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Jedirev

What CONTENT is missing?

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So, there's lots of wish-list threads about units / characters still to make an appearance... But I want to hear speculation about wargame content that is still to make an appearance. 

I do remember reading early on that FFG had a plan for a year's worth of releases to get all the different game components out into circulation.

So, What content can we expect, and given FFG's release plan, what Rebel and Imperial unit would you expect to see it released with?

My most obvious addition at this stage is unit Force users: Inquisitors and probably the crew of the Ghost. I don't know would they have the force powers though. 

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I'd say true indirect fire units, be they a mortar team, artillery, or even a secondary weapon on a vehicle. (like an improved version of the AT-ST's mortar)  

Suppressive and blast, definitely, with other keywords and die counts varying from unit to unit.  The Clone Wars offers several examples for each type, but I'd love to see every faction get a type of indirect fire, and possibly the means of calling it in even on areas that are not in LOS. 

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Tauntaun riders and dewbacks probably... I'm sure they'll get around to Rebels but it'll probably just be the Grand Inquisitor and not the numbered randos...

Edit: Not getting Carlist Riekkan and/or Crix Madine would be a **** shame though considering they're actually characters in the movies with speaking lines vs. some CG Johnny come latelys

Edited by GreatMazinkaiser

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33 minutes ago, Jedirev said:

I do remember reading early on that FFG had a plan for a year's worth of releases to get all the different game components out into circulation.

Well, they've announced everything that will take us to 12 months of releases beyond the core set. The new vehicles should come out by the end of April and Legion released on March 22nd, 2018.

By May of this year we will have quite a few options for each faction. We know that Clone Wars is supposed to be coming at some point, but only that we will get more info this year. Plenty of speculation on that as well...

I think @Alpha17 has a point about indirect fire units, could change the game significantly. I can't really think of much else game-mechanically that is present in other tabletop wargames that Legion is missing. The implementation is different than other games but the mechanics are already present.

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8 minutes ago, GreatMazinkaiser said:

Tauntaun riders and dewbacks probably... I'm sure they'll get around to Rebels but it'll probably just be the Grand Inquisitor and not the numbered randos...

Edit: Not getting Carlist Riekkan and/or Crix Madine would be a **** shame though considering they're actually characters in the movies with speaking lines vs. some CG Johnny come latelys

I think you are missing my point. What would they add in terms in game mechanics that we don't already have?  There's plenty of threads about units people want to see in game - I'm asking about game functions: e.g. indirect fire; heavy/closed transports; lower powered force users (in squads?); etc.

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11 minutes ago, NeonWolf said:

Well, they've announced everything that will take us to 12 months of releases beyond the core set. The new vehicles should come out by the end of April and Legion released on March 22nd, 2018.

By May of this year we will have quite a few options for each faction. We know that Clone Wars is supposed to be coming at some point, but only that we will get more info this year. Plenty of speculation on that as well...

I think @Alpha17 has a point about indirect fire units, could change the game significantly. I can't really think of much else game-mechanically that is present in other tabletop wargames that Legion is missing. The implementation is different than other games but the mechanics are already present.

There's not a lot once transports are in. I'm not sure how cavalry would work - faster, slightly more wounds, but otherwise infantry - these sort of solutions always strike me as pretty boring. 

Indirect fire is tricky to implement without some sort of spotter mechanic. I wonder if that might not fit the flavour FFG have gone for, who h seems very "new-to-wargaming friendly".

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13 minutes ago, Jedirev said:

There's not a lot once transports are in. I'm not sure how cavalry would work - faster, slightly more wounds, but otherwise infantry - these sort of solutions always strike me as pretty boring. 

Indirect fire is tricky to implement without some sort of spotter mechanic. I wonder if that might not fit the flavour FFG have gone for, who h seems very "new-to-wargaming friendly".

How about an operative who is a spotter for either air support or indirect fire. the Operative's cards could be the support options, i.e. y wing bombardment, etc...

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16 minutes ago, Jedirev said:

There's not a lot once transports are in. I'm not sure how cavalry would work - faster, slightly more wounds, but otherwise infantry - these sort of solutions always strike me as pretty boring. 

Indirect fire is tricky to implement without some sort of spotter mechanic. I wonder if that might not fit the flavour FFG have gone for, who h seems very "new-to-wargaming friendly".

I agree on transports. Let's see actual dedicated transport.

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14 minutes ago, Jedirev said:

I'm not sure how cavalry would work - faster, slightly more wounds, but otherwise infantry - these sort of solutions always strike me as pretty boring.

I mean, technically, we already have mechanical cavalry with the 74-Z Speeder Bikes and AT-RTs. I guess if they wanted to do biological cavalry they would do some type of hybrid between those and Emplacement Troopers. Use the same movement rules but give them a Courage Value instead of a Resilience.

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8 minutes ago, KommanderKeldoth said:

Calling in artillery is already portrayed by Veers and Leias command cards. A trooper mortar would be cool though. Maybe allow a keyword that lets you perform attacks based on your commanders line of sight.

 

7 minutes ago, Thalandar said:

How about an operative who is a spotter for either air support or indirect fire. the Operative's cards could be the support options, i.e. y wing bombardment, etc...

I think @Jedirev is referring to on-board indirect fie like a mortar team.

@KommanderKeldoth is correct that Leia's and Veer's command cards replicate off-board fire support, these models act as the spotters.

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Damaging terrain maybe to reduce cover effectiveness.

Rules for blowing up fuel containers/power supplies.

Stealth/invisibility rules.

Fog/smoke effects blocking LOS or reducing damage through it.

Different kinds of objectives (clues/investigation, targeting of a specific unit,  capture the flag)

Campaign rules that include: Armada > X-Wing > Legion.

For this last one, I can see an interesting campaign mode where you:

  1. Fight an armada battle to get resources to a planet
  2. Fight an W-wing battle to determine who has air superiority over a Legion board
  3. Fight a Legion battle with the winner of 1 and 2 having an army point/air cover advantage

 

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17 minutes ago, Prokins said:

Rules for blowing up fuel containers/power supplies. - These would be area effect attacks, already in game

Stealth/invisibility rules. - This is already in game through the Cover mechanic

Fog/smoke effects blocking LOS or reducing damage through it. - We have Limited Visibility for this and Cover

Different kinds of objectives (clues/investigation, targeting of a specific unit,  capture the flag) - We have Bounty for unit targeting. How is capture the flag different from Key Positions?

 

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Off table fires are covered with command cards - Veers and Leia's.  So any off table fires - air, or artillery - already has a mechanism in game.

An on table indirect fire mortar is interesting though. 

1 minute ago, NeonWolf said:

Fog/smoke effects blocking LOS or reducing damage through it. - We have Limited Visibility for this and Cover

I'd agree. Once you have a mechanism for laying down tactical smoke in a game, it just gets silly with everyone doing it.  Games slow to a snail's pace.  It's not a great wargames mechanic, except through abstraction and occasional scenario rules, like Limited Visibility. 

23 minutes ago, Prokins said:

Campaign rules that include: Armada > X-Wing > Legion.

For this last one, I can see an interesting campaign mode where you:

That's more significant. I think developing cross game integration like that would be very niche.  Something to homebrew? 

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Off-board artillery could be greatly expanded via upgrade cards. Let anyone with a comms specialist and/or officer call down shots.

I can't decide if I think the core rules need a revisit to stop it being so infantry-activation focused.

I think the core rules need a hard revisit regarding the concept of exhaust/recover.

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I dunno if Cover properly keys to stealth. Like, certain units can be trained to "Duck and Cover", but there's not really a sneaky approach. Infiltrate is closer, but no way to say, mimic camouflage or more exotic sci-fi stuff like a personal cloaker. Something to allow you to approach an enemy, possibly even over open terrain, but draw minimal attention. But, there's also a shenanigans amount of ways FFG could handle that, which may or may not be fun for everyone, so we'll see if anything comes out. An easy is to ape cloaking from X-Wing - units in "stealth" are hard to shoot, but the moment you shoot back and go loud, your benefits are lost. 

Indirect Fire/Spotters can probably be covered with a keyword which allows you to engage targets you do not have line of sight on, so long as a friendly unit has line of sight. Otherwise, we already have the "Beyond" range category for very long range attacks - like the AT-ST Mortar. 

Terrain manipulation is an interesting mechanic - I'd like to see some kind of combat engineers who can throw up a quick barricade, or maybe tear down certain obstacles, but that has very real practical issues with the physical tabletop unless people are okay with like a "terrain destroyed" token you can put over features to say they don't count as existing anymore. 

Honestly, nothing much springs to mind with Transport and Infiltrate on the horizon, Treat/Repair just released, and when legion was first announced I was very interested in the possibility of mines or placed explosives but that's also been doled out. Damage over time is another common mechanic, but I'm not really sure I'd want that for legion, sounds like a pain for tracking. Plus missed the obvious "being on fire" boat already. 

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I would like to see more keywords like Bounty.  Something like Smuggle: A unit with Smuggle can place a contraband token on that unit.  At the end of the game if you have a unit with Smuggle and a contraband token in your opponents deployment zone then you gain a victory point.  If a unit that has a contraband token is defeated the token remains on the play area where the unit was defeated.  A unit with Smuggle may pick up a contraband token that is laying on the play area.

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A lot of more arcane things like steath and terrain manipulation will not be:

  • Balanced
  • Believable even in a universe where you can levitate an X-Wing
  • Fun

At least not without making a purposeful distinction between highly artificial and temporary tournament rules and the "real" game. Which mainstream wargames companies seem loathe to do these days.

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I think that one of the most iconic bits of star wars is its big nasty creatures.  Wampas, rancors, mynocks, dianogas, krayt dragons, banthas...  and those are just the OT examples.  I think some condition or objective cards with the respective miniatures would be amazing.  Swarms of mynocks attacking vehicles, a wampa popping out of a hole in the ground and devouring some troopers...

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I'll also say that I think this game lacks an objective card that simply reads "destroy the enemy."  Granted, we are supposed to be fighting small scale skirmishes, but I'd love to see a pure, simple, force-on-force objective to break up the "grab this vaporator/box/comm station/terrain" status quo we have now. 

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