In The Box
Star Wars: Legion B1 Battle Droid is the work force of the Separatist army and in a box, you find everything you need to field a versatile core option. The B1s come with 9 models giving you the option to take 1 of 2 different heavy weapon options, both of which are good choices for different situations. It also consists of the usual tokes and unit cards you would receive in any Legion Expansion, but also contains a plethora of upgrade cards to customize your squads. The included instructions are incredibly helpful and although not every model has a unique pose, there is enough variety to ensure your unit will not look identical.
Preparing For The Table
Anyone who has put together a unit of B1s will let you know how fiddly they are. Due to the small limbs, they can cause a headache when trying to attach the arms and heads in a way to make them fit and look correct. The upside of this is that the small nubs used for gluing these parts allow you to change the pose to a degree, so that even the duplicate models can be posed differently. Thankfully the instructions can be followed relatively easily to make sure that all your models stand correctly and fit together well. Painting is relatively easy, as with a base coat and some shader you can have table ready droids very quickly. If you do want to go the extra mile, fully painted B1s look brilliant, especially when there are high numbers of them on your table.
On The Table
There is nothing flashy or spectacular about your B1s. They have poor wound output and terrible durability without cover. Their strength comes in their numbers. There are not many units that can easily eradicate a unit of B1s without a flamethrower and although they only use measly white attack dice, throwing 7 of them gives a good chance to hit or crit. Upgrading them with a heavy will see you adding 3 additional dice that are black or higher, really upping the probability of more wounds.
An unfortunate addition to the B1 is the AI keyword. This forces a unit without an order to attack for its first action. Although not the end of the world, it can limit your options when forced to use an action to attack first. On occasions where aiming, or moving twice would have been a better idea, it can make the difference between claiming objectives. This can be mitigated with their ability to relay orders between each other as long as they are in range 1. If played correctly this positive can far outweigh the negatives, as it can give orders to all your core units, and limit the orders left in your pool.