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.
The vehicles you'll face
| Vehicle | What it does | Weakness |
|---|---|---|
AT-ST WalkerDark · 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 TankDark · 6 energy · 3,014 HP | Rapid blaster for units, cannon for structures. | Slow moving, needs other units with it. |
MTV-7 Light VehicleDark · 5 energy · 2,347 HP | Front-line vehicle with high attack. | Vulnerable to fast melee units. |
AT-DTDark · 8 energy · 4,120 HP | Charges a cannon for huge area damage. | Can't move while charging. |
Dwarf Spider DroidDark · 5 energy · 859 HP | Laser cannon that hits several enemies. | Only 859 HP. Any air strike or focused fire kills it. |
MLC-3 Light TankLight · 6 energy · 2,935 HP | Front-line tank with high attack. | Slow, vulnerable to fast melee units. |
AT-RT WalkerLight · 7 energy · 1,055 HP | Fast walker that jumps over obstacles. | Only 1,055 HP for 7 energy. |
AT-AP WalkerLight · 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
- 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.
- Bring a vehicle hunter. The Rebel Demolitionist and Rocket Stormtrooper ignore everything else and go straight for vehicles, heavy units and structures.
- 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
| Card | Cost | Why it works |
|---|---|---|
Twi'lek Rebels | 1 | Four fast melee attackers for 1 energy. The cheapest distraction there is. |
Talz Marauders | 2 | Three tough melee units for 2 energy. |
Riot Clone Troopers | 3 | Shielded melee clones that take no damage until the shield breaks. |
Dressellian Rebel Warrior | 3 | Dashes in and hits everything around it. |
Talz Marauder Army | 4 | Nine melee Talz. The best single answer to any slow vehicle. |
Rebel Honor Guards | 4 | Four high-health melee guards. |
Rebel Demolitionist | 3 | Only attacks land vehicles, heavy units and structures. Built for this job. |
Commander Cody | 5 | Obi-Wan's Unique. Summons rocket troopers the moment he sees a vehicle or heavy unit. |
Resistance Grenadier | 4 | Grenades stun tech units. Every vehicle is a tech unit. |
Chopper | 2 | Hera's Unique. Electric attacks stun tech units. |
Rex (Rebel) | 3 | Ahsoka (Fulcrum)'s Unique. His grenade disables tech units. |
BB-8 | 3 | Poe's Unique. Hacks tech units to fight for you. Bigger units take longer to hack, so protect him. |
Dark Side answers
| Card | Cost | Why it works |
|---|---|---|
Riot Control Stormtroopers | 2 | Cheap melee with good health. |
Devaronian Bladesmen | 3 | Fast melee attacks on one target. |
Magnaguard | 3 | Separatist melee droids, good on any vehicle. |
Zabrak Assassins | 4 | Approach in stealth, then strike up close. |
Rocket Stormtrooper | 3 | Only attacks land vehicles, heavy units and structures. The Dark Side Demolitionist. |
First Order SF TIE Fighter | 3 | Stuns tech units in its blast radius. |
How to play the matchup
- 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.
- 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.
- 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.
- 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.
- 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.
AT-ST Walker
TX-225 Assault Tank
MTV-7 Light Vehicle
AT-DT
Dwarf Spider Droid
MLC-3 Light Tank
AT-RT Walker
AT-AP Walker
Twi'lek Rebels
Talz Marauders
Riot Clone Troopers
Dressellian Rebel Warrior
Talz Marauder Army
Rebel Honor Guards
Rebel Demolitionist
Commander Cody
Resistance Grenadier
Chopper
Rex (Rebel)
BB-8
Riot Control Stormtroopers
Devaronian Bladesmen
Magnaguard
Zabrak Assassins
Rocket Stormtrooper
First Order SF TIE Fighter