So what cheese have we already thought up?

By Ralgon, in Star Wars: Legion

42 minutes ago, tieren said:

According to the leaked Spanish rules, u make separate attack pools with different weapon. I’m wondering if each attack applies it’s own suppression token. If so that’s probably what the z6 is for primarily.

13 minutes ago, Extropia said:

Thnaks, I was waiting to hear that. It’s how I always expected and said, but quite a few thought it’d all be pooled, which made no sense to me due to keywords being different per weapon.

Good to know!

So if I make an attack action, I can have my troopers attack 1 unit with their dice, and then attack a different unit with my specialist? And still move/dodge/etc., after?

Also, any idea how that plays with grenades? I assumed you just rolled an extra black die that have Blast, but would I actually roll a separate attack for that?

33 minutes ago, Undeadguy said:

So if I make an attack action, I can have my troopers attack 1 unit with their dice, and then attack a different unit with my specialist? And still move/dodge/etc., after?

Also, any idea how that plays with grenades? I assumed you just rolled an extra black die that have Blast, but would I actually roll a separate attack for that?

It would remove the conundrum of “if one weapon has blast which hits ignore cover” and with impact and ither keywords

1 minute ago, Jabby said:

It would remove the conundrum of “if one weapon has blast which hits ignore cover” and with impact and ither keywords

That's what I was thinking as well. Seems the most elegant way to split up the attacks. But I guess this also means troops with a specialist and grenades can attack 3 targets?

I really can't wait for FFG to release the rules.

Sounds right. It actually makes putting an AT weapon like the PLX in a unit better, because you can target each weapon against what it’s actually good against.

1 hour ago, Undeadguy said:

That's what I was thinking as well. Seems the most elegant way to split up the attacks. But I guess this also means troops with a specialist and grenades can attack 3 targets?

I really can't wait for FFG to release the rules.

I am also eagerly awaiting the rules. Special weapons being able to target a different unit than the main squad would be very nice for anti-vehicle weapons in anti-infantry squads.

Due to the wording of the "Arsenal" keyword, I think each model can only attack with one weapon a turn, so doubtful they would be able to shoot and throw a grenade.

1 hour ago, Extropia said:

Sounds right. It actually makes putting an AT weapon like the PLX in a unit better, because you can target each weapon against what it’s actually good against.

I feel like the "machine gun" specialists will be better because they can respond to any situation with a lot of dice. Like you say, if I can take a PLX or Ion and attack a separate target, I'll still need an optimal target. Whereas the Z-6 and DLT-19 can attack anything effectively.

2 hours ago, Undeadguy said:

So if I make an attack action, I can have my troopers attack 1 unit with their dice, and then attack a different unit with my specialist? And still move/dodge/etc., after?

Also, any idea how that plays with grenades? I assumed you just rolled an extra black die that have Blast, but would I actually roll a separate attack for that?

In the Spanish demo rulebook, there were rules for splitting your attack if you are using more than one weapon.

I'm pretty sure taking a grenade upgrade give each of your troopers in the squad a 3rd weapon choice. So for each figure in your stormtrooper unit, you would choose to either fire their E-11 blaster rifle or throw a grenade. Just like with an AT-RT, you would either choose to fire its Hardpoint weapon or its A-300 blaster rifle, but not both.

6 minutes ago, ShadowKite said:

In the Spanish demo rulebook, there were rules for splitting your attack if you are using more than one weapon.

I'm pretty sure taking a grenade upgrade give each of your troopers in the squad a 3rd weapon choice. So for each figure in your stormtrooper unit, you would choose to either fire their E-11 blaster rifle or throw a grenade. Just like with an AT-RT, you would either choose to fire its Hardpoint weapon or its A-300 blaster rifle, but not both.

Oh OK. That's really cool. I like options.

Each model shooting 1 weapon seems logical as arsenal bypasses this.

Being able to split targets also seems logical, the days of those 4 bolters doing nothing while the lascannon shoots the tankhavegone in 40k and its for the better.

30 minutes ago, DarkTrooperZero said:

Each model shooting 1 weapon seems logical as arsenal bypasses this.

Being able to split targets also seems logical, the days of those 4 bolters doing nothing while the lascannon shoots the tankhavegone in 40k and its for the better.

That's the most infuriating part of some wargames I've played, having a reasonable option for anti-armor weaponry, but it has a huge opportunity cost because of forced targeting.

However, with the way Impact is worded, rolling more dice increases the likelihood of getting X number of hits (X being the Impact value), meaning for once a larger pool isn't a terrible thing.

2 hours ago, Undeadguy said:

I feel like the "machine gun" specialists will be better because they can respond to any situation with a lot of dice. Like you say, if I can take a PLX or Ion and attack a separate target, I'll still need an optimal target. Whereas the Z-6 and DLT-19 can attack anything effectively.

I agree the that DTL-19 seems in many ways better, as it still has the Impact keyword, better minimum range, and no movement restrictions. I will hold judgment on the Z-6 vs Ion until I see the rules on Ion tokens.

Edited by Caimheul1313
1 hour ago, Caimheul1313 said:

That's the most infuriating part of some wargames I've played, having a reasonable option for anti-armor weaponry, but it has a huge opportunity cost because of forced targeting.

However, with the way Impact is worded, rolling more dice increases the likelihood of getting X number of hits (X being the Impact value), meaning for once a larger pool isn't a terrible thing.

I agree the that DTL-19 seems in many ways better, as it still has the Impact keyword, better minimum range, and no movement restrictions. I will hold judgment on the Z-6 vs Ion until I see the rules on Ion tokens.

ion tokens block 1 action on the target vehicle for that turn (again from the Spanish reveal). Unknown as to if it stacks, but it's the exhaustible tag that turns me off them. To keep using the ion trooper means recover + move or fire (unless you're snowtroopers).

Same as the hh-12, move and fire+ exhaust seems like overkill. To really make them shine they need veers as a babysitter to give them aim or vader killing off their squadmates for the extra action.

Edited by Ralgon

read the air speeder article, most of your dreams will be crushed.

3 minutes ago, JackD2204 said:

read the air speeder article, most of your dreams will be crushed.

in what way? It's not all that much stronger than it was.... the trollpoon is ok, but the more i look at it the degree of difficulty it has to active is fine.

8 minutes ago, JackD2204 said:

read the air speeder article, most of your dreams will be crushed.

Which dreams? I’m confused.

43 minutes ago, Ralgon said:

ion tokens block 1 action on the target vehicle for that turn (again from the Spanish reveal). Unknown as to if it stacks, but it's the exhaustible tag that turns me off them. To keep using the ion trooper means recover + move or fire (unless you're snowtroopers).

Same as the hh-12, move and fire+ exhaust seems like overkill. To really make them shine they need veers as a babysitter to give them aim or vader killing off their squadmates for the extra action.

Ah, wondered what the arrow meant. Although I'd trade an action from a 72 point unit for an action on a 175+ point vehicle. Still, I'll have to see the interactions of various rules to see if there's a way to use them with tow hooks or something else. Hopefully we're close to the full rules release.

18 minutes ago, Caimheul1313 said:

Ah, wondered what the arrow meant. Although I'd trade an action from a 72 point unit for an action on a 175+ point vehicle. Still, I'll have to see the interactions of various rules to see if there's a way to use them with tow hooks or something else. Hopefully we're close to the full rules release.

Yeah, the "right turn" arrow is exhaustable. You use it, you "tap" it (to use an mtg term) Takes an action or ability ( such as vaders "master of the force") to ready it to use again.

Edited by Ralgon

I was just saying that hopefully the air speeder rules will prevent situations like the 3 mortar at-st sitting in the corner situation; that would be horrible.

11 minutes ago, JackD2204 said:

I was just saying that hopefully the air speeder rules will prevent situations like the 3 mortar at-st sitting in the corner situation; that would be horrible.

It's still got to hit though, on 1 dice.......... so get past 6/8 to hit and 2/6 to block it

As has been mentioned ( and i hope this is the case) the rulebook will possibly specify that all upgrades are limited to 1 copy per model

Edited by Ralgon
5 hours ago, Ralgon said:

ion tokens block 1 action on the target vehicle for that turn (again from the Spanish reveal). Unknown as to if it stacks, but it's the exhaustible tag that turns me off them. To keep using the ion trooper means recover + move or fire (unless you're snowtroopers).

Same as the hh-12, move and fire+ exhaust seems like overkill. To really make them shine they need veers as a babysitter to give them aim or vader killing off their squadmates for the extra action.

Ion tokens stack

2 hours ago, Jabby said:

Ion tokens stack

so 64 points worth of ion trooper can lockdown 250 points worth of atst completely? The salt and hate will be extreme in those nerf threads.......

2 hours ago, Ralgon said:

so 64 points worth of ion trooper can lockdown 250 points worth of atst completely? The salt and hate will be extreme in those nerf threads.......

They will lock themselves down too. Giving vader the chance to walk up and choke a ***** out.

Yeah...if you leave your unsupported vehicle in range of multiple ion weapons, you kind of deserve what you get.

17 minutes ago, Extropia said:

Yeah...if you leave your unsupported vehicle in range of multiple ion weapons, you kind of deserve what you get.

That's what the rest of the 2 squads are for? They dont all have to shoot at the atst.

That said, it's probably going to be more of an imp thing with snowtroopers, seeing as how they can still be mobile...

But the vehicle SHOULD have support. Unsupported armour absolutely should get trounced by infantry unless it can hang around at range with open fields of fire.

7 hours ago, Orcdruid said:

They will lock themselves down too. Giving vader the chance to walk up and choke a ***** out.

The troops aren't entirely locked down, they still have an action left over after Recovering (is it forced or optional?). With Ion Tokens stacking, the AT-ST would get no actions if it is getting hit by 2+ Ions each turn. Obviously those Rebels make themselves big targets, but each turn the AT-ST is locked down is one less turn it has a chance to "make back" it's points. Any resources used to eliminate the Ion troopers is resources not used to take out something more important, like a Commander. Plus in your example, that's over half the army points tied up with significantly cheaper units, leaving a large amount of point on the Rebel side free to accomplish objectives.