• Matt Wilkins

Star Wars LCG: Heroes and Legends


Continuing our coverage through the Star Wars LCG, we have the next Force pack cycle echoes of the Force. The first pack is called Heroes and Legends. Interestingly, this came out in 2013, before the de-canonization of the EU. There are quite a few Legends characters in this pack, particularly characters from the Dark Forces series.


For this review, I've decided to give each card in the objective set a rating of 1-5, then I will give the objective set an overall grade. I'd like to also say before I begin that I really wished every affiliation would get a set in these packs. The fact that Scum was the affiliation that didn't get the set this time might be the reason I feel this way, but it would just be nice for each affiliation to take a step forward each pack.


The name of the pack seems like a good place to start! Looking at the objective we get the standard 5-1, nothing fancy. However, we get a crazy action ability, swapping in a focused down or damaged unique character for 1 resource? Wow! The fact that it's possible to have 3 Obi-Wan's, 4 Luke's, and even crazier 4 Han's makes the possible combos even better.


Rating: 5 of 5


Kyle Katarn: Yes! Another Jedi main that has 3 health! Three force icons, 3-unit damage, and a white blast for 4 is already a well costed unit. To top it off you get a really solid reaction ability to lock down that committed Emperor or his Royal Guard. Not to mention you can trigger it with his objective or the Falcon. Kyle still doesn't solve the jedi's problem of blast damage, but he is still scary for the dark side to defend. Makashi training looks very good on him...


Rating: 4 of 5


Ataru Training: Another Jedi enhancement, another reason you MUST run In You Must Go for Jedi. I'm honestly not that impressed by this enhancement. Jedi tend to struggle for resources and the fact that its two cost compounds the issue. However, the reaction on this is devastating if it happens. If your opponent defends with this enhancement in play, they will have to be confident in their edge cards. It does have 2 force icons, so it’s nice in an edge battle if you can't get it into play.


Rating: 3 of 5


Rahn's Guidance: A pseudo search card for Jedi characters is very nice. The fact that it's 0 cost is even better, mostly due to the resource problem with Jedi. The ability to know how your next draw is going to look can really help you plan your attack and defense for the current turn. An overall very solid card


Rating: 5 of 5


Echoes of the Force: The name of the cycle should warrant a good card; I think this very much fits the bill. While the jury is still out on exactly how good this fate card will be, the implications and battle shenanigans that happen when this card is played are mind boggling. Wasting one of their force cards on an exhausted unit, making them double focus after striking, setting up Kyle's reaction, the list goes on and on.


Rating: 4 of 5


Next up, The False Report. You get the standard 5-1 and the completely scary ability of a surprise board wipe. Thankfully it's Smugglers & Spies only. A smart player can play around this by just waiting to blow up objectives until they are ready to win.


Rating: 3 of 5


Aquaris Freeholders: Okay, this is the card that has had everyone freaking out more than anything else in this pack. An elite unit with 5 combat icons, the black blast being the most important, 4 health and elite, ignore the 8 cost, it will never cost that much. You also get 2 of them. It's a great unit, if they come in for cheap, or via the Falcon. Other than being a big unit, it doesn't really affect the board like Han, Lando or Chewie would. The key to keeping these guys in check is to make sure they always cost 5 or more. If you see any card from this set, or just the Smuggler & Spies affiliation card honestly, you must get down to 3 cards in hand. Just like the objective, you can play around these guys.


Rating: 4 of 5


Clearing House: A new limited resource card, and I'm not really impressed. If you see this on turn 1 it's nice, any turn after and I'm most likely chucking this into an edge battle unless I'm starving for resources. The fact that it's limited is also annoying because a lot of the objectives you will pair this set up with have limited cards of their own.


Rating: 2 of 5


Outmaneuver: Outmaneuver can end up being a game winning card, or simply and good edge card. If you have your Freeholders in play, it is the best removal card for the lightside, bouncing everything except the Executor.


Rating: 3 of 5


Slicing In: Slicing In is useful for only one thing, checking to see if False Report is next for your objective, after drawing your opening hand. Other than that, it is getting discarded every time I see it.


Rating: 1 of 5


Rounding out the LS sets we have Forward Reconnaissance for the Rebels. First thing we see is the low capacity of 4, so there better be a pretty darn good ability in the game text. After an ATTACKING unit leaves play, damage a DEFENDING unit. Seems restrictive, and in no way as good as the Heroes & Legends objective action. There are numerous cards for the Rebels however that can take advantage of this, so with some playtesting there could be some powerful combinations to be discovered.


Rating: 3 of 5


Jan Ors: So, we have our "main" unit of the set, Jan Ors. Two health for 3 cost is normally not my style, but she is sporting that nice black tactic icon and some blast damage. The reaction she is sporting makes for some crazy, and I mean crazy shenanigans. Not only does she get to strike an additional time, but she can also bounce your Leia so everyone else can strike again too. Or maybe you decide to attack with Han and the Falcon first, then you attack with Jan, strike, return Han, then return the Falcon to put Han back into play...


Rating: 5 of 5


Intel Operative: That little guy? I wouldn't worry about that little guy. Intel operative is a solid card rocking the 1-1-1-1 stat line, and can draw, and draw is good. Pairs very nicely with Jan and the objective. You also get two of them.


Rating: 3 of 5


Safe House: A new limited resource for the Rebels, and a much, much better one than the S&S Clearing House. Not only does it cost one less, but its reaction will also trigger far more often than the latter. We will see location enhancements like this showing up in later objective sets, so it is a strong possibility that each affiliation will be getting their own version of this. Knowing if you will be winning the force struggle on your turn, basically gives you an extra resource each turn. A great card that fits the theme of the cycle.


Rating: 4 of 5


Twist of Fate: Twist of Fate, a nice way to end the set. There isn't much to discuss here that everyone doesn't know. Twist is a must in any deck.


Rating: 5 of 5 Duh


Moving onto the DS, we have a new Sith objective set, Scouring the Empire. It has the nice 5-2 stat line that I am always a fan of. Nothing really flashy here


Rating: 3 of 5


Jerec: Jerec, it seems to me, has only one true function, and that is to control the force. His 4 force icons with elite are a prime example of this, and so is his reaction. I do however wish that you could commit a target unit to the force, but that might be a little too strong. His 4 cost for 3 health is nice, and his combat icons are ok, nothing spectacular. If there were two white blasters, he would rate much better.


Rating: 3 of 5


Imperial Inquisitor: I really like this support unit. Yes, he only has a white blaster, but that resource on a 2 cost 2 health unit is useful. He is also, like Jerec, another target for Vader's Lightsaber. Even better, just like the rest of the sets, you get two of them. Overall, a great, versatile unit.


Rating: 3 of 5


Force Storm: It has that hefty 4 cost, but it is a possible board wipe if your opponent is playing vehicles or has a couple damaged mains out there. The cost isn't really an issue, but do be careful, it hits your guys too.


Rating: 3 of 5


Echoes of the Force: Our second set to have this included. Fittingly, Jedi and Sith are the first to get this, same as before


Rating: 4 of 5


Set Rating: 3 of 5 A somewhat lackluster set for Sith, but honestly look at what your comparing it too for that affiliation. It may however find a nice home splashed in other factions, it has resources, units, and removal. Just be sure to remember the Sith only drawback.


Last, but not least, we have the Dark Trooper Project. Standard 5-1 But any committed unit to the Force is considered an Elite. Good way to start out Navy.


Rating: 5 of 5


General Mohc: A new main for the Imps, and what a main. Mohc is a walking Orbital Bombardment, kind of. The 3 health is nice, the resource is there if you need it, and he is an officer for any kind of combos that can come from that. I really wouldn't suggest apologizing with him though.


Rating: 4 of 5


Phase 1 Dark Trooper: Straightforward unit. The 2-cost issue for one health is kind of weak, but the 2-unit damage, and always committed bonus make up for it. They are great to drop with Mohc late game and blow up those last couple objectives to clock the dial, or you can drop them early to hold the force and clock it the boring way. The trooper trait has its own bonuses as well, 3-unit damage when Veers is out is very nice.


Rating: 3 of 5


Experimental Tech Lab: Here we have, hands down, the best resource providing card in the game, not named Sith Holocron. If this is in your opening hand, and you see ANY unit, keep it. This pays for itself in one turn, not two like Control Room. What makes this better than the light side version, is the fact that you are going to win the force struggle 99% of the time on the first turn of the game. The light side may still have to work at it for their Safe House to kick in. Just an incredible resource.


Rating: 5 of 5


Heat of Battle Great way to end an excellent objective set. Giving the Imperials a second set with Heat of Battle is a nice bump for the faction.


Rating: 5 of 5


Set Rating: 4 of 5 This set brings in some great Legends characters that can do some great combinations and actions that can really enhance the game. I love that Fantasy flight said, “let’s make an expansion cycle that is based purely in the Expanded Universe.” Being the big of Dark Forces that I am, I love that Kyle Katarn and company were brought in. There are still more Dark Forces packs to talk about, but we will do that next time!

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