What CONTENT is missing?

By Jedirev, in Star Wars: Legion

14 minutes ago, Alpha17 said:

I'll also say that I think this game lacks an objective card that simply reads "destroy the enemy." Granted, we are supposed to be fighting small scale skirmishes, but I'd love to see a pure, simple, force-on-force objective to break up the "grab this vaporator/box/comm station/terrain" status quo we have now.

You mean something that scores objective points for defeating unit leaders?

26 minutes ago, qwertyuiop said:

The game is missing regimented troops which march in single file to hide their number.

I'd put Sand People in the same category as Wampas and Rancors. Random monsters or events would be pretty awesome, and entirely within the flavour of Star Wars.

The problem of course is making them balanced enough to not be game breaking.

Random enemies could certainly be setup as condition cards, but ones that can be attacked, and in turn attack.

Tusken raiders attack at range, and in melee.

A rancor could move around the battlefield randomly, or, go after anything that gets close.

As for objectives, one that requires you to wipe out corps units would be interesting. Each one you defeat earns you a VP. That means you are possibly getting 3-6 points. It would probably be better setup for earning points for each corps unit you have surviving.

3 hours ago, Jedirev said:

You mean something that scores objective points for defeating unit leaders?

More or less. Simply take the "Bounty" keyword, or the starter game's concept and codify it in an objective card. I think it would shake up the "meta" to suddenly see having 6 Corps units as a potential liability.

And to prevent people from then fortressing points in expensive units, points could be based on their percentage of the build. Bit more complicated, but it's not impossible to do.

On 2/1/2019 at 6:14 PM, KommanderKeldoth said:

I could see tauntaun cavalry for rebels. Speed 3, headbutt melee attack and charge keyword. 1 or 2 black dice pistol attack. Sell them in a unit of two.

There’s no way a Tauntaun is speed 3

A missing concept I can imagine, though more appropriate to the coming Clone Wars, is more defensive positions.

A key concept in many games I’ve played is essentially the siege mechanic. We see the idea appear in Imperial Assault as shield generator tokens. In ancient and fantasy battles, you have fortress walls/citadels. Basically, I’m thinking a fixed defensive position is capable of seriously escalating the defense of troopers holding that position. It could give extra defense dice, maybe, or upgrade existing dice. (Turn whites to reds, or add extra reds to dice which are already red, or just add extra dice across the board?)

Again, they played more with shields in the Clone Wars, so they’re better suited to Republic/Separatist Battles, but there has been something of that nature in most of the tabletop ground battle games I’ve played, something that goes beyond the basic effects of battlefield cover.

More indirect fire options are a must. Heavy infantry would be nice, but imagine we will see it with supper battle droids and droidka's. Droids and tanks with shields, I'm rather interested to see how they handle them.

13 hours ago, Derrault said:

There’s no way a Tauntaun is speed 3

It definitely is, especially given that an infantryman is Speed 2. I guess I could see Speed 2 if they got a free (not compulsory) move action. They're definitely significantly faster than a man on foot.

14 hours ago, Derrault said:

There’s no way a Tauntaun is speed 3

I think speed 3 with no compulsory move is reasonable

3 hours ago, arnoldrew said:

It definitely is, especially given that an infantryman is Speed 2. I guess I could see Speed 2 if they got a free (not compulsory) move action. They're definitely significantly faster than a man on foot.

Speed 1 compulsory, perhaps. Granted, that would require additional rules, since only speeder has compulsory in it.

Edited by Derrault
26 minutes ago, Derrault said:

Speed 1 compulsory, perhaps. Granted, that would require additional rules, since only speeder has compulsory in it.

Do Tauntaun have to keep moving or they die? 😂 Compulsory moves = flying things that have to keep moving.

Edited by Jedirev

I'd say either Speed 3, or Speed 2 Unhindered. Our super fast vehicles also get to ignore terrain of certain heights AND do not treat the same terrain objects as difficult terrain as Troopers do (and I personally think a guy on animal-back is probably just a different Trooper type, like Emplacement. "Vehicle" would be weird wording in that case) so they'd still have advantage in speed in that effect. So they should either be faster than normal troops but still have to slow down a bit for ground terrain, or should be as fast over open ground but don't have to slow to hop a barricade or something.

Edited by UnitOmega

I can only think of three types that we haven’t encountered.

1. Indirect fire weapons are the obvious choice, something like how charges operate, but it’s fired by a weapon, you choose where it lands (within range and los of the shooter) and everything in LOS from the point of impact rolls for damage.

2. I also would expect some form of spray type weapon, though if the Z-6 doesn’t have such ability, I’m not sure if they’ll even do it. Something like, you pick a target and everything within an area of your target takes damage. This is an area weapon, but would be direct fire unlike the above.

3. Missiles are also something I would expect, though this would just be another version of an indirect fire weapon, perhaps the way in which it’s fired is different. Since they tend to lock on to their targets, maybe they would just do a set amount of damage, like 5 point of damage, but the target rolls for defense and everything within range 1 takes 3 damage.

Just a thought.

4 hours ago, Jedirev said:

Do Tauntaun have to keep moving or they die? 😂 Compulsory moves = flying things that have to keep moving.

The Endor scout Speeders park flying as well, so it’s not exactly the case.

There’s not really a design purpose to having Tauntauns is the more glaring issue. Sure, you could make up a mechanic, but it’s not needed.

I'm not against having tauntaun units in the game, but can someone please explain how they would be any different from an AT-RT movement-wise? Same size base, same speed, give them Unhindered instead of Expert Climber. Say, Courage 2 and 4 wounds per model?

They wouldn't have a compulsory move and they wouldn't be Speed 3. Remember that a larger base moves "faster" even at the same Speed.

You could probably kill them for cover. Or Luke could.

14 minutes ago, Djaskim609 said:

You could probably kill them for cover. Or Luke could.

Ground Vehicles already provide Light Cover, so still not that different from an AT-RT.

The only difference other than having Courage+Wounds vs having Resilience+Wounds is that biological cavalry could potentially claim objectives like troopers.

Personally I'd rather have some Jump capable troopers for this task.

7 minutes ago, NeonWolf said:

Ground Vehicles already provide Light Cover, so still not that different from an AT-RT.

The only difference other than having Courage+Wounds vs having Resilience+Wounds is that biological cavalry could potentially claim objectives like troopers.

Personally I'd rather have some Jump capable troopers for this task.

I was thinking of the models being hollow. For a trooper to hide inside.

2 hours ago, NeonWolf said:

I'm not against having tauntaun units in the game, but can someone please explain how they would be any different from an AT-RT movement-wise? Same size base, same speed, give them Unhindered instead of Expert Climber. Say, Courage 2 and 4 wounds per model?

They wouldn't have a compulsory move and they wouldn't be Speed 3. Remember that a larger base moves "faster" even at the same Speed.

Huh, alright speed 2 makes sense when you explain it like that.

16 hours ago, Derrault said:

There’s not really a design purpose to having Tauntauns is the more glaring issue. Sure, you could make up a mechanic, but it’s not needed.

This is not a CCG.

43 minutes ago, Djaskim609 said:

I was thinking of the models being hollow. For a trooper to hide inside.

"Smelly: Counts as a terrain feature for purposes of the Hostile Environment condition card."

To me the missing stuff (regardless of aesthetics of models or what I view as the "uniqueness fallacy") is about the force organization slots.

I want the maximum per slot plus one. So I'd like to see 3 commanders, 3 operatives, 7 corps, 4 support, and 4 special forces.

In corps I could be convinced that 3 is enough.

1 hour ago, TauntaunScout said:

To me the missing stuff (regardless of aesthetics of models or what I view as the "uniqueness fallacy") is about the force organization slots.

I want the maximum per slot plus one. So I'd like to see 3 commanders, 3 operatives, 7 corps, 4 support, and 4 special forces.

In corps I could be convinced that 3 is enough.

I’d be good with 3 corps types to pick from, but I do like your thinking of unit diversity.

I would accept instead of more than 3 corps having another round of specialists with different upgrades and possibilities. Maybe some of them can be unique like Bistan in the coming pathfinder pack. Individuals that don’t quite merit operative or commander status but offer something unique to a corps team.

11 hours ago, NeonWolf said:

explain how they would be any different from an AT-RT movement-wise?

Well, I noted this above, but a Tauntaun is almost definitely not a vehicle - it'd either be a new classification, or a variation on "Trooper" - this means that under the RRG guidelines, they'd tend to treat certain types of terrain (mostly barricades or trenches) as Difficult whereas the AT-RT treats them as Open.

But we both accounted for that with thinking Unhindered might be a good keyword for them to have, so they can keep up with and even out-pace ground vehicles in certain terrains. But it is a difference people should think about more between Troopers/Ground/Repulsor.

13 hours ago, Djaskim609 said:

I was thinking of the models being hollow. For a trooper to hide inside.

With the Tauntaun able to be popped in half and a single trooper mini inside doing a mix between a Yamcha pose and gasping for air, so we can all say 'And I thought they smelled bad...on the outside."