It definitely appears common for players to just drop Standing Orders turn 1, essentially by default. Most aren't even thinking about the decision. For me, it's typically Assault turn 1 with Standing Orders only coming up in rare occasions (and I still regret it). With that in mind, I started asking people why and their responses were to be expected, but didn't really hold up to analysis. At least 2 local have been broken of the habit when their lack of turn 1 activation control essentially let me take out key units before the game even started. So, let's examine the biggest reasons:
1) I don't want to waste a good command card:
You have 6 non-Standing Order cards and it's a 6 turn game. As another counterpoint, how many times over the course of an average game do you play the Assault card? Freqently turn 2 is your character specific 3 pip cards like Return of the Jedi or Master of Evil to hand out a dodge to your force user which lets your force user hold activation without being excessively vulnerable and give you solid, if not 100% activation control. Turns 3-4 you usually want your 1 pips or your 2 pips with good effects like My Ally is the Force, , Ambush, Son of Skywalker or Implacable. You likely aren't getting back around to playing the higher pip cards with no bonuses like Push or Assault until turns 5-6 and by then, it's fairly common for Push and Assault to basically do the same thing (If you have 2 or less non-troopers, they both give 100% activation control, but Push is faster). To put it simply, where would you utilize Assault over the course of the game now that you wouldn't be able to if it was played turn 1 instead of Standing Orders? Almost everyone who drops Standing Orders turn 1 ends up with Assault still in their hand at the end of the game.
2) I make my opponent go first:
This actually doesn't work. It fails to take into account the 1 major difference between Legion and other games with alternating activations (Armada, Guild Ball, Malifaux, etc.). In those games, you always have control over who activates, so making the other player go first can be a substantial edge and having the activation count helps that immensely. In Legion, if you only have 1 order token out, that means that while the other player may be going first, you very well may have key units going far too early in the turn sequence and being relegated to either doing nothing or risking getting killed. the biggest victim that I've seen of this are speeder bikes and T-47s. Their speed is a phenomenal advantage...if you can control when they activate. Otherwise, they fly into the middle of 4 units that haven't activated yet and get plastered or have to avoid doing anything relevant to not die. If you make your opponent do irrelevant activations first, but your key models are going way too early, what advantage did you gain?
I can't count the number of times an opponent has played Standing Orders turn 1, then pulled their first or second activation token at random only to say ****. I'm not saying it's never the right call, but "when something activates" is very relevant even as early as turn 1.
Like any element in any game, the choice needs to analyzed and only applied when appropriate.
Edited by MasterShake2