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 11/4/18 - 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 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

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  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:

displace.jpg
  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

intercept.png

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.