4 hours ago, lologrelol said:Honestly, I don't know who was the final authority on this game; but, there is a lot of imbalance in Legion that should never have gotten through in the first place.
Maybe its because I've played minis games for a long time, or am an amateur games designer, but some things I noticed straight off the bat were:
- Heavies were extremely over-costed, mostly because some objectives couldn't be taken by them and they couldn't dish out quite enough to make back their points.
- Heavy weapons were too expensive on squads, making it easier for people to min max their activations by taking minimum squad sizes.
- Strike teams were a silly choice due to their efficiency (but I can see a case for them being there).
- Refresh weapons, and refresh abilities, were too inefficient, because units like to get every action they can get. Most players saw that only refresh things that auto-refreshed some how, were good.
- Action economy was king, so units that were able to benefit from this would do very well.
- Units with high speed were really good only if they were also melee units, or could take objectives.
- Vehicles and creatures were gimped from half the objectives. Why? A tank crew can get out of a vehicle and activate something. It just really makes people wary of going with lots of these units. Players should not feel hindered in list building like this.
- Lots of the characters were way too expensive for what they did.
- Bounty was unreliable, and secret mission was way stronger than it.
- Line of sight and cover felt weird. You should have to measure range and LOS from each model in a unit, not just range from the leader. Cover to the center of the model is often too hard to get. It makes people set up their models in these weird formations to chain cover on simply immersion breaking angles. Also, seeing the unit leaders of units stand way out from cover is also immersion breaking.
- Rules felt too clustered/disorganized/spread out, in the RRG. I would have preferred something more concise.
- All models should have been treated as volumes, rather than looking model to model. It saves so many arguments.
- Forests and other types of area terrain should be unified into a single consistent type, that provides both cover and difficult ground. Having some types of area that do not just automatically do both can be confusing to the tournament player, making it hard to prepare for that type of terrain, and practice for it.
There's probably other things, and I could go into more depth. But most of the above my friends and I figured out after only a few games of each relevant rule upon its release.
I liked Alex as a designer, sad to see him go. I still had the above critiques though.
This. Very concise and well argumented list.