Boarding Actions/ Internal Combat

By Katarn, in Star Wars: Legion

Has anyone played on any internal boards yet? We've got one at a local store we're planning to use that's been based on Zone Mortalis for 40K so it's big enough to get full squads into rooms along with smaller walkers like the AT-RT we're looking forward to using.

We're figuring repulsor vehicles and AT-STs will be out of place with the RTs in a dubious grey area. Command cards like bombardments are off the cards too.

We're also thinking of playing with a scout/commando squad leader as commander until we get it balanced. At the moment we think a lightsabre in cramped quarters is far too strong. On the other hand, Veers and Leia may work out OK.

We're also thinking to limit the internal walls as light cover- traditionally, though there is plenty to hide behind, battles inside are a lot more deadly.

Has anyone had any experience in this area yet?

It isn't hard to imagine how dominating snowtroopers would be in such environments. Balanced out by AT-RTs with flamethrowers maybe?

You should probably limit the units even removing AT-RTs and increasing the cost of flamethrower weapons. Walls should indeed be light cover but have enough protruding bits to have units hide behind.

However, realistically, I would actually play it more as a skirmish: Make squads individual guys that have to stay within range 2-3 of the squad leader, but each with its own activation token, the squad leader being a commander with +1 courage, and limit it to two squads or just enough points for two fully kitted out squads/three naked ones (so about 200 points?).

Also could be interesting to make it so that the commander only provides his courage value if within line of sight.

Edited by Deuzerre

No experience doing this, but AT-RTs would make sense, lore-wise. Luke and Co used an AT-PT on the Katana to fend off borders, so no reason why an AT-Rt couldn't be used for the same purpose.

Love the idea of boarding actions, I'm curious to see where this goes.

29 minutes ago, Deuzerre said:

However, realistically, I would actually play it more as a skirmish: Make squads individual guys that have to stay within range 2-3 of the squad leader, but each with its own activation token, the squad leader being a commander with +1 courage, and limit it to two squads or just enough points for two fully kitted out squads/three naked ones (so about 200 points?)

I like the idea of smaller units- that balances out the flamethrowers without having to change anything.
I might go half way though and give the option to break squads into fire teams of 2-3, otherwise the game could bog down quite quickly.

It's probably not going to be entirely balanced but it doesn't matter too much as long as it's fun: we're going to be making it part of a narrative campaign linked in with Armada. If it goes well we'll look at doing more boarding actions though- maybe get Vader in on a timed asymmetrical mission or two.

Add a Hangar Bay.

They're plenty big enough for AT-STs and Airspeeders.

My main table is a modular Death Star/Star Destroyer interior. A Bespin/Cloud City table is next. Based on the "Administrators Palace" map from EA's Star Wars Battlefront game. It will be primarily interior with some exterior walkways with landing/loading platforms.

I purchased 3 core sets as you won't really be using AT-ST's or T-47's on my tables. After the fact I realized this would have been the perfect set up for Snowtroopers and Fleet Troopers and my Core set troops will probably see little game time.

Trust me it is very reminiscent of EA's Star Wars Battlefront. A commander can prove deadly in tight spaces. Try a game and adjust accordingly but fairly.

Edited by C3POFETT