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Rebel dude

Scum yes or no.

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No, it's effectively a bin of random units that won't fit in when used in a major faction let alone with each other. In IA you could have tusken raiders going around with Boba Fett, Maul, and HK-47 of all things. That's not a faction, that's "none of these would actually fit in a major group so we're going to throw all of them together as a faction because logic."

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40 minutes ago, thepopemobile100 said:

No, it's effectively a bin of random units that won't fit in when used in a major faction let alone with each other. In IA you could have tusken raiders going around with Boba Fett, Maul, and HK-47 of all things. That's not a faction, that's "none of these would actually fit in a major group so we're going to throw all of them together as a faction because logic."

This sentiment is ridiculous to me. The most appealing trait of a mercenary or crime syndicate faction is they hold no allegiance to a traditional military faction. If appropriately costed, you could go leaderless and have extra operatives. You could have cultists. Monsters or the wide variety of creatures the SW universe brings to the table could fall under this umbrella including unusual culteral traits. You could have subfactions that bringnin added benefits or negative consequences if the wrong parties are mixed. Ie. Bantha Raiding party could be a thing.

If your aqualish troopers are within range 1 of your Bith special forces, then you gain 1 suppression. Stuff like that would be unique and entertaining. 

All of the units released so far are mirrors of each other but statistically are super similar to each other, hence the similarity in points. Add some freaking variety to the game

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I'm a no, let's stick with armies not a bunch of random crime syndicates for now. Let the game grow and evolve into a full wargame before going down the let's just start spamming random stuff a lot of people know nothing about.

When every second game of Xwing turned into a game versus a ship or pilot I have never heard of it lost some shine

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3 minutes ago, buckero0 said:

This sentiment is ridiculous to me. The most appealing trait of a mercenary or crime syndicate faction is they hold no allegiance to a traditional military faction. If appropriately costed, you could go leaderless and have extra operatives. You could have cultists. Monsters or the wide variety of creatures the SW universe brings to the table could fall under this umbrella including unusual culteral traits. You could have subfactions that bringnin added benefits or negative consequences if the wrong parties are mixed. Ie. Bantha Raiding party could be a thing.

If your aqualish troopers are within range 1 of your Bith special forces, then you gain 1 suppression. Stuff like that would be unique and entertaining. 

All of the units released so far are mirrors of each other but statistically are super similar to each other, hence the similarity in points. Add some freaking variety to the game

And that sentiment is ridiculous to me. Why would you want to include a blanket faction that can catch all of the random misc stuff that either wasn't significant to be it's own faction. There might be a ton of monsters in Star Wars, but most of them aren't sentient and wouldn't work with how Legion is currently designed to work.

Complaining that you perceive a lack of variety when the units themselves cannot be used in the same way with the supposed "counter" on the other side is unfair of a game that is less than a year old. Your bith special forces are going to be statistically similar to other spec ops, particularly in the rebel army.

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6 minutes ago, DarkTrooperZero said:

I'm a no, let's stick with armies not a bunch of random crime syndicates for now. Let the game grow and evolve into a full wargame before going down the let's just start spamming random stuff a lot of people know nothing about.

When every second game of Xwing turned into a game versus a ship or pilot I have never heard of it lost some shine

the Hutt Cartel would be instantly recognizable due to the first half of Return of the Jedi.

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I wouldn’t mind seeing “Mercenary Thugs” as a shared corps unit, then you would have to thematically build an army from there within a set faction. Mandolorians, Hutt Cartel, Hondo’s pirates, other crime syndicates I can’t think of off the top of my head.

Round out the operatives with bounty hunters. Essentially your Commanders, Specialists, and heavy units belong to one faction but the Mercs fill out the army. 

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Yes yes yes a thousand times yes.  Those that don't like them can decline to purchase them.   We are talking about organizations that control entire planets, have private militaries and fleets of their own and in the outer rim even the empire has to be careful not to step on their toes.  This game is not even platoon sized.  There are so many reasons that a group of criminals can be fighting either empire or rebellion.  It could also serve as an avenue for introducing some new objectives like asassinations, heists, convoy ambushes, kidnappings or vip escorting.  Seriously, I want my weequays and gammoreans. 

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Yes, so long as it isn't used to include completely random units mashed together.

There could even be limitations such as "This unit requires _________ to be your commander"  or commanders that can only lead certain thematic units, preventing the complete miss-match. I suppose this could also be handled by multiple factions with some shared units such as Weequay thugs in both "Weequay Pirates" and "Hutt Crime Family" factions. 

But I just want to field an army led by Hondo Ohnaka so I can speak softly and drive a big tank. 😀

Edit: Basically I agree that Tusken Raiders shouldn't necessarily be included in an army alongside Gamorreans. 

Edited by Caimheul1313

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I feel like there might be a way to have our cake and eat it too, in this case. I think a gradual trickle of mercenary units (some Rebel- or Imperial-only, but others that could be hired by either side), eventually accompanied by unique characters with special rules restricting the choice of units they can command, might solve the dilemma.

So for example, they put out boxed units of, say, Weequay pirates, Mandalorians, Hutt Cartel thugs, and swoop gangsters that can be hired as mercenaries in existing armies. Then they put out Hondo, Gar Saxon, Fenn Rau, Jabba, and Enfys Nest as mercenary Operatives with a special rule on their cards allowing them to act as commanders *only* of forces comprised of the appropriate units.

Troop selection would of course be very limited in such armies, but they would add a lot of character to the game, and would be great fun if FFG ever decided to release a set of skirmish rules similar to GW’s Kill Team.

Edited by TheGreenKnight

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Personally, I don't like the idea of having units shared in common between two of the major factions since it can dilute the "feel" of a given faction. So far, while each side has units that fill similar roles, they do so in fairly different ways. If both sides of access to say, Mandalorian jump troopers, then the jump troopers are literally the exact same, instead of two different takes on the same "niche." The only reason I'm okay with it for "Scum" factions is because there really shouldn't be a big difference between Weequay thugs in one scum faction or another.

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Yes. Kinda. I want smaller faction groups like the Hutt cartel, etc. I'd love to see Crimson Dawn and the Gangs from Corellia from Solo. I'd love young Han andd Chewie as CD operatives, not as rebels. I'd love a faction that is all Jabba the Hutt's group from Tatooine that can include Jawas and Sand people...

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2 hours ago, thepopemobile100 said:

And that sentiment is ridiculous to me. Why would you want to include a blanket faction that can catch all of the random misc stuff that either wasn't significant to be it's own faction. 

Why would it be a blanket faction? Id argue that its much more original and appealing than a Nazis in space that Lucas rippes off from another story. Most of the monsters, creatures and aliens are much more recognizeable as Star Wars than the stuff they are about to release and have just released. 

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The existing factions don't even hold to commanders only being able to command units that they would thematically command.  How often do you think Jyn Erso led wookie warriors into combat?  Do you think Veers and Boba Fett teamed up with their units of Imperial Royal Guard very often?  Why restrict people who want MECHANICAL variety for strictly THEMATIC reasons?  You can restrict yourself if you feel like it.  On this forum Tauntaunscout has been building two awesome armies using only units that would be on Hoth (hopefully he gets his Hoth troopers and tauntaun cavalry some day).  Not everyone wants the same thing out of the game.  I for one could not care less if Ewoks make it into the game but there are other people that don't even want to buy in until FFG puts out Chief Chirpa, Ewok warriors, a hangglider and a catapult!  I don't begrudge those people and hope that they some day get their space teddies.  So I would hope that people would not begrudge me for wanting my green space piggies with axes.

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When it comes to galactic civil war, organized crime was partnered with empire in most cases. where as freedom fighters and frengers partnered with the rebels.

If they get into these groups I would expect them to be allied factions with enough to field on their own but would likely be mixed with a main faction.

the frenge speeder bike gang in solo would be a great rebel allied force and they could have a commander a troop unit and a support unit. 

clone wars era has many local armies fighting with either faction. 

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Yes!

I would like that, there are plenty of units you could use that fall into the scum faction without going full creatures and sand people like Imperial Assault if you want to make it more militaryish. 

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