Tuesday, November 23, 2021

RRG Update - Rebels

 A few weeks ago, I wrote up a snappy article with some healthy details about the Empire RRG Update. A quick disclaimer, I'm at heart an Empire player but always purchased Rebel sets so I could have an opponent battle it out with me.

That being said, the Rebels are a super fun faction with their own identity and a completely different play style to the Empire who have also undergone some much needed changes to bring them into line with the other factions. Ironically enough, after publishing the first article a few weeks ago, I haven't had a game with the Empire and it has been all for the Rebellion.

In no particular order, here are the things I'm most excited about for the Rebels:

Han Solo for me is the biggest change that I've been hanging for. The addition of the Steady keyword seems to fit so thematically for the scoundrel blasting off rounds everywhere, and fits so well with Gunslinger. With the new changes to Low Profile it also increases the survivability as well.


Solo doing what he does best

Speaking of Low Profile, the also raises the value of Commando Strike Teams and Commandos. Although I've never used the latter, the addition of them with Proton Charges or even running them naked for 48 points isn't a thought that I easily dismiss. Compared against the Rebel Trooper unit for a difference of 8 points the gains are courage, surges to hit, Scout 2, and Low Profile. You're losing the Nimble keyword which isn't a massive deal having Low Profile.

Although I have only tried the Speeder Bus post RRG, the changes feel right. The upgrades prior to the RRG seemed ridiculously cheap for what they did. Even now, combined with the Teamwork keyword you can get a ton of green tokens hanging around with both Shiv and an Unorthodox Tactician aboard.

The points drop across the board for Wookies, Pathfinders, Jyn, and the T-47 have helped breath some extra life into the Rebel faction. Whilst I do not believe their are any broken combinations that will turn the game up on its head, I do think now players have a larger variety of units to select from, rather than units being priced poorly and simply not performing to warrant the inclusion.



Either way, I'm only less than a dozen games into using the Rebel faction and although I'm dying to get back to the Empire, there is a lot of discovery to be done still with the Rebels and I'm happy to keep trying.

Signing off,

James

#MayTheForceBeWithYou



 

Saturday, November 6, 2021

RRG Update - Empire

Finally the much anticipated rules reference guide update has dropped, and although most of what has changed was spoiled over several AMG streams, it hasn't dulled the excitement. 

Firstly by no means am I a super competitive player in Legion. I love the universe, the lore and the iconic games the system seems to create. 

Primarily being an Empire player, the point drops across the board (Vader being the exception) are a welcome change. Although I have no direct tournament experience to say they felt 'out of the race', judging by the tourney details posted around the internet, it feels like the inevitable power creep bought in by the latest factions has been somewhat reduced. 

Naturally, being a massive fan of Darth Vader in either Commander or Operative version, I was anticipating these changes the most. The overall buffs to Vader and drops in the rest of the Empire forces somewhat mitigate the Dark Lord's points increase. 

The command card changes to Vader are extremely welcome. It is hard to think of a game when you wouldn't play Darkness Descends on the first turn to access the Reliable 2 keyword. Not only does this increase Vader's damage output, but is a great boost to his defensive ability and overall survivability as well. With some surge tokens to rely on, suddenly I wouldn't as as concerned taking a few more risks with the Dark Lord as opposed to the same play a few weeks ago. 

Speed 2 replacing Spur on the operative version seems to fit the thematic, perhaps more trouble making version of Vader despite burst of speed being a thing. Although I only hold a single game with the LAAT/le under my belt, it still feels like a valid tactic to get Vader across the battlefield and into the thick of the action.

It certainly feels like Darth Vader being placed on the table does (and rightly so) conjure up images for those helpless fleet troopers in the boarding scene of Rogue One for your opponent.


All the points drops associated with the AT-ST are awesome. The changes to General Weiss open up some amazing options and although he isn't as accurate as an Imperial Hammers Pilot, who doesn't want the opportunity to use 4 weapons in a single turn for bragging rights alone?? Also the sneaky play of base contacting an enemy unit, stomping it with the fence (Ewok) cutting blades, and then attempting to decimate another nearby unit with 11 dice I think will be satisfying. For me, having a second AT-ST backing up the first will be the ultimate personification in Imperial Armour. Painting up the second will begin shortly!




One of my favourite units in the faction is the Dewback. Unfortunately they didn't shine at release and were largely and rightly so overshadowed by the Tauntauns. The points drop will hopefully get more of them onto the table. Although triple spurring across the table with Vader's 'New Ways To Motivate Them' command card is an old trick, there is something very satisfying to have 2-3 thunder lizards belting across the table towards your opponent. 



Also within this category is Inferno Squad. I'm intrigued to have a few games with them backing up Iden Versio and see if it feels like they operate at a higher level. It is such a shame to have iconic units in the game not making it to the table because of a 'tactical superior option from a points based perspective' rather than submitting to the 'rule of cool'.

A Scarif based list archetype is one that I am keen to visit because of the points updates. Shoretroopers led by Krennic and his Deathtroopers, with Operative Vader harrassing the opponent sounds like good ingredients for a fun list.

Currently with the Empire and Rebel factions we're spoilt for choice in terms of how creative we can get with each army list. There is no shortage of unique combinations to run which is only then increased due to the tests each list can face within the objectives/conditions/deployment deck. Second to this, a points drop allows a trip backwards to examine lists which didn't quite perform as one would have hoped. Perhaps the points saved can now mean upgrades on a particular unit that were previously unavailable or in some cases, an extra activation.

Recently I was lucky enough to introduce a long time wargamer into Legion.  It was such a great experience for both parties and has only further ignited my passion for the game. I was even more pleased to hear he had settled on the Empire as his faction of choice. What are the changes you are most welcoming or lists to re-visit? 

Signing off, 

James

#LongLiveTheEmpire 

Saturday, April 10, 2021

Skirmish Battle Report - Solo vs Veers

Currently the score for the Easter league is as follows:

James - 3 points (1W/0L/0D)
Chrace - 3 points (1W/0L/0D)
Aeson - 1 point (1W/0L/0D)
Landon - 3 point (1W/1L/0D)
Alex - 3 points (0W/1L/0D) 

The next game put father and son against one another with Han Solo leading the Rebels against an AT-ST list with General Veers at the helm. It was going to be an uphill battle for the Rebels and they'd be relying on their courageous wit and sneaky tricks to get over the line.

Rebels - James



495/500

7 Activations

Han Solo (Duck and Cover)
Chewbacca (Tenacity)
Rebel Troopers
Mark II Medium Blaster Trooper
Rebel Veterans (CM-O93 Trooper)
Rebel Commandos (Strike Team) (Proton Charge Saboteur)
Tauntaun Riders (Tenacity)

Ambush•, Sorry About the Mess•, Push••, Reckless Diversion••, Covering Fire•••, Change of Plans•••, Standing Orders••••

Empire - Aeson



495/500

5 Activations

General Veers (Electrobinoculars)
2x Stormtroopers (RT-97C Stormtrooper, Stormtrooper Specialist)
Scout Troopers (Strike Team) (DLT-19x Sniper)
AT-ST (Imperial Hammers Elite Armor Pilot, 88 Twin Light Blaster Cannon, Linked Targeting Array)

Ambush•, Maximum Firepower•, Pinned Down••, Evasive Maneuvers••, Coordinated Fire•••, Imperial Discipline•••, Standing Orders••••

Missions:



Deployment:







Turn 1 - Ambush (1 pip) vs Maximum Firepower (1 pip)

Commandos push up and drop a mine to cause a headache near the objective. Veers uses Spotter and passes out aim tokens onto the AT-ST, Veers and the Stormtroopers. Thanks to his command card he drops a orbital bomb onto the Mark II Blaster trooper leaving a crater.

Rebel Troopers take a dodge token and move into archway. Stormtroopers move opening up killing two of the Rebel Troopers. Han Solo moves up and returns the favour dropping a pair of Stormtroopers. The Strike team double moves. Chewbacca drops a single stormtrooper at range.

The AT-ST moves towards the centre and I detonate the bomb. It kills a single Stormtrooper, puts 2 wounds onto Chewie, drops a commando and puts a suppression token onto the Scout Strike team. The AT-ST targets and kills the remaining Commando removing my team in turn 1 for the second game in a row!

The Rebel Veterans open fire onto the Stormtroopers however it is only for a suppression token. The remaining Stormtroopers sneak around the back of the building before the Tauntauns double move up the flank staying at range 4 of the AT-ST dropping a Scout on the way past.








Turn 2 - Reckless Diversion (2 pips) vs Evasive Maneuvers (2 pip)

Faceup order tokens go down onto Han and the Tauns as well as the AT-ST.

Tauntauns take a move triggering relentless killing the last Scout Strike team member. They finish off charging into the Stormtroopers however that proves to be a mistake as the white armoured troops beat down a single rider. The Rebel Veterans hunt down the second unit of Stormtroopers in heavy cover killing a single model banking up enough suppression that they panic and run away towards the next barricade.

The Rebel Troopers double move to either support the Tauntaun next turn or get out of the way of the AT-ST. Veers inspires the nearby Stormtroopers and double moves into a position behind a small hill. Chewie moves and kills the lone Stormtrooper removing an activation whilst in response the AT-ST clambers up on top of the hill (I removed it from the table to save my model falling over....)and unloading onto the Rebel Veterans killing two of their number.

Han goes into action moving enough to spot Veers and puts two wounds onto him and a single blaster bolt penetrates the thick armour of the Imperial war machine. With Veers and the AT-ST near the objective they secure it for the round giving them a victory point.







Turn 3 - Change of Plans (3 pip) vs Coordinated Fire (3 pip)

Han, Chewie and the Rebel Veterans take order tokens whilst the Stormtroopers take an order token for the Empire. They activate immediately taking a dodge token and putting a further two wounds onto the remaining Tauntaun rider. 

The Rebel Veterans move into a flanking position and fire at the AT-ST but yield no damage. The walker turns and fires back at the unit but alongside cover, a dodge token and 3 block results they're left standing. Chewie moves into a firing position and puts a single wound onto General Veers leaving him on two remaining and in response he takes a dodge action and puts a wound onto Han Solo.

The lone Tauntaun rider withdraws triggering relentless however the Stormtroopers save all damage and spend their dodge in the process. The Rebel Troopers fire onto General Veers in order to have him spend the dodge token clearing the way for Solo's pistol shot allowing him to kill General Veers.
The Empire was down to a pair of activations only but the Rebels had very thin numbers.








Turn 4 - Push (2 pip) vs Standing Orders (4 pip)

The lone Tauntaun and the Rebel Veterans take the faceup order tokens whilst the AT-ST takes one for the Empire. The Taun immediately moves around to the back of the AT-ST staying in range 1 of the objective but doing no damage. The AT-ST  splits fire  onto Han and Chewie resulting in 3 wounds on Chewie between Guardian and Uncanny Luck.

Solo fails to rally however putting him at a single action and takes a dodge token to trigger teamwork not wanting the Stormtroopers to make short work of Chewbacca. The Stormtroopers move up and shoot the Wookie for 2 wounds which will and truly triggers the charge rule. Chewie activates charging only killing a pair of troopers however. 

The Rebel troopers rush into aid their comrade dropping another Stormtrooper. Finally the Rebel Veterans seizing the moment rush to get behind the AT-ST in order to secure the objective on the final round.





Turn 5 - Sorry About The Mess (0 pip) vs Pinned Down (2 pips)

Han and the AT-ST take faceup order tokens. The Rebel Troopers aim and belt the Stormtroopers killing another model whilst they focus onto the Wookie for no damage thanks to Han's shared dodge token. 

The Rebel Veterans double move into range 1 of the objective placing enemies on all sides of the AT-ST. The Empire's final activation sees it fire onto Han putting 2 wounds on the General of the Rebel Alliance. Chewie kills the rest of the Stormtroopers whilst the rest of the fire from Han and the Tauntaun goes into the AT-ST for minimal damage.

The Rebel Alliance secure the objective for 2 points in the fifth round.
 






Result - Rebel Victory

Conclusion:

Firstly I want to say that my 10 year old played like an absolute champion. I initially thought I had a very slim chance of victory in this game simply because of the armoured monstrosity. He played extremely well and it was one of the best games of Legion I've had in a long time with super swingy rolls and the whole narrative just seemed to fit right into a Star Wars movie with a small group of Rebels grasping victory at the final minute.

Even though Aeson has lost his two games I'm really keen to see how his third goes as I had a good discussion with him about keeping his Stormtroopers behind his AT-ST for cover, as well as keeping them all within the 'Veers-sphere' for the continued Spotter aims.

I still suck using the Rebel Commandos and perhaps I need to keep them back and use them late game but then I think that isn't effective play as I'm more likely to hit my own troops then.

That completes the second round of the Easter League. Thanks for reading.

- James















Friday, April 9, 2021

Skirmish Battle Report - Iden vs Bossk

 


Unable to secure a sixth player for the Easter league a bye round (average score of all players rounded up) was enforced for each player. Currently the scores were as follows:

James - 3 points
Chrace - 3 points
Aeson - 1 point
Landon - 1 point
Alex - 2 points 

This was round 2 of a 5 round series and Chrace opted to take the bye round for this round putting Landon vs Alex. Landon opted to change lists and take a score hit (-1 point) not content with his last performance even though I couldn't talk him out of it.

Lists:

Landon returned to Iden Versio who he has got a bit of experience with:

493/800

5 Activations

Iden Versio (Offensive Push, Hunter, Iden's TL-50 Repeater)

Snowtroopers (Gideon Hask, Imperial Comms Technician, HQ Uplink)

Snowtroopers (Snowtrooper)

2x Imperial Special Forces (T-21 Special Forces Trooper, Hunter, Offensive Push)

Ambush•, Pulse Scan•, Push••, Concussive Blast••, Assault•••, Tactical Strike•••, Standing Orders••••


Alex had a single game of Legion upon release to learn the rules with me years ago so it would be another introduction game for him.

498/500

5 Activations

Imperial Officer (Electrobinoculars)

Bossk (Hunter)

2x Shoretroopers (T-21B Trooper)

TX-225 GAVw Occupier Combat Assault Tank (First Sergeant Arbmab)

Ambush•, Merciless Munitions•, Push••, Reptilian Rampage••, Coordinated Fire•••, Lying in Wait•••, Standing Orders••••

Objectives:




Deployment:


Imperial Special Forces infiltrate further afield.


Turn 1 - Ambush (1 pip) vs Push (2 pips)

HQ Uplink popped onto Snowtroopers (Gideon's unit), Gideon coordinates. Ambush token is placed on infiltrating special forces. Shoretroopers and Tank take tokens.

ISF take a dodge and standby token. Shoretroopers move out to flank and take a standby token. 

Tank rolls up and shoots onto the ISF for suppression only (son forgot about standby). Second ISF unit triggers standby and opens up on tank causing a single wound.

Iden pushes forward for no damage onto the tank. Snowtroopers no damage onto tank. 

Bossk drops an ISF soldier from range with his mortar rifle. Shores match Bossk's damage.



Turn 2 - Tactical Strike (3 pip) vs Ambush (1 pip)

The tank with a faceup order token rolls up dropping a pair of snowtroopers. ISF push up with aims and takes out 3 shoretroopers. Officer repositions and gives out aim tokens to Bossk and Shoretroopers. ISF rally, shoot onto Bossk for 3 wounds.

Shoretroopers delete a pair of ISF then Iden sneaks up dropping Bossk. Second unit of Shores move up and wipe out the Snowtroopers leaving Gideon alone. Rest of the fire goes onto tank for no damage.

Turn 3 - Concussive Blast (2 pip) vs Standing Orders (4 pip)

Iden shoots onto the tank for no damage. Tank moves up and pivots shooting onto the Snowtroopers killing 3. Gideon activates and double moves triggering steady. Although no damage goes onto the Shoretroopers a single suppression token. Shoretroopers kill Gideon. Full strength ISF unit wipes out the remaining Shoretrooper unit.




Turn 4 - Assault (3 pip) vs Coordinated Fire (3 pip)

Shoretroopers fail to take any bodies from the full strength ISF passing their aim token to the tank. Iden drops the Imperial Officer. Tank kills the remaining Snowtroopers.



Turn 5 - Push vs Standing Orders

Lone ISF pushes into enemy deployment zone. Shoretroopers put 5 wounds onto Iden. She moves off into safety. Tank drops a single ISF however they move off into the enemy deployment zone for the win.

Result - Imperial victory

Conclusion

Losing Bossk was a devastating blow to Alex's forces and hard to recover back from. Despite having the tank it wasn't able to put out the damage it needed to in order to delete/cripple units. Landon played the objective very well and snuck into the enemy deployment zone for the win. The league score is now as follows:

James - 3 points (1W/0L/0D)
Chrace - 3 points (1W/0L/0D)
Aeson - 1 point (1W/0L/0D)
Landon - 3 point (1W/1L/0D)
Alex - 3 points (0W/1L/0D) 

Up next is James running Han Solo versus Aeson running a Veers and AT-ST list.




Thursday, April 1, 2021

Skirmish Battle Report - Rex vs Veers


Welcome to another battle report in the Easter league. The prize for first place had been secured and with interest certainly peaked, the competitive feeling within the house certainly jumped with even the daughter (who has never played Legion) expressed interest in joining.

The basic rules for the league was fairly simple with the scores being as follows:

Win - 3 points
Draw - 2 points
Loss - 1 point

In terms of how many rounds we were going to play this will be decided once a final tally of players has been confirmed.

The second game to report on is between my second and third sons taking the Galactic Republic led by Captain Rex faced off against General Veers of the Empire.

Galactic Republic - Chrace

498/500
5 Activations

Clone Captain Rex (Aggressive Tactics, Hunter, JT-12 Jetpacks)
2x Phase I Clone Troopers (Z-6 Phase I Trooper, Phase I Clone Trooper)
Arc Troopers (Strike Team) (Echo, Hunter)
Arc Troopers (Fives, Hunter, Comms Jammer, JT-12 Jetpacks, Targeting Scopes)

Ambush•, Call Me Captain•, Push••, Take That, Clankers!••, Assault•••, We're Not Programmed•••, Standing Orders••••


Empire - Aeson

495/500
5 Activations

General Veers (Electrobinoculars)
2x Stormtroopers (RT-97C Stormtrooper, Stormtrooper Specialist)
Scout Troopers (Strike Team) (DLT-19x Sniper)
AT-ST (Imperial Hammers Elite Armor Pilot, 88 Twin Light Blaster Cannon, Linked Targeting Array)

Ambush•, Maximum Firepower•, Pinned Down••, Evasive Maneuvers••, Coordinated Fire•••, Imperial Discipline•••, Standing Orders••••

Objectives





Deployment




Turn 1

Assault (3 pip) vs Standing Orders (4 pip)

Aeson is only a 10 year old player so my advice for him was simply. Ensure your AT-ST has an order token every turn and focus on a single unit before moving onto the next. He placed his faceup order token onto the AT-ST and went to work shuffling most units forward into mutually supporting positions. The Clones also did the same thing setting up for next round shots.









Turn 2

We're Not Programmed (3) vs Ambush (1)

Once again the AT-ST has an order token for use in the later turn. The Clones have complete activation control with only the ARC troopers going into the draw pile.

The Stormtroopers move into the open and take a dodge action and pop the Stormtrooper specialist for a surge token. Echo moves into a sniping position managing to drop one of the opposing Strike team members. Veers hands out aim actions before the ARC troopers take a double move to get into a next turn flanking position.

The second unit of Stormtroopers open fire onto nearby clones for a single suppression token only before they pour fire into the AT-ST resulting in a single wound. The second unit of clones mirrors the first with another wound and in reply the Imperial war machine kills 3 clones.







Turn 3 

Take That Clankers! (3 pip) vs Coordinated Fire (3 pip)

Rex gets to work immediately putting 2 wounds onto the AT-ST. Seeing an opportunity the Stormtroopers rush into position pouring accurate fire into Rex stripping him down to a single wound! The ARC troopers continue to assault the walker for nil damage.

The second unit of Stormtroopers face the now exposed ARC troopers and reactionary fire drops 2 of their number. Clones fire onto the AT-ST determined to crack the machine but the armour proves too thick. The AT-ST splits fire in response onto the Clones and Captain Rex netting only suppression tokens.

The Strike team blanks out attacking Rex before the Phase 1's split fire of their own taking out the remaining sniper (+1 VP) and scoring damage onto the AT-ST.

General Veers drops a single ARC trooper.







Turn 4

Ambush (1 pip) vs Maximum Firepower (1 pip)

GAR win the roll off for initiative. Rex moves behind the building for cover and takes a dodge token. In a stroke of genius Veers double moves away from the ARC troopers putting them at range 4 and kills another with an aerial barrage.

The Phase 1's rally before aiming and taking another point of damage onto the AT-ST and handing it a disabled token (Requires 2 actions to move). In reply the AT-ST drops 2 Clones after 6 hits and help from nearby Rex with a dodge token. Echo targets the war machine but can't find the chink in its armour whilst the Stormtroopers unleash fire power into the second unit of Phase 1's destroying the unit (+1 VP).

Finally Fives targets the rear of the AT-ST but once again can't find any soft spots.

GAR - 1 VP
Empire - 1 VP







Turn 5

Call Me Captain (1 pip) vs Evasive Maneuvers (2 pip)

The final pivotal turn and the Phase 1's manage to put the nail in the coffin and destroy the AT-ST (+2 VP) which meant Aeson needed to destroy 2 units to tie the game or kill Captain Rex who was safely hidden away.

The Stormtroopers unload onto Fives who falls quickly (+1 VP) however the rest of the Clone army withdraw into cover and out of line of sight. The final unit of Stormtroopers have a shot onto Echo however the dice without the aid of any aim tokens abandon the Empire resulting in no damage.

Final Score

GAR - 3 Victory Points
Empire - 2 Victory Points

Result - GAR Victory

The Easter league scores currently stand as follows:

James (Rebels) - 3 points (1W/0D/0L) 
Chrace (GAR) - 3 points (1W/0D/0L) 
Aeson (Empire) - 1 point (0W/0D/1L) 
Landon (Empire) - 1 point (0W/0D/1L)