Bounty/Secret Mission

By JediPartisan, in Star Wars: Legion

So we finally are going to get a Rebel version of the Bounty keyword allowing the Rebels more then just the allotted ways to accrue Victory Points. It was quite unbalanced to have only one side with the ability to gain VP through some other means. Now the big problem is that Bounty now becomes even better. Granted, the Secret Mission requirement to go into the enemy deployment zone is waaaaay easier than defeating a specific unit, but why is it that the bounty hunters can now capitalize off the Secret Mission. So now Units with Bounty can gain VP from defeating the unit they put a bounty on or by defeating the unit that succeeded in their Secret Mission. Why is it that Secret Mission can also benefit the Bounty players, but Bounty players cannot benefit Secret Mission players?

You do see the difference? Currently Bounty players gain in every instance, if only the opportunity to gain VP, where Secret Mission players only gain from success and there is a down side, they are now a target. Before anyone says, “You just want both sides to be the same.” That would be balanced, but it’s a very myopic view, so no. What I’m saying, is there are no down sides to Bounty, but there are down sides to Secret Mission. Honestly I expected better from the designers.

If this was to truly be fair and balanced, then a VP should be given to the b ounty h unter if she defeats the Bountied unit and survives, no one should get the points if the Bountied unit dies to something else (stray bomb, other unit etc) or the if hunter dies, but if the unit on which the bounty was placed lives and the hunter doesn’t, then the bountied unit’s player should get the VP.

Just my opinion. What’s yours?

So we’re all on the same page (from RRG):

SECRET MISSION (UNIT KEYWORD)While a battle rages on, some units have a hidden directive or a dire goal that will swing the tide of the larger conflict. Once per game, as a free card action, a unit with the secret mission keyword can place 1 victory token on their card if they are within an enemy deployment zone. At the end of the game, if that unit has a victory token and is not defeated, the player that controls that unit gains 1 victory token.

• If a unit with the bounty keyword defeats a unit that has a victory token from using the secret mission ability, the unit with the bounty keyword takes that token. »Each unit with bounty cannot cause a player to gain more than 1 victory token from the bounty keyword at the end of the game.

BOUNTY (UNIT KEYWORD)After setup, a unit with the bounty keyword chooses an enemy commander or enemy operative and marks that unit with a victory token. Place that token on the enemy unit's unit card.After a unit with the bounty keyword defeats an enemy unit with a victory token (typically by performing an attack against that unit which causes it to be defeated), the victory token moves to the unit with bounty. Place that token on its unit card.At the end of the game, if a player controls a unit that has the bounty keyword and a victory token from defeating an enemy unit, and that unit has not been defeated itself, that player gains 1 victory token. A player gains 1 victory token in this way for each unit they control that meets these requirements.

Have you had a look at the inconspicuous keyword which I suspect these units will have, which would allow them to go across the board ghostlike , so as long as you present another target to Boba then you deny them the bounty , and you deny them your own victory point. I'm fairly sure it's been play tested enough by this stage.

Untill we have all the facts about secret mission it's hard to say.

Edited by jocke01
3 minutes ago, syrath said:

Have you had a look at the inconspicuous keyword which I suspect these units will have, which would allow them to go across the board ghostlike , so as long as you present another target to Boba then you deny them the bounty , and you deny them your own victory point. I'm fairly sure it's been play tested enough by this stage.

Quality playtesting in miniature games is not to be assumed. Alot of things go through playtesting.

1 hour ago, jocke01 said:

Quality playtesting in miniature games is not to be assumed. Alot of things go through playtesting.

Yes but the inclusion of this keyword and the announcement of the droids and the fact it refers to something mentioned in the Star Wars movie (i saw it several months or even years before it was A New Hope, in fact I was certain they never showed Vader escaping when I first saw it, anyway I digress). R2D2 is on a "Secret Mission" , is completely ignored by the troopers when he runs across their line of fire, so I'm certain that one, probably both have the inconspicuous keyword. Unless the imps can pull off some amazing positioning ,they may have to blow through at least another unit before landing dmg on the droid.

I love the knee jerk reaction of "the sky is falling". Bounty hasn't proven to be the game swinger a lot of people make it out to be , and if someone is besting you because they get the bounty, it isn't just because of that it's because they most likely also beat you on the objectives, IE they played better than you or at least we're luckier than you.

Can I have a role call of all the people who would say they lost a game because of the bounty point, where you outplayed your opponent and you felt you should have won if it wasn't for the one or two VP gained by Boba and his buddy Bossk. Describe what happened please, what objective it was also.

Edited by syrath

I don’t think it’s gonna end up working that way. Seems like an easy FAQ.

4 hours ago, jocke01 said:

Untill we have all the facts about secret mission it's hard to say.

We have all the information, it's in the RRG.

4 hours ago, syrath said:

Have you had a look at the inconspicuous keyword which I suspect these units will have, which would allow them to go across the board ghostlike , so as long as you present another target to Boba then you deny them the bounty , and you deny them your own victory point. I'm fairly sure it's been play tested enough by this stage.

Remember, they only gain the benefit of Inconspicuous if they have a suppression token. They can choose to not remove them in the rally step but HAVE to remove once in the end phase.

4 hours ago, arnoldrew said:

We have all the information, it's in the RRG.

Remember, they only gain the benefit of Inconspicuous if they have a suppression token. They can choose to not remove them in the rally step but HAVE to remove once in the end phase.

Oh, I didn't know R2 and C-3P0 had been spoiled.

3PO is completely spoiled in the new RRG (P3), R2s special rules are implicitly spoiled. He definitely has inconspicuous and veeery likely secret mission. We don't have stats and costs for R2 yet.

btw. 3PO can give suppression to R2 as an action in order to make use of inconspicuous. Those two will be a lot of fun to play!

On 8/2/2019 at 12:19 AM, JediPartisan said:

SECRET MISSION (UNIT KEYWORD)While a battle rages on, some units have a hidden directive or a dire goal that will swing the tide of the larger conflict. Once per game, as a free card action, a unit with the secret mission keyword can place 1 victory token on their card if they are within an enemy deployment zone. At the end of the game, if that unit has a victory token and is not defeated, the player that controls that unit gains 1 victory token.

• If a unit with the bounty keyword defeats a unit that has a victory token from using the secret mission ability, the unit with the bounty keyword takes that token. »Each unit with bounty cannot cause a player to gain more than 1 victory token from the bounty keyword at the end of the game.

So what stops you from using the free card action at the end of the 6th round?

I think the fact that the enemy needs a bounty hunter that is also still alive and close to your secret mission unit and able to kill that unit and the need to be activated after your secret mission unit in the last round, makes it VERY UNLIKELY that your token gets stolen.

I also think that the secret mission vp is technically way easier to achieve than the bounty vp. But that heavily depends on the stats of the secret mission unit, so I can't rly say for sure.

@JediPartisan You're jumping to conclusions. Wait until we can play them and then you'll see if it is unfair or not. I thought the same thing about the Infiltrate keyword - that it will break the game. On paper it looked like it, but it turned out not to be true. Same for Bounty. I never had the impression that I won or lost because of it. I always had the feeling that I would've lost/won anyway. Sure it's not fair that the imperials have bounty and the rebels do not have something similar up until now, but tbh when I play the game, the winner or looser of a match is decided by so many factors, that bounty is hardly relevant for the outcome of the match.

Edited by Staelwulf
On 8/2/2019 at 12:19 AM, JediPartisan said:

If this was to truly be fair and balanced, then a VP should be given to the b ounty h unter if she defeats the Bountied unit and survives, no one should get the points if the Bountied unit dies to something else (stray bomb, other unit etc) or the if hunter dies, but if the unit on which the bounty was placed lives and the hunter doesn’t, then the bountied unit’s player should get the VP         

That would actually benefit the "bountied" player more than the"bounty" player. Since the "bountied" unit doesn't need to land the killing blow on the bounty unit it is way easier to achieve. Bounty would turn into a disadvantage with that rule XD

Also you have to pick a bounty. So if you play against someone who only plays a 50 pts. generic officer he can just hide him behind a rock the whole game and deny you that vp. While you have to risk the vp by engaging or hide a unit that costs about three times the points...

Edited by Staelwulf

Inconspicuous: While a unit with the inconspicuous
keyword has at least one suppression token, when an enemy
unit performs an attack, it must target another unit, if able. (pg. 43, RRG)

The way I read this, if that unit is the only one you can target, they're fair game. For example you could enter into melee with them, or adjust your position so you can only see them, or only they are in range.

6 hours ago, FearofaBlankPlanet said:

Inconspicuous: While a unit with the inconspicuous
keyword has at least one suppression token, when an enemy
unit performs an attack, it must target another unit, if able. (pg. 43, RRG)

The way I read this, if that unit is the only one you can target, they're fair game. For example you could enter into melee with them, or adjust your position so you can only see them, or only they are in range.

Yeah, the same tactics to get around Reckless Diversion should work here.