So you've watched a few demo games and ....

By tgall, in Star Wars: Legion

32 minutes ago, Hrathen said:

The other thing I learned is that I want to get enough dice. Currently planning on 2 box sets. the question I have now is, should I just buy a third box set or an extra dice pack?

I'm pretty sure that anything past 2 cores will be overkill. Unless you're buying them to paint and resell. (Keeping the dice of course!)

On 2/15/2018 at 12:16 PM, Ling27 said:

My question is, can you not put upgrades on other units like in Armada? If so then a lot of the choices as to what I am using will be based on that. For example, can I put a flamer with Storm Troopers and a Heavy Blaster with Snow Troopers?

Also, if Snow Troopers are slower then they would work as a good vanguard force with more ranged stuff, then get the storm boys up front with close quarters equipment. Especially in a field battle. Like Devin Pike said, Snowtroopers would be better in Urban environments.

We don't know. Mainly because we don't know if modding will be tourny legal

2 hours ago, steveisbig said:

I'm pretty sure that anything past 2 cores will be overkill. Unless you're buying them to paint and resell. (Keeping the dice of course!)

For imperials, yes.

For rebels, you can use 3x atrt and 5-6 x trooper units in a list comfortably, so not so clear.

1 thing to keep in mind is that the speeder bike mini with the holdout blaster and the atrt with the rifle don't seem to come with the expansion boxes, so there is that to consider as well.

9 hours ago, Omnustechni said:

I think 2 red dice will average about the same number of hits most of the time. Red dice have about 75% chance to hit. Black dice are 50% (at least that's my understanding). You'd average 1.5 hits. For some reason I was thinking Luke's pistol had impact 1, but it doesn't. So real difference is the impact 2. If you mostly plan to use Luke to kill vehicles then you're right it is a straight upgrade to get those impact hits.

I'm kind of wondering that since Luke doesn't get a free recharge of his powers if Force powers are really that useful. You kind of have to blow one of your two actions to recharge them. I guess what you'd end up doing is recharge for action one and then move into melee range to get your charge attack if you can. I'm kind of just speculating that using saber throw could actually prevent you from closing if you take the time to recharge it. If you only used it once in a fight would it be worth taking it?

You're definitely right, but I'm just thinking points for wounds it may not be worth using that since he does have a decent ranged attack without it.

@Omnustechni Luke has offensive surge to crit, so his dice are effectively:
Red: 2 crit sides, 5 hit, 1 blank
Black: 2 crit, 3 hit, 3 blank

Against a regular target, we're looking at:
1.75 hit/crit per blaster shot
1.875 hit/crit per saber throw

The saber throw and the blaster both have pierce, but the throw also has impact 2, converting 2 regular hits to crits.

Given that Armor ignores regular hits, we're looking at
Blaster: 2/8 per red die, or only .5 effective hits
Saber: remains at 1.875 (.75 crit, 1.125 regular hits which is below the impact threshold).

So, against a vehicle, Saber throw is much better than a DL-44 blaster shot.
One thing to keep in mind is that many defenses (read: All defenses) apply after the fact to negate only regular hits. The only advantage of a red die vs a black die is that a character is more likely to land a regular hit, which is basically pointless (dodge tokens, cover, and armor mechanics only work against regular hits).

I have watched as many demo games as I can and I have some thoughts. I honestly find the combat to be a bit boring... anyone else? I just don't get very excited. I doesn't feel like there is any tension. When you get your trooper unit behind cover 2, you are almost certain to stay put aim/firing or dodge/firing for a few turns. When there are only six turns in a game to spend 30-50% of it in one spot is a bit underwhelming. I also find the command system very cool on paper but so far in the demons I am not really feeling like there are many meaningful choices. You don't really get punished per say as you can just make your decisions real time with relative flexibility. Maybe if each unit had a number on their token so that the infantry cant all be activated with the same token. Then there would be risk. If you really need someone to act fast you should assign them a token, not just throw all their type tokens into a bag to yield still 100% assurance. I suppose if more types of units come out the randomness of the tokens will pose more of a threat.

Overall I am still looking forward to playing, but I was surprised at my guy reactions initially. Anyone else?

@TheWiseGuy

I think part of the issue is that all of the games we've seen so far are with ONLY the Learn to Play rules and not the full rule set. One specific example from the BoW video was the Imperial player doing two full moves across a barricade to grab an objective token. Either they got the rule wrong or it isn't part of the Learn to Play game but I'm fairly certain that moving over a barricade reduces your move to a Move 1. Likewise, I have a feeling that the Suppression mechanic plays a bigger part in the full game than we are currently seeing. if not what's the point of both Vader and Luke having command cards that manipulate suppression?

So far we are only seeing "teasers" of actual Legion gameplay, if you will.

57 minutes ago, NeonWolf said:

@TheWiseGuy

I think part of the issue is that all of the games we've seen so far are with ONLY the Learn to Play rules and not the full rule set. One specific example from the BoW video was the Imperial player doing two full moves across a barricade to grab an objective token. Either they got the rule wrong or it isn't part of the Learn to Play game but I'm fairly certain that moving over a barricade reduces your move to a Move 1. Likewise, I have a feeling that the Suppression mechanic plays a bigger part in the full game than we are currently seeing. if not what's the point of both Vader and Luke having command cards that manipulate suppression?

So far we are only seeing "teasers" of actual Legion gameplay, if you will.

I hope so. Are the full rules released? I understand the suppression mech makes you lose 1 full action? That could be pretty bad, but at the same time its only the difference between an aim or a dodge if you are in cover, which troops often are.

9 minutes ago, TheWiseGuy said:

I hope so. Are the full rules released? I understand the suppression mech makes you lose 1 full action? That could be pretty bad, but at the same time its only the difference between an aim or a dodge if you are in cover, which troops often are.

Matching courage (which can be modified by leaders) loses an action, double courage and they break fleeing.

3 minutes ago, Derrault said:

Matching courage (which can be modified by leaders) loses an action, double courage and they break fleeing.

Oh that is a good point. We haven't really seen that yet. Maybe that will spice things up a bit.

1 minute ago, TheWiseGuy said:

Oh that is a good point. We haven't really seen that yet. Maybe that will spice things up a bit.

I don’t recall seeing anyone use force push either, or real terrain height changes (all of which would impact maneuvering). I’d like to see some variance with terrain at heights 1-4 (perhaps even a gorge, making it treacherous to reach objectives)

After reading the LTP rules, I can attest to the simplicity of the demo game. The game is set up just to kill your opponent, not to play objectives. Once we get the RRG, we will get all the cool rule interactions that will add depth to the game.

Also remember all games with a release cycle like this will be rather bland in the beginning.

On ‎2‎/‎16‎/‎2018 at 7:12 PM, Undeadguy said:

After reading the LTP rules, I can attest to the simplicity of the demo game. The game is set up just to kill your opponent, not to play objectives. Once we get the RRG, we will get all the cool rule interactions that will add depth to the game.

Also remember all games with a release cycle like this will be rather bland in the beginning.

FFG and Star Wars fell in love, collaborated and are about to bring "Starhammer 2018" into our lives. This virtual neonate has not yet had time to develop. For the near future it will be sleepless nights, feeding, burping and changing until the really, really cool action starts happening. We are in faith mode at present.