Battle Report 11/15/18 - Local Tournament II: The Revenge

Faction: Rebel

Point Value: 796

Army:

  • Luke Skywalker (Force Push, Emergency Stims)

  • Leia Organa

  • 2x Fleet Troopers (Scatter Gun Trooper)

  • 3x Rebel Troopers (Z-6 Trooper)

  • 1x Rebel Troopers

  • 2x Rebel Commandos Strike Team (DH-447 Sniper)

  • AT-RT (Flame Thrower)

Like last time this tournament was a 2 round Swiss style. with 8 players. The first round was random match ups, and round 2 was the winners from round 1 matching up. As this resulted in 2 players who were 2-0, the final winner was determined with strength of schedule, which basically means who of the winner’s opponents from round 1 in turn won their second round. It was a little convoluted, but in as casual format means a shorter day

I got SO CLOSE this time, winning round one against a very strong opponent, but fumbled hard on the second round and lost.

Game 1

Enemy List: (Roughly) Palp (Anger, Push, Choke), Imperial Royal Guards (Electrostaff, Stims), 2x Snowtroopers (extra trooper, flame trooper), 3x Stormtroopers (extra trooper, DLT), 2x Scout Trooper Sniper Teams

Setup: Key Positions, Advanced Positions, Rapid Reinforcements

Not-So-Quick Recap:

An overview of the Hoth map we played on in game 1.

An overview of the Hoth map we played on in game 1.

This was my first game with the new Key Positions and Rapid Reinforcements rules. It was an interesting map for it too - there was one large power generator in the center which could block some line of sight, but also be shot over / provide heavy cover, depending on where two units where standing in relation to each other on either side. The rest of the table was mostly just heavy cover or partial LOS blocking terrain - no buildings, walls or hills to hold up behind.

This was also my first in-person game using the list I played. In the last tournament at my shop, blue bids were still a big factor, and I brought 20 points worth. With the Key Positions change, I had filled in those points. and was still making tweaks and adjustments to what to do with those last 20 points. In this case I had stripped down some of my units in order to add a single AT-RT flamethrower unit. I had a plan for this unit, but no play time to have tested it out. In the end I was at 799 and my opponent was at 798, so he took blue.

Snipers in position.

Snipers in position.

Deployment went easily enough. I set both my fleet troopers aside, hoping to use my activation advantage (11 activations to his 9) to drop them in after he had activated any units who could threaten them while exhausted, while letting them be set up to move and then throw full dice at him at the top of the next round. He held back a single stormtrooper DLT unit and a single snowtrooper unit

I opened with Coordinated Bombardment. I was expecting a Give Into Your Anger (GITYA) from my opponent, in an attempt to delay Leia and possible cripple a single unit with suppression right away. I got a Standing Orders instead, which worked out well for me. Leia was able to erase an entire sniper squad and remove a single unit from a second right away. My snipers in turn were able to start pressuring his IRGs quickly to reduce Palp’s ability to pass of wounds in later game.

The first few rounds went well for me. I was able to box out his Rapid deployment so his placement of these was in open ground, while mine came in well positioned to start shooting right away the next round, with some heavy cover to boot just in case they activated late. All told I was able to wipe most of his mid field trooper units by round 3, giving me a clear numbers advantage on the middle position.

Rapid Reinforcement Fleet troopers were able to start putting a hurt on his troops immediately in round 2.

Rapid Reinforcement Fleet troopers were able to start putting a hurt on his troops immediately in round 2.

As well, I got really close to forcing his back field unit off his safe point. My snipers were both able to apply suppression to this stormtrooper units in a round in which Palp had just stepped out of their range. They panicked and fled off the point, but not quite off the board. The next round I was able to re-apply suppression, leaving this unit with three suppression when they activated. A good play, but they rolled well and removed two, and were able to use their single action to line up behind a turret and block me from trying this again.

Round 4 things almost flipped for me. Short version: Palp is a beast with his 1 pip card. I knew this was coming, so I set Luke up in range at the end of round 3, then dropped Son of Skywalker. I got lucky and won the roll off, and felt pretty good about my odds. I didn’t need Luke to kill Palp. I just needed him to leave Palp wounded enough that he could only get off 1-2 blasts. This seemed reasonable - the IRGs had been wiped by my Fleet troopers and Luke had two attacks with an aim token.

Luke jumps in and starts swinging. First attack - 5 hits Awesome. First defense, Palp rolls 5 blocks. Not awesome. Second attack, Like rolls 3 hits. I use the aim and get two more, for another 5 hit attack. This time I’m good. Palp rolls 4 blocks. Not good at all. I spent my big attack and exposed Luke, and my primary target had taken only a single wound. I was in trouble.

Holy suppression! Leia had 8 suppression at one point. It took two full turns to get off the board, but she scrammed under this kind of pressure..

Holy suppression! Leia had 8 suppression at one point. It took two full turns to get off the board, but she scrammed under this kind of pressure..

Sure enough, Palp uses his first action to attack Luke. He had an aim from Anger, and rolls 5 hits on Luke total. I do not have my opponent’s luck with red dice, and roll only one block. With Luke’s previous wounds this ends him. Palp moved as his second action, surveys the field, then starts shooting. And Now You WIll Die… attack one erases a rebel trooper squad. Attack two erases a Fleet squad, Attack three erases my second fleet squad. With one activation, Palp had removed 333 points off the board. Ouch. My clear a decisive victory was now very much in doubt. A sniper team removed Palp ASAP, but the damage was done. His remaining sniper was able to compound suppression onto Leia, who was already panicked from GITYA in round 3, and she ran off the board.

We both went into round 5 leaderless with bare bones units to grab center.

I won this one with lucky rolls. We were two and three on the point. His three though included two single unit teams, and my two were both at most of full strength. I rolled those fickly rebel dice, and got enough hits through to remove those units. It ended 2-1 with a mostly empty table.

What Went Wrong:

AT-RT Aggression: I took a single AT-RT flamer in this list, with the idea that it would function as a distraction while my troops moved into position. 2 black dice per targeted unit is scary to think about, and no one wants to be on the receiving end of that. I assumed that as this unit moved up, my opponent would be more worried about it that troopers taking objectives. This proved true, they did focus on this unit, but eliminated it too quickly for it to serve its purpose.

I had no room in my list for redundancy with this unit, which I know is required for AT-RT’s to be effective (for anything to be effective, really). So I went into this unit was going to die, possibly without even dealing any damage. I was ok with it dying and dealing no damage, as long as it wasted my opponents time picking through armor.

Mistake: Eager to scare my opponent into targeting the AT-RT and not my trooper units, I pushed it forward too fast. Both my match ups had DLTs in plenty, and one had fragment grenades as well (surge to crit). Game one this unit died in round one, and in game two it only made it round 2. It did distract my opponent in those rounds, but this was not enough to really help me out. Possibly if the match up had been Recover the Supplies or Intercept the Positions, where I needed to score early, by for KP it was mostly wasted.

What I should have done: Even as a big-bad distraction, I should have been more careful. It occurred to me later that if I had kept this unit close to Luke, then pushed them both forward at once, it would have been a lot more efficient. Both are scary troop killers, and both invite focus fire. Pushing them both up in round 3 or 4 would have added a lot of stress on my opponent, who would have been required to choose who to target.

Holding my backfield position.

Holding my backfield position.

Ol’ Jazz Hands: Palp’s one pip card is brutal. As mentioned, he wiped out 4 units in one activation with it. Some of this was just bad luck with Luke’s SoS attack, but what if I had lost the roll off?

Mistake: Things were looking good for me in round 2, so I pushed my units into center quickly. This meant that far too many units were in range of his attack when he dropped it.

What I should have done. Range 2 is further than it seems when you are the target, so its hard to say what would have happened had I kept my units back. But it does seems that in a Palp match up going forard, I need to kite his model as much as possible, to limit the number of units who are in range from any one point. Any early game damage I can give him would help as well, as the more hurt he is, the less often he can fire off an attack. Guardian 2 on the IRG can only deflect regular hits, so it might be worth crit fishing on Palp with snipers for this very purpose.

Game 2

Enemy List: (Roughly) Vader (Push, Reflexes, Saber Throw), 6x Stormtroopers (Extra Trooper, DLT), 2x Scout Trooper Strike Teams

Setup: Key Positions, Long March, Clear Conditions

Lined up to deploy.

Lined up to deploy.

Quick Recap:

This was my game to lose, and I lost it. I have rarely been as mad at myself as I was after this game. I was up on activations, I knew the game and the the strategy and had been practicing over and over. My opponent was building his list that morning and was unsure about a number of LOS, cover and climbing rules. After my win in the previous round, I went into this game feeling really good, and that was what lost me this game.

I got blue again and picked a board edge which afforded me a safe position completely obscured from the other side, and a large LOS blocking wall to line up against before charging the middle. My opponent places his ‘safe’ position on a piece of light cover I could see from my side clearly. With long march his Vader was going to need time to become a threat. All I needed to do was line up against the wall, shoot anything that came around or over it, then climb up in round 6 to crowd the position.

Snipers lined up to see downfield to my opponent’s board side.

Snipers lined up to see downfield to my opponent’s board side.

Instead, I got greedy. I was overconfident in my ability and my opponent’s newness to the game. I saw his open and poorly contested backfield position and pushed three of my units towards it. I did not plan to hold it, but figured I could panic him into committing his troops to keeping me off it, and leave center open for me to wander onto in turn 6. Instead DLTs at range 4 and white dice saves on my troops meant he was able to chew through these units without breaking stride to center. Half my trooper units gone in round 4 put a lot more pressure on my to work with what I had left, and by that point Vader was in range. A foolhardy charge by Luke coupled with some miserable Son of Skywalker rolls (I blanked an entire 6 black dice in one attack) had Luke dead as well in round 4, without a single unit removed to show for it.

Round 5 we both started the climb into the center hill to get in base contact with the center points. I still had the upper hand, based on where all the units were placed on the board at that point. Then Vader’s Saber Throw removed the remainder of a fleet trooper unit, and an insanely lucky white attack dice roll by three stormtroopers killed three rebel troopers in heavy cover. Vaders’ New Ways to Motivate Them in round 6 cinched it. Two previously out of range stormtrooper units were able to lose all but their unit leaders to triple double move then clamber up to get into contact. It ended with 4 units to three units on the center point.

endgame.JPG

What Went Wrong:

Luke Rage: Always a problem. I stopped my pattern of pushing Luke up into dangerous combat round 2, but waiting until round 4 is not any better. In this case, I pulled SoS, jumped a LOS blocking hill, force pulled two storm trooper units into melee, and started attacking. My thought was just to erase one of the two units, and stop my opponent from being able to use those units to hold center. And while Luke was tied up in Melee and distracting Vader and the stormtroopers in the immediate area, some of my wounded trooper units could fall back to safety.

Instead I rolled poorly on both SoS attacks, and my opponent rolled well on his blocks. He lost only 4 units, meaning I removed no unit leader threats to the objective. Vader them promptly used Force Push to remove me from melee and tore me up with 4 hits on the red dice, of which I blocked only one.

Mistake: Luke rage is a thing. I jumped into a pool of juicy looking stormtroopers, but was also well within two range one moves of Vader. I can use melee rules to shied Luke pretty well, unless my opponent has force push and 6 red dice.

What I should have done: I should have pulled lIke wide, far away from Vader before attacking. This would have left Luke less open, and forced my opponent to chase with Vader instead of just attacking me right out. With Vader being forced to move and throw at Luke instead of move and attack, I could have distracted my opponents nuke unit most of not all of the game, rather than having that unit remove so many trooper units in the last two round who needed to holding objectives.

The last of the troopers I pushed forward needlessly.

The last of the troopers I pushed forward needlessly.

Pushing Towards an Unneeded Objective: My opponent places his key position marge on a tree stump which was fairly open and provided little cover. It was also a straight shot down my side to this objective, whereas my ‘safe objective was almost completely blocked from his accessing it. Seeing this I got greedy and pushed inits towards it, hoping it would force him to deploy more units to that position than I needed to cover my backfield.

Mistake: Greed. This looked like an easy strategy and I went for it without parsing out the next few rounds of blowback. There was a round LOS blocking building midfield, so I planned to use it for heavy cover and shell my opponents back objective. In practice though it just meant I had two units (with their measly white defense dice) exposed and easy to pick off. They were removed without putting up much of a fight, and losing 2 of my 6 objective grabbing trooper units hurt me in the end, when I needed to contest middle with a flood of bodies.

What I should have done: I should have played it safe. Aggression is fine with red dice and assured wins. With white dice and a contested center points, I should have played the boring game for the win. Keeping all my troopers hidden safely behind the mid field wall would have meant all my units would have been alive to rush the middle point round 6. I had many more activations than my opponent, so this would have forced him to push into me, pulling his units into the meat grinder instead of mine.

What I Learned:

fleets_endor.JPG

Don’t get cocky, kid: It’s a tournament. In casual play I can try risky things or do dumb things for fun, but if I am playing to win, I need to be smarter. No amount of training and practice will make the dice roll in your favor - white dice saves are white dice saves for new players and veterans alike. Hanging back and being boring would have meant my opponent’s lower activation count would have been his disadvantage. He would have had to move around the corner of my nice LOS blocking wall, where I would have standby tokens waiting. My AT-RT flamer could have tucked away nicely to burn anything that came to my side of the table, rather than pushing out dangerously and being torn up before it could make any attacks.

Sometimes the smartest play is the most boring one, especially for the rebel player.

Battle Report 11/20/18 - A Slippery Slope

Faction: Rebel

Point Value: 800

Army:

  • Leia Organa (Esteemed Leader)

  • Luke Skywalker (Force Push, Force Reflexes, Emergency Stims)

  • 2x Fleet Troopers (Extra Trooper, Scatter Gun)

  • 4x Rebel Troopers (Z-6 Trooper)

  • 2x Rebel Commando Strike Teams (DH-447 Sniper, HQ Uplink)

Enemy List: Veers (Commanding Presence, Emergency Stims), 3x Stormtroopers (DLT-19, Extra Trooper), 1x Snowtroopers (Flame Trooper, Extra Trooper), 1x Speederbikes, 1x E-Web (Barrage Generator) 1x AT-ST (88 Twin Blaster)

Setup: Recover the Supplies, Battle Lines, Clear Conditions

Quick Recap:

We played at a store I had never visited before. The shop had premade terrain for Warhammer which we really liked the look of - six 2x2 squares which fit together to make a raised plateau in the center. The change in height across the board looked like a good idea when we set it up, but ended up being a pain in ass in play. The raised area had a gentle slope all the way around on which no terrain would sit, and the board itself was a hard, slick plastic. Combined this meant that a good amount of the board was miserable for placing minis on. Troopers would slide and shift on the board, and the AT-ST was a lost cause. In a few cases we had to proxy its location with deployment markers and remove it from the board - it was well within the 45 degree rule, but kept sliding down the plastic hills.

With the updates this week to Key Positions, I was less worried about blue, so I added HQ Uplinks to my sniper teams. I had previously dropped these upgrades to get a 20 point bid. This did cede blue to the other player as I was at 800 exactly. I prefer going second on placement usually as I prefer to place my commanders last - it usually stresses my opponent to now know where those two are going and often makes them over cautious hiding their units from a possible round one bombardment. 

Still, my opponent got his pick of board sides with blue, and he chose well. His chosen side provides some slight advantages for Recover.  

In deploying the objectives for Recover, my opponent made what I feel was a big mistake. His first box he tucked safely out of line of sight, but for his second he placed the box out in the open, in the middle of the board. It was more or less exactly between both of us. I asked him about this after the game and he said he thought it needed to be  range 2 of his first box. A costly misunderstanding, as this put 4 boxes in range of my troops, with two safely tucked away for me to grab with no contention and two additional option. So no battle over a single box in center - I could send troops to two boxes and divide his attention.

My opponent sent his three heaviest units right down the center. Speeder bike unit, E-Web and AT-ST all marched up towards center to blast my units going after the center boxes. This put a lot of pressure on me, as I was committing a good number of my troops to these boxes. The two supply boxes I had placed were safe, so I really only needed a single rebel trooper unit to take each and hide. The rest I could commit to the two in middle, but they were facing down a lot of dice each round.

Round one was scary. The single speederbike unit was my primary target I wanted to pick off first - it was a low health threshold rolling white dice which could be on my side of the table killing snipers really quickly. I rolled poorly on my Coordinated Bombardment though, scoring only a single hit (event with the aim token) which was blocked by my opponents roll. Compulsory + move + shoot with a Veers aim token killed a sniper unit round one. The AT-ST, also with an aim from Veers, was able to move then shoot at range 4 to remove my second sniper team. Losing those units so early rattled me, and almost had be panic and realign my strategy on the fly.

Starting from round 2 thought it started to run smoother. The bikes compulsed into two standby units — goodbye. My opponent also pushed too many of his trooper units towards his safe box in round 1, so that by round 2 when it became clear I was grabbing and moving my boxes in the opposite direction, he had to redirect. He lost at least one whole round getting his troops moved to join his heavy/support units in fending me off the middle boxes, and by then I had a good hold on center. They as well would move into center just to hit a standby from a unit tucked around a corner, preventing him from sniping the standby off with suppression.

His AT-ST also ended up too close. Its generally good to get an AT-ST in close, but in this case I was able to move my box runners around quickly enough that he kept needing to pivot the unit to deal with threats to objectives. This which reduced its efficiency a lot.

I ended the game with three boxes to his one. I should have had all 4, but I got greedy with Luke, and instead of having him grab the last box and run, I had him charge and kill the AT-ST. This removal of the heavy happened too late to really impact the rest of my game, and having that extra box would have been a smart safety to include, just in case something else went terribly wrong.

What Went Wrong:

Losing Priority Units. My two sniper units got destroyed in round 1, before they had a chance to do any damage.

Mistake: There was no line of sight blocking terrain within move 2 of the deployment zone, so I set my snipers up into heavy cover where they had a good sight on the objective supplies. Turn one I used HQ Uplink to get an early shot / suppression from both  (I manages to double blank even with an aim token). This aggressive move to prioritize damage over defense meant that when my opponent moved his speeder and AT-ST in round 1, they were able to both lay down enough damage that even with heavy cover I lost both units. Not a good use of 108 points.

What I should have done: Sniper units are usually way back and well hidden, using their unlimited range to stay out of danger. This afford me the luxury of aim + shoot every round without anything to fear but other sniper teams. Battle lines on a map with mostly scatter terrain available in my deployment lost me this benefit. I should have prioritized safety in round 1 - use my HQ uplink to trigger the unit and double move into safety where I could keep a single unit out of sight from attack. Two more rounds of sniper fire would have reduced a lot of late game stress from Veers.

What I Learned:

Things go wrong. Keep a Level Head. I won this game, but some bad rolls on my part and good rolls by my opponent had me worried in round 1. Despite my best planning, I was looking as a terrible first round and an AT-ST which was able to start shooting at me right away. I started to get panicky, and rethink my strategy. Should I Switch up my plan? Start shooting at the AT-ST and remove that threat? Divert Luke from box collection to clean up the heavy damage units pushing into center?

It turns out, the best plan was the one I already had. I was not facing a list I had previously experience with. I had lost important units early. I had an unlucky bombardment from Leia. All of this cause a player to fixate - to look obsessively at what is going wrong and not what is still in their favor. In my case, I had lost both sniper teams but we were still tied on activations. I had two supply boxes in base contact at the end of the round to his one. I was better positioned to grab two more. There was much good as bad.

Stopping to think the next two rounds through helped clear my head and get me back to what was important - focusing on my strategy and the objective. It worked. I kept to the plan and won.

List Efficiency: This ‘learning’ is still a work in progress, but as this game was the first where the issue really hit me I wanted to discuss it.

If you are playing Legion competitively, you should be focusing 100% of your attention on the objectives and what it takes to secure them. Every unit you pick needs to be pulling its weight, where in this case it’s weight is its point cost. For many of the objectives, players end up with one or more ‘safe’ objectives - for example the two boxes you placed in Recover the Supplies, or the Key Position you place.

In almost every game I played, I found myself holding these ‘safe’ objectives with a fully fleshed out trooper squad. 26 points of Z6 are just sitting behind a LOS blocking wall, dodging and standing by every turn. That’s 26 points that could be used somewhere else to keep my units in play alive, or give me extra push to win out that contested objective.

I have not found the sweet spot yet - too little attention put in and I risk losing these safe objectives from flanking or quick moving units. However, since making the changes to tighten my list up, I have already seen a change in my efficiency, in the form of an 11th activation.

Battle Report 11/15/18 - Flaming Out

Faction: Rebel

Point Value: 784

Army:

  • Leia Organa (Esteemed Leader)

  • Luke Skywalker (Force Push, Force Reflexes, Emergency Stims)

  • 2x AT-RT (Flamethrower)

  • 4x Rebel Troopers (Z-6 Trooper)

  • 2x Rebel Commando Strike Teams (DH-447 Sniper)

Enemy List: (Roughly) Vader (Saber Throw, Force Push), Veers (Esteemed Leader), 3x Stormtroopers (DLT-19, Extra Trooper), 1x Snowtroopers (Flame Trooper, Extra Trooper), 1x Speederbikes, 1x E-Web (Barrage Generator)

Setup: Intercept the Transmission, Battle Lines, Clear Conditions

Quick Recap:

I had seen players talk about a list they were calling “Sorry About the BBQ”, which is basically Han, Leia, triple AT-RT flamethrowers and some Z-6 troopers to fill out the rest of the list. This sounded fun, and while I could not field the list as intended (I do not have Han painted yet), I still wanted to try a variant of the list just to play with.

Using Luke over Han meant about 60 points lost to my commander, which hindered my ability to flush the original list out. I also wanted sniper squads in the mix, so I oped to drop the third AT-RT for two sniper teams. This worked out in my favor in the game, but gave me less options for burning up my opponent.

This was my second game against a relatively new player. I hedged a little in picking the battle deck to not let it crush him. I had Key Positions in the third slot, but instead of forcing that I left the objective as Intercept and instead killed Long March, which with Vader and Snows would have been painful for him, especially with my snipers picking at those units each round as they plodded along. Getting Battle Lines helped him a lot, as Vader could start ripping units up by round two.

The first three rounds went well enough for me, and I was 4 VP to his 2 by the end of round 4. I made a mistake with Luke which cost me that unit in round 4. I dropped Son of Skywalker to attack Vader and tie him up before he could start eliminating my rebel troopers. Not a terrible idea on its own, but I made a timing mistake with Force Push - I used it to draw Vader in one, so that I could aim then charge him. The aim token added maybe one hit, whereas if I had saved the Force Push, double move and attacked, I could have then used the Push to force Vader out of cover where my snipers could have shot at him the rest of the round. This likely would have finished him off that round, preventing later carnage.

This oversight put the game really close to coming out for the other player in round 6. I eked it out thanks to a lucky roll with a Z-6 unit which dropped Vader before he could erase my dominance of the center objective.

What Went Wrong:

Leia Rage: I have read all about Luke Rage. He moved quickly with jump 1, and throws 6 black dice, which temps players to rush in a kill units headlong. This results is brutal retaliation against Luke’s 6 HP, which can melt away under sustained fire. I have trained myself to stop doing this, but found instead I was suffering from Leia Rage, centered around Coordinated Bombardment. CB is such a powerful card its hard not to let its allure draw you in. Three attacks against three targets at infinite range? Sharpshooter 2? Yes please.

Mistake: I want to start strong, using CB to suppress and remove units before my opponent can even act. This means moving or deploying Leia so she can see the soft targets she wants to attack. Too often this moving / deployment also means Leia is positioned so those same enemies can see her. And having already gone, she is just hanging out the rest of the round taking shots. In this game I have to move forward once to see the units I wanted to shoot, which meant in turn Stormtrooper units could shoot at her in turn. She took 4 damage by the end of round 1, which is way too much on a unit I needed to survive into round 6.

What I should have done: I need to curb the urge to push Leia out turn 1 to bomb units. Yes, that initial suppression and unit loss is nice, but not if it means Leia is taking 3 damage turn 1. It might occasionally be worth losing some of the full worth of CB if it means Leia can keep back in partial cover and out of retaliation range. This is a good general note for the game. Units who activate early might be best served to play defensively.

What I Learned:

Flame AT-RTs Are Better At Psychological Warfare Than Actual Warfare. Two black dice with Blast and Spray is pretty scary to think about when you are looking it down. But as the player running them, it’s pretty underwhelming. It looks like a lot of dice, but black dice come up blank more often that you would like. Added to the range limitations of the weapon and you might only get to unload on two units over the course of the game.

Now that being said, it is worth noting that these units will stress your opponent. Seeing them coming and knowing what it means could convince the other player not to rush an objective, and might even draw their fire, keeping it off your more valuable, objective taking units.

AT-RTs also count as light cover, so if you are playing them, keep that in mind. Push them in front and let your core units huddle up behind for protection as they move towards an objective.

If you are going to play a list “for fun”, just have fun. I did not think this list was going to be competitive, I just wanted to burn things with the dual AT-RT flamers. Knowing that I should have dumped any strategy and just had fun with those units. Rush groups of stormtroopers and burn them.

Playing these units ‘strategically’ meant they were pretty much just area denial for one the objectives, and only got the flamer one troop. Black dice being mediocre, the flame attack didn’t even wipe the unit. I won this game, so I guess I can’t complain, but the flamers did not bring me any happiness in the form of toasted stormtroopers.

Battle Report 11/4/18 - Drop It Like Its Hot

Faction: Rebel

Point Value: 800

Army:

  • Leia Organa (Esteemed Leader, Emergency Stims)

  • Luke Skywalker (Force Push, Force Reflexes)

  • 2x Fleet Troopers (Scatter Gun Trooper, Fleet Trooper)

  • 4x Rebel Troopers (Z-6 Trooper)

  • 2x Rebel Commando Strike Teams (DH-447 Sniper, HQ Uplink)

Enemy List: (Roughly) Han (Esteemed, Duck and Cover), Rebel Commandos (Proton Sabs), 2x Rebel Commando Strike Teams (Sniper), 2x Fleet Troopers, 3x Rebel Troopers, 1x FD Laser

Setup: Recover the Supply, Advanced Positions, Rapid Reinforcements

Quick Recap:

This match was a rollercoaster of emotions, and one of (if not the) the most fun games of Legion I have played. I took my Wonder Twins tournament list and added HQ Uplink to my strike teams to get to a flat 800. I wanted to play as red here to force disadvantage on myself. Based on some discussions I had been having on the Legion TTS Discord channel, it seemed worth my while to play my casual games with some manner of handicap in order to help me grow as a player. 20 points for HQ on my sniper teams is nice, but was not a game changer for my list, so I opted to put those in to get to 800.

We pulled Recover the Supplies after killing Sabotage the Moisture Vaporizers, and it just so happened that the very middle of the map, where the first supply token is placed, was already occupied by a piece of scatter terrain. Unsure how to deal with this, I opted to push it to the blue player side of the terrain. This, more than anything else, was the deciding factor in my loss of this game. As the supply token was immediately next to heavy cover crates, it meant my units needed go around or move through it as difficult terrain to get across, and then be exposed with no cover to enemy units.

Even with this handicap on the center token, things were looking really good at the end of round 2. I had two supply tokens claimed and pulled back to a defensible position. Luke was in position to get to the center token in round 3. My strategy, which was to use Luke’s strong defense and mobility to snatch and run with center, was playing out well. Round three things flipped - Luke took three volley’s of fire for which he rolled sub-optimally and was killed, and one of my Fleet Trooper units took more damage than I had planned for. It came back up in Round 5, when I was able to pick off all his units holding supply token, meaning the VP was 2/0. And then round 6 I managed to kill his unit who had taken the center supply, but he in turn re-took his back 2 with me out of options to retaliate.

The game ended 2/2 on VP, and my opponent won on points removed. My strategy here relied fairly heavily on attrition of my own units as a distraction and screen to allow Luke to take center, and those loses meant I was too far down in units to win on points.

What Went Wrong:

Play Space and Unit Cards: We were the only Legion players at my local shop, which was otherwise being used to host a Mynock Squadron X-Wing event. The shop was packed, and as a courtesy to the X-Wing players we were trying to limit out setup space. To save said space, I left my unit cards in their case. Without those unit cards to refer to periodically, I forgot some of my most important upgrades

Mistake: Luke had Force Reflexes and Force Push. I am unsure if Force Push would have been a game changer, but triggering Force Reflexes for the dodge token would almost certainly have allowed him to survive round 3. With one extra turn he could have played Son of Skywalker, which would have cleared the fleet trooper unit who went on to kill my fleet troopers later in round 4.

Leia was much worse. She was out of range for Esteemed Leader, but she died with 5 damage exactly. I had taken Emergency Stims knowing how fragile she was. One more activation would have done two things for me - Leia could have moved in a taken a shot at one of the units claiming a supply in round 5, most likely forcing them to drop it. I also had a lone fleet trooper unit leader on center supply in round 5 ready to claim and run who instead panicked without a commander to bolster courage. y

What I should have done: Before throwing round 1’s command card down, I should pull out my list and read over it once. Remind myself of everything I have equipped. Critical upgrades, like exhaust items, I should make room for regardless of how tight the table is.

Playing As Blue: My opponent made an interesting (and astute) comment at the end of the game. We were discussing strategy and how it played out, and he noted that I “was red player, but played like I was blue”. Meaning I was playing defensively, a option usually reserved for blue player in games where the objectives are swung in their favor. I knew right away what he meant.

Mistake: I used Advanced Positions Scout 1 in deploy to push two rebel trooper units towards my 2 supply units. These two units were able to move then claim in round 1. In round two I pulled both of them back out of line of sight (LOS) to hide away with their prize on my side of the board. Again my strategy was to have Luke use his Jump 1 ability to get to center supply fast, grab it and run back to my side as well, then all I had to do was defend while my opponent was forced to move towards me.

However, when things went bad, I had 2 units out of the fight. They were turtled so far back they needed a whole round just to move into range to shoot anything, and there was no way they could move in enough to claim anything before the end of the game.

What I should have done: This is hard to say. In this case, these units holding the supply should have been closer so that when things started to turn, they could pull their weight (and list cost). However, I could easily seeing an alternate universe version of myself writing about the oppostie - keeping these claiming units mid-field for support, and their getting flanked or picked off by snipers and dropping the supply.

I would say my best guess is this - I should stop wasting two units for the supply I drop on my side. In the future I will attempt to place them so that a single unit can make a loop to pick them up then hide, while the other unit I was wasting can do forth and earn their list cost.

Don’t Get Cocky, Kid: At the end of round 2, things were going very well for me, Because of this, I was feeling overly confident and got tunnel vision on my activation of Luke. I made a mistake in his turn two move, and again in his turn 3 activation, which cost me the unit, and likely the game.

Mistake: Luke ended round 1 hidden behind a wall, and was easily able to use Jump 1 to clear the wall, then his second move to get over the barricades and to where center supply was placed. My opponent already had a trooper unit there waiting to claim the supply, and I placed Luke next to that unit’s leader to start melee. The attack from Charge went well, eliminating that unit, but when the dust settled I saw my first mistake.

I had moved and placed Luke into base contact with the enemy unit’s leader, The leader, however, was not in base contact with the supply token. This unit did have troop members though who, when placing for cohesion, were in contact with (or at least within range of) the supply. In my dropping Luke by the leader, Luke was going to start round 3 needing to move all of 1/2 of an inch as his first action in order to claim.

What I should have done: Had I thought more about this and placed Luke in base contact with both the supply and the non-leader mini, I could have achieved the same end for that unit and also have been positioned to claim plus move turn 1 of round 3. A move would have put Luke on the opposite side of heavy cover from my opponents units - the same units who would kill Luke with three heavy attacks the next round.

Mistake: Error two came immediately after the above. I knew Luke was in a bad situation, but Instead of thinking clearly through my options I panicked and took Luke full defense. He moved onto the objective, then took a dodge. Pointless. I did not own the objective since I had not claimed it, and one dodge was a paper shield against Han, Fleet Troopers and full Rebel Commando unit, all in range to aim and shoot.

What I should have done: My first positioning mistake made, I should have dropped defense and acted like a cornered wolf. Son of Skywalker to get initiative, then charge in. His units were close enough that I could have tied Han and the fleet troopers up in melee, and an aim token plus two attacks would have killed at least the fleets, if not them and also put some wounds on Han. Either way with Luke in melee he would have survived through round 3 and possibly round 4, and prevented my opponent from claiming center.

What I Learned:

Recover the Supply Center Token is a “play it as it lies” situation. When we discovered that there was terrain center of board, where the center token was meant to be placed for Recover the Supply, we were unsure what to do. I opted to shift it off the terrain in favor to blue player. I asked after the game, and was told that you are meant to play it as indicated - in the center. If there is an unscalable height 3 tower in the middle, too bad. It goes in the center regardless.

Guardian LOS and Range. We knew that the guardian X ability required range 1 between the unit being attacked and the units triggered by guardian. We also knew that it required LOS between the defending unit and the unit triggered by guardian. We had an interesting case though where the unit leader was in range 1, but had no line of sight. His unit did have troops who had line of sight, but they were outside range 1. In this case the same rules apply as with any attack. Range is measured from the unit leader. As he was in range for guardian his whole unit was eligible to take the attacks.

Area Denial Is Powerful In Rapid Reinforcements. After reading conversations about this online, I have opted out of Rapid Reinforcements. I treat it basically as Clear Conditions and set no troops aside. Activations and Actions are a scarce resource in Legion, and losing two whole rounds worth of actions just does not seem worth the possibility for a flank.

One good reason for this outside just activation loss is that an experienced player can use area denial to block you out of placing your units anywhere useful. You must place your units outside range 2 of any enemy units. If your opponent knows that the end of round 2 will mean incoming units, he can spread his units out to block you from placing anywhere useful. I was able to do so in this game so that my opponent’s units had to be placed on his side of the board, essentially where they would have been had he deployed them normally.

Battle Report 10/28/18 - First Tournament

Faction: Rebel

Point Value: 780

Army:

  • Leia Organa (Esteemed Leader, Emergency Stims)

  • Luke Skywalker (Force Push, Force Reflexes)

  • 2x Fleet Troopers (Scatter Gun Trooper, Fleet Trooper)

  • 4x Rebel Troopers (Z-6 Trooper)

  • 2x Rebel Commando Strike Teams (DH-447 Sniper)

This tournament was a 2 round Swiss style. with 8 players. The first round was random match ups, and round 2 was the winners from round 1 matching up. As this resulted in 2 players who were 2-0, the final winner was determined with strength of schedule, which basically means who of the winner’s opponents from round 1 in turn won their second round. It was a little convoluted, but in as casual format means a shorter day

Spoiler alert - I did not win.

Game 1

Enemy List: (Roughly) Leia, Han, 3x Z-6 Rebel Troopers, 1x Commando Saboteurs, 2x Commando Strike Team Snipers, 2x AT-RT

Setup: Recover the Supplies, Major Offensive, Rapid Reinforcements

Quick Recap:

I had the better bid, so I took blue. I’ll talk more in another posting about my plans and setup for this tournament, but it did not do much to help me here. Still I did have a good plan for winning Recover the Supplies, and I think I did a fair job working towards that. Some mistakes were made, but as good part of this came down to bad luck with dice.

The plan was two fold. Part one was simple. I would have two trooper units each grab one of my placed supply boxes ASAP then move back into full cover to turtle - meaning each round they would take a dodge, and have Leia give them another. I wanted to do this before they started taking damage and suppression, so they could get out of fire with enough units to take some hits if it came down to it in the last rounds.

Part two was more complex - perhaps, is it turned out, too complex. Troops not going after my boxes would push in towards the middle box and my opponents boxes from my deployment line. Their job was to die, but in doing so waste my opponents time and actions. If it looked like I was pushing stupidly in, maybe my opponent would focus on that and move his troops in to confront them. I assumed he would let a single unit grab the middle and start moving it to safety. While this was happening, I would use Luke’s Jump 1 to skirt around the terrain to come in at the flank. I would the unit with the box, grab it, and again use jump 1 to run it back to safety. All while keeping dodge tokens up for that sweet 66% block chance.

Best laid plans…

What Went Wrong:

Deployment: As usual, turn zero is critical in Legion. I made some placement mistakes in deployment which caused me to take attrition earlier than I could afford.

Mistake: I pushed my fleet trooper units forward too quickly. With Major Offensive you have the option to deploy units with a range that units are shooting at each other round 1. I wanted to get those 10 white / 2 red throwing damage quickly, so I positioned my fleets closer to the middle of the board. Bad call, as they took an early suppression from the opposing Leia’s Coordinated Bombardment, then got chewed up and suppressed further by rebel troopers with range 3 getting in round one attacks.

What I should have done: Fleet troopers are a glass cannon. They can wipe a unit in one attack, but they also roll white dice for their paper armor. I should let my standard trooper units, who I take mostly for how cheap they are, to eat hits in early game while my fleets move forward in cover and use first/last activation practices to ensure they get to strike before their numbers start to dwindle.

Coordinated Bombardment: A big part of my plan for this build centered around CB as a early means to suppress and winnow down troops (this is likely true of every Leia player, as this 1 pip is arguably the most powerful command card in the game). In play, Coordinated Bombardment is no different from any other key facet to a strategy - you need to plan for the worst and build in redundancies to bad odds.

Both players threw CB round 1, and I got the roll off to take first activation. From my testing and playing in the lead up to this tournament I had decided to use it to strike vulnerable or soft targets, in order to kill activations early. This meant strike teams first, then bikes and last anything I could see throwing white dice.

Mistake: Knowing what my strategy NEEDED to happen in this first activation, I should have chosen my actions accordingly. This means Leia takes an aim token. Red dice are brutal, but all dice can be fickle. I instead use Take Cover to pass out dodge tokens to two trooper units, then took a dodge for Leia herself. Don’t be too shocked - I rolled poorly with CB. four of out 6 dice came up blank.

What I should have done: Plan for the plan. If I am betting round 1 of removing units from the field, give yourself as much chance as possible of doing so. An aim token would have allowed me to re-roll at least one of those, which would have meant removing one of the opposing rebel commando strike teams from the board instead of just suppressing it and dropping the unneeded second unit. That remaining sniper harassed me the rest of the game unperturbed as my opponent did not make the same mistake.

Suppression: I should not be needing to learn suppression rules at this point…

Mistake: I had a slight misunderstanding about when suppression should be applied which cost me some possible gains. I was under the impression that as long as the opponent is rolling defense dice, they get a suppression token, even if they block all damage. So in cases where cover negated my hit, and the unit did not need to roll, I was not applying suppression.

What I should have done: Know the rules. In part, it was how quick I was with a lot of rules which got me into this. I play a LOT on the Tabletop Simulator, and the sheer number of games I have played (event just against myself) means I have a lot of rules and stats memorized. I was offering answers to things to quickly that it was just assumed I knew what I was talking about. Except in this case I did not. At least three activations should have been done with the unit suppressed, which very well could have turned the tide in my opponents ability to hold me off.

Assumptions About Opposing Lists: I have been using the Legion Discord channel in the last months as a source for getting better at the game. Based on what I was seeing discussed there and what I assumed people would be into from the recent release schedule, I did my testing of my list around variants of a very particular opposing list. My first opponent of the day had nothing like that list, and lot of what I had practiced went out the window. I planned for a variant of a Veers / Boba list, with at minimum two Scout Sniper squads. What I got was a Rebel list with more armor than I was prepared to handle and tactics I was not ready to counter.

Mistake: Assuming anything.

What I should have done: Play-tested my list against as many varieties of opposing lists as possible. In the future I might just keep an excel document of lists to pick from at random when testing a list in a game against myself in the TTS, to ensure I am being forced to deal with unexpected units.

Game 2

Enemy List: (Roughly) Veers, Boba, 2x Bikes, 1x Scout Troopers, 2x Scout Trooper Strike Teams, 3x Stormtroopers

Setup: Key Positions, Advanced Positions, Clear Conditions

Quick Recap:

This game was more like what I was expecting to face, and the cards went in my favor with KP and AP as my preferred choices. I won this round, but not as handily as I should have with all things being in my favor. It went to round 6 with 1:1 and contention over one of my points. Due to some overly cautious positioning on my part, I ended up needing Luke’s Force Push to clear activated enemy units off the objective in the last two rounds. It worked, but I don’t think it should have come down to that.

What Went Wrong:

Deployment: I cleared a number of the dumb mistakes from the first round, but still left some units too exposed in round 1, including my two Rebel Commando Sniper units getting shot down before they could activate.

Mistake: I set my sniper teams up where they could start aim+shooting round 1. I dumped their HQ Uplinks to get my bid for this list, which left their activation up to chance. This was meant to be offset by Leia’s Coordinated Bombardment taking out threats to my sniper teams before they could be threats - namely killing the opposing team’s snipers in activation 1. However, due to the deployment of said snipers, Leia could not see them to fire, and used her attacks instead of soften up bike teams and suppress a stormtrooper unit.

So Veers used Maximum Firepower on the first sniper team and wiped it. Painful, but I had not provided any more tempting targets, so this would have been acceptable - 44 points gone to kill his alpha strike. The second team was where I really screwed up. I used the 50% rule for this team to get cover from a building. This allowed my opponent to move and attack so as to have no LOS to my second unit, requiring I remove the sniper mini. Ooph.

EDIT: I have since learned that for strike teams, this is not how it works. If the sniper is killed, the second unit becomes the sniper. So I should have just swapped the minis and continued.

What I should have done: It now seems worth losing that aim token in round 1 to ensure late activation does not put my sniper teams in danger. Keep them hidden, then move and shoot at your priority target when you pull.

And for the love of all that is good in this world, I need to think harder about how I use cohesion. I had two instances in this game where I allowed terrain scoping to kill my heavy early, leaving a mostly whole but neutered unit.

Hunkering Down Out Of LOS Is Not A Guaranteed Key Positions Win: This will be obvious to anyone who is not half blind. Pulling KP, I placed one token on a barricade set and the second on a height 1 building. The barricade position was far enough back into my deployment zone that I had no real worry about it being a contended point. The building was where I assumed (correctly) he would strike. I just needed to stack units on it and I was fine, right?

Mistake: I chose the building as position #2 because I could pile two full units behind it, completely out of sight of any attack. This assumption was true, but did not really help me. These units did nothing but dodge+standby in rounds 1-4, then in round 5 when the opposing units started pushing in, I found that LOS blocking goes two ways. In order to keep these units off the other side of the point, I would need to move then shoot, denying myself aim tokens and risk losing base contact with the building in order to get the needed shot.

What I should have done: I should have put a single unit on the point for safety, then moved my other units forward. I had plenty of good LOS terrain on the board which I could have used to trigger standby attacks as enemy units moved past me, towards the objective. This would have allowed me to thin the numbers in earlier rounds instead of wasting actions turtling on the point.

What I Learned:

Force Push All The Time! Seriously, Force Push should be a no-brainer on Luke (or Vader). This is pretty common knowledge for the competitive players, but new players will likely sleep on this one. It’s 10 points, exhausts on use and is only range 1 with a speed one forced move. This does not sound impressive, but trust me it’s overpowered if anything. I have used it in every game I have played it in since learning about its power, often taking recover actions just to ensure I can use it again.

Force push is a free action, so you can do any of the following in addition to your standard actions on a turn:

  • Push a unit off the map

  • Pull a unit into melee if you are just short

  • Push or pull a unit out of cover

  • Push or pull a unit into one of your troop’s standby range

  • Push a unit off of an objective

  • Remove yourself or another unit from being tied up in melee

Timed Games Add A Lot Of Stress To Play. This was my first time playing under any sort of time limit. I did not do well. It was a joint issue, I won’t take full blame, but I can wholly blame myself for how much my thought process deteriorated when we got close to time. My the 10 minute marks I was dropping activations almost at random, which in two instances did or could have cost me the second game. I plan to do two things going forward:

  1. Time myself when I play. Even if my opponent is not playing for time, I will be keeping myself to set times for deployment and each activation, and looking for ways to shave time off of setup, teardown and end of round cleanup.

  2. I don’t want to be that guy, but if my opponent is dragging their feet in a timed game I need to work to keep things moving. I want people to like me and enjoying the games we play, so the tricky part here is how to push things along without being pushy.

Weeks Of Planning And Playing Casually Is No Comparison To The Benefits of Playing In A Tournament. If you want to play competitively, as I do, you need to be playing competitively. I was super busy in the weeks leading up to this first tournament, so most all my play was against myself on the Tabletop simulator. While this is better than not playing, its not real test of your strategy or planning when going up against another player. And even in casual in person games it can be easy to just roll with things and not think too hard about what you are doing each round. I need to play more games as if they were tournament games and more than that, play in more tournaments.

 

Battle Report 9/29/18 - I'm no good to me dead.

Faction: Rebel

Point Value: 800

Army:

  • Leia Organa (Improvised Orders, Emergency Stims)

  • Fleet Troopers (Scatter Gun Trooper, Fleet Trooper)

  • Fleet Troopers (Scatter Gun Trooper, Concussion Grenades)

  • 4x Rebel Troopers (Z-6 Trooper, Targeting Scopes)

  • T-47 Airspeeder (Wedge Antilles)

  • AT-RT (Laser Cannon) 

Enemy List: (Roughly) Veers, Boba, 3x Stormtroopers (DLT), 1x Speederbikes, Scout Trooper Sniper Strike Team, Scout Troopers with Saboteur

Setup: Intercept the Transmission, Disarray, Limited Visibility

Quick Recap:

This was my first full game in person playing as rebel. I had previous played a 500 point learning game and a few games on the Tabletop Simulator, but this was the first time with a full 800 on the table, and it showed. The game was close enough by round 6 that I am pretty sure my major mistakes in setup and the first round are fully to blame for this loss.

What Went Wrong:

I made a mistake in setup and round 1 so dumb that it killed my momentum for the rest of the game.

Setup: I am still struggling with unit setup, and this was another example of a game which was pretty much a loss at turn 0.

Mistake: Limited Visibility. I picked this card because I thought it would throw a wrench at my opponents snipers.I ended up hurting me much more and due to my forgetting this card was in play while setting up. Round 1 I could have taken shots with 2 full units at the sniper and scout saboteur teams, and cutting them down early would have eased a lot of pressure on me in the later rounds.

What I should have done: There were two options. The best option would have been to not pick Limited Visibility. Rapid Reinforcements was an option here I could have taken, and keeping my fleets in reserve would have allowed me to better regroup troops in round two in the spots where I was getting pinched. The second option would have been to keep Limited Visibility and alter my setup to account for it.

Mistake: Troop Placement. I put way too much firepower on one side of the table (keeping in mind we were playing disarray) and that left my troops on the opposite side more or less stranded. Both the airspeeder and AT-RT were grouped in one corner, and that meant too much firepower in the first two rounds, then wasted units most of the rest of the game.

What I should have done: I’ll talk more about it in detail later, but the T-47 had one job, and it never really got to this job because it placed it too far from the units it was meant to harass. The terrain was also thicker on the side of the table I placed the T-47 on, and T-47s do not do well with terrain.

Round 1: Out of the frying pan and into the fire. I followed a poor unit setup with a disastrous first round.

Mistake: This was my first Leia game, and I was so excited to use Coordinated Bombardment for that early suppression. So excited I forgot we were playing Limited Visibility. The card was completely wasted. Always remember your conditions when planning your round kids.

What I should have done: Sold my copy of Legion and gone into hiding. This stupid mistake rattled me so bad I stumbled through the rest of the round, and was pretty far behind where I needed to be by the end of the round.

The %@*&% Airspeeder: Everyone complains about the T-47. I rarely see it played. I learned why,

Mistake: I had this big idea that the T-47 would use its speed to get to the back lines quickly and put its big dice pool down on vulnerable units. I did not count for how poorly the T-47 maneuvered on terrain when placing it and advancing in the first two rounds. : The T-47 started strong. It was able to compulse, move, then shoot at the speeder bike unit in round 1, doing a decent opening volley on them. In round two it did the compulsory, aim and shoot on a storm trooper unit, knowing almost all of them out in one shot. Again great. However, I planned ahead poorly for round three. When taking my compulsory for round 3, there was no were I could turn there I would not either end up off the board or on terrain. The ship was destroyed by ending its compulsory move with the back edge of its base being on a building. (A rule I completely despise regardless of my mistakes here).

What I should have done: The opposite end of the board was more open. I should have played it safe and placed the T-47 there, where I would have more room to maneuver that cumbersome move 3 ruler. What I might have lost in early damage output I would have gained in longevity for the unit.

What I Learned:

Careful positioning matters! I have unsteady hands and I am bad about bumping the table. Terrain gets knocked over, minis get nudged. It stops being amusing when fractions of an inch matter to an attack. We had two separate instances in this game where a devastating change in flow of the battle could have occurred should a unit have been bumped just the smallest fraction of distance forward or backwards

In once instance, Boba played his flamethrower command card, but after his move, he was about 1/8 of a inch outside range 1 of the unit he meant to attack — wasting the card. If he had bumped Boba forward just the smallest fraction he would have been in range. If I had placed my units just the smallest amount forward, the same.

The second instance was in the last attack of round 6. The middle was contested with each of having only a single unit on the point. My AT-RT was up. After the AT-RTs move, line of sight on his scout trooper leader was only just out. Again, had I bumped the AT-RT forward just the smallest amount at any point, he would have had the shot here and possibly taken that unit leader, securing me the point.

So the moral of the story is to go slow when moving. Mark terrain and units if needed to clear room to work. Win or lose, its always best to know the range was right because of careful planing, not because I bumped units all over the table.

Battle Report 09/27/18 - Stop punching yourself.

This is not a standard battle report. I played a full 800 point game against myself on the Legion Mod for Table Top Simulator. If you are not already using the Table Top Simulator (TTS), I would highly recommend it. There is a little bit of a curve to get use to it, but once you know the basics it’s invaluable for learning the game, testing strategies and playing with new units before they are released.

I have played a number of games against myself, in large part to reinforce rules which I forget when I am playing in person. I had a game today in which three separate questions came up for which I could not find a clear answer in the rules guide, or which represented an issue I fundamentally misunderstood. Since the point of this part of my blog is to document what I learn, it seemed prudent to include this, even if it wasn’t in a standard game.

And for your reference, I did manage to win this one. The other guy was pissed.

Faction: Both

Point Value: 796 (Imperial) / 800 (Rebel)

Army:

  • General Veers (Commanding Presence)

  • Boba Fett (Duck and Cover, Hunter)

  • 2x Snowtroopers (Flametrooper)

  • Stormtroopers (DLT-19 Stormtrooper, Stormtrooper)

  • Stormtroopers (DLT-19 Stormtrooper)

  • 3x 74-Z Speeder Bikes

Army:

  • Luke Skywalker (Force Reflexes)

  • Leia Organa (Targeting Scopes)

  • 2x Rebel Troopers (Z-6 Trooper, Rebel Trooper, Targeting Scopes, Impact Grenades)

  • Rebel Commandos Strike Team (DH-447 Sniper)

  • Rebel Commandos Strike Team (DH-447 Sniper, HQ Uplink)

  • 2x AT-RT (Laser Cannon)

  • AT-RT (Rotary Blaster) 

Setup: Intercept the Transmission, Major Offensive, Limited Visibility

Quick Recap:

I wanted to try the Veers / 3 bikes list I hear so much about on the Imperial side. I had a lot of problems running bikes effectivly in my early games, but I have been getting better at timing and control. Keeping three in general cohesion so that they could focus fire was tricky, especially with the heavy terrain on the board I played, but it was effective at tearing through units. I’m also excited for Fett, so I slotted him in to use as a flanker. His jump 2 / move 3 seems like an obvious benefit to get him places your opponent doesn’t like.

On the rebel side I tried the Wonder Twins dual commanders. I have played only a 500 point learning game as rebel so far, so I am very inexperienced in how they work. I don’t think I played Luke and Leia off each other very well, and they were both dead by round 4. The triple AT-RTs were pretty brutal, but the laser canon’s 2-4 range proved troublesome as the bikes closed distance so quickly.

What Went Wrong:

Speederbike cohesion: The bikes seemed most efficient when moving and attacking together

Mistake: I tried to play the bikes really close together so they could all compulsory -> aim -> shoot each round at the same target. I ended up with a tangled mess of bikes needing to veer off at weird angles to avoid collision. This was not really a mistake per se, as much as a learning experience is coordinated driving.

What I should have done: Practice, practice, practice. I see why three bikes are so popular, even with my drunk driving. The rebels started the game with more troop activations than the imperials, but the bikes tore the units up so fast that the imperials still had more victory points in the end. They would have done even better had I been better at driving them. I did learn two things I did not know before

compulse.jpg
  1. Compulsory Moves: I had one instance where my last speederbike to move in a round would have ended its compulsory move with the front end of the base on a barricade. The rules for Speeder X and Compulsory Move are shows here for reference. These rules did not vibe with that I thought should happen, so I got confirmation from the Legion TTS discord group. It was strange to me that a speeder bike which can clear height 1, and had the option to take two additional moves after the compulsory move, should crash and die on a barricade. But this is what was confirmed - regardless of the availability of later moves, the it’s the compulsory only which will determine if you take damage.

  2. 45 degree rule: It was additionally explained to me that Fantasy Flight had implemented what was called the 45 Degree Rule. A unit should end its turn as flat to the table as possible. In the case where a unit would end its turn partially on terrain, the unit needs to be stable and the angle of the base should be 45 degrees or less to the table. With just the very tip of the bike’s base on the barricade, it would just about 1 degree under 45", but that small of a contact surface meant the bike was wobbly, so it still would not count.

All this is to say that this bike had to take a hard right, which put his way off course for the round and lost me a fair amount of damage I was counting on to take out an AT-RT.

Speederbike Displacement: I have heard two conflicting rules on how and when displacement is determined when moving a speeder bike through troop units. There is no question that when a speeder bike ends its turn on top of trooper units, the trooper units are displaced. I did have two follow up concerns I got answered yesterday though:

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  1. Can displacement occur if the speederbike passes through troopers along its path? Meaning as you trace the bike along the movement tool, if the base passed through any units along that path without stopping on them, would that displace them? The answer here is yes. You can see in the displacement rules here that it explicitly states that when a ground vehicle moves along a path, any trooper units overlapped as displaced.

  2. Can another speeder bike be displaces or stop movement? This was answered as no, which seems to be keeping with the above rules. As long as your move does not stop on another speederbike, you can move through without worry about overlap.

What Went Wrong: Point control for opposing teams

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Mistake: The card for Intercept the Transmission states that a player controls and objective token if they have one or more trooper unit leaders at range 1 of the token. This is probably clear to everyone but me, but I was unsure how to handle both players having a even number of unit leaders in range one. Do both players get a victory point? Nether? Is about which unit leader is closer?

What I should have done: Trust the card are written. This is a recurring theme for Fantasy Flight game rules. You really need to take every word in the rule explicitly, because they do not provide practical examples to back the rules up. If the players have an even number of unit leaders in range 1, then no one controls the objective. You only get the victory point if you control the point - so no victory points are awarded.

Battle Report 8/15/18 - A Cold Defeat on Hoth

Faction: Imperial

Point Value: 796

Army:

  • General Veers (Commanding Presence)

  • Snowtroopers (Flametrooper, Snowtrooper)

  • Stormtroopers (DLT-19 Stormtrooper, Stormtrooper, Impact Grenades)

  • 2x Stormtroopers (DLT-19 Stormtrooper, Stormtrooper)

  • Stormtroopers

  • AT-ST (General Weiss, 88 Twin Light Blaster Cannon, AT-ST Mortar Launcher, DW-3 ConcussionGrenade Launcher)

  • 74-Z Speeder Bikes

Enemy List: (Roughly) Leia, Han, 3x Rebel Commando Sniper Strike Teams, 2x AT-RTs (one rotary, one laser) and 4 rebel trooper units.

Setup: Key Positions, Long March, Rapid Reinforcements

Quick Recap:

Opponent ran rebels with Han and Leia, 3x Commando Sniper strike teams and rebel troopers and 2x AT-RT. He had the bid and used it to pick a side of the table where the terrain was more advantageous to his snipe units. He opened with Leia’s bombardment, adding suppression and removing units from three of my stormtrooper units at turn 1. This following by all three sniper units getting clear shots with aim. Not a good round 1.

The stacked suppression slowed my forward movement, meaning I was not taking any real meaningful attacks until round 3 with anything but the AT-ST and bikes. My numbers had been chipped down enough by then that my dice pools were low, and the suppression meant no aim and shoot. I was able to drop my snow troopers in as rapid reinforcements at the end of round 2, meaning to have them drop in behind the sniper teams to ease that pain on my units, but his positioning with the them on the terrain was such that the range 2 requirement of rapid reinforcements meant I was not able to get them shooting until round 4.

At the end of round 4 he had taken out all but my snow troopers and a single stormtrooper unit leader, and had 3 victory points to my one, so we called it to allow another game to use the table.

What Went Wrong:

In short, SO MUCH. Of the 10 or so previous games I had played up until this point, this was by far the most painful. I went into it with a head full of things I wanted to try to remember to do better, and keeping that list checked clobbered any cohesive plan I had.

Setup: I made a few mistakes in the setup which ended the game before it even started.

Mistake: The Long March. I let the Long March card slide, thinking my DLTs and AT-ST would let me get attacks in early as we crossed the board. I did not account for the fact that snipers love the Long March setup. He had two rounds to picks at me and suppress my units before I could do much to him.

What I should have done: Kill the Long March, especially while there is unit disparity like there is now (writing this before Scout Troopers are released). A shorter line would have allowed me to start shooting snipers in turn one and killed that threat before it got so dire.

Mistake: Rapid Reinforcements. This card was not in itself bad, but Limited Visibility was an option I could have taken, and it would have saved a lot of embarrassment here. In my head, Limited Visibility was going to hinder my DLTs and AT-ST.

What I Should Have Done: Killing Limited Visibility was a good idea before Rebel Commandos, when the Imperial Side had a range advantage. Until Scout Troopers come out, its probably best to consider it if you think your opponent will be dropping sniper units.

Mistake: Key Positions. Thats all that really needs to be said. He was blue player.

What I Should Have Done: Kill this card for literally anything else. He placed two of the items in areas where he could access them easily, and his snipers could access me easily.

Mistake: Deployment. Blue player (rebel) got priority to pick sides. I agreed to play the terrain as it landed randomly in setup, without thinking about how it could help him. This gave him ideal spots where his commandos could use Scout 2 to be in high ground light cover in deployment, and could Aim + Shoot from round 1. I also left my units too exposed in my placement, allowing Leia to easily bombard stormtrooper units on her turn.

What I Should Have Done: Stopped being nice to people. The extra minute to discuss and place terrain would have allowed me time to think about why he wanted the side he did. I also need to find a good middle ground between exposing my units completely in setup, and hiding them so well that they lose their whole first turn getting around terrain to move.

Utilizing my AT-ST: I made a few mistakes in building and playing the AT-ST which meant it did very little for the cost.

Mistake: Taking Weiss

What I Should Have Done: Weiss + all weapons cost a lot for a single unit, even one as tough as the AT-ST. Had we not played Long March I might have been able to better utilize Weiss, but on the Long March the AT-ST one got one turn where he could unload all 4.

Mistake: Moving into range. I was worried about wasting turns, so I would move then shoot every round. I was wasting shots in the first two round. Round one Mortar was all I could do, and while suppressive is nice, three whites is not scaring anyone. Round two I could Mortar and use the main gun, which was nice but was wasting Weiss.

What I Should Have Done: Double move the first two rounds. The AT-ST can move fast due to its base since, and can step over a lot of low terrain. I could have used the first two rounds to double move into a better range, then Recover + Weiss each round to lay down hurt. Its possible on round 2 I might have needed to shoot at the Laser Cannon AT-RT, but with a double move on round 2 I could still have done this with more weapons at my disposal.

Suppression:

Mistake: It’s rolled into the problems in setup, but I ended up at the end of round 1 with at least one suppression on 3 of my four trooper units. This meant all they could do most turns was move forward.

What I Should Have Done: Like I mentioned above, I need to think more about placement, especially in early rounds, so prevent the enemy player from getting easy shots on my and suppressing my units right out of the gate.

Mind games with Han:

Mistake: I let Han’s command cards get in my head. Specifically, Change of Plans. My usual plan is to open with Veers’ Maximum Firepower to take out any pesky AT-RTs I did not want to deal with. Han’s card had me worried my opponent would play it round one, expecting me to use Maximum Firepower. So I held onto it. And when he DID NOT use Change of Plans in round one, I again held onto it. And again and again until Veers died without be getting a chance to use it.

What I Should Have Done: Mind games are stupid. My opponent plays the card or doesn’t. It didn’t make me clever to try to outthink his command cards - it made me waste what is arguably my most powerful card. I should have just played the card I wanted to play.