Average Trooper Analysis

I intend for a major portion of this site to be dedicated to the analysis and discussion of individual cards (units and upgrades) and how and when to use them. Before we can do that though we need to break the game down a little bit into core components and figure out a baseline to compare other cards to. 


Unlike X-Wing and Armada, Legion has variables that are outside either players control (mainly terrain density and placement), and there are many abilities that are difficult to quantify (such as range, speed, board position, line-of-sight, figure volume, etc). Some units perform better or worse from game to game depending on how these factors interact. 

When analyzing a card I make the following  assumptions: that the card is appropriately costed, that the card fits its intended role, and that there may be some unquantifiable qualities or synergies built into the cost of a unit. To account for these unquantifiable or dynamic qualities the analysis  numbers will be flexible, and as such are just general guidelines by which to compare - not hard and fast rules.  

When looking at the elements of different units and how they break down I found some trends in numbers that lead to three useful metrics we can use to standardize measurements of other units: the 40 point corps unit (5%), the 80 point corps unit (10%), and Average Stats. (as a note I feel the 80 point unit and Average Stats are more useful metrics and what I will tend to use in analysis, but we have to do the 40 point unit to get to the other two first).

Corps units are the building block of every army, and in general the most elementary unit - so they are the logical place to start our deconstruction. Rebel Troopers and Stormtroopers look different on paper  and play differently on the table, but when played as intended actually do identical amounts of work - so our baseline will be an amalgamation of the two. 

First let’s take what they have in common and set that as standard: Speed 2, Range 1-3, Courage 1, and 4 Wounds (1 Wound per model). 

Second lets look at what they do differently; damage output and surviability. Rebel Troopers on average will do 2 damage while Stormtroopers will do 1.5 damage. On the flipside a unit of Stormtroopers taking 4 wounds will save against 2 of them while Rebel Troopers would save against 1.3 of them. However when we take into account their keywords and preferred playstyle we find that they are actually equal in both catagories. Stormtroopers who aim and shoot will do 2.1 damage while Rebel Troopers with a dodge will save 2 (1.99) wounds. So when played optimally we find that Rebel Troopers and Stormtroopers are essentially the same. 

We now have what we will call average stats: Speed 2, Range 1-3, Courage 1, 1 Wound per model (4), 50% chance to hit, and 50% chance to cancel a Wound. 

We also now have the expected work from a 40 point unit of 2 damage. 

When doing my research on this article I also found that “fully upgraded” Corps units cost about 80 points and are a better metric to compare to.  To get there we simply add 1 trooper upgrade to the unit and their “standard” or cheaper heavy weapon option. So for Stormtroopers this would be a 4 man unit plus one extra man plus a DLT-19 trooper (79) and for Rebel Troopers it is a 4 man unit plus an extra man plus a Z-6 trooper (72, I know this isn’t close to 80 but that is because their 50% chance to cancel a wound statistic drops as you add troopers, their damage output keeps up however and that is what we are interested in for this metric). The 80 point Stormtroopers with an Aim token do 4 damage and the 80 point Rebel Troopers with a Dodge token do 4 damage. While this ratio scales nicely at 2 damage per 40 points, I find that when comparing to more expensive units like Luke, Vader, AT-RT, and AT-ST the 80 point measurement is more useful. In the future when comparing damage resistance for various units we will assume that 6 wounds for every 80 points is average and for units below 80 points that 4 wounds is average. When testing damage resistance since it is impossible to know how many hits a unit will suffer we will use these 4 and 6 wound numbers to calculate.

Now we have some useful metrics by which to measure other units to determine their efficiency and their role on the battlefield.