
  3. Its effectiveness is not guaranteed.

Let’s break down each of these points in detail:

The Dodge token is extremely time-sensitive

In a previous article, I explained that the effectiveness of certain units depends on when they activate during a round. This is what we call time sensitivity. But units aren’t the only ones affected by this phenomenon—tokens are as well!

Imagine, for a moment, that your unit is the last to activate in a round. What should you do with this unit? Using the Dodge action becomes pointless since the round is about to end. The Aim action, however, can still be useful if you plan to attack during that final activation.

In short, the closer the round is to ending, the less valuable the Dodge token becomes. Meanwhile, the Aim token remains relevant until the very end, as its utility is preserved.

The Dodge token is prone to waste

Sometimes, the Dodge token ends up wasted, unused, because you can’t fully control its application. “But wait!” you might argue. “I still get to decide whether to use my Dodge token when defending, right?” Sure, but what if I don’t attack you? What happens to those green tokens then? Will you make a necklace out of them?

You don’t control your Dodge token—your opponent does. By choosing whether to attack you, your opponent dictates whether you can even use it. The Dodge token is like an insurance policy: you pay in advance to protect yourself from something that might happen. And just when you think you can use it, you discover the fine print excludes the damage you were trying to cover.

– “And what are you going to do now, huh? I’ve got about twenty Dodge tokens, I’m invincible…”
– “I’m going to shoot with my sniper.”
– Oo’

The Dodge token isn’t always effective

That’s right! The Dodge token doesn’t guarantee any return on investment. Several effects in Star Wars Legion can prevent you from using Dodge tokens. For example, consider the High Velocity keyword or IG-88’s 1-Pip command card. Even simpler, critical hits render your green token completely useless—unless, of course, you have upgrades like Situational Awareness or are relying on Guardian.

In short, taking a Dodge action is a risky gamble.

And the Aim token? Interestingly, there are currently no game effects that prevent a player from using an Aim token. Even worse for the Rebels, the Dodge token can at best save a single wound, while an Aim token, with a good roll, can potentially remove two enemy models. “Go, go Empire!” cheer Pompomtroopers.

Two tokens, two different dynamics

Another key difference between Aim and Dodge tokens is the timing of their interaction during dice rolls. They influence the roll sequence at completely different stages:

  • Aim token: After rolling, the player can decide whether to spend an Aim token to reroll one or more dice, depending on the results.
  • Dodge token: Before defending, the player must decide whether to spend a Dodge token, without knowing if their defense roll will be optimal.

This timing distinction significantly impacts the reliability and perceived value of each token. Aim tokens allow informed decisions based on dice outcomes, whereas Dodge tokens require players to commit without full knowledge of the situation. This difference further cements the Aim token’s superior utility.

What’s the Problem?

In this article, I compared the Aim token to the Dodge token, and the latter emerges as the clear loser. The fact that the Dodge token falls short of its attacking counterpart isn’t inherently an issue. A game that overly favors defense would likely become stagnant and boring. The real problem, however, lies in designing the Rebel faction around the fragile Dodge token—especially when compared to other factions that enjoy much more impactful synergies with green tokens (e.g., the Empire’s Aim token focus or the Republic’s token-sharing mechanics).

Factions built around a “tribal token” like the Rebels and Empire rely on abilities that amplify the utility of these tokens. Naturally, abilities supporting a fragile token will be less effective than those tied to a stronger one. Consider the example of the Precise 1 and Agile keywords, which are emblematic of the Imperial and Rebel factions, respectively. Here’s how they’re officially defined:

  • Precise 1: When you spend an Aim token, reroll up to 1 additional die.
  • Agile: After defending, if you spent at least 1 Dodge token, gain 1 Dodge token.

What often goes unnoticed is that Agile comes with far more restrictions than Precise X:

  • Precise 1: When you attack,
    • If you have an Aim token and spend it,
    • Then you can reroll 1 additional die.
  • Agile: When you defend,
    • If you have a Dodge token,
    • And if no effect prevents you from using it, and you spend it,
    • And if your unit survives the attack,
    • Then you gain 1 Dodge token.

This example highlights a broader issue: keywords tied to Dodge tokens are significantly more conditional and less efficient than those linked to Aim tokens. This wouldn’t necessarily be a problem if no faction based its core strategy around the Dodge token. However, when a faction does, it should be compensated elsewhere.

Adding to the Struggle: Rebel Unit Durability

On top of the inherent difficulty in managing Dodge tokens, Rebel core units suffer from poor durability. In a previous article, I discussed unit durability and the Cost Per Point of Resistance (CPPR) metric, which measures how much a unit “charges” for its resilience. I noted that the Rebel Alliance’s core units have one of the worst CPPR among all factions.

Have a look at the arrray below:

Unit nameCPPR (vanilla)
Rebel trooper6,67 points
Stormtroopers5,25 points
B15,28 points
Clones7 points

This combination—a fragile token mechanic and underwhelming unit durability—creates a double disadvantage for the Rebel Alliance. Without additional compensation in other areas, their overall effectiveness is undermined compared to other factions.

Green Token, White Dice, and a Bitter Laugh – Assessment – Part 3

My experience with the Rebel Alliance feels like being handed a boat riddled with holes. We have to rack our brains with our army list to plug these holes and keep the boat afloat (i.e., make it competitive). On the other hand, the Empire has a boat that floats by default. Building an army list with the Empire is more about choosing the colors of the boat, picking the type of cannon you’ll install, and deciding whether to add one or two oars. Yes, playing Rebels in Star Wars Legion is a real challenge.

I believe the Rebel Alliance needs a complete overhaul, similar to the recent redesign of House Greyjoy in A Song of Ice and Fire. Atomic Mass Games has used the version 2.6 to redesign some units of the Rebel Alliance but sadly kept the Dodge tribal mechanic attached to it, which in my opinion makes no sense fluff-wise and gives rebel players a hard time.

– “There you go, Honey ! The two factions are now balanced,” says the Star Wars Legion designer. “Each will worship a different green token!”
– “Bravo, darling! You’re so talented!”