Is it just me or is Force Reflect very underwhelming. Good luck ever getting it off. Must have a dodge token and somehow roll a surge. 1 out of 6 chance. You will be lucky to get this off even once per game, or am I missing somthing??
Force Reflect
It grants you the defensive surge in the first place.
So your surge result on defense changes from becoming a blank; to becoming a block, and sending back the attack, and I'm pretty sure you still get the normal effect of a dodge token too.
Because of the way objectives work, I predict that any method of improving your defense is going to be very valuable. Red dice alone are quite good defensively; for every hit you have a 1 in 2 chance to block it. Deflect improves this to 2 in 3. That alone is pretty significant. If an opponent rolls 3 hits against you while you have a dodge token, there's a pretty good chance that you won't take any damage even if you're out in the open.
On top of that, if it's a ranged attack you have a chance to return damage that in turn cannot be blocked. It might only happen once or twice a game, and that's a good thing. Unblockable damage should be limited, or costly, or both. Its effect as a deterrent is useful too. Anytime a Luke or Vader has a dodge token you have to decide if its really worth it to attack them.
To me it seems appropriate in how limited it is. I think the idea is to add thematic flavor and make Jedi characters feel special, but without making them feel oppressive to play against.
I like the 1 in 6 comment! I play Destiny and have a 1 in 6 chance of rolling a blank. Some days that's all I roll.
You gain a flat 16.5% chance to block which also wounds an enemy. Not too bad.
It's a no brainer on vader with force reflexes (free action and he can unexhaust it every turn for free via master of the force) so usually possible give or take multiple incoming fire and command initiative
It's a little more problematic on luke to get that dodge token in the 1st place ( he's golden for 3 rounds with commands + force reflexes, but hen he needs actions)
As said above it's best benefit is that it bumps the defense of out heros from a 3 to a 4 in 6 chance of a die roll block, which will be pretty big if a unit + heavy gets in a lucky roll. The return damage is just gravy.
Edited by Ralgon5 hours ago, svelok said:It grants you the defensive surge in the first place.
So your surge result on defense changes from becoming a blank; to becoming a block, and sending back the attack, and I'm pretty sure you still get the normal effect of a dodge token too.
Seems legit. (assuming it hasn't been reworded since gencon)
"IF you spend" implies it's already being spent for it's normal effect. Keep in mind this means you probably need 2+ uncancelled hits AND have surges in your defense pool to to make this work.
Normal previous ffg wording for spending it on this effect is "you may spend..... if you do....."
With our heroes on the defensive (once again assuming cards don't get reworded into the relevant "free action") Vader can stack 2 tokens while Luke can stack 3 max per turn at this point (force reflexes and action for vader, while the same + command for luke).
You can never have more than 1 dodge or aim token at one time, I believe?
I ment more than 1 at the same time
You have to be able to hav more than 1 at a time to be able to spend "1 or more".
Or do you mean you can only have Dodge OR Aim tokens, not both?
On 12/11/2017 at 11:34 AM, ozmodon said:I like the 1 in 6 comment! I play Destiny and have a 1 in 6 chance of rolling a blank. Some days that's all I roll.
Lol. Anyone who plays Catan also knows that probability actually has nothing at all to do with what you’ll roll.
Where does it say that you can't have more than 1 dodge token? You just can't do 2 dodge actions. On the turn you play master of evil Vader can still dodge, which would bring you to 2 dodge tokens. And force reflexes doesn't say perform a dodge action it says gain a dodge token. Therefore Vader can have 3 dodge tokens in this way.
You can have as many as you can get and you can spend as many as you like. So force reflexes is actually one of the default powers or" always take" powers because it is soo good. Heck, one of your command cards gives you a token for free. Leia passes them out to Luke every turn.
On 12/12/2017 at 11:51 AM, chriscook said:I ment more than 1 at the same time
While a number of people have already answered you, it's helpful to have the exact rules passage. So, here's the relevant entry from the Rules Reference (page 26)
"During a unit’s activation, it is possible for a unit to gain more than one dodge token; however, that unit can only gain one dodge token from performing a dodge action during a single activation."
Unlike other games Legion does NOT have any token maximum limitations.
Some like Standby there isnt a way to get another one but you can get 3 dodge tokens on Vader perfectly legally (Force Reflexes, Dodge Action, and his Command Card that gives him one)
And unlike xwing, you arent limited to just 1 per attack/defense.
This ability is more of a deterrent, since it has the possibility to cause wounds not attacks back it can potentially kill off your Airspeeder or AT-ST.
3 minutes ago, Vineheart01 said:Unlike other games Legion does NOT have any token maximum limitations.
Some like Standby there isnt a way to get another one but you can get 3 dodge tokens on Vader perfectly legally (Force Reflexes, Dodge Action, and his Command Card that gives him one)And unlike xwing, you arent limited to just 1 per attack/defense.
Well, standby is an exception (see page 41. Only 1 token at a time.). For everything else, your point stands.
And for the record, Deflect is both awesome and scary (depending which side of it you’re on). It can at the very least influence the opponent’s target priority.
yeah reflect is devious. Its flat damage returned, ignoring cover and defenses, so considering Legion rolls defense equal to number of hits the more you hit vader/luke with a dodge token the higher odds you have of being pelted back.
The amount of times ive had Vader take out more than half of my ATRT's health with a reflect is irritating.
Deflect is largely useless against 1-2 hits because the Dodge token cancels one to begin with, before your defense is gathered. However, if theres 4+ hits you get pretty high odds of returning something.
I'm waiting for the day my friend attempts to unload his entire arsenal on his ATST onto Luke with a dodge token lol....
On 12/11/2017 at 12:39 PM, Lord Tareq said:You gain a flat 16.5% chance to block which also wounds an enemy. Not too bad.
Because its fun to manipulate statistics, the more impressive way of stating its effect is that it reduces the expected damage you suffer by a third. Technically more because of the effect of the dodge itself.
My buddy rolled 3 surges against my T47 and destroyed it. It was staggeringly soul crushing.
I’ve actually been impressed by how powerful deflect is. The combination of gaining the defensive surge to block conversion alone is nice, combined with turning those wounds back is awesome.
