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Posts posted by awesomeclaw

  1. 12 hours ago, Albertese said:

    For me (and I'm sure I'm in a minority) the way the rules exist as an updated RRD is a bit of a turn off for Legion. I stepped back from the game a while ago to focus on RPG stuff, but I find I'm not real excited about Legion anymore since a whole new RRD has come out since I last played and I feel I can expect at least one more before I bring it back to the table. I'm the kind of guy who really wants rules to be on paper so I can read them without any electronics. I don't mind printing it out, but having to keep printing a new one kinda pushes my buttons.   I'll likely just sit on it for a year or so while the rules stabilize before really diving in again. 

    Given that FFG are introducing new keywords or mechanics with almost every new unit, I doubt that the core rules will ever 'stabilize'.

    I think Legion suffers from being the only game that has an 'all-in-one' rulebook (i.e., where practically all of the rules for the game and most unit abilities are described in the rule book, unlike e.g. X-Wing where pilot abilities are described on cards), and which is continuously updated (and so if you want a paper version you have to print it out constantly). X-Wing is a huge game that has years of supported content, yet the rule book is around 1/3 the size of Legion's. Legion is less than a year old and the rule book has already grown by 13 pages - around 25%.


    3 minutes ago, costi said:

    The changes are highlighted, it's not like you have to print or reread the whole thing every time there's an update.

    A nd a "living rulebook" means you have one document with contains all the current rules for the game, instead of a rulebook, FAQ & Errata, addendum with new rules etc.

    If you want a paper version with the updates then you do have to print out the whole thing every time. The updated parts take up extra space which pushes everything else around.

  2. Hi all,

    Is there any chance we'll ever get a more plainly formatted rules document? The current rules reference PDF is difficult to view on mobile devices and difficult to print because of the use of background images. Since the document is a PDF, it's also hard to convert to other forms since decent PDF editors are somewhat rare and usually expensive.  A decently searchable and indexed rules web site would also be good: there are fan efforts like the wikia, but they're filled with ads, not well formatted for mobile, and frequently out of date.

    We already have plain format tournament regulations, why not also rules?

  3. Hi all,

    I'm wondering about the timing of using Improvised Orders. Do you declare that you're using Improvised Orders, then draw two tokens, etc. etc., or do you draw one token, declare improvised orders, and then draw another?


  4. Running the app on a Macbook Air with El Capitan, the app just launches to a pink screen.


    Also, running the app in Wine on Fedora 28 is just giving me a black screen after the Star Wars and FFG logos, but I guess this is unsupported anyway. A Linux version would be nice!

  5. 5 minutes ago, Caimheul1313 said:

    Nimble and 2 extra hit points does not strike me as that much extra staying power. if you put her in a position where your opponent can focus fire, she is going down with very little more effort than the Generic. 

    I was thinking more like a decent speeder pilot or a good sniper deployment. Even Luke and Vader are not too difficult to take down if you charge them in without thinking.

  6. 1 hour ago, Caimheul1313 said:

    Building upon @Squark's comment, my local meta has determined that more activations is the better build and has an easier time of winning games. Taking a Rebel officer instead of Leia allows you to include an extra bare bones Rebel Troopers squad, at the relatively cheap cost of her unique cards. If it is your only officer, than as I have pointed out earlier, it (for now anyway) nullifies the new 1 pip Empire Command card. Seeing 2 of your opponent's cards isn't useful when you know the only cards they could have in their hand. 

    Sure, but if he's your only commander then he's also going to be a pretty big target, since he's pretty squishy. If he goes down it's going to be super easy to start panicking your trooper spam, especially if you're playing against someone who can hand out extra suppression. Also, even a pretty maxed out group of 6 corps units is only around 600 points at the moment. There's still interesting decisions to be made on the rest of your force, and maybe you'd rather spend those 40 points on a commander that has some staying power and some extra abilities.

  7. 30 minutes ago, Squark said:

    ... That is a little worrying to be honest. While I'm glad the forge your narrative fans are getting the units they need to truly create their own armies, trimming down Veers and Leia is difficult without creating an incredibly dull unit or the Legion equivalent of the flotilla problem in Armada.

    We're already limited to taking two commanders anyway. As I see it, taking cheap commanders just frees you up to spend more points on more interesting units elsewhere, or to get a bit more flexibility in terms of giving orders and viable deployments.

  8. 7 minutes ago, Jabby said:

    The best way to do it would probably be a clone wars core set alongside 2 starter armies one for each side containing the same as the core set for those already with a core set

    I'd be surprised if they do separate army boxes since the core set is pretty good value and I imagine they'd rather give you two armies to potentially build rather than just one.

    If you look at x-wing, it's also possible that they don't do any kind of starter for the new factions and they just expect you to buy units piecemeal.

  9. 3 hours ago, Caimheul1313 said:

    So the Clone Wars cartoons have plenty of Scum stuff in it... I didn't hear FFG specifically say "Republic and CIS ONLY." Additionally, just because the Scum isn't next doesn't mean it won't happen eventually.

    I really like the Scum units in imperial assault so I hope we at least see them make their way into Legion, even if they end up as Imperial operatives or whatever. I'd be up for a Scum faction too though.

  10. 1 hour ago, rasmussen81 said:

    Wow! Getting Clone Wars is an exciting step for the game!!

    How will they launch two brand new armies though? Massive "Army" packs with a starting force like we got in the base game, maybe? They'll have to have some way of jump-starting the new factions.

    It might end up as a new Clones vs CIS starter box.

  11. 3 hours ago, Gengis Jon said:

    Is it?

    Card Action:

    “Each card action is a unique action; a unit can perform different card actions during its activation. However, a unit cannot perform the same card action more than once during its activation.”

    So in what contexts should it be treated as a move action? And in what contexts is it a card action?


    [EDIT] OK, I've checked the official rulings and they state that card actions which are 'treated as' other types of action should be treated as both card actions and the other type of action (since this lets jump proc charge or other move-action abilities).

  12. 10 minutes ago, AshAngel said:

    (sadly) replacing the speeder with something would improve the list the most.

    If you keep it I would suggest to remove a rebel trooper or downgrade the ATRT and get environmental gear on Luke.

    Does he really need env gear? He has jump which allows him to zoom around pretty effectively.

    [edit] Wait nevermind, I just read the actual RRG entry for jump and wow that is some misleading card text.

  13. 9 hours ago, BenBot said:

    I think the list looks good! ??

    If you want you could drop the extra upgrades and get a 3rd AT-RT in the list, Leia and the Fire Chickens style, but what you’ve got looks fun and versatile.

    Ion Troopers can be tricky with having to take the refresh action and that’s why lots of people only use Z-6’s. But some Swiss Army knife elements to the list are nice too.

    Happy hunting!

    2 AT-RT worked pretty well for me, I know that there was at least one 3 AT-RT list at the tournament that did well. I actually miscounted my points but I probably would have spent the extras on more grenades. I find that you don't get to use them often but they're super handy when you do.

    I lost my first game partly due to poor deployment but also because of a pretty strong flanking action from the other player - Luke + Airspeeder seem pretty strong. The MPLs were pretty useful in this game (managed to last-first the airspeeder and basically remove its entire activation) but Luke swept in and sliced my infantry up.

    Had a bye in the second round which was annoying because we were playing fixed setups. The setup for this round was disarray, rapid reinforcements, key positions, which I think would have suited my list pretty well.

    Won the third round - the other player charged in pretty early which gave me a good opportunity to sit back and pick off units as they approached.

  14. Hi all,

    I've got my first tournament this weekend and I'm thinking about bringing the following list. I have a few points left over for grenades but I haven't managed to successfully use them yet. I'm thinking about taking impact grenades but not really sure where to put them or whether to have anti armour kind of spread out like that (MPLs, impact grenades, and LC AT-RTs). Another copy of env gear would be great I guess but I don't really want to buy a unit I won't use just for that.


    Leia Organa 90
    Commanding Presence, Esteemed Leader,

    Rebel Troopers 40
    MPL-57 Ion Trooper, Rebel Trooper, Targeting Scopes,

    Rebel Troopers 40
    MPL-57 Ion Trooper, Rebel Trooper, Targeting Scopes,

    Rebel Troopers 40
    Z-6 Trooper, Rebel Trooper,

    Rebel Troopers 40
    Z-6 Trooper, Rebel Trooper,

    Fleet Troopers 44
    Scatter Gun Trooper, Fleet Trooper, Environmental Gear, Concussion Grenades,

    Fleet Troopers 44
    Scatter Gun Trooper, Fleet Trooper, Concussion Grenades,

    AT-RT 55
    Long-Range Comlink, AT-RT Laser Cannon,

    AT-RT 55
    Long-Range Comlink, AT-RT Laser Cannon,

  15. On 7/17/2018 at 4:16 AM, Amanal said:

    Players are responsible for bringing all of the game components they need to play a game of STAR WARS: Legion. This includes their army, order tokens for each unit, command hand, sufficient dice for attack and defense rolls, movement tools, and a range ruler. In addition, players must bring 12 unique objective, deployment, and condition battle cards, four of each type. When an army list is required, players should bring a completed list or arrive at the venue early to fill one out.

    I would make it easier by turning it into a shopping list.

    Players are responsible for bringing all of the game components they need to play a game of STAR WARS: Legion. This includes their:

    • Army
    • Order Tokens
    • Sufficient Status Tokens (Suppression, Damage and such)
    • Command Hand (of 7 cards)
    • Sufficient Dice for attack and defense rolls
    • Movement Tools
    • Range Ruler
    • 12 Battle Cards of their choice, consisting of:
      • 4 Objective
      • 4 Deployment
      • 4 Condition Cards
    • Completed army list or arrive at the venue with time to fill an army list out

    Sufficient dice might not be a great one, since a squad of fleet troopers could roll 12 white attack dice (core set plus 3 dice expansions).


    Incidentally, since we're talking about the rules document, I've had multiple situations where I've gone to look up something in the rules and had to chase through multiple parts of it to get the information I'm looking for. A good example is that the vehicle damage tokens are not shown next to the description of what they do, which means that if you haven't got them memorized, you have to look through multiple parts of the document to figure out what to do (not great when you have to scroll through it on a phone).

  16. Hi all,

    I recently got a rebel trooper upgrade pack and the sergeant's head is completely malformed. I tried to use the parts replacement page (parts.asmodeena.com) but it seems to be down. Has anyone had any luck getting through to the page?


  17. 2 minutes ago, AdmiralYor said:

    While your admiral certainly doesn't need to apply to your entire fleet, I would suggest Cracken if you can get him.  Not quite as good, but a bit cheaper.  If you were squadronless, MM would be much better for the CR90s, but you do have a decent bit of squad cover.

    I would also highly recommend shifting some squad points around and finding room for Jan.  Her ability can actually be more effective than adding more squads.

    People that are better at math can probably explain better, but Enhanced Armaments isn't very good for its point cost.  Generally, you are better off with a cheaper turbolaser upgrade.

    Putting TRCs on the CR90s would be a huge boost in their firepower.  Unfortunately there are limited packs the card comes in.  You should be able to borrow some cards, long term players have a ton of the promo copies, or proxy to try it out.

    I have Cracken but I'm a bit wary of using him because I found I was getting hit pretty often by quad battery turrets.

    In terms of the TRCs and Jan, would you say it was a better idea to pick up a MC30 (which would let me play around with the MC30 itself plus all of the cards) or the Rogues and Villains pack?

  18. Hi all,

    I've just started playing (only played 3 games so far) and I'm looking for a bit of feedback/suggestions on what to do with my list. This is what I have right now:


    Most Wanted

    Fighter Ambush

    Intel Sweep


     - Jaina's Light


     - Electronic Countermeasures

     - Toryn Farr

    GR-75 Medium Transports

     - Bright Hope

     - Leia Organa (Officer)

     - Repair Crews

    MC75 Armored Cruiser

     - Mon Mothma

     - Electronic Countermeasures

     - Enhanced Armament

     - Gunnery Team

     - Ordnance Pods

     - Ramus Antilles


     - Tycho Celchu

     - 1x A Wing Squadron

     - Wedge Antilles

     - 4x X-Wing Squadron


    Since I've just started playing I'm pretty limited in terms of models/upgrades (although I'm not against picking up a couple of things if necessary). I'm definitely dropping the Repair Crews and replacing it with Comms Net, and I was also considering swapping the CR90As for CR90Bs and putting some weapon upgrades on them. I like having Mon Mothma since it means my CR90s can get in a bit closer but obviously it doesn't really help the MC75.

  19. I'm a relatively casual player and I definitely recommend 2 core sets if you're playing with 4 players. I recently finished playing through a 4 player base campaign, and even with the Dunwich box and practically all of the Dunwich mythos packs (just waiting for Lost in Time and Space to become available) I found it very difficult to build decent decks. I'm planning to play through the Dunwich campaign once I finally get my hands on the last mythos pack, and definitely picking up another core to go along with it.

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