Post your idea for more battle plans cards only

By azeronbloodmoone, in Star Wars: Legion

i will put this as a rule to this thread (will try to keep it on track) you will post your battle plan ideas only on here wether you played them for fun locally or just thought of it.
All other discussion can take place outside of this thread please and thank you.

Conditions: Raising tides/lava (dynamic battle field). during setup in addition to deployment zones mark mark off 2 other areas, alternating between the two players, no bigger than 1 range squared and no smaller than 1 movement squared. IF key positions and intercept the transmissions is being used: one of the objective tokens must be in this new zone and center as best as the players can. These zones must be beyond movement 1 of any other zone.
During rounds 3 and 5 and end of round 6 or end of game but before points/kills are counted. any unit not in one of the zones (including deployment zone) takes 3 points of damage.

Deployment: trench warfare: starting with the short side of the board: mark range 1 as first set of deployment. then movement 1 ahead: mark a second zone with range 1.
in second zone corps only can be deploy here.
any troop in second deployment zone gets cover 1.

Take the High Ground

At the end of rounds 2 and 4, each player gains 1 VP if they have the most unit leaders at height 3 or more. At the end of the game, each player gains 1 VP for each unit leader at height 3 or more. If there is no terrain at height 3 or more at the beginning of deployment, mark off a 3x3 range area at the center of the battlefield and treat this as height 1. Remove any terrain hanging off an edge of this area. Mark off a 2x2 range area at the center of the battlefield and treat this as total height 2 and remove overhanging terrain. Mark off a 1x1 range area at the center of the battlefield and treat this as total height 3 and remove overhanging terrain.

(I haven’t given this one much thought or a play through. I know it would make units like Luke and Boba even more valuable, but it also makes AT-RTs, Chewbacca, Wookiees, Bossk, Obi and Greivous better too. As an alternative, you could make height 2 the scoring height to enhance T-47s, but this might make for more of an elimination mentality too.)

I'm just thinking them so I don't know if they are well balanced.

Deployment Card: "Ambush"

1 (red)

3 (red) Ambush zone (blue) 3 (red)

1 (red)

The Red Player must deploy all of his units befor the Blue Player.

Condition Card: "Solar Corona"

The blue player chooses a border of 3 range ruler lenght that is not inside any player's deployment zone to be the corona and marks it. When a unit is attacking, if prolonging the line of sight from the unit leader to any mini in the defender touches the corona, before the "Convert attack surges" step or the attack, the defender may choose up to 2 dice. The attacker must rerol those dice.

Condition Card: "Meteor Shower"

At the end of rounds 1, 3 and 5, starting with the Blue Player, each player drops one condition token from more than height 4 above any part of the battlefield. Each unit at range 1 of the final position of each condition token suffers 1 damage. Then remove those condition tokens from the battlefield.

9 minutes ago, Lemmiwinks86 said:

Condition Card: "Meteor Shower"

At the end of rounds 1, 3 and 5, starting with the Blue Player, each player drops one condition token from more than height 4 above any part of the battlefield. Each unit at range 1 of the final position of each condition token suffers 1 damage. Then remove those condition tokens from the battlefield.

I think this would be easier for all units not touching a piece if terrain to suffer damage. This is easier to keep track of.

6 minutes ago, That Blasted Samophlange said:

I think this would be easier for all units not touching a piece if terrain to suffer damage. This is easier to keep track of.

I just wanted to give it a bit of controlled randomnes and thought it could be funny to drop the tokens from above representing the meteors. Also, I don't think that it would be too difficult to keep track, each player drops a token, measure which units are at range 1, they suffer 1 damage and then remove both tokens.

Objective: EVAC mark a range 1 area in the center of the map. After rounds 3 and 6 any units fully within the zone and not engage is pulled from the board at the end of the game each player scores 1 vp for each unit evacuated.

29 minutes ago, azeronbloodmoone said:

Objective: EVAC mark a range 1 area in the center of the map. After rounds 3 and 6 any units fully within the zone and not engage is pulled from the board at the end of the game each player scores 1 vp for each unit evacuated.

I like the idea but maybe change it so blue player scores for any of there units evacuated and red scores for any blue units not evacuated. Idk how balanced that would be, but I feel that's more thematic as 1 side is trying to evac from the battlefield as the opposing army come crushing down on them

1 hour ago, lunitic501 said:

I like the idea but maybe change it so blue player scores for any of there units evacuated and red scores for any blue units not evacuated. Idk how balanced that would be, but I feel that's more thematic as 1 side is trying to evac from the battlefield as the opposing army come crushing down on them

1 hour ago, azeronbloodmoone said:

Objective: EVAC mark a range 1 area in the center of the map. After rounds 3 and 6 any units fully within the zone and not engage is pulled from the board at the end of the game each player scores 1 vp for each unit evacuated.

Or Red player scores for each evacuated unit and blue player scores for each unit remaining on the battlefield at the end of the game. Otherwise I think it just supports the high activation count spam. Range 1 area is also really small for, say, an occupier tank.

23 minutes ago, smickletz said:

Or Red player scores for each evacuated unit and blue player scores for each unit remaining on the battlefield at the end of the game. Otherwise I think it just supports the high activation count spam. Range 1 area is also really small for, say, an occupier tank.

first thanks for the feed back, but leaving it as this since its any unit (including vehicles) can be evacuated, it forces both sides to rush to center for round 3 and 6 it also it encourages you to engage those units as it prevents points. the downside to rushing is you have less units on the field for the other rounds as those units are removed from the field of play (less activations too). yes the range 1 is in't ideal but he tank can still fit in it at a angel giving a interesting field of play.
as a side not please keep posting different battle cards to give other players idea on what to do for fun games. and keep post limited to this please.

Conditions

Mud. Ground units have their speeds reduced by 1; Difficult terrain becomes impassable.
Precipitation. All engagement ranges are treated as one range band farther.

Missions

Annihilation. Destroy 75% or more of the opponent’s units (by points count).

Decapitation. The last Commander active on the board wins the game.

Capture the Flag. After placing units, each player places a token on the board to represent his or her flag. At the end of a turn, if a player has more units within range 1 of the opponent’s flag than the opponent, that player wins.

Seize the Plans. Place a Plans token at the center of the board. Each player then selects an edge of the board to be his or her goal edge. The mission is to seize the plans – move a unit on to the token and spend an action to pick it up – then move the token to the friendly goal edge.

Order 66. Each player secretly selects three friendly units to be Jedi (or Sith). A Jedi or Sith may only be revealed by a Reconnoiter action (special action in Range 1). A player wins by being the first to eliminate his opponent’s Jedi or Sith units. Players must reveal when a Jedi or Sith unit has been destroyed.

Setup

Meeting Engagement. Players set up in opposite corners, within range 2 of the corner.

Hold the Center. One player sets up within Range 2 of the center of the board. The other player sets up his forces within range 1 of the short edges of the board, placing at least 25% of the force along each short edge.

Assault Landing. One player sets up anywhere on the board. The other player then chooses a location and sets up all forces within range 2 of that location.

Reinforcement. Players alternate selecting one long edge and one short edge of the board. 2/3ds of each force (by activation count, round down) starts within range 1 of a long edge of the board. On turn 3, the remaining 1/3d of the force enters on the player’s short board edge.

Objective: Defend the shield generator

The red player places an objective token anywhere within the blue players deployment zone on a piece of terrain.

The piece of terrain becomes the shield generator. It has 10 wounds, white defense dice and the Armor keyword.

At the end of each round, if the shield generator still has health left, the blue player gains one victory point.

If the shield generator is destroyed, the red player gains 5 victory points.

Condition: Corrosive atmosphere. All Trooper models are attacked by a white die every turn.

55 minutes ago, TauntaunScout said:

Condition: Corrosive atmosphere. All Trooper models are attacked by a white die every turn.

I would add the caveat if they are not touching a piece if terrain.

5 minutes ago, That Blasted Samophlange said:

I would add the caveat if they are not touching a piece if terrain.

Fences don’t protect you from the air all around you.

1 minute ago, TauntaunScout said:

Fences don’t protect you from the air all around you.

Agreed, does that mean environmental gear will?

Condition: Jammed Communications - the range for issuing orders from your nominated commander is one less.

Condition: Treacherous footholds, all trooper units treat the battlefield as difficult terrain.

12 minutes ago, That Blasted Samophlange said:

Agreed, does that mean environmental gear will?

Nah. It corrodes it. I was going to say toxic atmosphere but then stormtroopers, Boba Fett, etc. should be immune anyways.