Article - Commands

By Undeadguy, in Star Wars: Legion

37 minutes ago, Lumberjack Nick said:

Hmmm. That's interesting. I wonder what they have to remedy this, or how this will ultimately play out.

I want to know how priority works. What if both sides have a Priority 1 card. Who goes first?

The player who wins ties passes back and forth each turn.

I forget what the name for the token was, but it was related to the order of objective/deployment selection.

28 minutes ago, Lord Tareq said:

I don't think that is necessarily a problem, since taking only trooper squads is giving away a lot of tactical options, and basic troops are usually less powerful than elite/armored units even when you consider their lower cost, hence why those are restricted by the limited numbers you can take.

It also factors into which Commander you choose and how you build your Command hand - each commander comes with 3 cards, and as we've seen, they can activate different things: Luke/Vader have cards that can specifically only command themselves and troopers, whereas other Commanders (General Veers?) might have command cards that specifically benefit non-trooper units.

On the face of it, I certainly like the way initiative gets determined by way of command cards. I'm a little fuzzy, however, on how 'orders' work. While I like the introduction of limitations on a commander's capacity to rule her/his forces (anyone having been in a leadership position knows that there is no such thing as perfect control), their description of how it works seems to leave some clarity to be desired.

Or maybe it's just not getting through my fatigued brain.

If I'm reading it right, it works like this:

- Your command card will tell you how many orders you get, and if there any restrictions on what they can be spent on. Place their order tokens next to the units you pick as long as they are valid and within range 3 of your commander.

- Place all tokens for units that didn't receive Orders in a bag or facedown randomly.

- When it's your turn to activate a unit, you can either activate a unit you placed a token on, OR draw a random order token and activate a unit that the token corresponds to.

- The opponent now does the same, and so on.

Does that help?

3 hours ago, Ralgon said:

Wat?

That kind of stuff is exactly what can and will happen, via commands....... it just requires some thoughtful list building and cohesion/upgrades to your commander (oh and there is also the penalty of not being able to commander activate as many units that round with an initiative order).

That said, it's nice initiative order isn't set in stone, and swaps round to round based on command choices. Gaming command cards and unit makeup is going to become as important as rolling dice methinks.

You can "bid" for first player with your command cards. Of course you can try to go last/first, but you'll have to hold off a command till the last one to guarantee it, and then bid Ambush or another 1 pip card to try and get first. I think if you tie, the player who didn't go first last round gets to this round.

My point is you can't go last/first every round without sacrificing a lot, which is different than Armada.

3 hours ago, Lord Tareq said:

It seems any hope of getting generic 'unnamed' commanders is lost, as most of the command cards are based on the character you use as a commander, and these are more powerful than the 'generic' commands.

Right out of the gate the commander options are so limited it feels constraining and a generic commander may seem good. Two years from now when you have nearly a dozen choices the idea of a generic commander will be uninteresting. It will be a balancing act between point cost and what the commander can do/synergy they give to the other units. The "generic" commander will simply be the lowest cost commander available and you build up from there.

1 hour ago, Extropia said:

If I'm reading it right, it works like this:

- Your command card will tell you how many orders you get, and if there any restrictions on what they can be spent on. Place their order tokens next to the units you pick as long as they are valid and within range 3 of your commander.

- Place all tokens for units that didn't receive Orders in a bag or facedown randomly.

- When it's your turn to activate a unit, you can either activate a unit you placed a token on, OR draw a random order token and activate a unit that the token corresponds to.

- The opponent now does the same, and so on.

Does that help?

^this, but also keep in mind we already have cards revealed that can extend and reduce the range of commands.

Comms jammers speeders + a threat tank kiting heros is likely going to be a thing, and for wave 1 comms relays and battle meditation are going to get stapled to lists... doubly so for imps who either need vader to be double moving most rounds or playing a fairly immobile strategy to keep in range

Edited by Ralgon
On 12/1/2017 at 8:06 PM, Mep said:

Right out of the gate the commander options are so limited it feels constraining and a generic commander may seem good. Two years from now when you have nearly a dozen choices the idea of a generic commander will be uninteresting. It will be a balancing act between point cost and what the commander can do/synergy they give to the other units. The "generic" commander will simply be the lowest cost commander available and you build up from there.

Actually given the generic commander there's the potential to change the loadout on the generic commanders with various upgrades or equipment cards allowing for an interesting dynamic that the special characters lack. I mean sure you'll never be a jedi or otherwise but you can equip the generic how you desire to fit the teams you'd prefer.

5 hours ago, ZebioLizard2 said:

Actually given the generic commander there's the potential to change the loadout on the generic commanders with various upgrades or equipment cards allowing for an interesting dynamic that the special characters lack. I mean sure you'll never be a jedi or otherwise but you can equip the generic how you desire to fit the teams you'd prefer.

I think FFG is going to accomplish this by simply putting out a lot of different commanders. They won't pass on the opportunity to sell us all kinds of SKUs to have that kind of flexibility.

31 minutes ago, Mep said:

I think FFG is going to accomplish this by simply putting out a lot of different commanders. They won't pass on the opportunity to sell us all kinds of SKUs to have that kind of flexibility.

Totally agree. Just like in their LCG's. Remember that this game does not come from a wargame company. It comes from a card and board game company.