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Hot or Not: Separatist Edition

The Space Bone-Arm crew is back with a Hot or Not: Separatist (or CIS) Edition article highlighting the current status of the faction! Lucky for us, CIS wasn’t changed during the minor Feb points adjustment that AMG surprised dropped on us (we’ll be re-reviewing some altered pilots before Worlds).

Unfortunately for CIS, they’ve been one of the least flown factions this season. While that isn’t quite a shock, as they’re often one of the least flown factions when they don’t have a bonkers meta list (Zam+Jango…), the current status of the faction doesn’t feel great for the game at the moment. We’ll try to dissect some interesting ships to tease out what we find appealing.

Are the iconic Vulture Droids even relevant for this faction?

As with all the “Hot or Not” articles, I like to start with brief recap about the format; I polled the Space Bone-Arm crew and asked them to judge a selection of pilots in a segment titled “Hot () or Not ()”, where we judge X-wing pilot (not people!) strength. Members of the Bone-Arm crew were presented with a single pilot and their respective changes, asked to declare “Hot” or “Not”, and then given an opportunity to provide a short explanation for their vote. I then source a longer format “overall” opinion from a squadmate that has experience flying the selected faction in a competitive environment.

As with all previous faction reviews, the majority of included pilots saw their loadout/squad values change in May, but a couple of pilots remained at their previous values (points are relative, so it’s good to include some of the static pilots). We’ve previously covered the three original factions (the Galactic Empire, the Rebel Alliance, and Scum and Villainy) both sequel factions (the First Order and the Resistance), and one prequel faction (Galactic Republic). This means that it’s finally time to put this exercise to rest with the Separatist Alliance (or CIS).

If you’re interested in just a few of our opinions, feel free to scroll down or use the Table of Contents to find the pilots you care the most about! I hope it’s a fun read!

Let’s get into it!

General Grievous: Belbullab-22 Starfighter

Old: 5 points and 12 loadout.

New: 5 points and 11 loadout
(Impervium Plating up from 0 to 2 points).

Slots: Talent, Missile, Title, Modification, Modification

Kevin: Hot! No Outmaneuver? Doesn’t matter, still hot!

Steve: Hot! Not being able to take Outmaneuver means he gets to be the ultimate tank with Shield Upgrade. For your opponent, it’s trading one feels bad for a different flavor of feels bad.

Ted: Hot! Too bad he lost Outmaneuver, but GG still slaps.

Jon: Hot! Still sits in the T-65 sweet spot, even better with the plating. Still a solid choice for any CIS list.

Final Verdict: Hot ! The General’s nerf directly impacted his ability to do damage, but he still retains his tankiness. While not as fantastic of a pick as before, the crew still believes in him. Personally, I’d like to see him get his LV bumped back to 12 (or 13) considering that he would already have to choose between Impervium Plating + toys and Outmaneuver anyways given the Plating price increase.

Captain Sear: Belbullab-22 Starfighter

Old: 5 points and 15 loadout.

New: 5 points and 17 loadout
(Impervium Plating up from 0 to 2 points).

Slots: Tactical Relay, Modification, Modification

Kevin: Not! Feels more like a four pointer that should only have enough LV for a Relay and Impervium.

Steve: Not! Without the Title, this chassis should not be five points

Ted: Not! At five cost, I’d just take GG. Sear is gated by swarm viability sadly.

Jon: Not! Five points seems like a lot to take up for an i2. The ability is good, but everything that could take advantage of it will have trouble getting bullseye.

Verdict: Not ! Captain Sear wants to be in droid swarms, which are seeing next to no plan at the moment. It also doesn’t help that, as Steve said, he isn’t really worth being a five point ship at the moment without the Title.

Fearsome Predator: Droid Tri-Fighter

Old: 4 points and 16 loadout.

New: 3 points and 3 loadout
(Independent Calculations up from 0 to 2 points).

Slots: Talent, Sensor, Missile, Modification, Modification, Configuration

Kevin: Not! I just dont see how this guy doesn’t accidentally explode at i3.

Steve: Not! They have an extreme niche as a hard counter to Force users like Luke and Kylo, but you have to dedicate too much to make it worthwhile.

Ted: Not! Tris are fun, but with three hull, and at i3, they are a bit of a liability and bow to variance.

Jon: Not! Essentially a three point TIE with better attack. I can see it working but the initiative bubble being i4-i5 puts it in danger of being initiative killed.

Verdict: Not ! On paper, cheap Tri-Fighters feel like they should be viable. Unfortunately, the reality is that they mostly made of paper and lack consistent mods. If you go with Independent Calculations, you’re left with no room for meaningful toys and the limited blue maneuvers make you predictable. Plus, i3 means that you’re starting off on your back foot in a meta dominated by i4-6 ships. Give these boys some more toys!

DIS-T81: Siege of Coruscant

Old: 5 points.

New: 4 points.

Kevin: Hot! He looked mediocre at first glance, but that ability is pretty niiiiice and the upgrades are great. Just stack those depletes!

Steve: Not! Even with all those tools, an i4 is not going to cut it in this meta.

Ted: Hot! I’ve heard time and again Dis boi is hot, but I haven’t tried yet.

Jon: Hot! I’ve seen it a few times, and if you let it flank, it can get some serious damage through.

Verdict: Hot ! This might be the only Tri-Fighter that I believe in and most of the crew appears to agree. He has the toys to force opponents to treat him as a real threat and his ability can stack, which allows him to have meaningful defense (and pumped offense in a pinch). It’s really too bad that Contingency Protocol is blank in most lists.

DIS-T81: Droid Tri-Fighter

Old: 4 points and 12 loadout.

New: 3 points and 3 loadout
(Independent Calculations up from 0 to 2 points).

Slots: Talent, Sensor, Cannon, Modification, Modification, Configuration

Kevin: Not! I just don’t like these three point Tri-fighters. They’re too dice dependent with those calculates.

Steve: Not! Give him more LV maybe? This feels too fragile.

Ted: Not! I struggle to find a way to leverage the Tri’s given the number of ships on the table. You need some other way to reduce variance.

Jon: Not! Not enough load out to be sabotaging any other ship just to get success.

Verdict: Not ! Just like the Fearsome Predators, it feels like DIS-T81 just doesn’t have enough toys to hang with the big meta pieces at the moment. His ability is good in lists full of droids, but he doesn’t have much to work with at the moment.

DIS-347: Droid Tri-Fighter

Old: 4 points and 14 loadout.

New: 3 points and 4 loadout.

Slots: Talent, Sensor, Missile, Modification, Modification, Configuration

Kevin: Not! I like this ability, but I still don’t really see him being super viable at i3.

Steve: Not! Are there any CIS ships that like to lock at high initiative? Could be a good buddy…or just a three point gift to your opponent.

Ted: Not! Ability is nice, but it isn’t helping defensive blanks.

Jon: Not! I3 and too low of loadout for me. The ability is decent, maybe would be a filler, but you’re not going to build the list around it.

Verdict: Not ! New pilot, same story. It feels like AMG was too scared of cheap Tri-Fighters dominating the meta. Just like the others, this guy needs more LV for toys. He feels like he could pair well with HMPs that are lock forward, but that’s just not happening at the moment.

Aurra Sing: Firespray-class Patrol Craft

Old: 8 points and 18 loadout.

New: 7 points and 10 loadout.

Slots: Talent, Cannon, Cannon, Payload, Illicit, Modification, Title
(Gained a Talent slot and lost a Crew slot)

Kevin: Hot! I’m compelled to vote her hot. I don’t think she’s actually worth seven when the Scum Firesprays already don’t see play. But if you pretend her low LV is to compensate for her force, she doesn’t seem so bad.

Steve: Not! Once every 50 games, that ability will do something mildly beneficial.

Ted: Hot! Well, I don’t think she deserves to be above the other Firesprays, even for one less, but then again she is the Bane of the Jedi. I hate Jedi, so Hot.

Jon: Not! Ten load out for seven points doesn’t feel good. I’ve flown Aurra and never got to trigger the ability. Just make room for Jango.

Verdict: Not ! I actually kind of like Aurra! Not because her ability seems good, but because having force feels like it should free her from the limits of Firesprays always stapling Force Crew onto themselves. Unfortunately, her limited LV means that she can’t have too many fun tools and its probably worth finding the extra point for Zam or Jango. If only they had just given her five more LV so that she could take Notorious/Contraband Cybernetics/Veteran Tail Gunner. That doesn’t even seem insanely strong in today’s meta.

Zam Wesell: Firespray-class Patrol Craft

Old: 9 points and 22 loadout.

New: 8 points and 22 loadout.

Slots: Talent, Cannon, Missile, Crew, Payload, Illicit, Modification, Title

Kevin: Hot! Zam should probably see more play. I hate this ability

Steve: Hot! Probably still good, but she’s too much of a headache for everyone on the table to be taken super often.

Ted: Hot! Sadly a part of one of the few viable CIS lists we are seeing. Firesprays are strong and Zam’s ability is rude.

Jon: Not! Zam hurts my brain.

Verdict: Hot ! Oh boy. Zam was pretty meta when I first started getting into X-wing more seriously and I feel like she completely broke me. Like Jango, she’s probably one of the few “safe” pieces that you can start a CIS list with at the moment. Unfortunately, that likely means that you’re forgoing a droid centric list and pretending to be a Scum player.

Pre Vizsla: Gauntlet Fighter

Old: 7 points and 18 loadout.

New: 6 points and 14 loadout.

Slots: Talent, Crew, Gunner, Payload, Illicit, Modification, Configuration (Gained an Illicit slot and lost a Missile slot)

Kevin: Hot! My favorite gauntlet got an illicit? I’m down with slapping Notorious on this guy.

Steve: Hot! He’s not actually hot, but I have to give him some respect as the most functional Gauntlet in the game. Unfortunately, that’s not saying much.

Ted: Hot! Pre is cool. If the Gauntlet was slightly less horrible to fly, people would be all over this.

Jon: Hot! Best Gauntlet in the faction. He can be a good heavy hitter.

Verdict: Hot ! Pre! Probably my favorite Gauntlet and the only one that feels semi-relevant. His ability is great and AMG finally gave him an Illicit slot, which helps shore up some weakness of that silly dial. Sadly, Gauntlets just kind of suck to fly and his wingmates mostly feel beaten down. Outside of Jango/Zam, he’s probably the next piece that I would choose to build a list around.

Bo-Katan Kryze: Gauntlet Fighter

Old: 7 points and 20 loadout.

New: 6 points and 12 loadout.

Slots: Talent, Crew, Gunner, Payload, Illicit, Modification, Modification, Configuration, Title (Gained an Illicit slot and lost two Missile slots)

Kevin: Not! She seems ok for lists that want to reload…but I don’t think that is currently a strong suite for the faction. No real reason to take her over Pre.

Steve: Not! A support oriented ability on a six point centerpiece ship feels bad.

Ted: Not! If “activates” was “engages”, then Bo would have an actually interesting ability. As written, it means no fun shenanigans.

Jon: Not! The ability just doesn’t feel like it adds much. Strain for removing non-stress red or orange is niche at best. Just take gas clouds to fly over if you want to break locks.

Verdict: Not ! I don’t even blame AMG for all current iterations of Bo-Katan being bad…FFG designed them! I just think its sad that the star of The Mandalorian S3 is relegated to having such awful pilot abilities. Despite actually having access to the Title, she needs a lot more LV to ever be considered ahead of Pre. Or just make a scenario SL for her…

Geonosian Prototype: HMP Droid Gunship

Old: 5 points and 18 loadout.

New: 4 points and 12 loadout.

Slots: Missile, Missile, Cannon, Cannon, Tactical Relay, Modification, Configuration

Kevin: Not! I guess this ability is supposed to work with Nantex? I’m confused.

Steve: Not! They just don’t have the tools to generate enough calculate tokens to be viable.

Ted: Not! Four points is still a bit steep for this ship without giving it insane loadout numbers.

Jon: Not! Relying on removing a tractor token to re-roll makes it a Nantex wingman, but at four points and the networked aim, it just feels bad.

Verdict: Not ! Four points for an HMP with mediocre LV just doesn’t feel like the answer unless they have an amazing pilot ability….which this guy does not have. He either needs to be cheaper, given enough LV to feel like a real gunship, or have relevant Relay carriers around him to boost him up.

DGS-047: HMP Droid Gunship

Old: 5 points and 14 loadout.

New: 3 points and 8 loadout.

Slots: Missile, Missile, Tactical Relay, Crew, Payload, Modification, Configuration

Kevin: Hot! This ability isn’t great, but it’s not awful. Seems like an ok crew carrier that might push through a damage here or there.

Steve: Hot! At three points, there is probably room for this guy in a mediocre CIS list.

Ted: Hot! Three points is the sweet spot for these robits. It’d be nice to boost the faction with a bit more loadout so that they could actually do more than support, but three-costs should have limited offensive output.

Jon: Hot! Your job is to carry a tactical relay.

Verdict: Hot ! This feels like a much better situation compared to the Geonosian Prototype above. You can either give him a Relay, support crew, and/or a little offensive ordinance. Feels much closer to a “must take” than the three point Tri-Fighters we took a look at…which maybe speaks to the sad state of affairs here.

DGS-286: HMP Droid Gunship

Old: 5 points and 20 loadout.

New: 3 points and 7 loadout.

Slots: Missile, Missile, Tactical Relay, Crew, Payload, Modification, Configuration (Lost two Torpedo slots and gained two Missile slots)

Kevin: Not! I guess this ability could let him double-mod missile shots? Still seems mediocre since that ability won’t help on defense at i3. That said, I am a bit torn. Three points for this chassis might actually be decent.

Steve: Not! Let this guy have Synced Laser Cannons you cowards!

Ted: Hot! Three cost makes it wroth.

Jon: Not! Can’t take Kraken and DGS-047 gets the spot if you’re only taking one of these.

Verdict: Not ! I’m with Steve, just let this guy take Synced Laser Cannons. He’s not going to be wrecking face at i3 with a three dice gun a single calculate to mod things if you take him as a solo three point piece. Probably plays second fiddle to DGS-047, but it feels like a step in the right direction for the faction.

Chertek: Nantex-Class Starfighter

Old: 5 points and 15 loadout.

New: 4 points and 10 loadout.

Slots: Talent, Talent

Kevin: Not! He seems borderline, but only being able to take Ensnare feels kinda bad for such a fragile i4 ship. Feels like he’ll have a super low floor and a decent ceiling.

Steve: Not! Brittle i4s die in this meta.

Ted: Not! Can take Ensnare and nothing else…This ship can be oppressive, but I think it’s very meta reliant.

Jon: Not! If you want to use the Nantex correct, then you can only take Ensnare and nothing else. I just don’t see it being worth even four points.

Verdict: Not ! As I said before, he really looks like a low floor/high ceiling piece. If you’re good at Nantex and the tractor dance, you can probably make him work. Unfortunately, everyone else is probably just doing to get him murdered. Still, four points feels like the right place for him. A little more LV and you can probably start to cook with him in a serious manner.

Sun Fac: Nantex-Class Starfighter

Old: 6 points and 18 loadout.

New: 5 points and 15 loadout.

Slots: Talent, Talent, Talent, Modification

Kevin: Hot! I’ve had some unspeakable things done to me by this guy. I’m glad we don’t see him often.

Steve: Hot! Sun Fac always has the potential to completely turn a game around in a single attack. Of course, this can be to your benefit or detriment.

Ted: Hot! Honestly, he’s one of my favorite aces to fly. Han and the Arcs are giving him a tough time, but Sunny has a place in my heart forever.

Jon: Hot! He’s the ace of the faction, if flown right totally earning more than 5 points.

Verdict: Hot ! The bane of small base Aces! Sun Fac gets pushed out by the large/medium base meta, but he’s terrifying if you’re list doesn’t have an answer for him. I like his power level at the moment compared to other i6 small base Aces, but I understand people’s reluctance to take him at the moment.

MagnaGuard Protector: Rogue-Class Starfighter

Old: 5 points and 18 loadout.

New: 4 points and 10 loadout.

Slots: Cannon, Cannon, Missile, Modification

Kevin: Hot! Honestly, the ability seems decent. I’d love to see someone make it work.

Steve: Hot! I want so bad for these guys to be good. They’re at a decent price with enough loadout to take some tools. You just need a valid five-six pointer to protect…

Ted: Hot! This ship is interesting and the ability is fairly strong. I think if they still had “Dead to Rights”, they would actually see regular play.

Jon: Hot! The ship chassis is solid to begin with. The ability can give another ship a lot of survivability and will likely mess with target priority.

Verdict: Hot ! An interesting pilot in a decent chassis with solid cost and LV? Outside of the non-droid Rogues, these guys feel like the best of the rest. You need someone to actually use the ability on, and an ability to fly them strategically, but I can see them being strong in the right hands.

Cad Bane: Rogue-Class Starfighter

Old: 5 points and 18 loadout.

New: 4 points and 13 loadout.

Slots: Talent, Cannon, Cannon, Missile, Illicit, Illicit, Modification, Title

Kevin: Not! The ability seems great with droid swarms. Droid swarms are currently not hot.

Steve: Not! I played several games with Cad and have forgotten his ability every time. Scum Cad is just better, although there is always some potential here with the Title and Cloak shenanigans.

Ted: Hot! I think everyone knows that this is a decent ship, but its not groundbreaking.

Jon: Hot! I’ve flown Cad in a large majority of my CIS or Scum lists. Pretty solid all-around.

Verdict: Hot ! I gave the tie to the Hot, but he feels like a step behind given the lack of relevant droids at the moment. Still, he gets the superior chassis ability and is priced decently with the Title. He’s not going to define the meta, but I can see his stocks rising up if CIS gets a bit of a bump.

IG-101: Rogue-Class Starfighter

Old: 5 points and 19 loadout.

New: 4 points and 11 loadout.

Slots: Cannon, Cannon, Modification, Modification

Kevin: Not! The ability seems fine, but their not better than Durge or the Guarded guy gimmick.

Steve: Not! Boring.

Ted: Not! Now hotter than when costing five, but you’re almost never taking them over other Rogues.

Jon: Not! Eh, just lackluster since you can take Cad or Durge for the same price.

Verdict: Not ! I’ll probably just write the same thing for all the IG Rogues. They all have “fine” abilities that are a bit boring. Their lack of slots and LV mean that they can’t have too many fun toys. You need to stick Synced Laser Cannons on them, which means you’re limited to something like Independent Calculations+Electronic Baffle or Engine Upgrade…which feels kind of lame.

IG-102: Rogue-Class Starfighter

Old: 5 points and 19 loadout.

New: 4 points and 11 loadout.

Slots: Cannon, Cannon, Modification, Modification

Kevin: Not! If this guy could take a double calc and then reposition, he’d probably be hot.

Steve: Not! Let this guy (and his brothers) have Buzz Droids/Discord Missiles!

Ted: Not! Probably never taking them over the others we just saw.

Jon: Not! Same with IG-101. Lackluster given the field. Maybe works if you’re flying a swarm, but no one does that at the moment.

Verdict: Not ! Again, he has a good looking ability that looks relevant in the current i4+ meta, but he’s severely limited by his slots and LV. Lets give these guys a chance to take some toys!

IG-111: Rogue-Class Starfighter

Old: 5 points and 21 loadout.

New: 4 points and 12 loadout.

Slots: Cannon, Cannon, Modification, Modification

Kevin: Not! He’s maybe hot against Arcs and Han? Still don’t trust him over Durge and the Guarded guys.

Steve: Not! This guy used to be five points?!?!?!?!

Ted: Not! Also, also, not taking over the other. Although, I do like the ability.

Jon: Not! A worse ability than Torani’s. How often does an i1 get bullseye unless its a large base?

Verdict: Not ! This guy has a pretty silly ability. Not sure what that one extra LV is going to do to help make him more relevant compared to his brothers. These Rogues all feel like no brainers to get a little fun with slots and LV. Him being at five previously is a war crime.

Darth Maul: Sith Infiltrator

Old: 8 points and 20 loadout.

New: 7 points and 19 loadout.

Slots: Force, Force, Torpedo, Cannon, Crew, Crew, Tactical Relay, Payload, Title, Modification

Kevin: Not! I think this chassis is clunky and bad.

Steve: Not! He needs more LV.

Ted: Not! A one agility ship with only a front arc can’t cost as much as a Firespray (which already struggle).

Jon: Not! Compared to the YT-1300, he just isn’t as strong for the same amount of points. That’s even with three Force and a way to cloak with the Title.

Verdict: Not ! This feels rough. At first glance, Maul has a pretty nice statline. He’s i5, has three force, 10 health, and a three dice primary gun. Unfortunately, he can only shoot out the front and is a large base ship, which greatly limits his time on target. The Rebel VCX-100 has similar issues, but at least Chopper costs six and Kanan has an ability that can benefit his squadmates. Even with a big LV bump, I’m not sure Maul ever becomes super relevant.

0-66: Sith Infiltrator

Old: 6 points and 16 loadout.

New: 5 points and 12 loadout.

Slots: Talent, Torpedo, Cannon, Crew, Payload, Modification

Kevin: Not! Despite my comments that the chassis is bad, five points is somewhat compelling. Still, I can’t see him bringing the heat.

Steve: Not! This is not he five pointer for the Gaurded Guys to protect.

Ted: Hot! For five points? Idk, maybe there is some kind of crazy swarm you can do? Whatever, I still like you Mr. Oh no 66.

Jon: Hot! Get some chonk in the list for five points, who cares if its a droid!

Verdict: Not ! Five points for this statline feels better, but his ability doesn’t great as its pretty much a worse version of Passive Sensors. Again, I think even with more LV, 0-66 will struggle to ever be relevant.

Bombardment Drone: Hyena-Class Droid Bomber

Old: 3 points and 8 loadout.

New: Unchanged
(Proximity Mines went up from 8 to 10 points)

Slots: Payload, Payload, Modification, Configuration

Kevin: Not! RIP dropping Proximity Mines on people. Maybe they’ll bring it back.

Steve: Not! These guys are dead without Proximity Mines. Equipping them specifically adds so many new tactics to consider. Can’t say I really miss them though.

Ted: Not! I find it hard to believe that AMG changed these boys by costing up Proximity Mines. I need to go back to the Worlds 2023 lists to see if they actually deserved to lose them. It was pretty much the only way they did well. Boo.

Jon: Not! Their only job was to drop Proximity Mines. It just won’t see any play anymore.

Verdict: Not ! As mentioned above, these guys used to have one job; drop Proximity Mines on poorly positioned ships. They can still take Cluster Mines, but that limits the gimmick and does less damage if you don’t hit them with multiple templates. As much as it felt bad, AMG should probably just bring the gimmick back.

The Iron Assembler: Hyena-Class Droid Bomber

Old: 2 points and 5 loadout.

New: Unchanged

Slots: Missile, Modification, Modification, Configuration

Kevin: Hot! He can still take Discord Missiles and Independent Calculations, which feels ok. However, he’d be way hotter if he could fit Energy Shell Charges as well. Just hide him on a rock near an objective and hope people forget about him or give up trying to kill him.

Steve: Hot! The go-to two-point filler.

Ted: Hot! He’s still my go-to two cost CIS ship.

Jon: Hot! A two-point filler ship that can park and repair itself. Seems solid. Just set it up next to an objective and get the campfire started.

Verdict: Hot ! While the Iron Assembler is still a good two point ship, he’s feeling a little bit outclasses by some of the two pointers in other factions (cough cough Sabine cough cough). That said, I wouldn’t be upset if I had to slot him into an 18 point list, even if I think he could use a little more LV.

Honorable Mentions:

A couple of interesting omissions from the survey were:

Durge (4/10 -> unchanged): Hot ! Unchanged, but still really good! The Title and ability slots him ahead of his Scum counterpart, which is one reason why many of the other Rogues feel so lackluster.

Jango Fett (8/27 -> 8/22): Hot ! He took an LV hit, but he’s still a really solid ship and a part of one of the only currently relevant CIS lists at the moment.

Volan Das (4/12 -> unchanged): Hot ! Volan is a bit weird. He can be very unforgiving but is also capable of some nasty stuff. Being able to take a Shield Upgrade and having access to a Focus oriented action bar helps shore up the chassis’ weaknesses. While he could likely use a couple more LV points, there are bigger issues with the faction at the moment.

Most Vulture Droids and Hyena Bombers: Not ! Sadly, most of these guys just don’t feel relevant at the moment. Droid centric lists could all use a bit of a buff.

Hot or Not: Separatist Summary

Our Separatist recap rounded off with 9 “Hot” and 15 “Not” pilots, which is the worst Hot:Not ratio we’ve encountered so far. I’m no CIS expert (and our resident Bone-Arm member that has actually played CIS competitively is doing important new dad stuff), so I’m going to keep our recap for this article fairly brief and lean into the data I have access to.

According to Rollbetter, I’ve play in 55 games across 13 tournaments this competitive season. In those 55 games, I’ve only ever played against one CIS list…which is frankly shocking. Now I’m definitely a bit of an outlier as Pattern-Analyzer and Pink Brain Matter both have CIS representation sitting somewhere between 6-7%, but this is down from ~11-12% pre-May points changes. Even when strong, CIS has always had a smaller player base than most other factions. However, this additional contraction doesn’t feel good for the game and can only be discouraging to players that don’t have extensive X-wing collections.

While we discussed some gems within the faction, the vast majority of pilots we reviewed felt off from the currently power level found within the game. It also feels like the faction’s identity is in a bit of a crisis. Is it the faction of synergistic droid swarms that share their collective knowledge with one another? Or is it the faction of bounty hunters for hire that mimic Scum, but have a fun twist due to the faction’s unique crew and droid squadmates? I personally think that AMG can find a way for both identities to exist. Unfortunately, neither identity feels relevant at the moment.

On top of all of this, the Siege of Coruscant Standard Loadout cards feel like a complete competitive bust. The scenario, while a lot of fun, was built around a droid faction that could respawn and send waves of ships at the Republic forces. Unfortunately, this means that the fun mechanic introduced in the scenario is completely lost in the regular game modes. Now its ok for AMG to miss on introducing competitively relevant cards, but it does mean that factions needs help elsewhere. Since new releases might be a ways off, points changes are the best tool AMG can employ to bring the faction back to relevance!

While this summary sounds fairly pessimistic, I’m hopeful that AMG is paying attention and willing to address CIS’s woes as they have already showed a willingness to use the data to nerf some of the biggest competitive offender’s less than two months from Worlds. Hopefully the future of CIS is bright post-Worlds 2024!

We probably need another CIS themed Scenario pack to help inject some better Standard Loadouts into the faction…
Why doesn’t CIS have their shuttle yet?

I hope you enjoyed this version of “Hot or Not” for the Separatist Faction! We will be back next with a look at the new Battle of Endor pilots!

I’m certain that many of you (including other Space Bone-Arm crew members) disagree with any of our “Hot” or “Not” designations! If so, leave a comment below! If you enjoyed this article, please check out our Rebel Alliance, Galactic Empire, Scum and Villainy, First Order, Resistance, and Republic articles!

Posted on: Feb 6th, 2024

Written by: Kevin L.

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