Star Wars: Shatterpoint – Real Quiet Like Squad Pack Review

We’re just gonna get you ready for your next game, Real Quiet Like.  Based on Return of the Jedi this squad pack includes General Han Solo, Chewie, and Rebel Commandos. While Han is dressed more in his smuggler outfit than his Endor trench coat (a real miss in my opinion), at least the Rebel Commandos look suitably camouflaged for the forest moon.

General Solo

Real Quiet Like character cards for Star Wars: Shatterpoint. Credit: Atomic Mass Games

Han Solo – Smuggler, Scoundrel, Hero, Scruffy Nerf Herder – is the Primary Unit in this squad pack, and he needs no introduction.  This version of Han Solo is based around Han Solo from Return of the Jedi.  He is a more mature character than when we first met him in A New Hope and has become a member of the Rebel Alliance.  After being rescued from being frozen in carbonite in Jabba the Hutt’s palace he volunteers to lead the rebel assault on the shield generator on the forest moon of Endor.  In Shatterpoint, Han brings a standard 8 Squad Points and 3 Force for squad building, as well as 9 Stamina and 3 Durability.  He also has the tags Rebel AllianceScoundrel, and Scout.

Stances 

Real Quiet Like character cards for Star Wars: Shatterpoint. Credit: Atomic Mass Games

Gunslinger is, as the name implies, the ranged stance for General Solo.  He has a Range 4 attack with his Blaster Pistol with a whopping 7 attack dice.  He also has 6 melee attack dice and he has 5 defence dice for both ranged and melee.  His attack expertise is very strong with 1-2 expertise gives him a critical and a strike, 3 expertise gives him one critical and two strikes, and 4+ expertise gives him two criticals and two strikes.  His defensive expertise is very interesting.  For 1 expertise he can turn a strike to a miss.  2-3 expertise he can turn one critical to a miss, and a strike to a miss. 4+ expertise allows him to turn one critical to a miss and two strikes to misses.  The combat tree in this stance is also fairly straightforward.  Five successes will get you through his tree if you follow either the top or bottom path.  The top path deals a total of 8 damage with an exposed on the third spot and a shove on the fourth spot.  The bottom path deals a total of 7 damage with a shove on the second spot, a reposition on the third, and another shove on the fourth spot.  I like this stance as for 3 successes you can do four damage, one shove and a reposition.  This is a nice way to steal an objective as part of your attack.  You can also make good use of the reaction ability Outnumbered, Not Outgunned with this tree.

Real Quiet Like character cards for Star Wars: Shatterpoint. Credit: Atomic Mass Games

Smug Scoundrel (great name) is more of a control tree.  He now has 6 dice for ranged attacks, and he keeps his 6 dice for melee.  For defence dice his raged defence stays at 5, and his melee defence increases to 6.  General Solo’s ranged expertise tree is still really strong on this side, with 1 expertise for 1 critical, 2-3 expertise for 2 criticals, and 4+ expertise for 3 criticals.  His melee expertise improves on this side, giving him a critical for 1 expertise, 2-3 expertise for a critical, a strike, and a reposition 4+ expertise for 2 criticals, a strike, and a reposition.  General Solo’s defensive expertise tiers are the same as on his other stance.  His combat tree is a bit more complicated in this stance.  This tree has 3 starting points with options to switch paths along the way.  Starting on the top path you start with a pinned and shove on the first spot, then a strained and a damage on the second spot, then a damage and a heal, and a reposition and 2 damage on the fourth spot.  You then have the choice of going up to do 3 damage or going down to do a shove and 2 heals. The middle path starts off with a disarmed and a damage, then a shove on the second spot.  You then have the choice to go up to join the top path with a damage and a heal (and follow the top path through to the end as per the above) or down to lower path and do a shove and a heal, before again joining back up on the fourth spot and continuing on as already discussed. The lower path starts off with an exposed and a damage, then two heals, and the third spot is a shove and heal before again following the established options.

I really like the top path of this tree, as a pinned and a shove is fantastic.  You get to displace your target and then pin them so they can’t move back onto the objective point (if they are shoved off the point). Add in a strained and you are making your opponent make some hard choices when they activate that character, and make their revenge triggers or out of turn actions unappealing.

Real Quiet Like character cards for Star Wars: Shatterpoint. Credit: Atomic Mass Games

Then We’ll Do It Real Quiet Like

Han Solo’s tactical ability is very interesting. By being able to pick another Rebel Alliance character in the order deck, or in reserve, you have some control over who you choose for the advance.  Activating Han later in the turn will limit your choices. A big plus is this tactical ability is global, so there is no range requirement for you to worry about.

Outnumbered, not Outgunned

This reactive ability has a Force cost of 1.  After a combat action Han can pick another enemy unit and make a 5 dice attack.  This is a great way to get some additional damage and conditions on an enemy character for a reasonable cost.

Let’s Keep a Little Optimism Here

This is a very interesting reactive ability.  For the cost of one force (until he is wounded) when an allied character is wounded, if your opponent has more momentum cubes than you, you gain a momentum.  One force for a momentum feels like a fair trade. A note on the timing of this reaction.  When your allied unit is wounded by an enemy attack your opponent immediately gains a momentum, this happens at the same time as your allied unit gains the wounded token.  Then when the enemy effect is resolved you can use this reaction and if you have less momentum than your opponent you gain one momentum.  This happens in step 10d of the Making an Attack timing tree in the Appendix.

Hey, It’s Me

Han Solo’s identity has two separate triggers.  The first part of the identity is that when an enemy becomes wounded, you can remove one condition from Han, and he can dash.  This is great.  With this identity it will allow Han to move and potentially secure an objective outside of his normal turn.  And with the ability to remove a condition, the pinned condition will not stop Han from dashing.  The second part of Han’s identity is what is called a revenge trigger.  When an allied unit is wounded by an enemy character, Han can make a 5 dice attack targeting the enemy character that caused the effect.  One watch-out is Han gets no movement for this part of his identity.  So, he can find that he might not be able to target the enemy character as Han might be out of range, or not have line of sight.  On the plus side the 5 dice attack can be either melee or ranged, so he has some flexibility with the attack.

Chewie

Real Quiet Like character cards for Star Wars: Shatterpoint. Credit: Atomic Mass Games

Chewie is the loyal friend of Han Solo and co-pilot of the Millennium Falcon.  He is the Secondary Unit in this squad pack and has a cost of 4 for squad building.  He has a massive 12 Stamina and 2 Durability and the tags Rebel Alliance, Scoundrel, and Scout.  12 Stamina on a secondary unit is very impressive and he has the same Stamina as Darth Vader.

Stance

Real Quiet Like character cards for Star Wars: Shatterpoint. Credit: Atomic Mass Games

Chewie’s stance, Disarming, has a fairly straightforward Combat Tree.  You have one starting point to choose from, that splits into two paths before joining together at the end. You will need 5 successes to get all the way down the tree. The upper path of his Combat Tree maxes out at 5 damage, and hands out a shove, exposed, strained, disarmed, and 3 heals at the last spot. The lower path does 6 damage if you get to the end and gives out two shoves along the way before ending again with 3 heals.  The great thing is that the first spot does a shove and a damage, so even with 1 success you have access to a shove to displace an enemy character. With 6 Ranged and 7 Melee attack dice, you can make progress down this tree.  In addition, Chewie has 5 defence dice for both as well.  Chewie’s defence expertise tree is pretty good.  1-2 expertise gives a block and a heal and with Chewie’s Intimidating Presence ability you will almost always have at least 1 expertise regardless of what else you roll in defence. 3 expertise gives you a block, a strike to a miss, and a heal.  Finally, 4+ expertise is a block, a critical to a miss, and a heal.

Chewie’s Ranged expertise chart is very interesting, as it has a low floor and a low ceiling. For ranged attacks 1 expertise gives him 2 strikes, and 2+ gives 2 criticals.  This is great if you roll a low amount of expertise. In general, with a 6 dice attack you will roll 1-2 expertise, so to get up to 2 criticals is great.

His Melee expertise chart is the opposite, it has a high floor and a high ceiling.  1-3 expertise gives 1 strike and 1 critical, 4 expertise gives you 1 strike, 1 critical, and 1 block to a miss, and 5+ expertise results in 1 strike, 1 critical, and 2 blocks to misses.  I am not a big fan of this expertise tree as you really need to have rolled a high number of expertise to really get the most out of it.  1 expertise for a strike and critical is great, but 3 expertise for the same thing feels a bit rough.

Real Quiet Like character cards for Star Wars: Shatterpoint. Credit: Atomic Mass Games

Wookie Loyalty 

Chewie’s tactics ability allows him to dash toward an allied primary unit.  It’s important to remember that when you dash toward someone you have about a 90 degree arc in which you can move toward someone, and you can move past the character you are dashing toward.  If you end this movement with 3 of the chosen character, that character gains a hunker token and Chewie may heal.  Remember that you can heal allies within range 2, so you can have some fun with this identity.

It’s Not Wise to Upset a Wookie

For the cost of one force this active ability allows you to choose an enemy unit with 3 and in line of sight.  You can roll 5 dice and for each hit and critical result the chosen unit suffers one damage. You will most likely do 2 to 3 damage to the chosen unit.  This ability is helpful to push some extra damage onto an enemy unit outside of an attack action, and this can avoid enemy revenge triggers that require you to wound an enemy unit with an attack action.

Bodyguard

Allied primary and secondary characters within 2 of Chewie gain cover 1.  This is a straightforward ability where you get to add a die to your defence roll against ranged attacks. As Chewie is allied to himself, he also benefits from this ability.  Your allied unit will not be able to benefit from this ability if they are engaged with an enemy character.

Intimidating Presence

While this unit it not wounded allied Rebel Alliance characters within 2 add an expertise to their defence rolls.  This happens during the modify dice roll step in the timing tree.  This means that exposed does not remove this expertise, as the exposed condition removes the expertise dice before the start of step 6, and you modify your defence dice in step 6.B.ii of the Making an Attack timing chart in the Appendix.  This is a very useful ability as adding even one expertise can greatly improve your defence.  Between this ability and the Bodyguard ability Chewie wants to always be within 2 of his allies.

Rebel Commandos

Real Quiet Like character cards for Star Wars: Shatterpoint. Credit: Atomic Mass Games

It’s great to see Rebel Commandos in the game, especially for a fan of Return of the Jedi.  They are a Supporting Unit with a cost of 4 and the tags Rebel AllianceScout, and Trooper.  They also have 8 Stamina and 2 Durability.  They are a versatile unit with being able to be set up within 3 of their primary unit instead of the normal range of 1.  They bring a great generic unit to the Rebel Alliance, and they will pop up in a lot of Rebellion-themed lists.

Stance 

Real Quiet Like character cards for Star Wars: Shatterpoint. Credit: Atomic Mass Games

The Rebel Commandos stance, Commando Training, is all about dealing ranged damage.  They have a range 5, 7 dice ranged attack and a 6 dice melee attack.  They also have 5 and 4 defence dice against Ranged and Melee attacks, respectively.  Their defensive expertise chart is not great. 1-2 expertise for 1 block, and 3+ expertise for a block and a reposition.  The reposition can be very useful, especially if you have been shoved off the point, however only 1 block means it really hurts if you roll 3 expertise from your 4 dice melee defence.  Conversely the Rebel Commandos ranged expertise tree is pretty good.  1 expertise for 1 strike, 2-3 expertise for 2 strikes, and 4+ expertise for 1 critical and 2 strikes. Any time you get 1 for 1 or 2 for 2, that feels good. The melee expertise tree is 1-2 expertise for a strike and a damage, and 3+ for a 1 critical, 1 strike, and 1 damage. This unit really wants to be operating at range anyway, so the melee expertise tree is not the worst thing for them to have.  The additional damage to the damage pool is nice, and a critical and a strike (plus the damage) at 3 expertise feels ok.

The Rebel Commandos Combat Tree has 2 paths to choose from.  If you follow the top path, you will deal a total of 7 damage along with a pinned, shove, disarmed, reposition and a heal.  The bottom path deals 5 damage and a pinned, shove, shove, 2 heals, and then 1 heal.  I am a big fan of the top path as with 7 dice you have a high chance of getting 4 places down the combat tree. You get to do some decent damage plus you have some great control with the shove and conditions.  Not to mention the reposition.  And having 2 characters making ranged attacks means the potential for lots of conditions being applied, and lots of additional movement to steal objectives.

Real Quiet Like character cards for Star Wars: Shatterpoint. Credit: Atomic Mass Games

Commando Doctrines

For one Force each character in this unit can dash.  Then if any characters in this unit ends this move within 4 of an enemy character this unit focuses and gains a hunker token.  This is a strong ability as not only do you get extra movement, and the focus, you also get a hunker token as well.  And more than likely you will be on terrain, so you will get cover as well.

Coordinated Fire: Damage

This Coordinated Fire Reactive Ability is fairly common in Shatterpoint and a number of units have this type of ability.  As a reactive ability it starts off costing zero force, and as this unit gets wounded it costs a force each time to use. I find that I use this ability a lot less in the later stages of the game when this unit has been wounded as it’s hard to justify the cost of one force for one damage.  When a character in another Rebel Alliance unit makes an attack action, before dice are rolled, if the enemy unit is within range 5 of a character in the Rebel Commandos unit, the enemy suffers one damage.

Camouflage

Gaining a hunker token at the end of set up is very handy.  A bit of extra defence at the start of the game doesn’t hurt. You are also likely to start the game on terrain due to Infiltration, so you will gain cover as well.  Just remember that you will lose the hunker at the start of your Rebel Commando’s activation.

Infiltration

With this Innate Ability you can place characters in this unit within range 3 of your primary character during set up, rather than the usual range 1. This is a powerful ability as it allows you to easily take control of an objective in the middle of the board and is useful on all 3 missions. Using an advance and the Commandos Doctrine ability you can attack the enemy characters in their deployment zone.

Gameplay Tactics 

Strike Team 1: 

General Solo, Chewie, Rebel Commandos

Kanan Jarrus, Ezra Bridger, Zeb Orrelios 

This is all about maximising your revenge triggers with Han and Kanan. Where this especially great is when Ezra or Zeb get wounded, as you will get to make two revenge trigger attacks.  You can use Kanan’s to recover twice and jump, and since it’s a Spectre that was wounded, you can make a 5 dice attack. Then use Han’s to do a 5 dice attack targeting that enemy character that caused the effect.  Plus, whenever you wound an enemy (and you definitely will with Kanan) you will get to remove a condition from Han and dash him.

Strike Team 2: 

General Solo, Chewie, Rebel Commandos

Leia Organa, Paploo, Ewok Hunters

To continue the Return of the Jedi theme you can pair the Real Quiet Like squad pack with the Ee Chee Wa Maa! Squad Pack.  This brings Leia, Paploo, and Ewok Hunters to the table.  This is a more thematic choice than a competitive one.  The cool thing with this combo is that Leia has an identity ability that allows Rebel Alliance characters to gain the Ewok keyword, and Ewok characters to gain the Rebel Alliance keyword. This opens up some great synergy, for example, Han’s Tactics ability (Then We Do it Real Quiet Like) now works on Ewoks, and Paploo’s tactics ability (Feigned Retreat) works on all characters in the Real Quiet Like squad box. Feigned Retreat is when you pick an allied Ewok character within 3 and engaged with an enemy character.  The Allied character can reposition away from the enemy and gains a hunker, then the enemy gains exposed and may dash toward the allied character. Another benefit is that Chewie’s Intimidating Presence provides an expertise to the Ewoks defence.  Helping to shore up the Ewok Hunters defences. Just remember to keep Paploo outside of 2 of Chewie as his defence expertise gets worse with the more expertise he has.

Who will you pair General Solo up with? What did we miss? Let us know in the comments below!

Have any questions or feedback? Drop us a note in the comments below or email us at contact@goonhammer.com. Want articles like this linked in your inbox every Monday morning? Sign up for our newsletter. And don’t forget that you can support us on Patreon for backer rewards like early video content, Administratum access, an ad-free experience on our website and more.