Modified Objectives to 12 points

By modise, in Star Wars: Legion

I was looking at the objectives for helping to determine tie breakers in tournaments when strength of schedule does not work like in the first round of the tournament. All I did was make it so the maximum points from the different objectives would total 12 points. If a person is able to table their opponent, that person would get 12 points while the opponent would get 0 points.

Intercept the Transmissions - unchanged

Setup: Place 1 Objective token on the center of the battlefield. Then place 1 objective token halfway between the center token and the left short edge of the battlefield. Then place 1 objective token halfway between the center token and the right short edge of the battlefield.

Victory: At the end of rounds 2 and 4, each player gains 1 victory token for each objective token they control. At the end of the game, each player gains 2 victory tokens for each objective token they control. A player controls an objective token if they have more trooper unit leaders at range 1 of that token than any other player.

Key Positions

Setup: Gather 3 tokens with a value of 3, 4, and 5 marked on one side. Shuffle the tokens and place face down. Starting with the blue player, players alternate placing objective tokens face down on the battlefield until all 3 tokens have been placed or no more tokens can be placed. Each token must be placed on a piece of terrain that is completely outside all deployment zones. Before deployment flip the tokens over to show the value of each token.

Victory: At the end of the game, for each terrain piece with an objective token, the player who has the most unit leaders in base contact with that terrain piece gains a number of victory tokens equivalent to the value of that token.

Recover the Supplies

Setup: Gather 5 tokens with a value of 1, 1, 3, 3, and 4 marked on one side. Place the token with a value of 4 on the center of the battlefield as unclaimed. Then, give each player 2 tokens with a value of 1 and 3, starting with the blue player, players alternate placing the valued tokens as more unclaimed objective tokens on the battlefield. Each token must be placed beyond range 1 of each deployment zone and beyond range 1 of any other objective token.

All trooper units gain: & Claim (Claim an objective token that is in base contact with your unit leader.)”.

Victory: At the end of the game, each player gains an amount of victory tokens equivalent to the value of each of the objectives that is claimed by 1 of their units.

Breakthrough

Setup: After deployment, each player places 6 tokens each, starting with the blue player and alternating with the red player, the players take turns placing a token next to one of their unit leaders, each token must be placed on a different one of their unit leader. A unit leader cannot have more than 2 tokens assigned to it.

If a player eliminated a unit with a token on it, they gain that token.

Victory: At the end of the game, each player gains 1 victory token for each of their unit leaders within an enemy deployment zone and 1 victory token for each enemy token they possess.

Sabotage the Moisture Vaporators

Setup: Starting with the blue player, players alternate placing objective tokens on the battlefield until 4 tokens have been placed. Each token must be placed beyond range 1 of each deployment zone and beyond range 2 of any other objective token. Place 2 wound tokens on each objective token. Each objective token cannot have more than 4 wound tokens on it.

All trooper units gain:& Sabotage/Repair (If you are in base contact with an objective token, either remove 1 wound token from it or place 1 wound token on it.)”.

Victory: At the end of the game, the blue player gains 1 victory token for each objective token with 3 wound tokens on it and 3 victory tokens for each objective token with 4 wound tokens on it. The red player gains 1 victory token for each objective token with 1 wound token on it and 3 victory tokens for each objective token with 0 wound tokens on it.

It would be interesting to playtest some of these. Looks like you've given it some consideration.

Another alternative to the SoS system currently in place would be to change to the same Objective/Condition/Deployment (OCD ? ) system that Runewars uses where the TO picks randomly for each round of the tournament and then everyone plays the "OCD" that the TO selected. That way you can use Victory Points since each round will have the same possible amount of total VP per player.

15 hours ago, modise said:

All I did was make it so the maximum points from the different objectives would total 12 points. If a person is able to table their opponent, that person would get 12 points while the opponent would get 0 points. 

Personally I like that the game actively discourages tabling your opponent. Personally I'd make tabling worth 10 points. It's not worth 12 because the whole point of the game is to do the objectives. You can probably still win the tournament if you table all of your opponents, but you've got to commit to being a real jerk to do it and know you're doing it the hard way.

Our first tournament, we did have the TO pick the OCD each round that way everyone had the same mission. I am not sure how fast FFG is going to release more OCD cards but supposedly it will become part of the list build, I find that interesting to see if people will modify their lists around their OCD cards.

Good point on the tabling aspect, In our group, tabling does not happen very often but a good point is that most of the time, players will not be getting 12 points so tabling might be a little high on the points.

Thanks for your input.