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