I want to start playing now with my star wars miniatures from WOTC. Does anyone have the dice breakdown?
I want to start playing now with my star wars miniatures from WOTC. Does anyone have the dice breakdown?
This is all from memory and it was a long con. Even though I demoed this for three full days, my brain is shot so I'm not for sure on these, but here it goes:
Defense dice are D6.
White are one block, one surge, and four blanks.
Red are three blocks, one surge, and two blanks.
Attack dice are D8.
The red have one blank, five hits, one crit, and one surge.
The black have three blank, one crit, one surge, and three hits.
The white have one crit, one surge, two hits (?), and four blanks (?).
hahaha, so it's basicly a D6 / D8 system in disguise.
for example a stormtrooper hits on a 5+ on a D8 with an 8 being a crit....
followed by the rebel troopers making a saving throw on a 6+ on a D6
and using the surge conversions you can make any number needed.
want to give a unit a 2+ to hit, just give them a red dice with a surge conversion.
3+ = red without surge
4+ = black with surge
5+ = black without surge
ect ect....
and for a surge to crit you can just say 7 or 8 are crits
well that is usefull, now I'mma try to see what the distances are on the movement template and we could demo the game with some IA figures or something, at least they'll be useful for something in this game XD
The surge system changes it a lot from normal d8/d6 though. Not for normal Stormies or troopers granted, but it won't just be "count as a hit o dodge" on everything.
actually, I'd be surprised if they didn't do that, but with one surge per dice I don't see how. It'd have to be powerfull enough to warent the 1 in 8 chance but that just makes the game very swingy.
And unlike all the other games that use the surge system, none have had such a weak use of the surges in the core set.
right now I'm in the wait and see camp for the first couple of expansions to be announced.
and also this means that people could test this game right now with whatever dice they want. which is pretty good IMO.
12 minutes ago, AnimusLiberus said:hahaha, so it's basicly a D6 / D8 system in disguise.
for example a stormtrooper hits on a 5+ on a D8 with an 8 being a crit....
followed by the rebel troopers making a saving throw on a 6+ on a D6
and using the surge conversions you can make any number needed.
want to give a unit a 2+ to hit, just give them a red dice with a surge conversion.
3+ = red without surge
4+ = black with surge
5+ = black without surge
ect ect....
and for a surge to crit you can just say 7 or 8 are crits
well that is usefull, now I'mma try to see what the distances are on the movement template and we could demo the game with some IA figures or something, at least they'll be useful for something in this game XD
This is awesome.
The only minor gripe I have with Legion is the custom dice. A conversion chart like the above would be amazing, and would likely be how I play the game at home.
Please, continue!
7 minutes ago, AnimusLiberus said:actually, I'd be surprised if they didn't do that, but with one surge per dice I don't see how. It'd have to be powerfull enough to warent the 1 in 8 chance but that just makes the game very swingy.
And unlike all the other games that use the surge system, none have had such a weak use of the surges in the core set.
right now I'm in the wait and see camp for the first couple of expansions to be announced.
and also this means that people could test this game right now with whatever dice they want. which is pretty good IMO.
Fair point actually. I certainly expect them to be less powerful and varied than IA due to the game scale (it's a lot harder to play a game with 30ish models all having multiple surge options!) , so we'll need to wait and see.
The problem is most people think of surges in legion as the same as surges in IS. They really are more like focus in xwing. You don't spend them, you convert them to hit, block, crit. Maybe they will have more use in the future, but for now that's about it.
6 hours ago, TallTonyB said:The white have one crit, one surge, two hits (?), and four blanks (?).
Considering what I wrote above this most likely means that white is one crit one surge one hit and 5 blanks, in order to make all the possible combination. otherwise there would be 2 ways to make a 5+.
so this means that stormtroopers actually hit on a 6+..... if i remember the card correctly.
so white dice with surge conversion
which does mean that there might be a unit that will miss more than a stormtrooper.
Probably right yeah. The white dice for attack are pretty bad. It's tempered by the fact that stormtroopers change their surges to hits and reroll three dice with aim instead of just two. Setting up and aiming is very important for them.
Man, white dice really are bad. Setup will be vital for Stormies!
7 hours ago, kurttkrueger said:The only minor gripe I have with Legion is the custom dice.
If FFG made a game that didn't use custom dice, they would not be FFG anymore.
7 hours ago, TallTonyB said:Probably right yeah. The white dice for attack are pretty bad. It's tempered by the fact that stormtroopers change their surges to hits and reroll three dice with aim instead of just two. Setting up and aiming is very important for them.
One thing to bear in mind though, is defense is obit rolled against shots that hit. So, that also helps a little. Plus, a single hit carries a lot more weight than it does in IA/Xwing. One hit is enough to kill a single trooper.
Stormtroopers are still not for too be super powerful, but they will work well in large groups against rebel troopers, which is how it should be.
7 hours ago, TallTonyB said:Probably right yeah. The white dice for attack are pretty bad. It's tempered by the fact that stormtroopers change their surges to hits and reroll three dice with aim instead of just two. Setting up and aiming is very important for them.
Stormtroopers are almost required to stand still, aim, and then fire to reliably hit anything; while on the move, they will not be hitting as much. With their red defense dice, cover is nice, but not as important to them as to the rebels. They also benefit more from sinking points into the squad with additional manpower and guns.
Rebels, conversely, dish out good damage, but die easily (dear Lord, LOOK at that white defense die); they need to sprint from cover to cover to survive. When out in the open and moving, they can take advantage of their dodge token spam from the inevitable focus fire coming from the entrenched stormtroopers, or if they want to be risky, they can fire on the move far better than stormtroopers ever could, but risk some pretty bad retaliation afterwords.
It's a great ying/yang for the standard troops of both factions.
5 minutes ago, samus17 said:Stormtroopers are almost required to stand still, aim, and then fire to reliably hit anything; while on the move, they will not be hitting as much. With their red defense dice, cover is nice, but not as important to them as to the rebels. They also benefit more from sinking points into the squad with additional manpower and guns.
Rebels, conversely, dish out good damage, but die easily (dear Lord, LOOK at that white defense die); they need to sprint from cover to cover to survive. When out in the open and moving, they can take advantage of their dodge token spam from the inevitable focus fire coming from the entrenched stormtroopers, or if they want to be risky, they can fire on the move far better than stormtroopers ever could, but risk some pretty bad retaliation afterwords.
It's a great ying/yang for the standard troops of both factions.
Good observations; already some key differences there to enjoy before adding in upgrades!
So going by the table, Vader, with six red dice is an absolute beast when he attacks! No wonder he only moves one!
3 minutes ago, Barney said:So going by the table, Vader, with six red dice is an absolute beast when he attacks! No wonder he only moves one!
Ah, but...since he can make a move and free attack, he can still move then move+attack. So speed 2 really.
Not speedy but <insert deity or non theistic belief of choice here> help any fool stupid enough to be close to him! And quite right too.
He is also extremely risky for infantry to shoot at it seems.
The defense difference isn't too bad though because the stormtroopers don't have defensive surge abilities and the rebel troopers do. So for the rebel troopers it's 2 in 6 for the stormtroopers it's 3 in 6. The real bloody matchup is rebel troopers vs rebel troopers. They roll better attack than the stormtroopers and worse defense. The nimble keyword helps a bit, but not that much.
4 minutes ago, Extropia said:Ah, but...since he can make a move and free attack, he can still move then move+attack. So speed 2 really.
Not speedy but <insert deity or non theistic belief of choice here> help any fool stupid enough to be close to him! And quite right too.
He is also extremely risky for infantry to shoot at it seems.
One plus one is actually faster than two because of accounting for his base in the middle. I measured it out one day and it was like half an inch farther. Not a ton faster, but a bit. Every time someone got him into the rebel trooper squad on my table he killed at least three troops, a few times all five in one attack. The six red are awesome, but what really makes him hit like a truck is the pierce three.
And quite right too. About time he got the respect he deserves
2 minutes ago, TallTonyB said:One plus one is actually faster than two because of accounting for his base in the middle. I measured it out one day and it was like half an inch farther. Not a ton faster, but a bit. Every time someone got him into the rebel trooper squad on my table he killed at least three troops, a few times all five in one attack. The six red are awesome, but what really makes him hit like a truck is the pierce three.
My table was a lot of Luke v Vader. We also had Luke engage the speeders a few times and just take one out. It was fun to watch.
Just now, rowdyoctopus said:My table was a lot of Luke v Vader. We also had Luke engage the speeders a few times and just take one out. It was fun to watch.
My favorite was one guy used Luke's jump to get him up onto the top of the Endor bunker and charge into the back of a stormtrooper squad taking out 4 of the five. It was very cinematic. This game is going to be awesome once it's full size.
4 hours ago, TallTonyB said:My favorite was one guy used Luke's jump to get him up onto the top of the Endor bunker and charge into the back of a stormtrooper squad taking out 4 of the five. It was very cinematic. This game is going to be awesome once it's full size.
Nice! Tattooine lacked the interesting terrain aside from a slight slope on the one side. I wanted someone to do something with the bridge and Luke on the Sullust map, but I was only there an hour and no one got creative.
I'm jealous of you guys that got to do Legion all weekend. Though my vocal cords are happy. My voice was in great shape until 5 hours on Legion. All that explanation. Hah
Yeah, I feel like I had the best board for interesting rounds... But the worst for actually using. I almost dropped those trees on models so many times.
Pierce three in IA is god mode and reserved for light saber wielders. Glad it is also vital in Legion. This game looks so good.