My favorite thing about Star Wars Legion is that it Is to scale. It looks right, feels right, and is right. Sliding scales or grossly powerful units/releases would absolutely make me walk away. I get we are all different. But I don't see these massive ships hitting the table anytime soon.
Clone Wars Unit Request & Speculation
I'd love these 'Mutalisks' Droidekas!
On 8/9/2019 at 9:34 AM, ricoratso said:Would love to see Gungans, a whole bunch of them, personally would love to see enough to get essentially a full army but we’ll see obviously. Still under the republic, just enough that I wouldn’t have to use anybody else.
Also would absolutely KILL for Plo Koon. Absolutely my favorite Jedi besides Anakin, but I know for sure we will be seeing him soon.
Gungans would be cool, but if they make a Jar Jar Binks commander and/or operative, it will be my personal mission to make him the first casualty of the game. Plo Koon as a commander/operative option would be awesome!
16 minutes ago, Paladin Ignatius said:Gungans would be cool, but if they make a Jar Jar Binks commander and/or operative, it will be my personal mission to make him the first casualty of the game.
I would like to see Jar Jar released on the largest base possible, with some rule that he can add suppression and displacement like a vehicle has. this will make him as close to his real on screen character as possible. plus will mean people playing with him will be fumbling to put a large base in awkward spots and just being generally frustrated with the model.
29 minutes ago, Gridloc said:I would like to see Jar Jar released on the largest base possible, with some rule that he can add suppression and displacement like a vehicle has. this will make him as close to his real on screen character as possible. plus will mean people playing with him will be fumbling to put a large base in awkward spots and just being generally frustrated with the model.
And he would cost negative points.
You know, I was reading up on ARC Troopers each were used more so as Operatives rather than as teams. Perhaps ARC like "Fives" couple be an Operative?
ARCs should be an operative who maybe could lead a squad of clones in a pinch, yeah. They're supposed to be one-man armies, or they train local partisan forces.
Commandos are much more the elite HSLD squad tactics group, they're skilled and well equipped, but still intended to be used in small unit tactics. They're ideal for Special Forces like Death Trooper as heavy infantry.
15 hours ago, Shadowshand said:You know, I was reading up on ARC Troopers each were used more so as Operatives rather than as teams. Perhaps ARC like "Fives" couple be an Operative?
Yes! Exactly!
15 hours ago, UnitOmega said:ARCs should be an operative who maybe could lead a squad of clones in a pinch, yeah. They're supposed to be one-man armies, or they train local partisan forces.
Commandos are much more the elite HSLD squad tactics group, they're skilled and well equipped, but still intended to be used in small unit tactics. They're ideal for Special Forces like Death Trooper as heavy infantry.
Going down that route isn't a terrible idea, as it would function like the Generic commander/officer upgrade where the same mini can be used as an independent unit or a far cheaper upgrade that makes the squad better. Other than increasing their courage, I'm not sure what they would give the unit. Surge to hit? Surge to block? Precise 2?
I think it would be cool to see a LAAT/I or an AT-TE on the table as either a playable unit or an objective like the downed AT-ST expansion. Also I think it would be neat to see the clones that carry the riot shields, that would be a lot of fun to paint!
On 4/30/2019 at 7:42 AM, Alpha17 said:No, ARCs would be better as a generic operative option. We only see them work in teams twice in the EU, both in original CW cartoon, while their normal depiction was working solo. In TCW, we saw them work in pairs, at most, which is certainly doable within Legion's force structure without giving them a multi-mini unit.
I think we'll see both as Special forces. The Arc troopers more of a mainline elite force like the Deathtroopers (they have to have that stupid Quad canon too!
) but the Commandos will probably be a more melee oriented and versatile unit. Think the squad of 4 with swappable grenade and sniper attachments like Jyn or the Pathfinders.
I just thinking they will both be Special though because the Rebels have both Rebel Commandos and Pathfinders.
I can't wait to see the ARC's opposition, the Commando Droids. Those are definitely going to be a melee-heavy unit.
13 hours ago, Tealadin said:I think we'll see both as Special forces. The Arc troopers more of a mainline elite force like the Deathtroopers (they have to have that stupid Quad canon too!
) but the Commandos will probably be a more melee oriented and versatile unit. Think the squad of 4 with swappable grenade and sniper attachments like Jyn or the Pathfinders.
I just thinking they will both be Special though because the Rebels have both Rebel Commandos and Pathfinders.
Good lord, no. ARC troopers aren't a mainline anything. At all. They don't really operate in units like Commandos or Pathfinders, aside from very, very rare occasions, and even then, they don't operate in anything close to the same manner as Deathtroopers. I don't have a problem with Commandos having a good melee attack, because the vibroblade gauntlet is cool, but making them "melee oriented" is just plain stupid. Having a configuration card for their weapons is fine, but giving a unit of 4 minis true sniper shots would be a little ridiculous. They'd have to be limitied to range 4, not have pierce, and/or only a couple of minis would be able to make that shot.
13 hours ago, Paladin Ignatius said:I can't wait to see the ARC's opposition, the Commando Droids. Those are definitely going to be a melee-heavy unit.
That, on the other hand, makes sense. Give them an OK range 1-2 attack, but charge and a solid melee attack.
Honestly, since my last post, I still think FFG will probably be making ARC Troopers as a squad unit, but they will probably save more prominent ARCs like "Fives", or "Echo" (whom I'd personally love to see in the game) as Operatives. Something similar with Clone Trooper commanders, and Rex as a Commander.
Well when Fordo's crew showed up it was a mixed squad of a handful of ARCs and a bunch of Phase Is so that might be an interesting dynamic to explore.
40 minutes ago, Shadowshand said:Honestly, since my last post, I still think FFG will probably be making ARC Troopers as a squad unit, but they will probably save more prominent ARCs like "Fives", or "Echo" (whom I'd personally love to see in the game) as Operatives. Something similar with Clone Trooper commanders, and Rex as a Commander.
I agree. Though ARC Troopers weren't "run-of-the-mill" troopers, in terms of mechanics it makes more sense for named characters to be given operative or commander status, whereas the unnamed soldiers are in units of two or more troopers. I think that a good middle ground would be to make the ARC Troopers a two man unit with lots of options for customization.
We DO see Echo and Fives operate as a pair, as long as both are still alive. IIRC Fives only starts to act as an assisting officer from Umbara onwards. So I guess ARC units are entirely possible I guess. I'd give them a unit card (units of 2?) and a personnel upgrade, so that they are usable in both capacities. Regarding named ones, I'd just say no. Fives and Echo really serve as PoV to understand the generic troopers perspective and thus it would be kind of a disservice to them if they were made special heroes. Also I'm just not a fan of non-generics. In Wh40k I avoided them like the plague. I really want to tell my own stories with my own guys in a different theater of war than our heroes.
On 8/15/2019 at 8:17 AM, Alpha17 said:Good lord, no. ARC troopers aren't a mainline anything. At all. They don't really operate in units like Commandos or Pathfinders, aside from very, very rare occasions, and even then, they don't operate in anything close to the same manner as Deathtroopers. I don't have a problem with Commandos having a good melee attack, because the vibroblade gauntlet is cool, but making them "melee oriented" is just plain stupid. Having a configuration card for their weapons is fine, but giving a unit of 4 minis true sniper shots would be a little ridiculous. They'd have to be limitied to range 4, not have pierce, and/or only a couple of minis would be able to make that shot.
That, on the other hand, makes sense. Give them an OK range 1-2 attack, but charge and a solid melee attack.
As far as the melee I mean giving them a B+W with Pierce 1, this would make them better than standard soldiers in melee, but also not as powerfull as the wookies or IG; I didn't mean make them the Republics dedicated melee unit, that will be Jedi undoubtedly. With the sniper configuration it wouldn't be that big of a problem either; Since there are 4 units in the squad 1 Red dice, with suppressive would work. This way the unit gets 4 red dice for a dedicated sniper attack, but without pierce it isn't game breaking and puts their damage output near that of other snipers. And since the DC sniper wasn't show to be able to kill a B2 in a single shot that would also work for game mechanics.
With the ARC troopers I just don't see them as Operatives for one key reason. There are TONS of characters to choose from for operatives already, but the Elite section is going to be a bit limited. Commandos, Jedi Knight Sqaud, Jet-troopers etc. Plus to use you argument that since ARC's are show to operate alone I would say that Imperial Guard should be Operatives as well. After all, we only see 2 IG in cannon at any point, and even in EU they are mostly just depicted in pairs; so having them as a squad of 4 where up to 16 can be mulching on the field is a bit weird. Don't get me wrong, we may see a ARC named character Operative at some point, but I still think we'll see a 3-4 man sqaud of them, before that.
Fantasy Flight has one job to perform with each army to start out with, and that's to fill notchs. Don't think about it in how the unit is Most of the time, think about it in how the unit will fit into the games mechanics. The Rebels don't have a small vehicle of their own that would work in the Core box. So FF gave them the AT-RT, as it made sense they would use old republic tech. Because of that we didn't get the AT-RT in the Clone Core set as it would be too similar to the Rebels...hence the BARC. In the same way we will probably get ARC trooper 5's as an operative, but ALSO get a more generic ARC trooper Elite slot.
...Plus FF is going to do both because it will make them money...
Edited by Tealadin8 hours ago, Tealadin said:As far as the melee I mean giving them a B+W with Pierce 1
You know key words stack right? Each mini contributing pierce 1 would be nuts!
14 hours ago, Tealadin said:Commandos, Jedi Knight Sqaud, Jet-troopers etc. Plus to use you argument that since ARC's are show to operate alone I would say that Imperial Guard should be Operatives as well. After all, we only see 2 IG in cannon at any point, and even in EU they are mostly just depicted in pairs;
Commandos and Jet-troopers should both be SF, as should Clone Paratroopers and Senate Guards, and that's just getting started. We shouldn't get a Jedi Knight squad, ever. A generic commander is about as close to that as FFG should go. A generic ARC operative (generic with a "title" upgrade card into certain named troopers) would make more sense than shoehorning them into a unit that that have plenty of other options.
As for Royal guards only being seen in pairs...
Four of them walk off the shuttle, at least, and they then deploy two outside Sparky's lift on his level, and two on whatever level the main access to the lift was from. The splitting into pairs seems to be something that makes sense more than its how they operate. That's a relatively common tactic for body guards. The EU also never, ever establishes that they only work in pairs. Both Empire's End and Crimson Empire establish that they can work in much larger numbers than that, and other sources indicate that their unit size is larger. Corran Horn sees several of them boarding a shuttle in Bacta War for instance.
19 minutes ago, Alpha17 said:We shouldn't get a Jedi Knight squad, ev er .
Why not? Power-wise, they’d be a slightly better (stronger but less well trained) Imperial Guard unit. Flavor-wise there isn’t a lot of precedent, but even if it’s not a common practice for the Jedi to send out 3-4 for one thing, there’s at least the Battle of Geonosis, which I for one would love to recreate.
23 hours ago, SpiderMana said:Why not? Power-wise, they’d be a slightly better (stronger but less well trained) Imperial Guard unit. Flavor-wise there isn’t a lot of precedent, but even if it’s not a common practice for the Jedi to send out 3-4 for one thing, there’s at least the Battle of Geonosis, which I for one would love to recreate.
They'd have to be stupidly powerful for them to make any sense at all. Grievous's lightsabers are 1 red, 2 black, 1 white each, and it's a noticeable drop from the normal lightsaber of any of the Jedi in the game. Even if we went off something similar, multiplying that by 4 would give you an insane dice pool. Then you'd need to give them pierce to actually feel like you're waving around something more than a glow stick, and that would stack. Add Charge next. Red defense die, and Deflect as well, so surge to block. A force slot would be necessary, if only to trigger "Jedi Hunter" and a training or gear slot would be needed as well, so you're looking at tenacity, hunter and/or Emergency stims backed up by Force reflexes. Then we'd have to look at price. 4 mini Lukes in a squad would need to be a silly amount of points; several hundred, at least. The end result is an extremely powerful squad that can probably one shot most units in the game, including most existing commanders, and it takes up half the points in your list. And, if by some miracle you have the points, you can fit multiple of these units. Imagine Vader getting swarmed by 4-8 mini Lukes at once. No thanks. You might eventually be able to cut them all down, but it wouldn't be all that interesting of a process.
The other way to do it would be simply to make them weak, like you seem to be suggesting, in which case you're not getting Jedi, you're getting a "meh" melee unit that just happens to use Jedi minis. If you want that, just proxy in Jedi minis for Royal guards or Wookiees. They'd lack any and all of the flavor that makes Jedi interesting. No pierce, no Force slot, not Immune: Pierce, etc.
I get the desire to recreate the Arena fight, but really, the mechanics aren't intended for that kind of battle. It's really no different than recreating the Death Star escape from ANH; it might be fun to do, but it simply doesn't work in this game.
Edited by Alpha1730 minutes ago, Alpha17 said:They'd have to be stupidly powerful for them to make any sense at all. Grievous's lightsabers are 1 red, 2 black, 1 white each, and it's a noticeable drop from the normal lightsaber of any of the Jedi in the game. Even if we went off something similar, multiplying that by 4 would give you an insane dice pool. Then you'd need to give them pierce to actually feel like you're waving around something more than a glow stick, and that would stack. Add Charge next. Red defense die, and Deflect as well, so surge to block. A force slot would be necessary, if only to trigger "Jedi Hunter" and a training or gear slot would be needed as well, so you're looking at tenacity, hunter and/or Emergency stims backed up by Force reflexes. Then we'd have to look at price. 4 mini Lukes in a squad would need to be a silly amount of points; several hundred, at least. The end result is an extremely powerful squad that can probably one shot most units in the game, including most existing commanders, and it takes up half the points in your list. And, if by some miracle you have the points, you can fit multiple of these units. Imagine Vader getting swarmed by 4-8 mini Lukes at once. No thanks. You might eventually be able to cut them all down, but it wouldn't be all that interesting of a process.
The other way to do it would be simply to make them weak, like you seem to be suggesting, in which case you're not getting Jedi, you're getting a "meh" melee unit that just happens to use Jedi minis. If you want that, just proxy in Jedi minis for Royal guards or Wookiees. They'd lack any and all of the flavor that makes Jedi interesting. No pierce, no Force slot, not Immune: Pierce, etc.
I get the desire to recreate the Arena fight, but really, the mechanics aren't intended for that kind of battle. It's really no different than recreating the Death Star escape from ANH; it might be fun to do, but it simply doesn't work in this game.
Finally, I was starting to think I was the only one here who thought a generic jedi squad is a crazy idea.
@Alpha17 Idk man I’ve not played Legion, I’m waiting on my buddy to finally get moved in so he can set up his gear and paint his army. 😂
I really think it’s possible for FFG to design something in that in-between space there; not too powerful, while still interesting. I’ve seen them do enough new/interesting things to keep X-Wing balanced that I believe they could do the same in this game.
And I’m not saying they absolutely will or should bring this in as a unit. I just don’t believe it’s as impossible as you seem convinced of.
they could make generic Jedi a detachment so you can still get the feeling of a lot of jedi running around but not have insanely powerful squads of them.