Combat Preview

By The Black Man, in Star Wars: Legion

43 minutes ago, Orcdruid said:

All vehicles are immune to suppresion. The gear symbol is how much damage the unit can take before it starts to malfunction. The bikes have a dash there because they only have 3hp.

and multiple models( so 6 hp), and free cover..... so?

Edit: They could have just as easily left the bike at 1 model and normalized it with atrt stats and armor, but they didn't. If anything it shows there is some real flexibility to the possibilities with this system.

Edited by Ralgon

I have to say I am looking this game more and more as rules are clarified and we are starting to see how all time individual pieces fit together.

22 hours ago, Copes said:

Am I reading it correctly that suppression required to "flee" will get lower as units die, but will be hard to initiate when a squad is more full.

Assuming 5 Stormtroopers, they each have 1 courage. So 10 suppression tokens (double the courage) to make that squad flee. However, if you do damage and whittle the squad down to just 2 troopers, then its only 4 suppression tokens to cause them to flee.

Is my understanding accurate?

Actually according to the article, take with a mine level of salt as articles are usually off, the Courage value is not Per Model, its for the entire unit. So Troopers with a 1 will flee when they are at or above 3 suppression tokens, it has to be more than double not double.

"Every trooper unit has a yellow courage value, listed directly below its wound threshold. If a unit has a number of suppression tokens that equals or exceeds its courage value, that unit is suppressed and loses an action. In the example below, the Rebel Troopers receive a second suppression token after coming under fire from the 74-Z Speeder Bikes. If they’re unable to shake off these suppression tokens, the Rebel Troopers lose an action on their activation."

If it was per model the 3 troopers wouldnt Flee or be suppressed until they have 6/7 tokens, yet they are suppressed at 2 tokens.

If it were per model we would never see units flee unless its the result of some special rules, attacks or what have you.

Since its most definitely per unit, we might see it turn into a real and effective strategy which is very interesting imo! Suppress that unit with the anti-armor weapon then move in with the ATs!

2 hours ago, Soulless said:

If it were per model we would never see units flee unless its the result of some special rules, attacks or what have you.

Since its most definitely per unit, we might see it turn into a real and effective strategy which is very interesting imo! Suppress that unit with the anti-armor weapon then move in with the ATs!

Correct! Also as stated above it makes clumping up with vader around rather dangerous

As i undertand the rule, on stormtroopers 1-2 supression markers cancels ONE action not both, so my supressed unit still will be able to shoot right?

7 minutes ago, Warlordus said:

As i undertand the rule, on stormtroopers 1-2 supression markers cancels ONE action not both, so my supressed unit still will be able to shoot right?

Yes, or move, dodge, aim, or ready.

Losing an action is still pretty bad, given most troops want to be doing 4-5 every turn as is (move, aim,dodge,shoot, and possibly recover for heavy weapons/shedding suppression)

It's a lot more tactical than it 1st appears, especially when you throw in thing like precise, dodge, and surge conversion mechanics on the unit cards

Can someone walk through how we are reading how Rally works? Is it simply a move to make, similar to Aim, Dodge, etc. So if you have two suppression tokens and its the very end of the round, you can Rally with your 1 action, and then remove a 2nd suppression token at Round End (since you remove 1 from each unit?)

1 hour ago, Copes said:

Can someone walk through how we are reading how Rally works? Is it simply a move to make, similar to Aim, Dodge, etc. So if you have two suppression tokens and its the very end of the round, you can Rally with your 1 action, and then remove a 2nd suppression token at Round End (since you remove 1 from each unit?)

That’s how I read it, yes. All units lose 1i the end phase, and you can remove 1 by taking an action during their activation.

It’s quite easy to shed tokens, though it eats up even more actions....very bad times if you’re suppressed and want to rally too.

Works similarly to what I expected. It's a good system, less luck based than traditional morale effects in tabletop wargames where you roll (modified) dice vs a unit's (modified) leadership value. The way they worded it, it also means you can flush heavily entrenched units out of heavy cover even without killing anything, which is good.

It not being very luck based does mean you can never get 'heroic' moments where a unit refuses to break despite all odds. Your infantry get hit/crit 3 times they flee, basically.

The heroic moment is your commander rolling into your heavily suppressed units, steadying their nerves and leading them to victory!

44 minutes ago, OccasionallyCorrect said:

The heroic moment is your commander rolling into your heavily suppressed units, steadying their nerves and leading them to victory!

or the slow (or less than slow with double moves) advance of vader with his unbreakable retinue

This is really tactical.

When an unactivated unit has taken a suppression token you will want to activate it before it takes any more. But if the units activation token is "blind" you have no sure way to get an activation through!

And when assigning orders, there might be good reasons to give them to units you expect will come under fire.

this has lots of potential!

Yes sounds like there's going to be some real interesting back and forth counter play going on. And a real opportunity to use the terrain, units, and space to mess with that.

Can not wait to start painting. Looks like a small handful of us locally are gearing up for this. Excited.

I have high hopes for this one. If FFG has learned their lessons from X-Wing and Armada we hopefully will spared gaffes like Biggs or Major Rhymer. Sure beats 40k.

So glad suppression made it into the game. I've liked it in bolt action/beyond the gate of antares. I like that it's a viable tactic to simply suppress something.