Blast, Bang, Boom!

By Docgimmethenews, in Star Wars: Legion

Alrighty, after a year or so now, I am very much a fan of this game, as we all are.

Now it's time to take the kid gloves off! We need a little more War in our Star Wars.

Indirect fire:

- this has been talked about and for all intents and purposes it exists in the game, but you still need that darn LoS.

-Mortar teams. Johnny Reb gets a fast moving, black/white roll and Imps get a slow moving, black/red roll. Different damage specs for w/ & w/o LoS.

-indirect fire needs AoE damage. Range 1 makes sense.

- if a unit has spotter, it acts as a LoS for Mortar teams.

Board too small for heavy artillery. Air Strikes would be a great mechanic to work with. Essentially adopt Leia's Coordinated Bombardment as an upgrade card to SpecOps. Exhastable of course.

Continuous Damage:

- when the Zippoman douses you with Napalm, that stuff stays on you like white on rice. Should need to recover to douse flames.

Sell Upgrade Cards in packs or individually:

- I know why they dont, still want to complain about it.

Upgrades in the future:

- Noob Tubes (grenade launchers, you must equip a grenade and now they can be used at range 2)

- body armor (either by costing a lot to upgrade to red dice and or to surge defense)

- flash bangs (supressive)

- ion grenades

- smoke grenade ( blocks LoS for one turn)

- med kit (treat 1/ cap 1)

- overcharge rounds (pierce 1)

- plasma rounds (impact 1)

- hypercharged rounds (high velocity)

- flare gun (gain spotter 1)

- thermal imaging (light cover is ignored and LoS for light cover is ignored.)

- Banner ( exhaustable, take a recovery action without spending a recovery action)

- Jet Pack (gain jump 2)

- Lightweight Gear ( +speed-1 to your movement)

More specialists:

- rocket teams (that any corps unit can use. Not just Stormies)

- FO (forward observer, gain spotter 1, use in conjunction with flare gun and boom, a unit has spotter 2!!!)

- DMR (designated rifleman adds one red die to your pool)

- veteran sergeant ( like officer, but no inspire. Courage still increases by one)

- Ion teams. Non exhaustive.

- comabat engineers ( build cover/blow up cover)

Tanks, Tracks, & Go:

- closed cover options.

- transpo units

Anyways...this is some of what I think should happen. Just to add a little more realism, opportunity for realism.

personally I think a lot of this would over complicate the game. There are enough rules and keywords to remember as it is.

They do have transport units on the way via the landspeeder and occupier tank!

I think they should revisit a few rules though like standby and make it more effective. Heck they should even re-look how suppression works in this game. My games lately with each side having 10 activations have been dragging close to 2 hours. I would love if FFG found a way to cut a 800pt game down a bit time wise.

15 minutes ago, Zeph01 said:

personally I think a lot of this would over complicate the game. There are enough rules and keywords to remember as it is.

They do have transport units on the way via the landspeeder and occupier tank!

I think they should revisit a few rules though like standby and make it more effective. Heck they should even re-look how suppression works in this game. My games lately with each side having 10 activations have been dragging close to 2 hours. I would love if FFG found a way to cut a 800pt game down a bit time wise.

Only 2 hours? You lucky son of a gun

Edited by manoftomorrow010

Most of this stuff is on the cards.

Unlike warhammer 40 where there are manuals of info, SWL has cards for you and a very reasonably sized rulebook. Probably one of the least complicated Tabletop games I've seen.

Also, I thought I clarified enough with the meaning of transpo units. What I mean to say are dedicated APC's (armored personnel carrier.) I know the new heavies are going to be capable of heavy and light transpo, but they ain't covered and Johnny Reb cant transpo the 1.4 FD or a whole unit.

15 minutes ago, Zeph01 said:

personally I think a lot of this would over complicate the game. There are enough rules and keywords to remember as it is.

They do have transport units on the way via the landspeeder and occupier tank!

I think they should revisit a few rules though like standby and make it more effective. Heck they should even re-look how suppression works in this game. My games lately with each side having 10 activations have been dragging close to 2 hours. I would love if FFG found a way to cut a 800pt game down a bit time wise.

2 hours is fairly typical for casual games.

I think the suppression rules are pretty great as is, it's one of the foundational reasons why activation order is important.

I agree that closed transports would be nice.

Quote

Indirect fire:

- this has been talked about and for all intents and purposes it exists in the game, but you still need that darn LoS.

-Mortar teams. Johnny Reb gets a fast moving, black/white roll and Imps get a slow moving, black/red roll. Different damage specs for w/ & w/o LoS.

I think a mortar team would be a logical addition as a heavy weapon upgrade to Commandos/Scout Team units. You would get a mortar as your Heavy Weapon, add that mini, gain the weapon, like Sniper, and you could use it as a 2-mini Strike Team. Basically, since a mortar is already depicted on the AT-ST, the mortar strike team/heavy weapon would just be that upgrade weapon, giving the Suppressive keyword.

Quote

- rocket teams (that any corps unit can use. Not just Stormies)

- FO (forward observer, gain spotter 1, use in conjunction with flare gun and boom, a unit has spotter 2!!!)

- DMR (designated rifleman adds one red die to your pool)

- veteran sergeant ( like officer, but no inspire. Courage still increases by one)

A rocket launcher mini for the Rebels would be nice, and give you an option to use outside of the Ion trooper that nobody uses (but I also have never seen anyone use the HH-12, either).

Forward Observer I think again, just needs to be a personnel upgrade on Commandos/Scouts. A two-mini team, again, makes that easy.

The Veteran Sergeant I think is too redundant with the Officer. Isn't the officer already representing the "veteran" squad leader?

1 hour ago, Docgimmethenews said:

Also, I thought I clarified enough with the meaning of transpo units. What I mean to say are dedicated APC's (armored personnel carrier.) I know the new heavies are going to be capable of heavy and light transpo, but they ain't covered and Johnny Reb cant transpo the 1.4 FD or a whole unit.

In my opinion, this sort of transport is represented by the Rapid Reinforcement Condition card.

5 minutes ago, Caimheul1313 said:

In my opinion, this sort of transport is represented by the Rapid Reinforcement Condition card.

especially since those types of transports don't do anything but shuttle a unit into battle, then sit there, or get the heck out of dodge to pick up another unit to send to battle. Like, Higgins Boats at Normandy just dropped guys off, those ships at the start of The Force Awakens dropped off the First Order Stormtroopers, but they just sat there until it was time to leave.

1 hour ago, Docgimmethenews said:

Most of this stuff is on the cards.

Unlike warhammer 40 where there are manuals of info, SWL has cards for you and a very reasonably sized rulebook. Probably one of the least complicated Tabletop games I've seen.

Also, I thought I clarified enough with the meaning of transpo units. What I mean to say are dedicated APC's (armored personnel carrier.) I know the new heavies are going to be capable of heavy and light transpo, but they ain't covered and Johnny Reb cant transpo the 1.4 FD or a whole unit.

Legion is my first tabletop wargame. That being said, Im kinda scared to try 40k if this is considered a lighter/least complicated tabletop haha

1 minute ago, Zeph01 said:

Legion is my first tabletop wargame. That being said, Im kinda scared to try 40k if this is considered a lighter/least complicated tabletop haha

Same, and I never tried another tabletop wargame due to how nightmarishly complicated Games Workshop games looked. I see players with tape measures and I'm out.

Legion is complex, but feels easy to grasp on a basic level and more efficient to play.

38 minutes ago, manoftomorrow010 said:

Same, and I never tried another tabletop wargame due to how nightmarishly complicated Games Workshop games looked. I see players with tape measures and I'm out.

Legion is complex, but feels easy to grasp on a basic level and more efficient to play.

To be honest, the movement templates and range rulers are abstracted tape measures, especially since each range band is six inches.

16 minutes ago, Caimheul1313 said:

To be honest, the movement templates and range rulers are abstracted tape measures, especially since each range band is six inches.

Yes, but you only have to measure such for one mini per unit, not every single one. And picking up a predetermined piece of plastic is a lot easier than readjusting a tape measure for units that move different speeds.

2 hours ago, manoftomorrow010 said:

I think a mortar team would be a logical addition as a heavy weapon upgrade to Commandos/Scout Team units. You would get a mortar as your Heavy Weapon, add that mini, gain the weapon, like Sniper, and you could use it as a 2-mini Strike Team. Basically, since a mortar is already depicted on the AT-ST, the mortar strike team/heavy weapon would just be that upgrade weapon, giving the Suppressive keyword.

A rocket launcher mini for the Rebels would be nice, and give you an option to use outside of the Ion trooper that nobody uses (but I also have never seen anyone use the HH-12, either).

Forward Observer I think again, just needs to be a personnel upgrade on Commandos/Scouts. A two-mini team, again, makes that easy.

The Veteran Sergeant I think is too redundant with the Officer. Isn't the officer already representing the "veteran" squad leader?

Love it, very good suggestions!

8 hours ago, manoftomorrow010 said:

Yes, but you only have to measure such for one mini per unit, not every single one. And picking up a predetermined piece of plastic is a lot easier than readjusting a tape measure for units that move different speeds.

Depends on the game honestly. Games with ranked formations also are single measurement move, and in some historical systems differing movement distances for infantry is the exception rather than the rule. Also, I've seen a decent number of easy ways to accellerate movement (move either side of formation with measuring, move everyone else up in between for one).

Still, point taken, especially since I use 6" measurement sticks made of 1" spacers for Bolt Action. I was mostly pointing out that much like with the special symbol dice, FFG hasn't fundamentally changed the elements of a tabletop wargame, just added more required products in obfuscating the measurement of movement, ranges, and dice results.