Easiest faction?

By ResoluteHusky, in Star Wars: Legion

3 minutes ago, TauntaunScout said:

You know what this game really needs? An objective/mission/condition card sea-change. I don't know what, or I'd write my own on index cards and use those.

So much this. Every objective cares about Unit Leaders, and only two of them care about non-trooper Unit Leaders (Breakthrough and Key Positions). Which has further pushed the meta into maximizing unit activations, with an emphasis on troopers. Some Battle card that in some way punished bringing a large number of units could shake things up.

52 minutes ago, buckero0 said:

there is no armor that is scary enough to dedicate a list to beat at this point in the game, perhaps this will change with the new announcement. Even triple AT-RTs have not had tons of success against the Imperial faction as a whole.

Nothing will ever have success against a faction as a whole. If it does then something is broken. AT-RT flamethrowers must have had success against the empire otherwise they wouldn't have seen the use they have had in the past, and without good impact to check them then they'll do good against the lists you've seen.

52 minutes ago, buckero0 said:

I'm not sure what you're saying here, but I really don't see anyone playing 1 ATST, much less 2, which you could still ignore for the most part after capturing objectives

4 of the 5 objects require the unit to hold their positions. You can park an AT-ST in the middle of one of the contested objectives and say "this is mine" against IRG and palp. 2 of the 5 objectives can be captured with armor, so the ignore becomes more difficult against aggressive armor. The AT-ST dropped in usage because trooper spam was better at the time (AT-ST can't kill enough troopers to help much), but against IRG I have little doubt that it wouldn't work.

52 minutes ago, buckero0 said:

Easier said than done, Cover is where cover is on the map before you deploy. Objectives can be placed where you have to funnel to a certain degree. Everyone of the Rebel Commanders need some support, except for maybe Luke, who is still used with some frequency. Range 2 in 360 covers about 1/3 of the board by turn 4.

Firstly, range 2 covers about 1/6 the board (Board is 18 sq ft, circle with 1ft radius has area of 3.14 sq ft) and it is likely even less if you're playing with LOS blocking terrain. You have control over the objectives and deployments, so avoid being put in scenarios where you know that you're going to be funneled. Funneling also works both ways and is equally detrimental to palp or IRG. I don't know why you brought up rebel commanders needing support when imperial commanders need support too, especially palpatine. If you're being continuously being put in a position where palp is going to kill multiple units, maybe try backing up the turn before if you know he's going to get into range with two moves.

52 minutes ago, buckero0 said:

A decent player isn't going to put all of his scout troopers out in the open for you to bombard. He'll know you're playing Leia regardless and can deploy accordingly. If properly deployed, usually you can only kill 1 member of the strike team anyway, because the other is out of line of sight.

Of course a decent player isn't going to put all of his scout troopers out in the open and of course he's going to know I'm using Leia, but I'm going to be able to put down Leia where I can either make sure the scouts don't have much visibility, or they're going to be exposed to bombardment. If I only kill one, then the sniper now has to move which prevents an aim. Ideally my snipers haven't gone yet and can put the survivor down.

52 minutes ago, buckero0 said:

Standby is the most easily played around action in the game. It's most frequently canceled by a single suppression token. Of course if your fleets are getting shot, they lose any kind of advantage as soon as they take a wound or two. Then they're about as good as half range stormtroopers.

Standby is usually the worst action, but when half of your points can't hit further than range 2 and the rest of your stuff is either dead or in a position incapable of fighting back then it starts being a heck of a lot better. Even if that's not the case, a decent player is going to position his standby behind LOS blocking terrain so the stuff that can do something about it can't anymore.

Edited by thepopemobile100
1 hour ago, Caimheul1313 said:

So much this. Every objective cares about Unit Leaders, and only two of them care about non-trooper Unit Leaders (Breakthrough and Key Positions). Which has further pushed the meta into maximizing unit activations, with an emphasis on troopers. Some Battle card that in some way punished bringing a large number of units could shake things up.

Well it's still openly advertised an an infantry game. So if vehicles remain an interesting bonus I won't be surprised. But something could still be really different. All these different missions start to feel the same. "Hide until turn 4 then race for the tokens!".

1 minute ago, TauntaunScout said:

Well it's still openly advertised an an infantry game. So if vehicles remain an interesting bonus I won't be surprised. But something could still be really different. All these different missions start to feel the same. "Hide until turn 4 then race for the tokens!".

I will say that at least Intercept the Transmissions rewards being able to claim the objective on each of the even numbered turns, although the last turn is still arguably the most important.

I wonder if part of the issue is the strict Six turn limit. I know other games will have a random seventh turn which can lead to some interesting results. Just because you have the objective wrapped up on Turn Six doesn't mean you'd still control them at the end of Turn Seven.

1 minute ago, Caimheul1313 said:

Just because you have the objective wrapped up on Turn Six doesn't mean you'd still control them at the end of Turn Seven.

That could be worth house-ruling for a few games.

Either way, autocorrect really wants me to call you "Chamomile".

I think something that would help mitigate activation spam is if you both are tied for control of an objective with an equal number of unit leaders, the winner is based on number of points of those units instead of no one getting points.

As an example, if I had a squad of royal guards at range 1 of a console for intercept the transmissions and my opponent had a squad of regular Rebel corps units there, the royal guards would have control of the objective instead of it just being tied and nobody getting points.

2 hours ago, KommanderKeldoth said:

I think something that would help mitigate activation spam is if you both are tied for control of an objective with an equal number of unit leaders, the winner is based on number of points of those units instead of no one getting points.

As an example, if I had a squad of royal guards at range 1 of a console for intercept the transmissions and my opponent had a squad of regular Rebel corps units there, the royal guards would have control of the objective instead of it just being tied and nobody getting points.

That might help, and, let anything contest an objective at any time. Ie, if a vehicle is in range 1, no one gets the points. And it's never enough to grab a crate and survive till turn 6, you have to have a zone of control around it on turn 6.

I always find the best way to mitigate activation spam is to kill the units. I've played so many games where they leave my units alive when destroying them would have won them the game.

40 minutes ago, Winged Gundark said:

I always find the best way to mitigate activation spam is to kill the units. I've played so many games where they leave my units alive when destroying them would have won them the game.

Like old chainswords used to have painted on them: KILKILKIL

3 minutes ago, Winged Gundark said:

I always find the best way to mitigate activation spam is to kill the units. I've played so many games where they leave my units alive when destroying them would have won them the game.

Easier said than done. Each unit in your army is only going to get to attack 5-6 times during the game at most (with a few exceptions like Palpatine or split fire Arsenal on AT-ST) and each attack is generally not going to take a unit off the board in one attack (usually it only happens with Vader/Luke or an AT-ST with an aim token and a great attack roll combined with a bad defense roll from your opponent).

If you're focusing on objectives too you are likely double moving and/or using actions to claim which further reduces your attack count per game.