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Big Easy

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  1. Thanks for the input. Maybe giving the buildings Armor and keeping their HP at 12 might do the trick? On the other hand, making it hard to stop the Imperial show of force might be a way to balance the logistics issues you describe. Do you think a max points cap for a division would help prevent the battles from being so lopsided? The campaign is designed to set up some asymmetrical games, but it shouldn't look pointless to even try before the first round starts.
  2. Yes, this is something they would need to clarify only if FFG didn't want it to be played this way. RAW, height gives cover.
  3. I tend to put grenades on them too, because they often find themselves in close combat.
  4. Big Easy


    If you're on the long edges, you should be able to get the speeders into position for a long strafe run in the first turn with 3 moves. By Round 3 they should be raining fire on enemy units that have pushed forward a bit.
  5. I see what you mean, no there is no specific reference in the RRG, so RAW there is no LoS. Page 31 of the RRG: And honestly I can see it being ruled either way. From a simulationist perspective, a blind spot being there for an AT-ST or T-47 makes sense. Until FFG clarifies, that's a rule worth bringing up with your opponent before the game, unfortunately.
  6. Page 45 of the RRG. Vehicles can block line of sight. Did it block LoS for ALL of the attacking minis though? That seems unlikely. Everyone that can see at least one target mini can contribute dice to the attack (though a defending mini can only be wounded if at least one attacker can see it).
  7. For the most part, I love the Legion rules as streamlined, yet strategically interesting. However, the one part of the rulebook that most often has me feeling like there was a missed opportunity is Height and Vertical movement. In my opinion, there should be an advantage to taking high ground, given that objective play provides a strong disadvantage to spending time getting into and out of an elevated position (unless you put a supply token there for RtS objective). As a result, there is a disadvantage to creating and using tall terrain with climbing surfaces. Climb/Clamber - this was an opportunity to make grappling hooks useful, to make climbing vehicles more useful, and to make action economy more intriguing. I do love the risk element of climb (more actions, but safe) versus clamber (risk of death), but the rules that require unit leader base contact AND THEN finishing the climb/clamber at the edge of the higher position means you're burning four actions to safely get from a position on the ground to a position you want at the higher height (one move to get into base contact, two moves to climb up to height 1, and one move to move away from the edge). While many people get around this by using stairs/ladders/elevators to grant free vertical movement, I think that goes too far the other direction and makes climbing a useless rule. Stairs/ladders/elevators also seem lightly supported by firm rules--I'm for granting flexibility to players, but there is a lot of room for fudging considering that the rules go out of their way to detail how restrictive the actual climb/clamber rules that must be adhered to are. Proposed solution: I think ladders/stairs/elevators should be handled as regular move actions similar to the RAW climbing procedure--if your unit leader is in base contact with them at the beginning of the move, he can move to the other end of that conveyance with a single move action (or two moves if higher than height 1)--and end that action at the upper end of that conveyance. If you're climbing/clambering, you should be able to start your move on the ground not adjacent to the building, and move up to the building and then climb/clamber to the edge (or vice versa and start in contact with the building and move according to your template at the top). If you have grappling hooks, you should be able to treat anything under Height 2 as reducing your speed by 1 (the reduced speed simulating the time to use the hooks, and not considered 'difficult terrain' to avoid stacking with environmental gear). Attacking with height advantage - This is another one that many people find counterintuitive. There is no inherent advantage to attacking from above. There are the ancillary advantages of having a slightly better chance of ignoring cover based on your LoS, and avoiding melee on the ground (though Luke can Jump and Vader saber-throws). In exchange you have to spend multiple actions to get up (away from most objectives), and heaven forbid you need to get them back down again. Proposed solution: I don't necessarily think there should be an attack bonus, but perhaps automatic light cover up to Height 1 and maybe even heavy cover beyond Height 1 granted to the attackers. Summary: I think the game should encourage 3D play as much as possible. Height-varied combat makes for a more interesting game and a more visually appealing and dynamic board. I don't think these changes would negatively impact game balance because the game rightly remains objective-based. Making the climb/clamber rules less onerous provides a new strategic option that players must balance as a part of action and turn economy.
  8. Vehicles block what they actually block for LoS (you either see through it with your eyes or you don't have LoS, WYSIWYG). As for cover, only ground vehicles provide light cover if your attack goes across any part of its base, regardless of the position of the physical model above it.
  9. It's gonna be a bonus appendix to The Winds of Winter.
  10. What an incredible intro! Best battle report videos out there. I noticed Luke didn't take a suppression on the third speeder attack around 25'. That suppression would have given him from cover 1 to cover 2 in the following speeder Ambush attack, saving him a health!
  11. Link to handouts and color PDF rules added to original post.
  12. Frequently Asked Questions When I win a battle at a Rebel Shield Generator location, do I get the resource bonus that the Rebels got for the location? No. While the enemy facility is destroyed after a victory, a faction only gains the supply bonus associated with a location when the decision is made to establish their own FOB (Imperial) or Shield Generator/Field Outpost (Rebel) on the conquered location. These are the only locations that a faction "controls" for the purposes of determining available supply points in the Logistics Phase. How do you determine who has initiative? Campaign turn 1, the Rebel faction has initiative until the end of the campaign turn. For every turn afterwards, the faction with fewer campaign points has initiative for that entire campaign turn. The faction with initiative goes first choosing an attacking army and assault location each Deployment Phase, but within each battle the choice of Red or Blue player is always granted to the player whose army with the lowest cost (or coin toss if tied), unless a special campaign rule says otherwise. When I build a fortification, do I immediately get the supply point bonus from it to spend that round? No, you start generating supply points in the round following the one when the fortification was established.
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