T-47 preview is up

By DFocke, in Star Wars: Legion

10 minutes ago, DFocke said:

Also if it impact takes place before cover T-47 would be very easy to hit with a harpoon.

T-47s harpooning each other could be hilarious, especially with their compulsory move. But yeah I'm pretty sure you'd have to rely on getting a natural crit to do that, which is only a 1/8 chance.

Wedge Antilles 360 no scoping all over the battlefield in that T-47. Lol

31 minutes ago, ShadowKite said:

T-47s harpooning each other could be hilarious, especially with their compulsory move. But yeah I'm pretty sure you'd have to rely on getting a natural crit to do that, which is only a 1/8 chance.

impact 1, they have a 6/8. The issue is the 2/6 defense roll

Just now, Ralgon said:

impact 1, they have a 6/8. The issue is the 2/6 defense roll

Nope, the issue I'm referring to is is Cover 1 . If Cover 1 doesn't block hits before Impact can turn them into crits, then why does the T-47 have Cover 1 at all?

3 hours ago, DFocke said:

However, this will depend on how hit allocation is used. You can only get one hit at most, and if the target player allocates hits, they can put it on the non leader of the squad, move the leader as normal and then place the second speeder bike. Also with only one die getting that needed damage through can be tricky.

From the demos it seems that wounds are allocated to the unit not the models. However if this not the case harpooning off a standby action could be helpful. The bikes' primary weapons are fixed front after all.

9 minutes ago, ShadowKite said:

Nope, the issue I'm referring to is is Cover 1 . If Cover 1 doesn't block hits before Impact can turn them into crits, then why does the T-47 have Cover 1 at all?

I am convinced that you are right. *sigh* It will be an extreme long shot to harpoon a speeder, which makes sense thematically. So, it will be 100 times more awesome in that one rare case when it works!

Edited by chemnitz

Has anyone else realised how cheap tow cables are?

I love that with wedge and a ground buzzer it rounds out to a nice 200

15 minutes ago, beefcake4000 said:

I love that with wedge and a ground buzzer it rounds out to a nice 200

I think that the ground buzzer would actually be pretty good, but I think that everyone is too excited about the harpoon that you will not see too much use of the buzzer.

6 hours ago, steveisbig said:

I like how Wedge can pivot 360 degrees. I'd think they would have stopped at 180, but Wedge is Wedge...

Wedge allows a 360 pivot as a way to mitigate the compulsory move. Only need to go speed 3 to get your target lined up? Do a donut, stay in place.

7 minutes ago, nikk whyte said:

Wedge allows a 360 pivot as a way to mitigate the compulsory move. Only need to go speed 3 to get your target lined up? Do a donut, stay in place.

I'm not following your logic. I can see no senerio we're doing a 360 would be anything more than a wasted action.

3 minutes ago, NukeMaster said:

I'm not following your logic. I can see no senerio we're doing a 360 would be anything more than a wasted action.

Because you have to move twice: compulsory movement, and then another full movement. However, your second movement can be a pivot in a repulsor lift vehicle.

So you move, decide that’s where you wanna be, pivot 360, and carry on.

a 360 degree pivot would keep you pointed in the same direction you started in, hence the waste of an action. The most you would need to cover the full range of motion is 180 because you can turn in either direction.

Edited by jcmonson
to add clarification
8 minutes ago, nikk whyte said:

Because you have to move twice: compulsory movement, and then another full movement. However, your second movement can be a pivot in a repulsor lift vehicle.

So you move, decide that’s where you wanna be, pivot 360, and carry on.

I was not aware you had to move twice.

5 minutes ago, NukeMaster said:

I was not aware you had to move twice.

You don't have to move twice. I don't know where the idea that you have to move twice is coming from.

Edited by ShadowKite
1 hour ago, JackD2204 said:

I think that the ground buzzer would actually be pretty good, but I think that everyone is too excited about the harpoon that you will not see too much use of the buzzer.

While the harpoon is going to be a lot of fun, the probability of pushing that hit through on an AT-ST is .50. Against an AT-RT it’s .625. It’ll depend a lot on how well you can keep vehicles in your rear arc, and if you can take advantage of the pivot when it happens (although at the very least it’s a wasted action which is always good).

My personal aversion to relying on dice variance makes me partial to the ground buzzer.

I too will probably be taking the Buzzer more often than the Tow Cable. The pivot is nice, but it’s not all that reliable against vehicles and I’d rather take some rear potshots at stuff personally.

I mean, it’s not at all a bad option. But the best target is of course the AT-ST, and a 50% chance is a bit risky to base any plans on.

Edited by Extropia

I think given that a unit can go late in one turn and early the next you may get turned 180 degrees, if your opponent plays after your AT-ST. Which would allow units that were in front of an AT-ST to now be threatening rear shots.

As such unsupported armour seems like it will have a hard time if it just relies on not being hurt.

Even a 90 degree turn could open up the unit to rear shots from infantry. Also, as infantry are more maneuverable they could keep that rear in arc for 2-3 turns due to your limited mobility especially if they are on the inside of your turn as you will remain close to them. Further as they can move into terrain that vehicles may not, that may also help.

Oh wow, first time I thought of this in a tactical mind set, that is rich game play there. Well done Alex Davey, well done. I think I am going to enjoy this game a lot, easy to play hard to master!!

Just now, Amanal said:

I think given that a unit can go late in one turn and early the next you may get turned 180 degrees, if your opponent plays after your AT-ST. Which would allow units that were in front of an AT-ST to now be threatening rear shots.

As such unsupported armour seems like it will have a hard time if it just relies on not being hurt.

Even a 90 degree turn could open up the unit to rear shots from infantry. Also, as infantry are more maneuverable they could keep that rear in arc for 2-3 turns due to your limited mobility especially if they are on the inside of your turn as you will remain close to them. Further as they can move into terrain that vehicles may not, that may also help.

Oh wow, first time I thought of this in a tactical mind set, that is rich game play there. Well done Alex Davey, well done. I think I am going to enjoy this game a lot, easy to play hard to master!!

Even the action choices and ways to limit them have so much more depth than we are seeing right now imo (not to mention the trade offs units make for choosing the "other" options). This is really shaping up well......... i just hope that down the track we don't get units with action economy that breaks the system in the quest to be the "new shiny"

I think the most promising thing so far is that nothing appears blatantly too strong or too weak.

There's plenty of opinion and preference (i certainly have mine) but i've not yet seen a solid argument for something being out of whack. Which is great.

Interesting mechanic for the tow cable which might be fun.

However, the fact that it has no specifics about bringing down walkers adds more weight to the fact that this scale game will not include AT-ATs and they should have gone for 10-15mm (which will probably be announced late 2019 anyway).

5 minutes ago, Gallanteer said:

Interesting mechanic for the tow cable which might be fun.

However, the fact that it has no specifics about bringing down walkers adds more weight to the fact that this scale game will not include AT-ATs and they should have gone for 10-15mm (which will probably be announced late 2019 anyway).

Couple of points there:

1) it means nothing to do with AT-AT's, because the AT-AT itself may have a rule ("if forced to turn outside of it's activation, the model is destroyed" or whatever).

2) No, they shouldn't have done 10-15mm and that's purely your opinion, as this is mine, which has been discussed way past the point of death and iun to full necromantic unlife at this stage.

6 hours ago, Extropia said:

I mean, it’s not at all a bad option. But the best target is of course the AT-ST, and a 50% chance is a bit risky to base any plans on.

How is the harpoon 50%? Red dice have 6/8 chance to hit and Impact means it crits. Or are you subtracting the defense die from the AT-ST?

Someone needs to make a Legion dice calculator...

2 minutes ago, Undeadguy said:

How is the harpoon 50%? Red dice have 6/8 chance to hit and Impact means it crits. Or are you subtracting the defense die from the AT-ST?

Someone needs to make a Legion dice calculator...

Yep! Subtracting the defense die, with the AT-ST’s defensive surge.

Agreed.

That's the one....factored defence in.

I mean it's not bad, and it could be situationally devastating. It'll be a high learning curve to get the most out of that cable i think.