CAPA Cup 2019 Recap and CIS Thoughts

Battle Reports

Well, I know it’s been a long time since our last article, so welcome to the CAPA Cup 2019 recap I mentioned just a few days ago. Over the last week, I was able to build, paint, and base my CIS core sets, and put together an army to take to CAPA, in Hershey, PA, to give them an initial run. Today, I’d like to go over the list and its concepts, some quick battle reports of my three games, and some first impressions of the droids – both positive and negative. 

800/800 (9 activations)
 – General Grievous (175): Strict Orders (5), Aggressive Tactics (10), Tenacity (4), DT-57 “Annihilator” (12) = 206
 – 2× Battle Droids (36): E-60R Trooper (20), Battle Droid (6), HQ Uplink (10) = 144
 – 4× Battle Droids (36): E-5C Trooper (18), Battle Droid (6) = 240
– 2× Droidekas (100): Linked Targeting Array (5) = 210

I briefly covered this last week, but the basic premise of this list is that it functions as a Grievous delivery system. Strict orders keeps all the units moving along, tenacity ensures Grievous hits as hard as possible, and aggressive tactics (AT) and his gun are stapled to him. Considering this is a core box list, each B1 has an extra body to help with attrition rates and the droidekas come equipped with Linked Targeting Array to help add aims to their suppressive shots. I made great use of the LTA on about two turns a game, definitely earning their five points back.

Game 1

Game 1 Major Offensive / Limited Visibility / Breakthrough Opponents List: Veers, ATST, 2 Snipers, 2 Storms, 1 Snow, 1 Shore, 1 Mortar

As you can probably tell from the picture, the first table was…interesting. After deployment, my opponent (Jarrod) and I were informed that the sandcrawler’s top was impassable, changing my plan of scaling Grievous over the top into his corps. We both ended up forming two flanks to oppose each other at either end of the crawler, with his snipers, shores, and ATST moving to my left side, and some snows and storms moving to my right flank. I ended up sending one droideka and 3 B1s to deal with the snows and storms, and Grievous and the other half of the army to the left flank.

We traded fire for the next two turns, with Jarrod reducing 2 B1 squads to half health and the ATST wiping a droideka, while I was able to kill 2 sniper teams and the snow troopers. Once the ATST came around the corner, I decided to dive bomb Grievous into the opponents heart on round four and wiped out Veers, and suppressed three other units. Once this happened, we spent the rest of the game moving towards each other’s deployment zones. And then, on round six, I made a huge error. After Grievous fell, I promoted a B1 to my new commander, and on turn five had moved them into melee about a quarter inch outside of the enemy deployment zone. I dropped Standing Orders….and forgot to give the commander an order, as I made a mental mistake and thought that promoting the unit removed AI: Attack. Spoiler, it doesn’t. I had to punch instead of withdrawing, and at that point lost the game 1-0. I want to give a huge amount of credit to Jarrod, he’s an awesome opponent to play against, and he ended up placing first overall. 

Game 2


Major Offensive / Clear Conditions / Intercept Transmissions
Opponents List: Veers, Generic, 3 Storms, 2 Bikes, 1 Sniper, Boba

I had the opportunity to face off against a pretty “fast” list in game two, and I definitely took some casualties early. His Veers dropped maximum firepower into a B1 turn one, dealing 4 casualties and sniping a heavy weapon, and his bikes came around the top and wiped another half squad. At the end of the round, I moved Grievous twice towards the middle building and baited his Boba into charge range. On turn two, I played Grievous’s 2 pip vs the Boba flamethrower, lost the roll, and immediately lost 7 of 8 droid models. However, I was able to aim – shoot Boba with a full B1 before charging Grievous in, and wiping him out. 

On turn three, I charged Grievous into the center objective and hit five units with his 1 pip whirlwind. After eliminating the units in melee with Grievous, I was able to take some aimed B1 and Droideka shots into his now suppressed units around the middle objective, and eliminate all but one. Funnily enough, this one unit was Veers, and he was able to smack Grievous for two wounds. Our game actually ended on turn four. My opponent was also the TO and Judge for the tournament, so we frequently had to pause, and ran up to the time limit towards the end of turn four. We ended the turn scoring 3-3 and myself winning on points destroyed.

Game 3


Battle Lines / Hostile Environment / Recover Supplies
Opponents List: Han, Chewie, Sabine, 2 Z6, 1 Vet, 1 Tauntaun, 1 Rotary RT, 1 Sniper

My final game was against a rebel heroes list. I was able to take a suppressive shot from the dekas and a full B1 shot into the Tauntauns round one after an unlucky pull, and spent the rest of the first two turns picking off the rebel troopers on the right hand side and claiming three of the boxes. By turn three I was hunting down Sabine with Grievous, and we ended on round four.

As you can see from the photos, I had a significant advantage from the outset of deployment. I was able to keep my army in a Range three band of itself, and focus upon three of the boxes from the very beginning. Being able to suppress the Tauntaun from the outset, and move shooting with the droid rocket trooper to suppress the Z6s on the right hand side allowed me to move shoot with my other units without fear of reprisal and create a wall around my claimed objectives.

First Impressions and Final Thoughts

I’d like to quickly go over some first impressions of the CIS. In my opinion, the droids love Major Offensive. As you can see from the first two game photos, MO lets the CIS spread out their chain and create a wall that moves towards the opponent in a wave. The perfect order control is fantastic, and I was able to maintain a “no bag” status for 12 of the 14 rounds I played, losing it only for the final two turns when Grievous died in the first match. Having eight man squads feels great, as losing three or four models feels like nothing, and ensures that you can keep the coordinate chain firing. Grievous is an absolute monster, as he single handedly eliminated 7 activations over the course of the day without assistance. The droidekas also proved their worth, as having an aim, a surge, and a suppressive weapon that reaches out to range three proves to be a nasty combination. Finally, being able to ignore the suppression action loss is priceless, and proves to be extremely effective for corp units. 

On the downside, the variance the B1 shooting offers is wild, and expecting more than a hit or two is brimming with optimism. Their defense dice are atrocious as expected, and flamethrowers absolutely annihilate them. Managing the courage two value of Grievous can be difficult, and I did have to dive him into my opponent’s army earlier than I wanted to because of the suppression he had taken. Finally, and this one is slightly obvious, the droids suffer from a lack of options currently, as they don’t have much variety or any tools beyond Grievous killing everything. 

At the end of the day, it was great to put a fully painted droid army on the table for real, and to meet some new Legion players. I got to make the trip out with one of my local players, and play on some interesting looking tables. I’m still not sure which faction I want to take to Adepticon, but CAPA did nothing to dissuade me from bring my CIS, and the impending arrival of Dooku will do nothing to dampen that. I hope you enjoyed this quick recap for CAPA 2019, and if you have any feedback or questions regarding the droids performance, feel free to reach out!




A Quick Guide to Battle Droids and Uplinks

He must be checking out the clouds

The Confederacy of Independent Systems (CIS) has officially arrived in Star Wars: Legion, and they bring a new playstyle and arsenal to the table. Coming forward in a mass horde, they overwhelm with numbers, dice, and General Grievous’s stolen lightsabers. With their access to Coordinate: Droid trooper, the mindless B1s are able to stay under control and keep your forces in near perfect control every turn. However, as we’ve learned, when they don’t have an order and AI: Attack triggers, the B1s turn into a giant mess. Therefore, getting orders on them is paramount, and there are two ways to do this: command cards and HQ Uplinks. Let’s quickly examine the second option today.

The commonly accepted consensus at this point is that two uplinks in your corp troopers is the most optimal setup for activation control. Going along these lines, there are two points to discuss for the uplinks: battlefield placement and squad choice. 

Let’s begin with squad choice.  To demonstrate this concept, lets take a look at the CIS list that I like most at the moment: 


General Grievous (Strict Orders, Aggressive Tactics, Tenacity, DT-57 “Annihilator”)

2× Battle Droids (E-60R Trooper, Battle Droid, HQ Uplink)

4× Battle Droids (E-5C Trooper, Battle Droid)

2× Droidekas (Linked Targeting Array)

One of the biggest concepts to master in legion is action economy, which can simply be defined as getting the most out of every action possible. In this list, I have two rocket launcher B1 troopers, which are an exhaustible heavy weapon choice. Similarly, uplinks are an exhaustible comms upgrade. Considering you don’t want to be taking recover actions frequently, maximizing the amount of upgrades you can refresh on each recover action becomes crucial. Therefore, stacking the uplinks and rocket troopers becomes an easy choice. 

Where to place these troopers is also an important choice. Fortunately, it’s a rather simple one as well. Lets take a battle lines deployment for example. When deploying your B1s, keeping each squad interlocked and within range one of other B1 squads is important, and allows you to daisy chain orders from one squad to another. Therefore, I am of the opinion that sticking each of your uplinks at either end of the chain is the best play. By starting the order chain from one end, you guarantee that every squad down the line will get an order (unless the jammer Tauntauns have already arrived in your lines). This also gives you some flexibility because you are not reliant on recovering every turn with a squad, it allows you to spend a turn move shooting or interacting with an uplink squad while the other one triggers the orders. 

The next option, and slightly more complicated one, is the keep both uplinks on one end of the chain. This involves two slight issues to keep in mind: the chain can be more easily interrupted due to a lack of flexibility of end choice, and you have to keep a beehive-cohesion between the two B1 squads on the end, to ensure that the “inner” uplink squad can still hit the entire chain when it triggers the uplink. While this strategy does work, it is much more complicated and does not offer the flexibility of the “double end” idea. There is one specific occurrence when this may be the better choice: when facing armor. Due to a lack of impact currently possessed by the CIS, the rocket troopers may need to be stacked together to ensure that something like a Flamer AT-RT (a B1’s nightmare) doesn’t get into range.

A visual example of the two Uplink placements

While the CIS faction is brand new, it comes with some killer haymakers courtesy of Grievous, but even he can’t do it alone. Keeping your B1s under control and in order is crucial to success, and I hope this quick hitter gives you some basic ideas on how to do so. For the time being, the CIS only have a few tools in their shed, so make sure that you keep those tools sharp. Speaking of the CIS, I will be taking them to CAPA Cup 2019 in Hershey, PA this weekend, and we will have a battle report of the weekend ready for you early next week! Until next time, good luck with your games, and hopefully your B1 building and clone painting isn’t too excruciating. 


We’re Not Programmed!


Image result for grand army of the republic star wars

This Invader League season I decided to play the Grand Army of the Republic, or GAR, in order to start practicing the faction. I know the faction isn’t ready to be 100% competitive yet, and that’s okay. The more I practice now, the more I can learn, and the better I can be later on when GAR starts to flesh out. Right now I’m 1-2 in Invader League and 4-3 overall (practice games with Mike) with the list I have put together. Keep in mind, there are still  missing pieces to the puzzle, but Invader League and TableTopSimulator allow me to test unreleased units and this list won’t be possible right out of the gate. The most important thing I have learned in my seven games with GAR is that you need to think ahead (like 3-4 moves) quite frequently. You can run into spacial issues as you try to stay bunched up for your token sharing. Also, you need to really think about what tokens to take and what unit takes what token, because token sharing is where the Republic really shines. Picking your spots with Fire Support is also a major key to your success or your failure. Today I want to focus on planning ahead in a lot of areas to set yourself up to succeed. I’m using a specific example from my latest Invader League game with screenshots to describe it as best as I can. First let’s go over the list I have been running! 

The List


Obi-Wan Kenobi (Force Push, Strict Orders, Tenacity)
Clone Captain Rex (Offensive Push, Recon Intel, Environmental Gear)
R2-D2 (C-3PO)
Phase I Clone Troopers (Z-6 Phase I Trooper)
Phase I Clone Troopers (DC-15 Phase I Trooper)
Phase I Clone Troopers (DC-15 Phase I Trooper)
Phase I Clone Troopers (Z-6 Phase I Trooper)
Phase II Clone Troopers
Phase I Clone Troopers (Z-6 Phase I Trooper)

The point of the Phase II’s in this list is to get a free surge token with their Reliable 1 keyword. Eventually, when the Phase II’s get their heavy weapon I bet you put a few Phase II Z6 units in a list and build out from there. Courage 2 on a Z6 and a free surge every round? Seems good! 

Opening Set Up

I’m going to start by saying Major Offensive is the best deployment for the clones. Similar to what you have done in the past with Major Offensive, clumping up in in the top of the big box and leaving the “panhandle” well alone works wonders for the most part. However, it’s not as simple as it may seem and you need to start your forward thinking in deployment. You tend to run out of room to put units down in the area you want. What I have done in my seven games is put down Rex earlier than you would expect to trigger his speed-2 (thanks to scouting party and recon intel) Scouting Party and give myself more space in the deployment zone while moving up certain units that I want to move. In a lot of my games I have been scouting up the DC-15 squads and hanging the Z6 squads back, to perhaps set up some range 4 potshots with Critical 1 on it. In this game I decided to scouting party a Z6 and a DC-15 squad, I’ll explain why. 

The Execution

My opponent this game had Leia/Sabine/Triple Taun Taun but we also had Recover the Supplies. I was tempted to put Kenobi on the panhandle and threaten the middle but Sabine had her electro-grapple line. I did the smart thing and just put Kenobi in the heart of my army. However, this meant I needed to figure out a way to apply pressure on the middle, before the Taun Tauns got in, and make sure Sabine couldn’t get to that middle box and run away with the game. When deploying, I knew Sabine was going to deploy in her panhandle and start her trek towards that middle box. Depicted in the picture below, Rex (teal) scouting partied (gain an aim! with Tactical 1) with a Z6 Squad (Blue) and a DC-15 Squad (Red). The reason for this was pretty simple: Rex can move into range 2 of the middle box and fire support with the Z6 Squad I scouted up with him, already in range of the middle box. Not to mention, I could do it with two aims thanks to Rex and his Tactical 1 or three if I wanted to get greedy with Offensive Push.

Now, there was no guarantee this could even work. I was out activated by my opponent by two whole activations which would all but certainly mean Sabine could act last or later in the round. I played Rex’s three pip and my opponent played No Time For Sorrows to move Sabine even further up, along with a Taun Taun to threaten me. While Sabine got into a good spot, depicted below, her moving more forward somewhat helped my plan that I started to draw up in deployment. 

As you can see in the picture, Sabine is behind those crates near the middle box. Now (the two DC-15 squads are colored red to make the description easier) it was time to move up my range four weapons to pot shot Sabine for suppression purposes. With her not having the Darksaber, I wanted to spook my opponent into thinking she needed to activate early before losing an action and get her into range for the Fire Support I had set up. I took one shot on her, applied a suppression, and my opponent decided to activate her as he was worried about her being suppressed. She moved to the middle box and claimed the box. My trap is now set in motion. I decided to go for it right away. Rex moves up, gains his second aim, and the boys rolled three red, four black, six white into heavy cover and a dodge (she got it from Leia earlier). Now, since Rex is the one leading the shot, this dice pool had surge crit which is super important, as I think I had four or five surges. When it was all said and done, it was an eleven hit shot, down to eight, and she failed four of them. Sabine, four or five activations into the game, is sitting on one wound. I was able to cap her off with a Z6 in the back who moved and shot her. I believe I had an aim from somewhere else, but not entirely sure. Either way, I was able to take Sabine off the table round 1 which was massive in the key to success in this game. It took a lot of forward thinking and set up, luckily it paid off. It could have gone in the other direction, of course, but the dice worked for me. 

General GAR Musings

I’ve come to learn how important deployment is with GAR and especially deployment types. Even if balling up on Battle Lines seems subpar, I suggest you do it anyways. I tried to split up and then meet up in the middle, and it did not go well. This is where planning ahead can sometimes backfire, but it’s still very, very important. You need to be very aware of how you cohere, how far away each unit is, where General Kenobi is at all times, and very aware of your opponents list. I know you don’t need me to tell you this but token sharing is amazing and absolutely fun. You just need to be aware of who takes what token and when. For example,  the DC-15 dice pool is pretty consistent, so I find myself aiming with them but not spending that aim, to set up a move and shoot with a Z6 in the back. Something like that, again, takes some forward thinking which I love about this faction. It challenges you to make all the right decisions, or decisions that may seem right in the moment, in order to succeed as an army.

Another fun thing is sharing standby tokens. If you keep a unit out of LOS or out of range of your opponents guns, you just give them an aim and a stand by to share to the other clone boys! It can help you protect from units making their way in (looking at you Taun Tauns) or you can get extra spicy and use Obi-Wan to force push something and set off the token sharing. As we just learned recently, you can funnel all the stand by tokens to one unit and spend them sequentially if you need to do so, which is going to be a major key to success for GAR in my opinion!

It’s going to be interesting to see what comes out for the Republic in future releases and how that affects list building and play style! For someone who swore they never would leave the Rebellion behind…..I announce that I am indeed a liar. As Chancellor Palpatine once said: “And as my first act with this new authority, I will create a grand army of the Republic to counter the increasing threats of the Separatists.”

Darkness Descends


Image result for kanan and ezra vs darth vader Luke Skywalker or Darth Vader: as a kid growing up watching Star Wars, you tend to choose one or the other. Luke Skywalker happens to be my fictional childhood hero still to this day. I chose to be a Rebel in all my years of Star Wars fandom and it boils over into the faction I play in Star Wars Legion. However, that’s not why we’re here today. Today, we’re going to talk about the thing I feared most as a Star Wars fan: Darth Vader.

I’ll never forget seeing him on screen for the first time, I want to say around the age of four, just charging into the Rebel “Consular” ship like it’s his own and demanding the plans. He chokes a fleet trooper while holding him like six inches off the ground like it was nothing. They capture Leia and you think to yourself: this guy means business. As A New Hope moves onward, you see him do some cool stuff and of course he kills Obi-Wan. However, its in Empire Strikes Back that he becomes the nasty, vile Sith that we all know. He orchestrates the attack on Hoth, hunts down the Millenium Falcon, palms Han blaster shots as if he was swatting away a fly, and freezes Han in Carbonite to set up a trap for Luke. Then there’s the lightsaber duel with Luke. Not only does he demoralize Luke with his skills with his red lightsaber but he’s constantly taunting him with his ways of the force. Then, as we all know, crushing all of our souls with his big reveal to Luke. However, we never see him at the height of his powers. The years between Revenge of the Sith and A New Hope…his Jedi hunting days. Which all leads us into the real topic of this article: Operative Vader: The Emperors Apprentice.

New Command Cards

I think Mike started with Luke’s one pip last week but I think its far more important to start with Vader’s three pip. For those familiar and unfamiliar with Darth Vader in Star Wars Legion: he has a hard time getting into the battle a lot of the time. There are certainly players who have had success with Vader (Dashz of Notorious Scoundrels and Nerfley of Team Relentless) but for the most part he is an expensive piece that is hard to figure out. How do you fix Vader’s trek into the battle? Infiltrate and Scout 1 seems pretty good. So, of course there are some caveats to playing Darkness Descends. First of all, you need to play this at the Deploy Units step and it is a three pip that only gives orders to Darth Vader. I don’t think this matters as much for the Empire or Vader as you typically want an order on Vader and don’t typically NEED an order on other things, unlike some hero heavy Rebel lists. It’s going to be very interesting to see how this plays out for Vader because a lot of lists don’t really have an answer for the menace in black leather when he’s in your face fast. Also, credit to the FFG team and the artists they select because the art on this card is just absolutely beautiful. 

As someone who doesn’t read the comics I still know that this iconic scene comes from the Vader comics. In terms of Legion, this card is a bit of a catch twenty two. What I mean by that is that it’s great that Vader gets these dodges to deflect, but any time he deflects he is also taking a wound. You’re going to be rooting to take out some troopers with you, but at what cost? Especially when Operative Vader has less health than Commander Vader. As thematic as this card is and as many potential dodges you get with Vader, I think it needs to be very timing sensitive. That said, if your opponent is smart, you probably don’t shoot Vader on a turn where he has a bunch of dodge tokens stacked up.

Have you ever just wanted to pick up your enemies troopers and throw them across the map…..well here’s your chance. This card is the epitome of Darth Vader in the height of his Jedi hunting days. The ability to move a unit range 1 and height 1 of its current position is just incredible. This is basically force push on steroids AND it dishes wounds out too. I could see a case for you to use this on a well placed enemy trooper unit, move that unit, make them roll the dice, whittle that trooper unit to a few troopers, and just slice the rest of them up with your lightsaber. All I imagine while reading this card is basically the end scene of Rogue One and those poor Rebel Fleets.

Unit Cards

Darth Vader

Commander (190)

Health: 8
Courage: –
Attack: 6 red  with Pierce/Impact 3 (Melee)
Keywords: Deflect, Immune: Pierce, Master of the Force 1, Relentless
Upgrade Slots: Force, Force, Force

Operative (170)
Health: 6
Courage: 3
Attack: 5 Red with Pierce/Impact 3 (Melee) & 2 Black with Blast, Scatter (Range 1-2) Keywords: Deflect, Immune: Pierce, Jedi Hunter, Master of the Force 1, Relentless, Spur
Upgrade Slots: Force, Force, Gear

Commander Vader just got a ten point cut in the latest points changes but when you factor in the cost of Saber Throw and Force Reflexes, it was really a twenty point change. There’s a lot to factor in here when thinking about which Vader to run and I’ll give my educated opinion on who I would run out of the two. Before I do that, let’s discuss the major differences between the two. The most important things here with new Operative Vader is his health pool drops by two and his courage now sits at 3 versus having none at all. Hand in hand with that, we should discuss Spur. Spur allows you to take a suppression to enhance Vader’s speed by one and you CAN do this twice. So let’s say in theory, Vader gets shot twice, takes two suppression tokens and then you activate him and spur twice. You now have four suppression on Vader, which could come back to bite you next round when he still sits at three. That’s a dangerous game as you are gaining speed but possibly sacrificing actions later on. You lose a red die on his lightsaber but he does gain Jedi Hunter which is a nice piece if you’re going against Luke, which happens often. You gain his Force Throw attack, which is certainly interesting. It almost acts like a beefier version of Force Push and you can deliver some wounds. Mix that in with Vaders Might and Vader has some interesting ways to engage units and quickly. 
Now, the biggest question: do you run Commander Vader or Operative Vader and how do you use Darkness Descends to its full capacity? I think Commander Vader is who you’re going to want to take here for a few reasons. First of all, his non existent courage bubble is a key to Vader success. Vader needs all of his actions and what stops actions? Suppression. Second of all, when you bring Commander Vader you don’t have to pay a “Commander tax”. What I mean by that is when you bring Operative Vader you have no Commander. You’ll need to bring a Generic, Veers, Krennic, or (blasphemous!) Palpatine along for the ride. So if you think about it, really, Operative Vader costs a minimum of 220 versus the 170. (even more when factoring upgrades) Personally, I think you take Commander Vader with Choke, Force Push and then circle back to see what kind of points you have left over. Since you’re bringing Commander Vader I think it’s important to note that you should use Darkness Descends conservatively. I think the issue with Darkness Descends is going to be that you try to get aggressive with it. Getting Vader in the face of your opponent is ideal, yes, but putting him too far in front of your army may present yourself with some issues as well. If anything, use Darkness Descends to put him at range three ahead of all of your forces, who are eventually going to move up anyways. This gets Vader ahead on the battlefield but also there to keep the rest of the list from panicking. 
Choosing Command Cards and Final Notes
Last but not least, what Command Cards do you run with Vader now that you have an option of six different cards? I think the issue right now for Imperials is that Shoretroopers want orders and some of Vaders cards don’t give you that option which makes me lean on the fact that perhaps you don’t bring a plethora of Shoretroopers with Vader. In fact, something that’s been bounced around is pairing Vader with Dewbacks, especially with New Ways to Motivate Them. Based off some of that, I think the answer here is to load your hand up with all six Vader cards and leave your opponent at the mercy of the Dark Lord himself. Now, of course, if you run Operative Vader this all changes and depends on what commander you bring with Op Vader. However, I think that’s really the issue, right? What commander do you bring with Op Vader? I think there’s a case for Krennic, perhaps, and most certainly the generic. I just still think Commander Vader is better for you at that price point, though, and it makes Command Card selection a lot easier. Additionally, Fear and Dead Men becomes significantly better on Commander Vader, as the extra two health gives Vader much more staying power if the opponent does in fact shoot at him.
Either way, I think these new cards and the recent points adjustments by FFG have put Vader in a great position going forward. I think he struggled to see the board in a lot of places mainly due to his points cost and lack of speed, but that’s certainly fixed by a card granting him Infiltrate. (Not to mention the theme that FFG nailed here with all of these new Command Cards.) Even though many players, such as myself and Mike, tend to mainly focus on the competitive aspect of Legion you can never forget how thematically great this game is. A part of me collects most units in this game because of how great they are thematically and I can’t wait to someday share it with my son. Hopefully he can enjoy the same things I did in my opening excerpt of this post and then says “Hey, let’s play some Legion, dad.” Then I can put this new look Vader on the table, roll nothing but fire dice and teach the kid all about the Dark Lord during his hey-day as a Jedi Hunting, cyborg killing machine. When he asks for a cookie after because of the loss I’ll simply give him some broccoli while telling him: “I’m altering the deal. Pray I don’t alter it any further.”