The white defense dice don't work.

By Jake the Hutt, in Star Wars: Legion

Tactical placement, activation, and suppression will help keep your troops alive.

Its also a mindset thing; you just hafta accept youre going to loose a lot of them. I just think of Rogue 1 when I play. I doesn't matter how many of them live if the objectives are accomplished.

3 minutes ago, NervousSam said:

Tactical placement, activation, and suppression will help keep your troops alive.

Its also a mindset thing; you just hafta accept youre going to loose a lot of them. I just think of Rogue 1 when I play. I doesn't matter how many of them live if the objectives are accomplished.

I think maybe the game has a higher number of casualties than I was expecting, Which is totally fine. I'll need to adjust my expectations for troop survival.

I lost a game with having 75% of my force alive while my opponent had 3 total minis left on the table...but each one held a supply objective. It was nuts.

+1 for splitting fire. Once Veers comes out it is going to be a lot easier to get Stormtroopers to loose an action.

I actually really like splitting fire with a Z-6 since the chance of rolling crits is just as good as regular hits. It is not very realistic to expect to roll enough damage to surpass heavy cover if your target has it but with 6 white dice you have a reasonable chance at a crit.

I am still waiting for the opportunity to suppress 3 units in an activation with grenades a heavy weapon and rifles :) . One day, one day...

Single die, random chosen from core set, one die used for rolls.

100 rolls:

10 block.

12 surge.

78 blank.

Rolled on FFG matted surface, no additional impacts on terrain or models.

That’s a dead’un, right?

3 minutes ago, Drasnighta said:

Single die, random chosen from core set, one die used for rolls.

100 rolls:

10 block.

12 surge.

78 blank.

Rolled on FFG matted surface, no additional impacts on terrain or models.

That’s a dead’un, right?

I did 200 rolls with 6 dice (we got two core sets) on my desk. 147 blanks, 36 Blocks, 17 Surges.

Of course that doesn't really mean anything at all. Its a tiny sample size. I mean, it reinforces my irrational dislike for the white defense die based on my bad luck in a few games, but...

Confirmation bias the game: Star Wars Edition

1 minute ago, Jake the Hutt said:

I did 200 rolls with 6 dice (we got two core sets) on my desk. 147 blanks, 36 Blocks, 17 Surges.

Of course that doesn't really mean anything at all. Its a tiny sample size. I mean, it reinforces my irrational dislike for the white defense die based on my bad luck in a few games, but...

It’s a small sample size for white dice in general, I agree, but at least in my case, for that INDIVIUAL die the sample size of 100 was quoted as being enough... right?

... or will we see people shift goalposts again? ?

"no match for a good blaster at your side"

apparently shooting at figures kills them dead. With the defense dice, the Rebels have a 5+ save essentially and the Stormtroopers have a 4+, both can get cover and both can get dodge. This is the way it's designed folks.

1 hour ago, Jake the Hutt said:

I did 200 rolls with 6 dice (we got two core sets) on my desk. 147 blanks, 36 Blocks, 17 Surges.

Of course that doesn't really mean anything at all. Its a tiny sample size. I mean, it reinforces my irrational dislike for the white defense die based on my bad luck in a few games, but...

How did you do 200 rolls with 6 dice? Just rolled 2 of them for the final roll?

Narrative gaming folks, it's whats for dinner. Put down your calculators.

43 minutes ago, izrador said:

Narrative gaming folks, it's whats for dinner. Put down your calculators.

That's just the main course! Some of us like a tasty, tasty spreadsheet on the side. Adds a bit of flavor. :lol:

1 hour ago, LunarSol said:

How did you do 200 rolls with 6 dice? Just rolled 2 of them for the final roll?

Yeah.

4 hours ago, Gorthaur25 said:

+1 for splitting fire. Once Veers comes out it is going to be a lot easier to get Stormtroopers to loose an action.

I actually really like splitting fire with a Z-6 since the chance of rolling crits is just as good as regular hits. It is not very realistic to expect to roll enough damage to surpass heavy cover if your target has it but with 6 white dice you have a reasonable chance at a crit.

I am still waiting for the opportunity to suppress 3 units in an activation with grenades a heavy weapon and rifles :) . One day, one day...

You know Vader does nothing to prevent action loss, right?

All he affects is their panic threshold.

1-in-3 is always swingy. Here, I did 99 rolls for ya. Here's the result:

(Rolling 3 dice a time, first number is blocks, second number is surges - the average would be one one surge OR hit per roll).

01
01
00
11
01
02
00
00
10
00
20
10
02
02
00
00
01
00
00
01
00
02
11
00
10
20
10
10
00
00
11
00
20

So that's 14 blocks and 16 surges, which is almost spot on for the averages.

But notice the jagginess: for the first rolls, I got one single block out of the first 24 rolls. If you start at the bolded number, you'll see I went 30 rolls without a single block!

Imagine that was my vehicle-saves... It can make you scream at your dice. But that's just probability. You have to expect runs of luck either way.

Edited by Weatsop
20 hours ago, Tvayumat said:

You know Vader does nothing to prevent action loss, right?

All he affects is their panic threshold.

Apparently I did not. Our whole group has been playing this incorrectly. So then for example rebel troopers in Luke's bubble are still suppressed at 1 token but don't panic until they receive 6 or 3?

Edited by Gorthaur25
3 minutes ago, Gorthaur25 said:

Apparently I did not. Our whole group has been playing this incorrectly. So then for example rebel troopers in Luke's bubble are still suppressed at 1 token but don't panic until they receive 6 or 3?

Yes they are suppressed at 1 and they would panic at 6 if in Luke's bubble.

Yes, exactly.
If you read the suppression rule, nothing ever mentions commanders.
However, under panic, it is clearly indicated that the commander's courage value is used in the 1-3 band.

The whole point is to suppress the enemy units to limit their actions. If everyone around vader was immune to suppression, it'd be boring.

26 minutes ago, Gorthaur25 said:

Apparently I did not. Our whole group has been playing this incorrectly. So then for example rebel troopers in Luke's bubble are still suppressed at 1 token but don't panic until they receive 6 or 3?

The other thing that people seem to miss is that Luke receives the Cover bonus for having 1-2 Suppression tokens but doesn't lose an action until he hits 3 Suppression tokens.

2 hours ago, NeonWolf said:

The other thing that people seem to miss is that Luke receives the Cover bonus for having 1-2 Suppression tokens but doesn't lose an action until he hits 3 Suppression tokens.

That's we were getting correct (when we remember)

I usually hate it when people say this... but maybe you're not using enough terrain?

If you have to rely on straight white defense dice for rebels for most of a game, then you're doing terrain wrong. Try more terrain placed more like a WWII tabletop battle than what you see/expect for 40k, which has basically empty tables pock marked by unusable ridiculous structures. That's a trick that the 40k players have pulled on the entire industry.

1 hour ago, Vertrucio said:

I usually hate it when people say this... but maybe you're not using enough terrain?

If you have to rely on straight white defense dice for rebels for most of a game, then you're doing terrain wrong. Try more terrain placed more like a WWII tabletop battle than what you see/expect for 40k, which has basically empty tables pock marked by unusable ridiculous structures. That's a trick that the 40k players have pulled on the entire industry.

I understand the assumption, but we are using a ton of terrain. We're Infinity players, so our tables are dense with lots of cover and multi-level structures.

But that is really good advice. I suspect Legion plays best with a good amount of terrain coverage. I'm actually eager to try playing in a board thats mostly connected corridors and rooms.

Anyway, the more I think about it the more I realize that, aside from just bad luck with the dice and not realizing that Nimble existed, I may be playing too aggressively. In all of our games its my Rebels that are covering the most ground and (aside form his bikes), which often leads to me having to deal head on with Storm Troopers in heavy cover with an Aim or Dodge token.

2 minutes ago, Jake the Hutt said:

I understand the assumption, but we are using a ton of terrain. We're Infinity players, so our tables are dense with lots of cover and multi-level structures.

But that is really good advice. I suspect Legion plays best with a good amount of terrain coverage. I'm actually eager to try playing in a board thats mostly connected corridors and rooms.

Anyway, the more I think about it the more I realize that, aside from just bad luck with the dice and not realizing that Nimble existed, I may be playing too aggressively. In all of our games its my Rebels that are covering the most ground and (aside form his bikes), which often leads to me having to deal head on with Storm Troopers in heavy cover with an Aim or Dodge token.

In the games I've played we have used the Competitive Terrain guidelines for using terrain that covers roughly 1/4th of the play area. Due to alternating terrain placement, deployments, and objectives a surprising amount of terrain doesn't actually factor into the battle. Stuff deployed in back corners or in parts of the battlefield that don't contain objectives tend to be "wasted".

I have yet to play a game on the Battle Lines deployment and my next game is the 3rd mission from Operation: Silent Hail. My last three games have come down the the tiebreaker to determine the winner, which I've only managed to claim once out of those three games. I generally play more conservatively/defensively so I've been considering being more aggressive with Luke and his Rebel Troopers since Stormtroopers can pot-shot me with their DLTs. It's been very interesting, and fun really, trying to figure out what actions to take to make the most of a given tactical situation.

All of that being said, I have more faith in Cover and Dodge/Nimble than I do in the white defense dice. I've even been using Dodge actions on AT-RTs and T-47s.