Because they were more worried about the Clone nerf and didn't look at what you could do with CIS. I do believe the Clones needed taken down a notch, and yes, I'm a Clone player, but I think the CIS needed a little something done also.
Just my to credits.
So I’ve been debating whether I should write this cause there will be many that will want to argue and will be intractable in their steadfastness of their belief, and there will be others that just want to argue and will say nasty or inflammatory things, but I just want to get it off my chest and have someone agree, even if there is only one person out there. Keep in mind there is more to being civil and polite than just not swearing at someone, adjectives matter. If you want to troll, or say nasty things, please keep step’n, you’re not needed here.
I believe the Rebel and Imperial factions are not balanced. For the most part I can’t argue with the statistical numbers of the older units. On paper the Imperials and Rebels compliment each other, one being slightly better on attack, and the other being slightly better on defence, but there are some things not covered in a numerical analysis (because they can’t be). So let me go into specifics.
Everything looks complimentary between the two factions in order of release until you hit the special forces where the Imperials start to do better than the rebels. The Scout Troopers are hands down better than the Commandos. Two black dice each are unstoppable, but this is where Imperial players say, “Yeah, but Scouts are garbage.” And I say, “Why?” They then say, “The black dice are only range two and they have white defence dice”. I have to point out that ALL rebels (with the exception of Luke and Sabine) have white defense dice, and so do the Commandos and what’s more, Fleets and all Commanders with the exception of Chewie and Jyn have range 2 attacks, but we’ll get back to ranges later. The funniest thing is that Scouts and Commandos are the same point cost (a mistake in my opinion), but maybe this is all moot because people usually play strike team snipers, so let’s just look at them. Both Strike Teams cost the same points and are equal in defense, but their chance to hit is not equal. The Scout’s snipers are 12.5% more likely to roll a hit and that’s just direct math. This means that on average those Imperial snipers will do more damage throughout the game.
From here I guess we should circle back to range. Most Imperial units attack at range 3 and use white dice. White attack dice have a poor showing and I won’t argue that, but when you add in a DLT, a cheap and very effective red die weapon that has a range 4 attack, the rebels are left behind again. If the imperial player decides to stay at range 4, the rebel player can’t close that range without losing 1-2 minis from each unit, it means the Imperial player can play defensively forcing the Rebel player to come to them and just picking off one or two minis per attack each round. When Key Positions was broken people took insane buys to be Blue player so they can play a defensive game. Why should one side having better range options be any less important? There isn’t just the DLT that has range superiority, though the Stormtrooper DLT is rather ubiquitous (being on a corps unit), there is also the AT-ST, Bossk, the Occupier Tank, and the Deathtroopers. It is true Rebels have their Laser Cannon, The Pathfinders and the AT-RT. To that I can only say, the Laser Cannon is at best area control, which is not a small thing, but should be understood it cannot compete with a unit that can actually move and having white defense dice and not being able to move into better cover, means it’s not going to live long if focused on. The Pathfinders are a good unit, but at a cost of over 100 points, it’s not worth paying them just to get a small measure of range 4 attacks. That brings us to the AT-RT and its Laser Cannon, which is rather expensive as well at 85 points for 3 total attack dice especially considering the prevalence of Impact in Imperial units. Let’s face it AT-RTs don’t get played because they just don’t last long. When the new units, Bossk and the Occupier are added into the mix, Rebels don’t stand much of a chance. Bossk’s ability to throw 1 red and 4 white at range 4 is unmatched when coupled with regen. If Rebels do attempt to make a run in to get to range 3 on Bossk, Bossk can just jump back into cover the next round and heal for the next couple, just to pop up again at range 4. I won’t even get into the Tank because even with its +1 to Impact against its sides, you still need to get past its 50% defense dice (red) and 8 health (only one less health than Chewie and Chewie has white defense dice, no surge and no armour). Even without these new units the ubiquitous DLT Stormtroopers already have enough on Rebels.
Then there is suppression. The Imperials have more options to deliver suppression hands down without the equal in Rebel ability to remove suppression. Don’t get me wrong, Rebels do have some options to remove suppression, but you have to play specific units to get those options and none are equal in ability to remove as Imperials are to give. Rebel units need a dodge and cover just to stay on par with the imperial red defense die. So when your rebel unit has to rely on two actions to get the dodge or be able to move into cover, because you’ll be easily obliterated without cover or a dodge, it becomes yet another unfair advantage. So the added abilities of Imperials to give extra suppression takes away from rebels ability to defend themselves.
Another area Imperials have an advantage is the ability to gain extra victory points. Both Bossk and Boba have the ability to get extra victory points, an ability that the Rebels cannot match. This is when Imperial players usually point toward Pathfinders and Jyn and say that Imperial’s do not have their ability to be placed anywhere on the table. Fair point, but that ability only grants a leg up on gaining an existing victory point. The Bounty keyword gives a whole new victory point and one that only the Imperial player can gain. Also the Pathfinders are an expensive unit and precludes the ability to take 3 cheap strike teams (Sniper strike teams) reducing your overall unit count which Rebels sorely need. Which brings us to yet another ability that Rebels don’t have, the ability to take more than three special forces units, Imperials have two such sources Krennic and the Emperor, both with Entourage.
New weapons are coming in the new units that are being leaked and in almost all those units the Imperials either have a better quality of dice or just more of them. Look at the Tank compared to the Landspeeder. The speeder starts with a very low price, but is unplayable at two white attack dice and even when you spend enough points to get the extra weapons, your dice pool does not have the quality of dice the tank has and they both come in at about the same price point after being fully kitted out. To that I have to ask, why are the extra weapons for the tank at most 18 points, where the Rebel weapons are 34 or 36? Even the Shoretroopers are getting better dice on the imperial side (compared to usual). This isn’t as bad, considering the price of the Shoretroopers, but if they come out with one unit after another with attack dice that have been typical for Rebel’s (as they have been) it’s skewing the statistical balance everyone likes to point to, to show overall balance.
Lastly I would like to talk about passive and active abilities, something that should not be ignored, but also cannot be added into an equation. The Rebel’s Nimble ability is passive. This means that even if the Rebel player is able to get a dodge token on a unit that could be attacked, it doesn’t mean that, that unit will be attacked, that decision is up to the attacker and the attacker could just decide to attack a totally different unit, so the Rebel player may get no benefit from that ability at all. The Imperial ability of Precise is an active ability, as it is up to the player when and if that ability gets used, making it far more affective.
Now I know that there are very very good Rebel players out there and that some very good Imperial players have been beaten by Rebels, but by and large, a Rebel player needs to be a higher level player to succeed at an average level with the above mentioned issues stacked against them. I have no delusions, I am an average, to slightly below average player, but the games I could/would win with Imperials do not equal out with Rebels. And yes I am aware that Rebels need to be played differently and I do try, but every faction should have the same chances of winning or it will be a negative play experience. And to those who say, “Well then just don’t play Rebels”, that’s a cop out and the argument of someone who has no rebuttal.
Personally I think the problem above could all be corrected by changing points. The Imperial stuff should for the most part cost more, or the Rebels should be slightly cheaper. Also most of the things I’ve mentioned above are small issues only giving the Imperials an almost imperceptible edge, like the Strike Team snipers and their 12.5% extra chance to hit. It’s not much at all, but each little thing adds up with other little things, making one side weaker than the other overall.
This imbalance is an issue for both sides too, not just for the Rebels. As someone who also plays Imperials, I don’t want to beat a rebel player, then wonder if it’s because I have more advantages than they do. Now, I’ve probably missed something in my analysis and I’m sure someone will blow up at me, somehow taking offence at what I’ve written. You don’t have to take me down a peg or put me in my place to explain what I’ve missed, though maybe I shouldn’t have posted on the internet if I didn’t want someone to assault me by written word. But where else could I raise this topic of concern, but in the very community that plays the game. My intention is not to offend anyone but to try to show that there is a problem so that it can be fixed. I do think Legion is a great game and it’s worth the investment, but right now it’s starting to show signs of a serious problem. I could be wrong about almost everything I’ve said, but I’m sure at least some of what I’m saying is valid and I hope you’re willing to listen.
No, both embark and disembark are made by that trooper unit. It can embark making a standard move into base contact with that vehicle and then you remove it from the field. Then on another turn that trooper unit can disembark and for that you put it in base contact again with the vehicle and the trooper unit performs a speed 1 move.
I love this game. I've played 4 games so far and its a blast. we had 2 games going last night and I messed up with my deployment and objective management but had so much fun anyway. I kept getting call over to the other table for rulings and hearing the other guys having a good time while doing the same at mine was great. I think the objectives makes this game. Your not just out to kill everything that moves which adds a sense of purpose to it that X-wing lacks. I like knowing if I can complete the objective I can win with 2 or 3 pieces on the board. I like the board is 6 foot long. This gives options for deploying. I like that you can use terrain that fits a theme. We have been using the barricades and some desert houses with some radar dishes from the 3.75 clone pilot figures. the card for objectives, conditions and deploy are neat too. I like not knowing what your getting in to. lastly I like the pre measure aspect. I have guns that shoot lasers I have a floating planet that can kill planets with a laser but I don't have a rangefinder to see if I can hit before I pull the trigger? Again I really like this game.
I love this game. I've played 4 games so far and its a blast. we had 2 games going last night and I messed up with my deployment and objective management but had so much fun anyway. I kept getting call over to the other table for rulings and hearing the other guys having a good time while doing the same at mine was great. I think the objectives makes this game. Your not just out to kill everything that moves which adds a sense of purpose to it that X-wing lacks. I like knowing if I can complete the objective I can win with 2 or 3 pieces on the board. I like the board is 6 foot long. This gives options for deploying. I like that you can use terrain that fits a theme. We have been using the barricades and some desert houses with some radar dishes from the 3.75 clone pilot figures. the card for objectives, conditions and deploy are neat too. I like not knowing what your getting in to. lastly I like the pre measure aspect. I have guns that shoot lasers I have a floating planet that can kill planets with a laser but I don't have a rangefinder to see if I can hit before I pull the trigger? Again I really like this game.
I keep my tokens in the boxes. The box for the dice has magnets in it and the tray is held in the box by magnets. I have the cards in the sleeves that fit in side also.