Scoring -- adjustment needed?

By Hawkstrike, in Star Wars: Legion

So win conditions are based on:

(1) If you completely defeated your opponent, you win, else

(2) If you have more victory points than your opponent, you win, else

(3) The person who defeated the most points in opposing units wins.

This is similar to the way Imperial Assault started, but they eventually had to change (3) to score by figure instead of unit, because otherwise the last trooper in a squad could run away and hide and effectively "points fortress" the entire squad's value. In Legion, with a squad potentially taking up 1/8 of the points in a list, that can be significant.

Should the game go to partial unit scoring? (E.g. 11 points per Stormtrooper on the board, and the heavy weapons score based on their card values.)

In ten games watched and played, I haven't seen one go to points destroyed yet. There has always been a player with more objective points.

I don't think this is going to be a huge issue like in Imperial Assault.

Maybe for Recover Supplies, where you can Claim a token and run off into the woods and hide out behind all the other action going on. Maybe that's even a valid tactic, but consider that only Troopers can pick up the token, and there's 5 in total to be had. If we're tied on tokens, that means there's still an extra one out on the field somewhere. Between Luke/Vader and your requisite 3 Corps units in the game right now, this means that unless you let your opponent run off with the middle token early, the match is probably going to hinge on that one being the decider, which means units and dice rolling and bodies dropped.

It's harder to just take it and run if everyone is contesting it. At best you have 6 figures to chew through, and if Luke or Vader is in that fight for the middle (like I feel they would be) it's not going to be too hard to whittle them down.

Breakthrough might lead to this kind of stalemate if neither side can push through, but then expect Airspeeders and Speeder Bikes to come in on the last turn to make this happen for the points.

Intercept the Transmissions and Key Positions are about striking at the optimal moment and for Key Positions, I feel like holding one of the objectives with 2 units of Stormtroopers is a serious commitment, and if your opponent wants to contest it, they'll need at least 2 unit leaders to deny points, nevermind 3 to score it.

Best advice here I think is to zero out a whole unit when you can so their unit leaders can't score anything. If they try and retreat to their own deployment area on anything other than Recover Supplies, then I think you've already won the game.

I'd love to hear other tactical thoughts on the matter.

1 hour ago, Crit Happens said:

In ten games watched and played, I haven't seen one go to points destroyed yet. There has always been a player with more objective points.

We just played a Breakthrough game that did go to points destroyed (with only two partial squads remaining on each side), hence the question.

With the variance of missions deployment etc i don't think thos will be a problem most of the time, but i would like to see the OP rules before we start calling for changes in the rules. Frankly i hope they hold out to get them right and let more options become available before we go to tournament style play.

Patience

Ah well if it comes down to it, it’s simple, blue player wins.

Actually all my games till now ended on "completely defeated".

4 hours ago, DerBaer said:

Actually all my games till now ended on "completely defeated".

Did you play without cover?

No. Lots of barricades, several houses. Very aggressive playstyle.

Edited by DerBaer
14 hours ago, Hawkstrike said:

We just played a Breakthrough game that did go to points destroyed (with only two partial squads remaining on each side), hence the question.

I wasn't at all denying that it could happen, just giving my personal experience so far. Break through is also the only objective that I haven't played yet. I can easily see how that ends in a tie.

I think that points of entire units destroyed is pretty good for a tie breaker though. I've seen enough times that 4+ troopers get wiped out in a single ranged attack behind heavy cover, so hunting down a single leader is very doable. Even if hiding behind a building, unless it's that last turn, you should be able to chase him down if necessary.

Ideally we'll get new objective cards over time. I'd honestly be happy to get a new set every year that improves the scoring and forces conclusive games. What we've got is pretty good, but I've never played a wargame that doesn't benefit from scenario tweaking over time.

17 hours ago, Crit Happens said:

In ten games watched and played, I haven't seen one go to points destroyed yet. There has always been a player with more objective points.

I just played a game yesterday with Long March and Breakthrough. Neither of us made it into the other's deployment zone.

1 minute ago, Rogue Dakotan said:

I just played a game yesterday with Long March and Breakthrough. Neither of us made it into the other's deployment zone.

“So what you’re saying is ... you failed...” ? (j/k)

Although, that is how I talk to myself...

Even in the cases it does come up, I am 100% fine with it as a consolation prize win...

will be interesting to see how and if OP scoring introduces margins

17 hours ago, Crit Happens said:

In ten games watched and played, I haven't seen one go to points destroyed yet. There has always been a player with more objective points.

I've seen it happen a few times. Especially with the supplies objective. It's surprisingly easy to drop those things.

37 minutes ago, Rogue Dakotan said:

I just played a game yesterday with Long March and Breakthrough. Neither of us made it into the other's deployment zone.

I've played football before. It's pretty funny and kind of interesting. I ended up winning by rushing a bunch of my stuff to some terrain outside his deployment zone and defending the spot until the last turn when I could run in. It was an interesting game made more interesting by both of our awareness that we needed to plan to start rushing zones as early as turn 3.