Two Changes

By JediPartisan, in Star Wars: Legion

2 hours ago, CaptainRocket said:

That's kinda what I'm trying to say~

I want point limits that make hard choices, but...

On the one hand 800 feels like too much time for a tourney.

On the other hand...

800 feels like too restrictive. It goes beyond, "Choose which toys to focus on this battle, leave two or three behind," and is more like, "You can only bring 3 out of your 10 toys, hope you get to play lots of games otherwise yoor gonna be painting lottsa plastic to sit on the shelf!!!".

Dare to lose (ie, use beloved but underpowered units) and paint knowing how the game is scaled, and nothing will sit on the shelf for undue amounts of time. I collected D20 minis as if I was playing D6, that was a problem. Then I was trying to collect IA as if the skirmish game was the focus of the line and not the campaign, that also led to issues. I'm finally learning to let games be themselves. If you're only gonna use 3 units, only paint 3 units.

Or, find a friend and play 1000 point game. It doesn't require a zoning permit or anything.

3 hours ago, Caimheul1313 said:

How many units typically sit on a shelf for X-wing, Armada, 40k, Bolt Action, Warmachine, etc? How many units end up relegated to a shelf (or sold on eBay) later when the latest and greatest is released in other wargames?

As FFG releases more and more units, even 1000 points won't enable you to field a list including the majority of the toys. The Force Org chart is one of the biggest limitations, especially as both sides will have 3 Commanders in a few months, but will only be able to field 1-2 for Standard and 1-3 for Grand Army.

That's fair, but we're not talking about a game with many years of life in play. We're talking about a game where, "the full game isn't even out".

Also I feel like swapping commanders is making me less sad than choosing not to have any emplacements, or heavies, or commandos!

But your point is well taken... guess it's time to start advertising for 1000 pt games on my local Facebook group!

So in typical fashion, I see a lot of people trying to start an argument, but I won’t even respond, but allow me to drop some rules.

Page 6 RRG Setup - 5. Reveal Battle Cards: Shuffle the objective, deployment, and condition decks separately. Then, draw and reveal three cards from each deck, laying out each category in a horizontal row oriented right side up according to the blue player’s side of the battlefield.

Also pg 25 RRG Definig The Battlefield - During setup, players define the battlefield by selecting objective, condition, and deployment cards. First, they shuffle the objective, deployment, and condition decks separately. Then, they draw and reveal three cards from each deck, placing the three cards from each deck in horizontal rows, called categories, facing the blue player’s long table edge. Then, starting with the blue player, each player takes turns choosing a category and eliminating the leftmost card in that category’s horizontal row until both players have had an opportunity to eliminate two cards. After each player has had two opportunities to eliminate a card, the leftmost card in each category’s row that was not eliminated is the card used to define the battlefield for the game (see example on page 6).• A player may forfeit their opportunity to eliminate a card if they wish to do so.• If players eliminate the first two cards in a category, the final card cannot be eliminated.

There is nothing in the RRG that actually states what the Battle Card “deck” should consist of. If you have seen something in the RRG or in the tournament rules that I have not, please elucidate, otherwise the 12 cards that are placed out are completely random and each player’s “deck” should consist of at least what is in the core set. Or did I just find a hole in the rules, that some will more than likely exploit?

Edited by JediPartisan
4 minutes ago, JediPartisan said:

There is nothing in the RRG that actually states what the Battle Card “deck” should consist of.

The talk of building battle card decks was turning into a head scratcher for me. Thanks for boiling down at least what the rules actually say.

@JediPartisan From the Tournament Rules (Text Edition):

Quote

Player Materials

Players are responsible for bringing all of the game components they need to play a game of Star Wars: Legion. This includes their army, order tokens for each unit, command hand, sufficient dice for attack and defense rolls, movement tools, and a range ruler. In addition, players must bring 12 unique objective, deployment, and condition battle cards, four of each type. When an army list is required, players should bring a completed list or arrive at the venue early to fill one out.

Edited by Caimheul1313
Formatting

Right now there are five of each kind of card (if you have the Objectives pack). Therefore when you select four of each type per the tournament rules, you can choose one of each card to exclude from the cards you bring.

Edit: Looking at the RRG, is it just me, or is the Force Org chart for a normal game currently missing?! ?

Edited by Caimheul1313
1 hour ago, Caimheul1313 said:

Right now there are five of each kind of card (if you have the Objectives pack). Therefore when you select four of each type per the tournament rules, you can choose one of each card to exclude from the cards you bring.

Edit: Looking at the RRG, is it just me, or is the Force Org chart for a normal game currently missing?! ?

I think it fell off of page 14 when they added operatives, lol.

On 7/31/2018 at 9:33 PM, TauntaunScout said:

I've never seen one get a single hi

Lol. That’s my experience with z6. It sure looks like a lot of dice but I never score a hit.

As far as point limits I have a hard time thinking they will raise this for tournaments. It takes such a long time to run the first 3 turns in Legion as it is that I suspect most tournament games are called on time limit. More units would make that worse.

But really, why would anyone feel limited to playing 800 pt games outside of a tournament? Do whatever you want guys. The rules easily accomodate any size armies you wish to use.

I like the pick four out of five, flip three and 'discard' from left to right. It adds randomness, where being able to 'discard' any of the three removes said randomness.

I expect more cards in the future which may fit tailored builds, i.e. more vehicle centric, versus troop centric.