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maddwarfer

Spanish Legion 'unboxing' and full rulebook flick-through (with pics)

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Resolution of an attack

To carry out an attack, a unit must complete the following steps:

1. Declare the defender: The attacking player chooses an enemy unit as the target of his attack and measures the range that separates it from him; this enemy unit is now the defender.

2. Create an attack pool: Each model in the attacking unit that can draw line of sight to the defender can add the weapon to the attack pool.

3. Declare an additional defender: If there are remaining weapons available that have not been added to the attack pool, the player may repeat steps 1 and 2 to form an independent attack pool with these new weapons.

4. Throw the attack dice: An attack pool is chosen and the dice are thrown. Then they re-roll whatever is necessary and convert the relevant attack increments.

5. Apply Dodges and cover: The effects of Dodge tokens and cover are applied to cancel impacts.

6. Modify the attack dice: The effects that modify the attack dice are resolved.

7. Roll the defence dice: For each impact and critical impact, the defender rolls a die of the color corresponding to his Defence.

8. Modify the defence dice: The effects that modify the defence dice are resolved.

9. Compare the results: The attacker counts the number of hits and critical impacts, and the defender does the same with the number of blocks. The defender's total is subtracted from the attacker's total, and the defender suffers as many Wounds as the difference between both totals.

10. Choose an additional attack pool: If the attacker has declared multiple defenders, steps 4 through 9 of the procedure are repeated by choosing a new attack pool.

 

Vehicle damage

After a vehicle model has received as many Wounds as its Resistance, the player who controls it rolls a red defence die and applies one of the following results:

  • If the result is a block, the model is Damaged and receives a Damage token. When a player activates a damaged unit, he must roll a white defence die. If you get a blank face, that vehicle will have one less action during its activation.
  • If the result is a blank face, the model is Disabled and receives a Disabled token. A Disabled unit can not move backwards and must spend two actions in order to make a single movement.
  • If the result is a surge, one of the weapons of the model has been destroyed. The opponent of the player chooses one of these weapons and places a Destroyed Weapon token on the corresponding card; that weapon can no longer be used.
Edited by maddwarfer

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16 minutes ago, maddwarfer said:

3. Declare an additional defender: If there are remaining weapons available that have not been added to the attack pool, the player may repeat steps 1 and 2 to form an independent attack pool with these new weapons.

10. Choose an additional attack pool: If the attacker has declared multiple defenders, steps 4 through 9 of the procedure are repeated by choosing a new attack pool.

So we do get split-fire, declare-before-rolling style. Neat.

What happens if the only model left to fire has died because of a wound suffered by a Deflect? Ex: Squad leader and special weapon are only models in squad. Squad leader attacks Vader, special weapon attacks something else. Vader Deflects and deals one wound, killing the heavy weapon model before its roll. Does the attack still go off, since it's presumably simultaneous?

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1 hour ago, svelok said:

So we do get split-fire, declare-before-rolling style. Neat.

What happens if the only model left to fire has died because of a wound suffered by a Deflect? Ex: Squad leader and special weapon are only models in squad. Squad leader attacks Vader, special weapon attacks something else. Vader Deflects and deals one wound, killing the heavy weapon model before its roll. Does the attack still go off, since it's presumably simultaneous?

Tradition with tabletop wargames is that if something like what you describe happens, which is probably at most a once in a thousand games occurrence, and it isn't covered by the rules, you simply throw a D6, even it goes your way, uneven it goes the opponent's way. However in your specific example there would be nothing preventing you from resolving the special weapon attacks first to prevent this potential dilemma from existing in the first place.

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well the resistance rules put a new spin on things.....

 

mayhaps the triple atrt's+ luke aren't as big a threat as i had pegged them for ( of course you still have to land those 4 crits a unit while they are shredding stuff)

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18 hours ago, Table Terra said:

I believe so you can measure the initial troop placement zones and mark them

Which may be left behind as some missions will earn you points if you have models in your opponents deployment zone(s).

In general you need 5 per player to mark an "L" shaped zone, so lets hope the acrylic ones are not in packs of 4.

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2 hours ago, Lanthal said:

Wow.. destroyed weapon sounds like a right bastard to have happen...

All 3 are.

Destroyed weapon is obvious.

The other 2 make the unit move or shoot

The lose one action action effect in addition to move or shoot takes away action mods to offense/defense if you attack.

 

Now consider that until we see more upgrade  cards, all armor to date is arc locked

Edited by Ralgon

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16 hours ago, maddwarfer said:

2. Designate a new commander: If all the commanders of a player have been defeated, he must choose the leader of an infantry unit and appoint him as a new commander.

I thought this was quite interesting as well. I know some people were thinking that you lost the ability to issue orders if your initial commanders were all defeated but evidently this is not the case.

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22 minutes ago, maddwarfer said:

I thought this was quite interesting as well. I know some people were thinking that you lost the ability to issue orders if your initial commanders were all defeated but evidently this is not the case.

Also.. was not aware that multiple commanders were possible.

Army points cost is definatly not staying at 800pts then. They will be doing an Armada and bumping up to say 1000pts once more options are available

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3 hours ago, maddwarfer said:

I thought this was quite interesting as well. I know some people were thinking that you lost the ability to issue orders if your initial commanders were all defeated but evidently this is not the case.

That doesn't mean you're not restricted to standing orders only though. To do that and keep your full hand may break several command cards (especially Luke's dodge stuff)

 

Edited by Ralgon

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3 hours ago, Funk Fu master said:

Also.. was not aware that multiple commanders were possible.

Army points cost is definatly not staying at 800pts then. They will be doing an Armada and bumping up to say 1000pts once more options are available

We don't know that. Non force senitive commanders may be relatively weak and cheap in comparison....

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7 hours ago, Ralgon said:

We don't know that. Non force senitive commanders may be relatively weak and cheap in comparison....

We don't know... but in the Tabletop Gaming article they reference playing with three commanders in larger, non-standard games.


They're definitely thinking about it.

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1 hour ago, Copes said:

We don't know... but in the Tabletop Gaming article they reference playing with three commanders in larger, non-standard games.


They're definitely thinking about it.

"non standard" being the operative word. Of course they are thinking about it, allows for all the atat and cinematic mission fanboys to do their thing. It doesn't mean 800points is going to change for official events.

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2 hours ago, Ralgon said:

Silly question, Did any of our translators happen to come across the "ION" token and it's effect?

There was a small section about ion tokens visible in the video but the text was too blurry to make out clearly. I tried! :)

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19 minutes ago, maddwarfer said:

There was a small section about ion tokens visible in the video but the text was too blurry to make out clearly. I tried! :)

2 hours ago, Ralgon said:

Silly question, Did any of our translators happen to come across the "ION" token and it's effect?

Feel free to knock yourself out:

iones.jpg.5ebb5b73bf7502b07e325bf6008a6a98.jpg

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On 12/6/2017 at 3:49 AM, Extropia said:

Yep, Commanders have been known to be 1-2 in number ever since the force construction chart was revealed. 

Can you point me in the direction of this chart?

Did not turn up anything on a Google Search.

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2 hours ago, Omegaclone said:

Can you point me in the direction of this chart?

Did not turn up anything on a Google Search.

@0:22. Not a big fan of this channel, ( he seems oblivious to any of the interviews with the design team and just guesses/makes up filler stuff in some vids) but he is very good with any images out there in the interwebs from demos.

 

 

Edited by Ralgon

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Right, I've tried to translate as much of the ion token section as possible along with guessing a few of the completely illegible words and come up with this:

Ion tokens

Sometimes, it is better to use specialised weapons to immobilise vehicles instead of damaging them. These weapons cause the vehicles to receive Ion tokens.

When a unit is activated, if it has acquired at least one Ion token, it loses an action for each Ion token it has (up to a maximum of two actions lost) and then discards all of its Ion tokens.

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2 hours ago, maddwarfer said:

Right, I've tried to translate as much of the ion token section as possible along with guessing a few of the completely illegible words and come up with this:

Ion tokens

Sometimes, it is better to use specialised weapons to immobilise vehicles instead of damaging them. These weapons cause the vehicles to receive Ion tokens.

When a unit is activated, if it has acquired at least one Ion token, it loses an action for each Ion token it has (up to a maximum of two actions lost) and then discards all of its Ion tokens.

Thanks for all the translation. Much appreciated. 

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2 hours ago, maddwarfer said:

Right, I've tried to translate as much of the ion token section as possible along with guessing a few of the completely illegible words and come up with this:

Ion tokens

Sometimes, it is better to use specialised weapons to immobilise vehicles instead of damaging them. These weapons cause the vehicles to receive Ion tokens.

When a unit is activated, if it has acquired at least one Ion token, it loses an action for each Ion token it has (up to a maximum of two actions lost) and then discards all of its Ion tokens.

Thank you!!

 

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