500 point games?

By Bojanglez, in Star Wars: Legion

So, my actual number of games played is still pretty low (5 in total) and with the exception of a demo game, I have been playing full 800 point games. The games are going quicker the more familiar with are with the rules, but even so it feels like the average game is going to take north of two hours - maybe as short as 90 minutes, but likely not much.

I try to play at an FLGS when possible, but due to my work/life schedule, it's easier to play at home and in talking with my buddy/most regular opponent, we have been discussing reducing the point limit to 500 to get more games in on any given night, allowing us to try out different troops and tactics, and was curious if other people were also using smaller point limits and if so, how did this play out and do you have any tips and tricks?

[note: I get why 800 points are the 'default' and love the bigger games, just trying to figure out how to get more games in without unnecessarily reducing complexity]

I played lower numbers as a starter game several times now, I split the 6x3 table to two 3x3 and then on one side ran Vader, 2x ST and 1 unit Bikes Vs Luke, At-rt, 3x troops just under 500 points

on the other side ran the same thing but added at-st on dark side and t-47 and 2 additional at-rt (total of 3) I forget the point value in that one may have been 650?

Both were pretty restricitve for upgrades but enough to have fun, learn the game and try different weapons out.

The main problem with dropping below 800 is just that Vader is basically 225. It's a little better with Veers, but with the mandatory Corps there's not a ton of room to try out things below 800. At the very least I'd probably drop that requirement to 2, but I think overall you're going to struggle to make big things like the AT-ST fit if you drop the points. It also makes the command cards a lot less relevant, as you'll probably be at a point from the beginning where 3 order cards are essentially worthless.

I think it works (mostly) well. I've played a number of short point games as I learned and build out collections. The biggest problem I see is that at small point levels, the commanders take up a huge portion of the points. At 500 points Vader is nearly half the imperial force, and dominates the field. If you have the option, I think smaller games would be a lot more fun with Leia and Veers.

I think I read somewhere that an alternative to the high costed commanders when using less points, was to not include a commander and just nominate one trooper squad as the "commanding unit" with a command token and to just use the non character command cards. I think if you decide to just keep those command cards in the deck instead of discarding them, that might work. That way you could fit more in for 500.

Edited by Jman444
5 minutes ago, Jman444 said:

I think I read somewhere that an alternative to the high costed commanders when using less points, was to not include a commander and just nominate one trooper squad as the "commanding unit" with a command token and to just use the non character command cards. I think if you decide to just keep those command cards in the deck instead of discarding them, that might work. That way you could fit more in for 500.

No commanders could potentially work. I'd actually be curious about simply playing fewer rounds in the game when played this way as well.

Edited by LunarSol
27 minutes ago, LunarSol said:

No commanders could potentially work. I'd actually be curious about simply playing fewer rounds in the game when played this way as well.

Definitely, I could see it being a solid 4 rounds, maybe 5. You could even play by following the rules by actually discarding command cards. Play 4 rounds, you use each card once. 5 rounds, standing orders twice. I'd dig it.

Plus, @Bojanglez, not using a commander would allow you to try out more units together without having too many points on the board.

Would be an interesting way of playing, not relying on any special bonuses from commander's abilities or cards. Each unit has to rely on its own card and upgrade abilities.

Edited by Jman444

The only real issue I would see is courage. Might need to give your commander +1 Courage to stop it from turning into a tutorial on how to abuse split fire.

10 minutes ago, LunarSol said:

The only real issue I would see is courage. Might need to give your commander +1 Courage to stop it from turning into a tutorial on how to abuse split fire.

Ohhh good call. Veers has two so Id say whichever unit you chose as your commander could up theirs to 2.

The escalation rules from the Gathering Forces operation should suit your needs (1 Commander, 2-4 Corps, 0-2 Support, 0-2 Special Forces, and 0-1 Heavy, played on a 3x3 board). Not all of the objectives scale well though, so you kight want to stick to the operation's choice of clear conditions/battle lines/Key Positions, as well.

As far as how games go at that point value... The Heavies are a bit of an issue; The AT-ST is nigh unkillable if you don't bring a lightsaber or multiple missile launchers, while the T-47 can't flank on a 3x3 board and is thus pretty useless. With that in mind, I might ban them, since one is non-interactive and the other is useless. I would keep commanders, though. The Force Users are absolute terrors on a 3x3 board, and with Leiaband Veers you're no longer stuck with a mono-build at that point level.

Great replies, thank you all. I played a few more games tonight and realized that chopping lists down to 500 wasn't actually going to give the outcome my pal and I were hoping for but playing by tournament rule and limiting games to 2 hours, that was perfect. Games were shorter (and less fatiguing), and it added the right level of excitement and tension to the game.