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Weikel

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  1. Oh, good call on the wookies. I was picturing Sabine with a permanent dodge token, but that aim might be solid with more rebel options like you were saying. Pathfinders with Dauntless came to mind but Tauntauns will make use of Tactical easily too.
  2. Definitely some interesting potential with that training upgrade, Offensive (Tactics, maybe). Could be good combined with Dauntless or Compel to get a move and an aim token in exchange for one suppression token. As a rebel player, would love to see a mirror upgrade, Defensive Tactics, that would grant Agile 1.
  3. Actually I don't see Fixed Front on High Energy's card. Just Critical, Cycle, and High Velocity.
  4. Yup, that was my thought, without an order token, they're firing just the one gun if no targets are in range 2. If it does exhaust, it would require a recover action to fire the HA in the next turn if you got into range 2. As you said, it would just have to be mitigated with orders and B1 chains when engaging the enemy.
  5. I think that just means there are 3 Ordnance upgrade cards to choose from. Unless Cycle allows you to flip the card over to another configuration. Don't use the weapon for a turn and flip it to another config for free. The B2-HA upgrade is a liability. If the B2's are at range 3, they use an activation on one shot with everyone else standing around.
  6. I think the card name might be High-E.... but the ability is High Velocity. My guess on Cycle is those cards exhaust. But if you don't attack with them for an activation, they auto recover. "At the end of your... if you did not use this..." from the B2 preview. With Aayla and Plo Koon as pilots, we won't be seeing them as models any time soon. Interesting that all 6 pilots are vehicle specific versus Rebel and Imperial pilots being interchangeable.
  7. Actually, infiltrate is prohibited from the Downed AT-ST scenario. It's in the rulings in the stickied post at the top of the Rules subtopic.
  8. True. It would have been nice if I am a Jedi prevented attack actions instead of preventing performing an attack. Then other ways to attack like And Now You Will Die could still go off.
  9. On the flip side, Palpatine's 2 pip is guaranteed to drop 4 suppression on Luke if timed right against that card. A lot of heads games going on with that duo.
  10. Losing infinite courage means he finally gets cover from suppression. That might be in the "pro" column.
  11. Along with Hope in Luke's box, I'd expect to see Force Guidance in each box along with some surge tokens for those not taking the immediate plunge into Clone Wars. And a few Operative Command cards set in RotJ timeframe. Like Luke's "I sense there's still good in you". Immediately move Luke into base contact with Vader. Luke cannot use attack actions as he tries to talk it out.
  12. I think on the Legion Outrider podcast, they mentioned possibly expanding the number of open slots. If you sign up on their waiting list, you may get a spot if they open it up further. Or if someone drops out.
  13. Is the most efficient boost of the rebel fire support to link it up with a unit that lacks surge? Critical 2 should convert your average roll of surges. It would definitely help the airspeeder, along with looking thematic. Are there other instances that would maximize a fire support combo?
  14. Just tried out Games and Stuff in Glen Burnie last night, they have a nice set up. Lots of tables and terrain. They have Legion night every Monday night. I usually play at Gritty Goblin Games in Maple Lawn/Fulton which has Legion night every other Monday night, with two tables and bring your own terrain. There's a few of us playing in the area between Baltimore and DC, though not regularly enough for every week that I've seen. If you're up for a game, IM me here or add me to your preferred communication (email chain, Discord, text) and we'll see what we can line up.
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