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Counter guide · Tanks and vehicles

How to beat tanks and vehicles

Tanks and walkers are the toughest, slowest cards in Force Arena Reborn, and they can flatten a lane if you answer them the wrong way. The good news: every one of them shares the same weaknesses, and the game's own card text spells them out. Here's what beats each one, with the numbers.

Card numbers come from the game's own data tables at base level 1. Advice mixes that data with what players on the SWFAR Discord report is working right now.

The vehicles you'll face

VehicleWhat it doesWeakness
AT-ST Walker
Dark · 7 energy · 4,242 HP
Walks at your turret and deals high damage to structures.Defenseless against large numbers of melee enemies.
TX-225 Assault Tank
Dark · 6 energy · 3,014 HP
Rapid blaster for units, cannon for structures.Slow moving, needs other units with it.
MTV-7 Light Vehicle
Dark · 5 energy · 2,347 HP
Front-line vehicle with high attack.Vulnerable to fast melee units.
AT-DT
Dark · 8 energy · 4,120 HP
Charges a cannon for huge area damage.Can't move while charging.
Dwarf Spider Droid
Dark · 5 energy · 859 HP
Laser cannon that hits several enemies.Only 859 HP. Any air strike or focused fire kills it.
MLC-3 Light Tank
Light · 6 energy · 2,935 HP
Front-line tank with high attack.Slow, vulnerable to fast melee units.
AT-RT Walker
Light · 7 energy · 1,055 HP
Fast walker that jumps over obstacles.Only 1,055 HP for 7 energy.
AT-AP Walker
Light · 9 energy · 4,274 HP
Laser up close, mass driver at range.Must plant a support leg to fire at range, which leaves it vulnerable.

Two things are true of every card on this list. They're tech units, so anything that stuns or hacks tech shuts them off. And they're slow or fragile against melee, which is the same weakness their own card text warns about.

Three ways to beat any vehicle

  1. Swarm it with fast melee. Vehicles can only shoot so many targets. A cheap swarm on top of a 6 to 9 energy tank wins the trade.
  2. Bring a vehicle hunter. The Rebel Demolitionist and Rocket Stormtrooper ignore everything else and go straight for vehicles, heavy units and structures.
  3. Shut it off. Tech stuns and hacks turn a tank into a very expensive wall for a few seconds, which is all your units need.

Light Side answers

CardCostWhy it works
Twi'lek Rebels1Four fast melee attackers for 1 energy. The cheapest distraction there is.
Talz Marauders2Three tough melee units for 2 energy.
Riot Clone Troopers3Shielded melee clones that take no damage until the shield breaks.
Dressellian Rebel Warrior3Dashes in and hits everything around it.
Talz Marauder Army4Nine melee Talz. The best single answer to any slow vehicle.
Rebel Honor Guards4Four high-health melee guards.
Rebel Demolitionist3Only attacks land vehicles, heavy units and structures. Built for this job.
Commander Cody5Obi-Wan's Unique. Summons rocket troopers the moment he sees a vehicle or heavy unit.
Resistance Grenadier4Grenades stun tech units. Every vehicle is a tech unit.
Chopper2Hera's Unique. Electric attacks stun tech units.
Rex (Rebel)3Ahsoka (Fulcrum)'s Unique. His grenade disables tech units.
BB-83Poe's Unique. Hacks tech units to fight for you. Bigger units take longer to hack, so protect him.

Dark Side answers

CardCostWhy it works
Riot Control Stormtroopers2Cheap melee with good health.
Devaronian Bladesmen3Fast melee attacks on one target.
Magnaguard3Separatist melee droids, good on any vehicle.
Zabrak Assassins4Approach in stealth, then strike up close.
Rocket Stormtrooper3Only attacks land vehicles, heavy units and structures. The Dark Side Demolitionist.
First Order SF TIE Fighter3Stuns tech units in its blast radius.

How to play the matchup

  1. Let it walk to you. Don't meet a tank in the middle. Let it walk into your turret's range so your turret helps.
  2. Punish the walkers that stop. The AT-DT can't move while it charges, and the AT-AP has to plant a support leg to fire at range. That pause is when you drop your melee swarm.
  3. Kill the support behind it. Every vehicle's card text says to deploy area damage units behind it. Air strike the back line and your swarm survives.
  4. Count the energy. Vehicles cost 5 to 9. If you answer for 4 or less, you're ahead, so counter-push the other lane right away.
  5. Don't feed ranged units one at a time. A lone sniper or trooper just dies to the tank's cannon. Melee first, ranged behind.

Running vehicles yourself

If you're the one bringing the tank, the same rules work in reverse. Put an area damage unit behind it so melee swarms melt, carry one answer to tech stuns, and keep your average energy cost reasonable. A deck full of 5 to 9 energy cards spends a lot of time watching its turrets fall. Check your curve in the deck builder before you queue.

More counter guides: beat the AT-ST in depth, beat the Droideka and beat Snoke and AT-ST. Build your answer in the deck builder and share the link in the SWFAR Discord.