Luke Skywalker is on his way to becoming a Jedi Knight and is just the spark of hope the Rebellion needs. In Star Wars Legion Luke Skywalker is a melee focussed commander and skilled at maneuvering around the battlefield to land his lightsaber in the intended target while simultaneously inspiring those who fight beside him.
Base Unit Summary: (commander)
- Damage Output - Ranged: Below Average: 1.75
- Damage Consistency Ranged: Above Average: surge to crit, Pierce 2
- Damage Output - Melee: Below Average: 3.75
- Damage Consistency - Melee: Above Average: surge to crit, Pierce 2, Impact 2
- Damage Resistance: Average: 50%
- Wounds: Average: 6
- Attrition: Above Average: 6/figure
- Range: Below Average: 1-2
- Speed: Average: 2
- Courage: Above Average: 3
- Role: Commander, Melee
Luke Skywalker is a melee centric commander who generally prefers to lead the charge with his troops, but in 2 commander games can also be used as a diversion or flanker. He can also be upgraded to play as a control piece. His command cards tend to encourage survivability or increasing his personal damage output.
Base Unit Analysis:
Luke Skywalker has multiple abilities and command cards that make his stats deceptively better than they seem. Although Luke is average speed, his Jump 1 keyword allows him to move over terrain that would stop other troopers in their tracks, he also has the Charge keyword allowing him to make a melee attack after moving - enabling him to move with incredible action efficiency and making his speed and mobility above average. He also has the Deflect ability allowing him to convert his block surges to successes when he spends a dodge (which he has multiple ways of gaining) making his damage resistance above average. He also is immune to Pierce also increasing his damage resistance. Luke also has Pierce 2 on both his weapons, so although his damage may be slightly low, it is very consistent making up for more than the difference and putting his melee damage above average. When judging commander efficiency we also have to take into account their command cards and their courage bubble which increase the entire armies efficiency in a way that is not immediately obvious just by looking at their statistics and adds significantly to their points cost.
Unique Upgrade Analysis:
- Luke Skywalker has no unique upgrades at this point.
- Son of Skywalker: initiative 1, Luke only; this command card gives Luke a second attack after making his first attack - there are some things to keep in mind however - the second attack is not an action so it does not trigger abilities that happen off attack actions, the two attacks are back to back so there is no trigger window between them to perform actions, the two attacks don’t have to be with the same weapon. Often this command card is used for taking down valuable targets such as vehicles or commanders, generally by charging and then attacking twice with the light saber, and it is quite good at that. but it is equally valuable at gaining an attrition lead which is often overlooked and quite powerful. It is possible to charge a small unit, kill them in melee and then kill a second small or damage unit at range denying your opponent 2 activation tokens. Less likely but still possible you can move to engage one unit, force pull a second unit into melee and then take your attack action to lightsaber each - this is rare because you can’t enter melee with multiple units with Luke’s move and the force pushed unit would need to reach Luke with their unit leader on their move - difficult requirements to meet, but the result is so powerful that it is worth keeping in mind if you are ever able to pull it off.
- My Ally is the Force: initiative 2, any 2 troop units; when a trooper unit is issued an order it gains a dodge token. This is an important part of Luke’s defense mechanics, he really relies on dodge tokens to increase his survivability. Luke Because this effect triggers off of units issued orders it works with units who receive orders from other sources like HQ uplink.
- Return of the Jedi: initiative 3, Luke and 2 units; When Luke receives his order he gains 1 dodge token, when Luke activates units at range 1-3 remove 1 suppression. Because of the suppression removal Luke wants to activate late in the turn using this command card so that he can maximize the effectiveness of the suppression removal. Keep in mind that the suppression removal is measured at the beginning of his activation so you can’t move him into range of a key unit and remove their suppression, he must start his activation with that unit already in range.
Luke has 2 force upgrade slots and a gear upgrade slot. Luke is pretty self sufficient in his playstyle and you wouldn’t be wrong to play him without any upgrades. However the force upgrade slot is rare, powerful, and gives you access to abilities not available anywhere else - for this reason it is a good idea to look at these upgrades if you have some spare points.
Force Push and Force Reflexes are the most common upgrades on Luke, and for good reason. Force Reflexes gives Luke access to more dodge tokens which are an invaluable part of increasing Luke’s survivability. Force Push on the other hand extends Luke’s threat range and gives a tactical flexibility not available in any other way. Using Force Push Luke can pull units closer to him enabling him to charge them, or if after moving Luke is in danger of being shot allows him to pull units into melee preventing him from being targetable.
Mind Trick is also an interesting choice on Luke, although it doesn’t have the flexibility of Push or the consistency of Reflexes it gives a solid way of controlling enemy units. If you want to play Luke in more of a control role and less of a bullet magnet or tank I would suggest using Push and Mind Trick in conjunction.
Luke also has a gear slot, and while he is fine not equipping anything to that slot, if you have 3 extra points then strongly consider Environmental Gear. the extra mobility on Luke can be essential to keeping him on top of the enemy units and effectively using charge.
It should also be mentioned that there are upgrades on Luke that seem appealing, but are less than efficient. Saber throw for example does not gain Luke much over what his blaster already does and it costs a significant amount. Battle Meditation is another popular card on Luke that is competing for a very valuable slot and is often better replaced by a long range comms on the unit you are expecting to use it on.
Luke is an impressive melee unit. His mobility and action efficiency nearly guarantee that your opponent can’t keep him from reaching them. His damage output is low for the amount of points you spend on him, however pierce and impact make the damage he deals consistent and reliable. the combination of these two abilities make Luke a pain for the your opponents.
Luke can be played in two styles - as either a melee missile or as a control piece. Neither style is better or more valid although the melee missile is an easier style to learn and use for less experienced players.
Playing Luke as a melee missile can be as simple or as subtle as you’d like it to be, however it is never a good idea to just run him out in the open towards the enemy. Ideally Luke will take advantage of his jump ability and LoS blocking terrain to make his way towards the target without being shot, then use force push and charge to close the distance. This is the simplest way to play luke and it’s quite effective. Playing in this style he will generally want to engage the enemy quickly and tie them up in melee while the rest of your forces tend to the objective. In this style he will also generally be using his command cards primarily on himself to ensure that he has dodge tokens and can handle any unforeseen attacks your enemy can send his way. It is important to keep Luke in melee once he reaches the enemy line or he can be shot to death.
A variation of the melee missile is playing Luke as a flanker or distraction. This tactic works best with 2 commanders as he will often be too far away to lend his courage bubble to friendly troops. In this variation Luke wants to move up the board towards a key target or objective away from the bulk of your forces. The tactics are fairly similar as the previous version with the exception that you have to account for his presence not being near your other troops as well as your other troops not drawing fire away from him. It is often a good idea when flanking with Luke to send a high value distraction with him such as a vehicle or operative.
The other way of running Luke is as more of a control piece. In this style Luke will usually advance to only mid board and then use his presence as a deterrent to enemies who want to approach an objective. Because Luke will be moving around less in this variation he can use more ready action to refresh his force push or reflexes or mind trick more. Luke will also be more beneficial to the rest of your units in this style by lending his courage bubble to more troops and being less selfish with his command cards. It is still important that Luke uses terrain to his advantage though as he will still die to concentrated attacks. It should also be noted that this style takes more finesse and mastery to use effectively and also works better on some objective and terrain layouts than others.
Luke can be a terrifying unit to see on the other side of the table. His speed, mobility, and melee output can be quite a bit to deal with. The best way to deal with him is to kill him at range with concentrated attacks - easier said than done! One of the best ways to do this is to keep your units on the other side of a “no-man’s land” or a gap in the terrain and then shoot him when he tries to cross it to get into melee. This can be difficult to do consistently depending on how the terrain is set up and how wily your opponent is.
A more consistent way to deal with Luke is to offer him a target. Place a valuable but not essential unit out near where Luke is expected to engage you, and keep your other units at least range 1 away from it. Luke will either take the bait and charge it, or try and avoid it. If Luke charges it you will likely lose that unit, but after he kills it in melee he will be stuck in the open and your forces can concentrate shots on him until he dies. His survivability is impressive against a single attack, but once he has spent his dodge tokens he is down to average and will die to multiple attacks. His deflect can also send wounds back to you, but it is only a 17% chance per die so it shouldn’t really be a deterrent and killing him is essential. If Luke does try to avoid the bait unit to get a more valuable target then he is likely taking a less optimal path that hopefully leaves him vulnerable to shots - if you can you should focus fire on him then, if that’s not possible you should use your bait unit aggressively to pin Luke in place. If he is engaged with your bait unit then he is essentially out a turn while he has to melee with them, you should use this time to maneuver your other units to attack him once he is disengaged. However if he has Force Push readied then he can just disengage them at no cost so remember to keep your units out of Luke’s charge threat - Range 1.
Because Luke has such a high attrition value it is important to focus fire on him. One or two attacks a round wont accomplish much since Luke doesn’t degrade with damage. If you are going to spend resources to damage him, it should be a significant effort in a short span of time. 3+ units on a single turn to ensure that he is dealt with.
Also note that if he does not have Force Push then you can easily tie him up in melee with expendable units or melee centric units for relatively low cost to yourself.
Always keep in mind that your opponents commanders are priority and should be killed whenever possible. Denying access to their command cards and courage bubble can be game winning.