← Back to Home
Legacy Wave 1 Commander Highlight
Designer JournalJuly 29, 2026By Jay Palmany

Legacy Wave 1 Commander Highlight

Hello everyone!

As the Community Edition of Armada launches we thought it wise to highlight some specific content coming from the Legacy side. Here is the link to the FAQ for the wave with some additional commentary that makes it interesting to read. legacy-wave-1-faq.pdf

If you're not familiar with Legacy Wave 1, check out this article!

Legacy Wave 1 Release
AnnouncementJanuary 1, 2026By Andrew Doty

Legacy Wave 1 Release

After over a year of development, 3 months in open beta, and help from dozens of members of the community, Legacy Wave 1 is officially live! This wave is a big boost to our beloved Republic and CIS factions with commissioned art and 3D models.

LegacyRelease
Read full article →

This wave was heavily focused on the clone wars factions as they were, and still are, severely lacking in content relative to their galactic civil war counterparts. Therefore, the first order of business was to identify what each faction needed and match that up with thematic characters, upgrades, and ships. From this union came Republic (GAR) commander Admiral Coburn.

Admiral Coburn

Admiral Coburn

One of the primary problems with GAR is that their ships cannot turn. Acclamators, Venators, and even the newer Arquitens all have deficiencies when it comes to turning so creating a nav commander for GAR was of primary importance. We wanted to go with at least two clicks of navigation as Madine does not seem to excite most players with only one click, but we also wanted to differentiate him from Moff Jerjerrod and we ultimately landed on him giving an extra click when a ship has none. This makes him harder to utilize fully than either of the previous two but makes him more impactful than Madine without Moff Jerjerrrod's downside of taking damage.

Admiral Coburn was known for making tight maneuvers around ships and obstacles especially during the battle of Kadavo. With this in mind, we tied Coburn's ability to having an obstacle or enemy ship at range 1-2. This is often easier than it looks as the player can use good obstacle placement early game to get the maneuvers desired and once in the heat of battle use the enemy ships to make tight turns to either flee from or pursue the enemy. This also fits GAR as there are many ships with no clicks at various joints, especially at higher speeds.

Poggle the Lesser

Poggle the Lesser

Next up is probably the most difficult card to develop in the wave, but the end result is something that is unique, works well for the faction, and works especially well with the ship he was released with. Poggle The Lesser is a scheming character and is described as analytical, pitiless, but also pragmatic. He is more than willing to throw away Droids and Geonosians to accomplish his goals, and as the representative of the Geonosian race within the Separatist Alliance, embodies their strengths of engineering, swarming, and combat. We probably went through 80+ versions of Poggle before settling on this one which stemmed from a conversation around how CIS did not seem to have many good MSU fleet options available. Combined with the Pinnace, Poggle makes CIS MSU viable as traditionally MSU hates fighting squadrons but squadrons hate being obstructed. We also gave him the ability to affect his own ship because he is selfish and this opens up more fleet archetypes. 


Now let's get into some example fleets with these two. 

Name: Coburn Acc+Arqs+Peltas

Faction: Republic

Commander: Admiral Coburn [Community] (25)

Assault: Surprise Attack

Defense: Hyperspace Assault

Navigation: Infested Fields

Pelta-class Medical Frigate (49)

• Admiral Coburn [Community] (25)

• Projection Experts (6)

• Parts Resupply (3)

• Proximity Mines (4)

• TB-73 (5)

= 92 Points

Acclamator I-class Assault Ship (64)

• Adi Gallia (3)

• Veteran Gunners (5)

• Proximity Mines (4)

• Swivel-Mount Batteries (8)

• Assault Proton Torpedoes (4)

= 88 Points

Arquitens-class Assault Cruiser [Legacy] (48)

• Boarding Troopers (3)

• External Racks (4)

• Stellar Rise [Community] (2)

= 57 Points

Arquitens-class Escort Cruiser [Legacy] (54)

• Clone Captain Zak (5)

• Turbolaser Reroute Circuits (7)

• Thunder Wasp [Community] (3)

= 69 Points

Pelta-class Medical Frigate (49)

• Projection Experts (6)

• Munitions Resupply (3)

• Proximity Mines (4)

= 62 Points

Squadrons:

• 2 x V-19 Torrent Squadron (24)

= 24 Points

Total Points: 392

There are a number of benefits to using Coburn in a fleet like this. The first thing you might notice is the deep bid. With this fleet I plan to go second. If my opponent chooses Surprise Attack I can place the obstacles to gain maximum benefit from Coburn, it messes with my opponents commands, and they have to deal with 6 proximity mines. If my opponent chooses hyperspace assault, I question their sanity, then I put either the Assault Arquitens or maybe the Acclamator into hyperspace ready to pounce once the fleets engage. It’s worth noting I have the Stellar Rise tile on the Assault Arquitens which boosts its squadron value up to 3 for boarding trooper purposes. Finally I have Infested Fields for squadron protection and it makes it almost trivial to trigger Coburn as I get to move the obstacles around. Alternatively I can put the proximity mine on the obstacles and throw them at my opponent. The updated Navigational Hazards is also a viable option if you want to nav and throw prox mines at your opponent. You may notice that heavy squadron fleets will not like any of these objectives as I can mess with the squadron commands, ambush the carrier, or get extra flak vs squadrons. 

First up is the flag. The objective of this ship is obvious, hang back and provide engineering tokens and shields to the ships getting hit. This does have the added benefit of being relatively tanky for its cost, with red dice it can contribute towards the end, and it has two prox mines. Next the Acclamator provides much needed long range firepower, has prox mines, and is only 88 points. Running alongside it will be the Assault Arquitens. With its External Racks, boarding troopers and the Stellar rise tile my opponent does not want this guy to get in close which can take some heat off of the Acclamator. Next up is the flanking Arquitens Escort Cruisers which can provide consistent damage at range with the Turbolaser Reroute Circuits, Clone Captain Zak and the Thunderwasp title for extra damage at any range. Finally another pelta with projection experts to help keep things alive, provide more mines and Concentrate Fire tokens for reroll purposes. Finally I have two V-19 for a squad speed bump as I am wary of squads despite all of the flak my ships have. This fleet can be fun, competitive, and easily tweaked to suit your playstyle. Heck, while writing this I changed the fleet at least three or four times. Give it a try and judge for yourselves!

Next up a Poggle fleet!

Name: Poggle Pinnace

Faction: Separatist

Commander: Poggle the Lesser [Legacy] (20)

Assault: Most Wanted [Community]

Defense: Abandoned Mining Facility

Navigation: Intel Sweep [Community]

Munificent-class Command Frigate [ARC] (74)

• Poggle the Lesser [Legacy] (20)

• Rune Haako (4)

• Flag Bridge [Community] (0)

• Thermal Shields (5)

• Linked Turbolaser Towers (7)

• Parts Resupply (3)

• Sa Nalaor (5)

• Intensify Firepower! (6)

= 124 Points

Hardcell-class Transport (47)

• Tikkes (2)

• Projection Experts (6)

• Parts Resupply (3)

= 58 Points

Hardcell-class Transport (47)

• Veteran Captain (2)

• Projection Experts (6)

• Munitions Resupply (3)

= 58 Points

Hardcell-class Transport (47)

• Veteran Captain (2)

• Hondo Ohnaka (2)

• Munitions Resupply (3)

= 54 Points

Pinnace-class Corvette [Legacy] (43)

• Veteran Captain (2)

• Koklivex [Legacy] (3)

• Disposable Capacitors (3)

= 51 Points

Pinnace-class Corsair [Community] (40)

• Veteran Captain (2)

• External Racks (4)

• Visgura [Community] (2)

= 48 Points

Squadrons:

= 0 Points

Total Points: 393

With 4 Veteran Captains, 2 Parts Resupplies, 2 Munitions Resupplies, Rune Haako, Tikes and Hondo this fleet takes advantage of Poggles abilities to the max. Every ship will have full token loads available at pretty much all times. With this in mind the fleet should be able to weather heavy squad fleets long enough to make it into range and kill the carrier. Again, I have a deep bid as I would like to have the option to go second. Most Wanted is tough for my opponents as I should have more ships than them. Abandoned Mining Facility is also difficult as I will be able to out farm almost all other fleets. Finally, Intel Sweep is not my usual choice but with 5 cheap activations I can afford to have one hunt down the tokens while the rest of the fleet fights. I can even use the flagship as it will be trailing due to being speed 2 but it will still provide the full benefit due to having mainly red dice in its battery armament. Speaking of the flagship, it is a pretty tough Munificent with thermals and Sa Nalaor. I also gave it a Flag Bridge and Intensify Firepower to take advantage of the Visgura title on the Pinnace-class Corsair. Getting two rounds of Intensify Firepower is typically all that is needed and is a large increase in the firepower of the fleet. At first glance it might seem odd to have the Visgura title on a fragile ship that wants to get in close but the idea is that the ship activates last, jumps in at speed 4, and discards the title at the top of the next round. Another benefit this fleet has is the ships are dirt cheap and your opponent must fight through your fleet to kill the flagship or kill at least two of the small ships if they want more than six tournament points. This fleet also is easily customizable to fit your playstyle. Want a tougher and faster flag? Drop the Pinnace-class Corvette the Munificent and bring a Providence- Carrier. Want some more firepower? Drop a Hardcell and upgrade here or there and bring a Quarren Prototype Gunship which can use Poggle’s ability to give it much needed survivability. 

Both these fleets can be fun, competitive, and easily tweaked to suit your playstyle. Heck, while writing this I changed the fleets at least four or five times as I considered different options. Give it a try and judge for yourselves!

BlogLegacy