Rebel commandos analysis

General Solo?, is your strike team assembled?

Rebel commandos is probably the expansion for the rebels with the most value since you can field 2 units out of the box and you get 7 very nice minis. This was the first rebel special forces and they are essentially rebel troopers on steroids, the strike teams are on the other hand just like the name entails, a small unit that strikes critical targets. 

Rebel commandos (unit)

Like I said commandos are rebel troopers on steroids. They come in at 60 points for the base unit of four models so 15 points per model compared to the 10 point trooper. They keep the same defence die and weapon, but they have a lot of nice keywords to make Them stand out. Like fleet troopers and rebel veterans they got surge-hit and sharpshooter 1 on top of that. In defence they got low profile which is great thanks to their courage value of 2, that allows them to get heavy cover from suppression while requiring 2 to lose their action after rally.

Unit options and abilities

Commandos have access to 2 different heavy weapons, but no personel upgrade. In top of that they got access to gear, comms and training. They have several abilities: 

Low profile which gives them heavy cover if they got light, this is a nice ability to have since some terrain should be light and they can get heavy from hiding behind at-rt’s or emplacement troopers or just out in the open of they have suppression.

Scout 2 that allows them to make a speed 2 move when deploying, nothing gamebreaking, but depending on terrain, deployment and objective cards this is an ability that shouldn’t be overlooked since they can get a great position outside deployment or move into claim position for objectives.

Sharpshooter 1 this is great since most shots vs other infantry will be at least light cover, it’s almost like adding an extra hit to their attack rolls.

put me and this here sniper rifle anywhere up to and including one mile of Emperor Palpatine with a clear line of sight, sir… pack your bags, fellas, war’s over

They got 2 heavy weapons to choose from, one being the DH-447 sniper rifle. This weapon is special since it got range 1 – infinite, making it a great weapon for splitfire since it can always reach a target. It adds 1 white dice over the standard rifle which isn’t too exciting, but it has pierce 1 and high velocity which don’t allow dodge tokens to be used…providing it’s the only weapon in the attack. So just to compare with a Z-6 trooper squad which is in my opinion the gold standard.

Average hits 

  • Z-6 troopers: 3.5
  • Commandos sniper: 3.5

So at first light it’s the same, but adding the pierce and sharpshooter on a standard stormtrooper squad in heavy cover we get:

Average wounds

  • Z-6 troopers: 0.75
  • Commandos sniper: 1.875

More than twice amount of dead bucketheads!

“What is an aimbot?”

This is in a control environment of course, but my point is don’t let the amount of dice fool you. Against lighter armor the commandos advantage decreases and increases vs heavy armored  targets like death troopers. A commando squad with a sniper gives you a quality attack that excels vs imperial targets. The downside is that your commandos die just as easy as normal troopers when fired upon, while low profile helps a bit of course.

“I’m just gonna drop this here”

The second weapon option is the proton charge saboteur which is a different kind of weapon option than other units have. It does not add any dice or keywords to the attack pool, instead it’s an area weapon that needs to be charged then detonated. So unlike exhaust weapons you don’t have to recover it, but you have to spend an action to arm a charge within 1 of the unit leader. After a charged is placed any friendly unit with “detonate proton charge” can detonate it after any unit have performed an action. When detonated the charge performs an attack vs every unit att range 1 of the token and line of sight including friendly units. The proton charge model uses the commandos ranged weapon of 1 black die, but the real advantage comes when using the charges since you get to attack every unit in range and los. I will speak more about proton charges, their effect and how to use them in a future analysis. You can have a maximum of 3 proton charge saboteurs in your list and that’s a potential 18 charges armed (3 saboteurs x 6 rounds), more likely it’s 8-12 and you need at least one unit left with detonate proton charge to use any placed charges. So a commando unit with a proton charge saboteur can be a base unit combined with 2 strike teams with saboteurs.


Commandos can have a plethora of different upgrades. Grenades, gear, comms and training.

Charge beats grenade!

I don’t usually take grenades on commandos. Frag grenades is a decent dmg increase, but restricted att range 1 for a unit that prefer attacks at range. Frag grenades seems overkill when you already have sharpshooter 1 and if you want anti tank then the proton charge is a better use than impact grenades.

There is a lot of gear that’s useful. Recon Intel to get a scout move of 3 is perhaps not necessary, but fun and can give you a nice alpha strike with scout move-move-shoot or scout move-shoot-move back depending on deployment. Environmental gear is a solid choice as your commandos can turn difficult light cover terrain into free heavy cover terrain and it helps your scout move. Emergency stims is just as good here as on other expensive units. Grappling hooks is also a great thing with scout, as you can scout move into a climbable terrain piece then during your activation you can climber-shoot. Targeting scopes is usually a never take for rebels, but combined with the hunter training card it’s actually a valid choice.

Comms is not as pick and choose friendly. Comms jammer doesn’t suit commandos as they prefer long to mid range. Comms relay can be used with sabotage communications to great an upgrades ambush card. Hq uplink is the one I use the mosh, just to get the extra uses from Luke and Leia’s 2 pip cards and to ensure control of when I can activate my commandos and I prefer this over long range comlink.

Comms Combo!

Training is a powerful category, but pretty specific in it’s cards. Tenacity is just a no take since single wound units can’t be wounded. Duck and cover is a good one as it combines with low profile, however it is expensive and in the wake of death troopers, Palpatine and Bossk the empire have a fair number of suppressive weapons. This can make duck and cover as risk as you can easy help your opponent to suppress or even panic your commandos. Endurance is good, but not really necessary unless you run into a lot of the aforementioned suppressive weapons on a regular basis. My favourite is the hunter card. It’s not to expensive at 6 points and it suite the commandos offensive capabilities perfect.

Free aims?, yes please

Builds and tactics

The classic commandos

  • Rebel commandos 60p
  • Sniper 26p
  • Environmental gear or grappling hooks 3p
  • Hunter 6p
  • Hq uplink 10p

total 105p

These guys are the standard commando squad I play. You can cut some fat by skipping the hq uplink, but I like the command flexibility. These are the rebel hunters and what do they hunt you ask? These guys are character killers. Any commander, even Palp or Darth with the immune pierce are prime targets. Commanders usually hang around with royal guards which is a free aim token piñata. They prefer to stay at mid range where they can bring all their guns to bare and their focus is to take down enemy commanders, operatives and royal guards. A trick is to splitfire the weapons between a commander and his guard to get 2 aim tokens if both are wounded. The sniper can be shot at a commander to ignore dodge and pierce can be used on a guardian hit if the target have immune pierce. The other guys throw their dice at the guards something different, with sharpshooter negating some of the cover tax of attacking multiple units.

This unit like a lot of rebel units prefers Leia as a commander. Her command cards works well, 1 pip can drop wounds on units for hunter to trigger, the 2 pip is just good and the 3 pip let’s Leia inspire and order take cover on them before they activate. Using Leia with strict orders you get very good control of suppression, you can make sure to keep one token for low profile if necessary. Commandos love at-rt supports as they can walk behind them and gain heavy cover while either shooting in base contact or through them with sharpshooter.

“Heavy hitting diplomacy”

List example:

++  Standard (Rebel Alliance) [796 Points] ++

+ Commander +

•Leia Organa [100 Points]: Strict Orders, Esteemed Leader

+ Operative +

•Chewbacca [122 Points]: Emergency Stims, Tenacity

+ Corps +

Fleet Troopers [78 Points]: Fleet Trooper, Scatter Gun Trooper

Rebel Troopers [62 Points]: Z-6 Trooper

Rebel Troopers [62 Points]: Z-6 Trooper

Rebel Troopers [62 Points]: Z-6 Trooper

Rebel Troopers [62 Points]: Z-6 Trooper

Rebel Troopers [58 Points]: 2-1B Medical Droid

+ Special Forces +

Rebel Commandos [107 Points]: DH-447 Sniper, Environmental Gear, HQ Uplink, Hunter

+ Support +

Rebel At-Rt [85 Points]: Rotary Blaster

+ Command Hand +

Command Hand: •Coordinated Bombardment, •Sabotaged Communications, ••Brains and Brawn, ••No Time for Sorrows, •••Covering Fire, •••Somebody Has to Save Our Skins, ••••Standing Orders

++ Total: [798 Points] ++

Created with BattleScribe (

The proton base

  • Rebel commandos 60p
  • Proton charge saboteur 24p
  • Duck and cover 8p
  • Comms relay 5p

Total 98p

This is another commando unit I’ve used when playing a triple proton charge saboteur lists. It’s Main purpose is to survive and detonate charges and place some on a backline objective. They can take descent potshots and the comms relay is for the sabotaged communications command card or just to boost command range to runaway strike teams. I like to play a Han&Chewie saboteur list. Han Solo’s reckless diversion help to stop fire on your strike teams and “sorry about the mess” combined with improvised orders help to guarantee a last first activation. Chewie works well with Han and His guardian helps keeping your strike teams alive. 

What I see when I play reckless diversion

List example: 

++  Standard (Rebel Alliance) [799 Points] ++

+ Commander +

•Han Solo [130 Points]: Improvised Orders

+ Operative +

•Chewbacca [122 Points]: Emergency Stims, Tenacity

+ Corps +

Rebel Troopers [62 Points]: Z-6 Trooper

Rebel Troopers [62 Points]: Z-6 Trooper

Rebel Troopers [62 Points]: Z-6 Trooper

Rebel Troopers [62 Points]: Z-6 Trooper

Rebel Troopers [62 Points]: Z-6 Trooper

Rebel Troopers [58 Points]: 2-1B Medical Droid

+ Special Forces +

Rebel Commandos [91 Points]: Comms Relay, Proton Charge Saboteur

Rebel Commandos – Strike Team [44 Points]: Proton Charge Saboteur, Recon Intel

Rebel Commandos – Strike Team [44 Points]: Proton Charge Saboteur, Recon Intel

+ Command Hand +

Command Hand: •Sorry about the mess, •Sabotaged Communications, ••Push, ••Reckless Diversion, •••Change of Plans, •••Notorious Scoundrels, ••••Standing Orders

++ Total: [799 Points] ++

Created with BattleScribe (

Final thoughts

Give me votes!

In conclusion I think the Rebel Commandos are a valueable unit in the rebel alliance and much needed to counter the royal guard based death balls, either with hard shooting or the area damage of the proton charge.

This was my thoughts on the Rebel Commandos who are in my opinion an unit that get’s overshadowed by their strike team brothers and sisters. Speaking of wich, I might talk about them next time or perhaps I will give my thoughts on the At-Rt, make your voice heard in the comments!

2 thoughts on “Rebel Commandos unit analysis

  1. I like it, I hadn’t thought about taking a sniper in the squad, sounds silly, it I have always used the sniper as a detachment. They die pretty quick! Great unit analysis, really helpful !

    Liked by 1 person

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