Activation and Commands

By MicroManager, in Star Wars: Legion

Hmm I can't seem to get to grips with the activation and command cards/tokens - could someone maybe clarify this please?

Example Setup:

Player 1 has brought 6 units to the Table

Player 2 has only brought 4

Each unit get a Command token corresponding with its rank

Each player has chosen 7 Command Cards - lowest Pip-count has priority - in this case player 1 has priority. Players designate orders to as many units as there a pips on their played command card and the leftover tokens are randomized.

What happens then - is it I go You go from there?

What happens when player 1 has 2 more units on the table than player 2? Will player 1 just keep activating untill all units have been activated?

Any clarification would be greatly appreciated.

19 minutes ago, MicroManager said:

What happens when player 1 has 2 more units on the table than player 2? Will player 1 just keep activating untill all units have been activated?

Yes, which is why having extra activations is a pretty powerful thing.

Thanks! In an objective based game having the most units can be crucial then.

You almost have it. The thing is that pip count (correct, lowest activates first) does not determine the number of units activated. There is another number on the card. This number could be, for example, 1 ,2, or 3 units. And some cards specify what units can be chosen. Example: troopers, Darth Vader, etc.

Each player chooses to assign tokens to that number of units, and the remaining tokens are randomized.

2 minutes ago, AldousSnow said:

You almost have it. The thing is that pip count (correct, lowest activates first) does not determine the number of units activated. There is another number on the card. This number could be, for example, 1 ,2, or 3 units. And some cards specify what units can be chosen. Example: troopers, Darth Vader, etc.

Each player chooses to assign tokens to that number of units, and the remaining tokens are randomized.

Oh I didn't realize that, thanks. Hmm then there's little way that one can predict/strategic plan against what an opponent might command after a few turns of play - thats is very good.

1 minute ago, MicroManager said:

Oh I didn't realize that, thanks. Hmm then there's little way that one can predict/strategic plan against what an opponent might command after a few turns of play - thats is very good.

Exactly. Even better, each commander; Luke, Vader, Veers, Leia? Has 3 unique command cards. You always bring 7. But if you, for example, bring Vader AND Veers in your army, you choose which command cards. (Maximum 2 cards with each pip count). So you could bring 2 Vader cards, 2 Veers cards, and 3 generic cards. The combinations are really varied. Your opponent has no idea what cards you have in your hand.