Your Focus Determines Your Reality

Strategy
“I want every gun we have to fire on that man!”

Welcome back to the Jedha Journal! We have something a little different this week for you, a guest writer! As Zach spends some time with important real life decisions, Asyer, my teammate from the Yavin Base Team League, will be joining us for a dive into the ideas and tactics of focus firing. Namely, we want to discuss the concepts of shooting to kill vs. shooting to suppress. Asyer has graciously offered to discuss the concept as a whole as well as explore the Empire’s unique exceptions to the rules. Without further ado, let’s dive in with his debut.

Surviving the Heat

Most of us tend to get caught up in the heat of battle. We lose sight of the objectives and just want to kill as much as possible. It feels really good to watch your opponent remove minis from the board, but this can lead to more game losses that you realize. I want to discuss my thoughts on remembering to focus. There are two parts of this I want to go over: focusing fire and focusing the objective. 

Focus firing isn’t just about removing models from the table. Outside of command cards and special abilities, every unit has a maximum of twelve actions it can perform. Twelve, that’s it! So, when you remove an enemy unit from the table, they also lose that unit’s remaining actions. For example, killing a unit before they activate twice takes away ten actions. By removing activations, your opponent is forced to activate key units earlier in the round, giving you more units and more chances to respond to what they are doing.

Lets take a look at Luke Skywalker for example. Luke likes to jump from cover to cover until he can get into melee with a unit and kill it. Luke likes to activate last so that you have less units that can hurt him if he gets stuck in the open. If you remove activations on Luke’s side, you put him in the uncomfortable situation of having to activate before a larger number of your own troops, and the chances Luke gets caught out in the open skyrocket. (Luke tends to die to heavy amounts of fire.)

You can also remove enemy unit actions with suppression and panic. Suppression is a great tool to use and often can win you the game. Lets take Breakthrough as an example. Unit A needs to double move to make it into the enemy deployment zone. You shoot unit A and add a suppression token to them. If unit A doesn’t clear that suppression, they can no longer score. I find it is best to add two suppression to a unit to ensure it stays suppressed. The chances to clear two are significantly lower than only having to clear one. Thanks to some wonderful suppression tables supplied our friend Orkimedes over at The Fifth Trooper, we know that you have a 34% chance to remove one suppression token, but just an 11% chance to remove both. Seems a little tougher doesn’t it?

Panic is amazing, as long as you are the one causing it. If you force a unit to panic, three things happen. First, that unit moves as fast as possible towards the nearest board edge. Second, they lose their second action that turn. Third, that unit isn’t where their player wants them (usually in the open and away from where they need to be.) Units that panic and run even a sliver off the board are instantly dead!

Focusing on the objectives is the most important thing in the game. It’s how you win! This doesn’t just mean making sure you accomplish the mission, but also keeping your opponent from scoring. Ask yourself two questions when you activate a unit: “Does this help me score victory tokens?” and “does this help me prevent my opponent from scoring victory tokens?” If you’re ahead in both victory tokens and activations then it is even more important to stop your opponent from scoring. If they can’t score, you win! However, if you can’t stop them from scoring, you need to be scoring also.

Focus fire units to remove them from the board, or stop them from getting all their actions, and your path to victory becomes much more straightforward. This topic seems pretty basic right? As usual, nuance springs eternal, and we’ll swim a little deeper into a sampling of each faction’s quirks regarding suppression, panic, and their action management, as well as whether or not focusing on eliminating or suppressing units is the better option when dealing with each faction.

-Asyer

An Inspiring Start

Both in canon and in Legion, the Rebellion’s identity comes from its leaders, its heroes, and its sense of purpose. This concept is codified into the Inspire keyword. The Rebels have a large access portal to Inspire, whether that comes from Leia herself, the Rebel Officer unit or upgrades, or a number of command cards from Luke, Jyn, and Sabine. Because the Rebel units, and especially heroes, tend to be less expensive than Imperial or GAR units, fitting in a number of these officers and heroes is extremely common, and very practical. So what does all of this mean? Shoot, shoot the rebels.

Lets take a Flyboys (Luke & Han) list for example. If you are lined up across from this, you can reasonably expect to see Luke and two Officer Z6 squads. This means that in addition to standard rally rolls, there are two individual points of inspire available per turn, and Luke’s 3-pip suppression clearing card, Return of the Jedi. Therefore, the list has a decent chance of ensuring that its units maintain their two actions throughout the turns. Additionally, with the notable exception of Luke, every unit in the list rolls white defense dice. Therefore, if your opponent can manage suppression well but fails defensive saves often, shoot to kill them. 

One final caveat to remember is that many of the rebel command cards that grant Inspire and remove suppression are two and three pip cards. This means that many of them are not played turn one, offer decent-to-good order control, and often impact the late game board state. Therefore, as an exception to the above Flyboys example, putting suppression down on the rebel army in the early rounds tends to prove more productive than going for the late game suppressive fire, as you force your opponent to play their command cards out of order, and remove their abilities to keep their unit actions running efficiently later on.

darth vader krennic rogue one a star wars story

Compelling Aspirations 

As always, every rule has an exception. Normally when a unit is suppressed, it loses an action. Today, we’ll look at the Empire’s unique exception to the rule: the keyword Compel. Both Director Orsen Krennic and DT-F16 have this keyword, which reads, “After a trooper unit at range 1–2 of a friendly unit with the compel keyword performs its ‘Rally’ step, if that trooper unit is suppressed but is not panicked, it may gain 1 suppression token to perform a free move action.” A crucial element to remember is that Compel always returns a lost action, but never adds an extra one.

So, by adding a suppression token to your unit, you can take a move action as your first action. Abilities and keywords that trigger off of a move action still take effect, such as relentless and steady. You can then take a 2nd action as normal.

So now you’re thinking, “why not do that every time?” Well, adding too much suppression can lead to panic. And panic isn’t what you want. Making the choice to Compel or not is purely situational. As a general rule of thumb, I compel if it will get me into a better firing position, or to score the objective. Pushing your units that extra step to take the actions you need to win the game is where compel excels. Finding that balance of when to push without breaking them is where the difficulty lies.

Our second suppression rule breaker is our Dark Lord and Savior, the Balancer of the Force, Darth Vader, specifically the commander version. Vader has a currently unique courage of ” – “ which means he does not take or suffer from suppression. When using his courage bubble for panic tests, this means your units will never panic if they remain in range 3 of Vader. Besides, “Who is more frightening than the Lord of the Sith?” When you combine compel with Darth Vader, you get a nice bubble of “we don’t care about suppression.” This allows you to compel your units way past their normal breaking point. Be careful though, should Lord Vader fall in battle, your units will likely all panic if loaded up on suppression.

-Asyer

Fire Away

If you recall from last week, Zach wrote an excellent piece on using the clone’s Fire Support ability to prevent panic and suppression issues. To avoid repeating ourselves, I will be focusing on the clone’s decision-making process regarding focusing on killing or on suppression.

Here’s a hint, it’s in easy choice. 

At least from the outset, most GAR lists are looking at roughly eight activations. This means that there is little-to-no margin for error, and each unit’s actions must be optimized. Therefore, when taking attack actions with your units, you need to be sure that you are evening the numbers or pushing yourself into the green. With the fire support ability, wiping units becomes easier than suppressing them. It must be stated that using fire support to suppress a target is a complete waste, as you are actually dishing out half of the suppression that you would with two separate attacks. However, being able to double your attack pool means that you have a much greater chance at eliminating an enemy unit, especially one that is wounded or one with white dice saves. Finally, keep in mind that using fire support actually reduces the amount of actions that you have during the game. As Asyer mentioned above, each unit typically only has twelve actions to take during the game, and fire supporting too often can almost act as a self suppression pitfall, not allowing your units to move into scoring positions effectively later in the match.

Mechanized Minions

Last but not least, we arrive at the droid army. According to the droid trooper entry in the Rules Reference, droid trooper units do not suffer the effects or benefits of suppression tokens, but still receive them as normal. Crucially however, they can still panic when their threshold is reached. This makes it slightly easier for the CIS to keep their twelve actions, but can prove devastating if the commander is lost. Especially considering the droids do not currently have another unit besides Grievous that has a courage higher than one.

When facing off against the CIS, these unique suppression rules make the decision to focus on removing models vs. suppressing them quite simple. Assuming the CIS have a living commander, shoot to kill. Spending upwards of three attack actions to panic one B1 squad is a colossal waste of resources, and the odds of forcing a droid to panic before it dies are quite minimal. However, if you manage to kill Grievous and remove the courage bubble from the battlefield, looking to panic droid troopers is not the worst idea depending on the circumstance. This holds especially true for the Empire and their litany of suppressive weapons, as a single attack can panic the troops. 

At the end of the day, choosing whether to shoot to kill or shoot to suppress seems like a difficult choice, but generally boils down to a straightforward decision: which choice will remove more actions from the opponents unit. As a reminder, if you’d like a high profile chance to test these concepts out, the London Grand Championship runs from September 12th-14thand still has spots available. Come win a World’s invite, and anyone who beats Zach in Chicago will win a beer from me! I hope you enjoyed the insights Asyer provided for us, and look forward to discussing your ideas in the comments. Until next time, enjoy your games of Legion!

-Mike

Faction Identity: Grand Army of the Republic and Confederacy of Independent Systems

General

Imperialmarch

“Only begun, this Clone War has.”- Master Yoda

It’s time to follow up on last week’s post about the faction identities of the Rebels and Imperials with the two new factions coming to Star Wars Legion: The Grand Army of the Republic and the Confederacy of Independent Systems. Of course, like the simpletons we are, we are going to reference them as Clones (GAR) and Droids (CIS), respectively.

What an absolutely exciting time to be a Star Wars Legion player. I think a lot of us can say that the prequels, when they first came out, really were a let down for the most part. Sure, Revenge of the Sith was actually really good and may have saved the trilogy; but overall it wasn’t what we all expected. However, the Clone Wars television show may have saved the era. After watching the Clone Wars, I have a new found respect for the prequels and enjoy them a heck of a lot more than I did say 5-10 years ago. Why is this all relevant you ask? Fantasy Flight decided to go with the cartoon version of General Kenobi, with his clone armor look, which makes me think they will use the show for reference going forward. (Please, give us Cad Bane!) People around our age (28 & 25) may find themselves a lot more excited for Clones versus the older, original trilogy crew (Caveat: Original trilogy is my favorite and always will be) and that’s okay! No matter what age you are or whether you decide to pick up the Clone Wars box as an existing player there’s one thing that’s for certain: we should see an influx of new players once these core sets release. It’s absolutely, positively the biggest thing for Legion to date. Between the assumed influx of players, the new plastic sprues, and the addition of two brand new factions; this is a big moment for Legion as a whole. How we react to the new players and factions is the key to this game’s success and it should be with open arms. All that aside, let’s talk about the faction identities before I ramble on even more!

The Grand Army of the Republic

First and foremost: I want to make sure that this doesn’t scare new players from playing the Clones. The Clones are going to be a difficult faction to master out of the gate. I don’t play Warhammer, but for reference everyone seems to compare them to the Space Wolves faction. What I can tell you is that Clones will be a highly elite faction that pays the premium for their elite status. Let’s go over the Pros and Cons to give you a better idea as to why they may be a difficult army that needs a lot of finesse.

Pros

  • Elite Units
  • Weapon Options
  • Red Saves
  • Fire Support
  • Token Passing

If you are an existing player, and perhaps more so a Rebels player, have you ever said to yourself, “I wish I had a Z6 unit but with red saves!”? Well, have I got news for you. Now for the new players reading this asking “What the heck does this mean?”, lets talk about it in more depth.

The reason Clones are considered elite units is because the have the benefit of the stronger Rebel trooper attack dice while also rolling the stronger Stormtrooper defense dice. For reference: Stormtroopers roll white on offense versus Rebel troopers’ black and Stormtroopers roll red saves on defense versus Rebel Troopers throwing white defense dice. Black attack dice and red defense dice give the Clones the benefit of having fairly reliable dice (50% each) on both sides of the game, thus making them the elite army faction. Of course, it comes with the price of being the most expensive army option in the game, which we’ll get to in the Cons section.

Another aspect of the Clones being the elite faction comes with the heavy weapon options. Rebels have the Z6 as the most common heavy weapon and the Imperials have the DLT-19 as their most common heavy weapon. Clones? They have the option of both the Z6 and the new (old?) DC-15 as their heavy weapon. The Z6 rolls six white dice on offense while the DC-15 rolls two reds with Critical 1 and can shoot at range four. This is another great advantage for the Clones, however both weapons do slightly cost more for the brothers from Kamino versus the Galactic Civil War era faction counterparts. It pays to be the best.

A new mechanic in Legion is Fire Support. Right now, as this article is written, the Rebel Veterans and Imperial Shoretroopers are debuting this new mechanic, which presents a small taste of what is to come. Fire Support, as written on the card, is: When another friendly unit performs a ranged attack, if you have a face up order token, each mini in your unit may add an eligible weapon to the attack pool. If you do, flip over your order token facedown. Limit 1 Fire Support per attack pool. What this does, essentially, is give you a crazy dice pool at the cost of an activation.

Presentation1

An example I can give you is that Clone unit A moves and shoots at Target X. Clone unit B, with a face up order token, has range and is in line of sight on Target X and they decide to fire support. Let’s say in this example Clones A have a DC-15 and Clones B have a Z6, you went from rolling four black dice/two red dice to a dice pool of eight black dice/six white dice/two red with Critical 1. As previously noted, this does take away an activation from your Clone army, but if you can take an enemy activation off the board it’s extremely strong.

Another new mechanic for the Clone Wars release is the sharing of tokens between the units marked as Clone Troopers. Clones are essentially brothers and they work together as if they are one, right? Well FFG has encapsulated this pretty well with this mechanic and continues to do their best with making Legion thematically awesome. Straight out of the Star Wars Legion Rules Reference Guide:

» A clone trooper unit may spend the green tokens of a
friendly clone trooper unit at range 1 and in line of sight
as if they were their own.

» Green tokens include aim, dodge, standby, and
surge tokens.

Surge tokens are a new token type entering Legion and how they work is that you may spend these surge tokens on your dice. For example, say you roll three defense dice and you get two blocks and a surge. If you have a surge token, you may spend that surge to turn that die into a block. The fun part, obviously, is the fact that the Clones get to share those tokens. This is going to be absolute INTEGRAL to the faction and it’s identity. This is part of the reason I think Clones will be difficult to master, as this will take a lot of finesse to figure out, but golly it is good. We’ll touch on the tactics of this mechanic later on in some detail! To the Cons!

Cons

  • Army Cost
  • Activation Count
  • Fire Support
  • Ways to deal with Suppression

As you can see, some of these cons echo and may seem redundant. However, it’s important to touch upon all these aspects even if it is repetitive. As you learn to build lists with Clones you notice something: you hit 800 points real, real quick. Learning ways to maximize your points is going to be crucial in order to successfully run the Grand Army of the Republic. Choose your points and upgrades wisely.

Due to the high cost of the Clones, you’ll notice that your activation count will be lower than  Rebels and Imperials. Right now, the Civil War factions hover around ten activations, whereas the Clones will probably come in at around eight or nine. This is why they have Fire Support, though, as it will help them even the activation counts as quickly as possible. Learning how to play while down activations is something that needs to be highly considered when choosing to play GAR.

Speaking of being down activations and Fire Support….why is Fire Support both a Pro and a Con? Well, because you will most likely have fewer activations from the outset of the game, using Fire Support in the wrong situations can lower your count even further. Picking and choosing your spots to use fire support is going to make or break games. You can’t use it too often, you’ll allow your opponent to run amok even if you start deleting units off the board. This plays into the finesse aspect that we’ll touch upon in the tactics next.

A major concern out of the gates for GAR is going to be suppression mitigation. When the core set comes out the only two ways to remove suppression are going to be from Hope, a new Force card that gives Inspire 1, and Strict Orders. Strict Orders allows you to remove a suppression from a unit with a face up order token rather than roll rally dice. Another good thing is that fire support could help GAR avoid panic and manage their suppression. What I mean is that if a unit has a faceup order token and they start piling up suppression tokens….fire support with that unit. Because fire support takes place outside of a unit’s activation, it will ensure that unit doesn’t panic because they will completely skip the rally phase of the round.

Strategy

Presentation1

An example of a lone Clone Trooper mini, safely tucked behind a barricade, passing its standby for a full unit to use

It’s pretty hard writing about a faction I have yet to play, but I intend to give you the best advice I can give you here. There are some easy strategy options on the surface. You’re going to want to play Obi Wan somewhat defensively rather than aggressive, which is completely opposite any other lightsaber wielder currently in the game. Obi Wan has a plethora of ways to get green tokens on the Clones around him, and that’s super relevant and leads to our next point. You want to keep Clones close together. You want to be in line of sight and in range 1 of other Clone units as much as you can due to the token passing. As I spoke about in the Rebels article piece last week, Rebels rely on gimmicks. Well, so does the Clone army. The ability to pass those tokens is going to be crucial. Something you could see happen quite a bit could be some Standby token shenanigans. A unit in the back moves and standbys while being in range 1 of a unit in front of them, then that unit has an enemy unit move near them that would trigger a stand by had they had the token on them. News flash to your opponent, they actually have that stand by token thanks to the Clones having this ability to pass. That might be a super corner case or a niche instance that’s in my head, but it might also have some gumption behind it. Taking a shot on your front lines but have a dodge on your back lines? Here you go, brother! It’s funny to think Clones can pass dodge tokens when they have the DNA of Jango Fett, ya know the guy who definitely did not dodge Mace Windu’s purple lightsaber.

Image result for mace windu looking at jango

Again,I think the trickiest thing will be how and when to use fire support. It’s going to be an extreme learning curve for all players on how to play this faction and you should not get discouraged if it takes several games for you to feel comfortable running them. Theed wasn’t built in a day! No matter what you do: have fun with the shiny new toys!

-Zach

Image result for CIS army

The Confederacy of Independent Systems (CIS)

Speaking of shiny toys, the CIS faction officially releases to the general public this September. Seeing as it’s still August, much of this information will be gleaned from proxying, TTS play, and reports from those who purchased a GenCon Core Set. The CIS function in a min/max manner, which means that they have the cheapest of the cheap and the cream of the crop in one army. Interestingly enough, many of the droid army’s advantages and disadvantages are two sides of the same coin. As you will see, the CIS appear to be quite user friendly, and contains more advantages than disadvantages. However, just like Anakin blowing up the Trade Federation hub at the end of Episode I, when things go wrong, they go wrong quickly. Let’s dive in.

Pros

  • Cheap units
  • Elite units
  • Order control

The first advantage for the CIS is their cheap corp units. And when I say cheap, I mean 6 points a droid model cheap. And when you can stack eight of these models into a single squad for 62 points (including the heavy weapon), you can quickly build an army corp of 48 models. It takes most opposing units a long time to chew through 48 wounds of just corp units. There are two other advantages to having cheap corp units: disposability and list building space. Inexpensive, numerous corp units present an interesting dilemma for an opponent; do they spend the time trying to shoot through 48 healths worth of 6 point models, or do they focus on the opponents major pieces? However, this is a double edged sword, as ignoring 48 models can lead to a player being overwhelmed by sheer numbers for objective scoring.

The second advantage is list building space, with 6 properly outfitted corp squads coming in at roughly 392 points, leaving over half your points available for other units. This is in stark contrast with the phase 1 clone troopers, where a set of 6 outfitted troopers comes to roughly 480 points. This extra space is heavily needed for the CIS, because their commanders and heavy units pack quite a punch to the points wallet; General Grievous begins at 175, the AAT at 170, and Count Dooku at 205. However, these units are expensive for a reason.

For the most part, expensive units in Legion tend to be elite, and the three main heavy hitters for the CIS fit the bill. Lets begin with General Grievous. Clocking in at 175 points base, a fully outfitted Grievous can walk onto the table at 208 points, a whopping quarter of your army. However, he packs quite a punch, with the ability to move across difficult terrain at will, and perform climb actions for free with his Scale ability. This ability proves useful when preparing to annihilate the enemy with his 1-pip command card, Trained in Your Jedi Arts. This card allows Grievous to perform an attack, with a special weapon, against every enemy unit within Range 1 of himself at the end of his activation. Oh, did I mention it’s Suppressive? Yeah, I’d be running from this monster too.

Image result for grievous 4 arm pose

Count Dooku and the AAT are no slouches either. A fully tooled up Dooku can max out at a ridiculous 250 points, putting him on par with the Emperor, his old master, in Legion scale. Dooku possesses two weapons with Pierce, both at range and in melee, and comes with a new keyword called Makashi Mastery, allowing him to reduce his pierce levels in order to remove the opponent’s ability to use Impervious or Immune: Pierce. The gentleman is a duelist, and he wants you to know it. The droid AAT tank begins its existence at 170 points, before adding on weapons to maximize its Arsenal ability. Capable of throwing multiple red dice out to Range 4 with High Velocity, which negates an opponent’s ability to spend a dodge token, there is no hiding from the guns of this tank. Clocking in with 9 Health, Armor, and red dice saves, it will take quite an effort to bring down this assault vehicle.

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One of the most obvious advantages to playing the CIS army is their unique form of order control. The B1 Droid unit contains a keyword called Coordinate: Droid Trooper. This keyword allows a B1 droid to issue an order to another droid trooper whenever they are issued one themselves; effectively creating a chain of orders throughout your corp units. This ability is incredibly useful, and allows for a number of turns of perfect activation control for your army; let’s focus in on that.

Say you open up your core sets and build a list; let’s take Grievous, six B1s and two droidekas. Turn 1 you decide to play Assault, the generic 3-pip card. You issue orders to both droidekas, and one to a single B1. This B1 uses its coordinate ability and passes along the chain of other corp to get six total corp orders out. This leaves just the token for Grievous in your bag, allowing you to activate any unit whenever you want. Not bad right? You can do this multiple times per game. Order control is one of the fundamental skills that requires mastery to be elite in Legion, and the CIS army provides a number of shortcuts to attaining perfect control over your forces.

Cons

  • Top heavy reliance
  • Potential chaos
  • Poor dice

As I mentioned earlier, many of the CIS’s advantages also reflect their greatest disadvantages. While the droid corp units are numerous and inexpensive, they tend not to do a whole lot offensively. This leaves the burden of enemy unit removal to their heavies and commanders, which has two main downsides. The first is that it’s predictable. While Grievous may be hard to pin down, it becomes apparent very early on where he wants to unleash his trophy lightsabers. Once this target area is identified, the defending player can begin to prepare a response with the rest of their army in an attempt to mitigate or even prevent his assault. The second downside is dice variance. When most of your points are tied up in one unit, a single bad roll can wreck even the best plans. If a defensive roll ends up cold and Dooku drops to a single shot, the CIS are often left hanging in the breeze.

We touched on the coordinate keyword possessed by the B1 droids earlier, but that is not the only keyword they possess. Remember when I said action control is essential? Well, if the opponent denies your droids an order token, your activation control turns to activation chaos. They also contain AI: Attack. This keyword means that if a droid trooper does not have a face up order token, their first action must be an attack. That exhaustible, Range 4 rocket launcher you were saving for the advancing enemy tank? You just shot at an enemy squad in heavy cover with it and only it. Not only is this a negative as it derails your plans, but it also means you cannot move to eliminate cover first or take an aim, as the attack must be your first action. Keeping orders on your droids, especially your B1 corps, is essential to any kind of success with the faction. However, there is one small silver lining. If the unit does not have a face up order token, but cannot legally perform an attack, it keeps both actions as normal.

The final major disadvantage to the droids is their generally poor dice pools, especially in their basic corp units. For example, the B1 units throw both white dice for attack and defense, and neither die surges. Many of the other units do not have any native surges either, and if you do not play your command cards or green tokens correctly, they can lag behind the game’s other units in terms of dice consistency. Even the Droidekas and the AAT do not possess enormous dice pools, but rather rely on strength in numbers to overwhelm enemy defenses.

Strategy

We’re going to keep this short and sweet today. The general concept of the CIS army involves keeping your corp units within a range 1 ball of each other while your commanders and heavy units lead the charge from the frontlines. As touched on early, by maintaining that link between your corp units, you are able to issue orders with near perfect accuracy to your army, allowing you to react and provoke with any unit at any time, eliminating the luck aspect of drawing a token from your bag. Crucially, this also means that you will not be activating a high impact, elite unit at an inopportune moment. Seeing as most major pieces for the CIS are over 200 points, leaving them exposed is a quick way to certain defeat. However, these pieces are capable of single-handedly winning you matches, and for a more coherent, visual example of this I invite you to watch the TTS stream between TalkPolite and DrRizzle from the most recent round of the Yavin Base Team League. In this match, we are fortunate enough to be able to watch TalkPolite keep his corp in a cohesive ball, maximize his order control, and unleash chaos with General Grievous.

-Mike

We hope that over the last two weeks we have been able to give you some insight in the basic concepts of each of the four factions available in Star Wars Legion, and potentially provide some reasons for playing each faction. As of the current standing, the game is still quite balanced, and all four factions have a reasonable chance of victory when they deploy to the table. As remove further and further towards Worlds 2019, each of these factions should begin to splinter from their mirror faction and four cohesive identities and play styles will emerge. We as a community are currently looking for the next wave of players to establish themselves as the new experts on the GAR and the CIS, are you willing to step up to the challenge? Until next week, thanks for reading!

-Mike and Zach

Faction Identity: Rebels and Imperials

General

Image result for Rogue One scarif

Mike and I decided now would be a good time to try and tackle all four factions and how they function. With the Clone Wars looming around the corner, what faction works for you? This is going to be more geared towards beginners and newcomers to the game but, hopefully, everyone finds this useful!

Rather than breaking down unit by unit, which we have done in the past in simplistic ways, we want to just go over the basics for each faction. How do they function? How easy are they to play? What should I expect if I run this faction and why? The game of Star Wars Legion as we know it evolves each and every week, or so it seems, and this is the biggest change. Let’s start with the two old factions first and then step into new pastures. (Naboo perhaps?)

The Rebel Alliance

For some strange reason there seems to be this general view that Rebels are not good or competitive versus the Empire. Well, as an avid Rebels player, I can assure something: Rebels are very good. Here’s the thing about Rebels: they’re very difficult to play. I’m fairly new to war-gaming, like as in this is my first ever game and I just started playing Legion this past January, but I decided to go for the Rebels. I’m a big Luke Skywalker fan, have been my entire life, and that was the draw for me, but it certainly was a learning curve. Lets dive into some pros and cons to playing Rebels and why they might be for you!

Pros

  • Great characters that, ultimately, can change the game
  • Appeal of the classic characters and units with a mix of new 
  • Strong offensively (The Z-6 may be finicky but it’s good)
  • Gimmicks that help win games 

Luke Skywalker, Leia Organa, Han Solo and Chewbacca are the face of the Rebel Alliance, both on screen and off screen. If the Rebels were your thing growing up, it’s hard to not want to go and play with these classic characters. Not to mention, Luke is arguably the best unit in the entire game and has a new version coming soon! Toss in the newer characters such as Jyn, Sabine and Pathfinders, the Rebels have a bunch of tools they can utilize. 

As you enter the game you’ll start referring things off hand and one of those things happens to be what is called a “Z6”. Basically, this is referring to the miniature with the big ol’ gatlin gun. You’ll have folks who live by the Z6, myself included, you’ll have people who hate the Z6 (hey, Codec!) and both have very fine reasons to love or hate it. The Z6 is a heavy weapon upgrade that costs 22 points for your Rebel Trooper units and rolls six white attack dice. White attack dice are quite finicky, so these rolls have what is called high variance. Some rolls you can roll straight fire, other rolls you can roll straight duds. If anything, it kind of feels thematic. As you will note, the Z6 and variation are listed in both the Pros and the Cons. You need to take the good with the bad!

The next thing I mentioned are gimmicks. What are the gimmicks and why are these a Pro versus a Con? Well let’s dive in on some very specific things. One of the best things the Rebels have to offer are Han’s Command Cards. Change of Plans is the one I want to talk about the most here. Basically, Change of Plans allows you to force your opponent to pick up their Command Card and play a different card in its stead. That is so, so strong; especially when you start learning the game and reading what your opponent might play next. It’s a complete game changer! Another gimmick is the keyword Infiltrate. This came out with Jyn and the Pathfinders quite some time ago now, and what it does is allows you to deploy on the battlefield anywhere as long as you are outside of range 3 of your opponent. It’s a very strong keyword and I think it’s still something that needs more exploring as to how to use it best. 

At the end of this piece on the Rebels, we’ll go over some tactics and how to attack certain factions and objectives. For now, let’s talk about the Cons. There may be quite a bit of them, but I promise you: Don’t let it scare you away from this awesome faction!

Cons

  • Dice variation, both offensive and defensive
  • Restricted archetypes, competitively speaking
  • Lack of Entourage
  • Lack of Suppressive and/or Range 4 weapons (right now)
  • Lack of inherent Impact weapons

Dice variation and dice in general will be the downfall of all your endeavors as a Rebel player. White defense dice, in short terms, are not that good. It’s something you learn to live with as a Rebel. Just like when you throw your four black, six white dice pools from Rebel Troopers with a Z6 and they roll like one hit into heavy cover for no damage. These are shortcomings you just need to realize can and will happen! It’s not the end of Alderaan, it’s just stuff you need to practice with and learn how to better maintain your army. Positioning, something we’ll get into below, is vital to everything.

Restricted archetypes in the competitive setting is a thing. What I mean by this is that Rebels tend to rely on certain lists at a high level. This may not pique your interest, however, in the event that it does here are some things to look for in regards to this. The most common build you will find is what’s called Wonder Twins. If you guessed Leia and Luke, you guessed correctly. Toss in a bunch of trooper spam (mostly all Z6 Rebel Trooper squads) and two to three sniper strike teams and that’s your go to Wonder Twins list. Yes, if you’re new to the game and reading this: three sniper strike teams is a pretty big deal in the competitive scene. Right now, as units release, there is a feeling this may change but we shall see. Another type of list you’ll see is Luke and Sabine together with troopers and snipers. A crowd favorite, albeit a super hard list to run in my opinion, is the Falcon Crew which consists of Han, Leia and Chewie. I’ve tried it casually a few times and it is super fun, but it is definitely a high skill cap list. Speaking of a high skill cap list: Fly Boys. While it’s not as popular as it used to be, thanks Sabine Wren, Fly Boys is a variation of Luke and Han. The reason it’s somewhat difficult to run is that both Luke and Han need to be in your opponents face and due to range limitations this causes control problems. You never want to find yourself in a situation where both pieces need to activate first in a round but that can be hard to distinguish. It’s a list that takes a lot of practice.

Two keywords the Rebels are missing from their repertoire are Entourage and Suppressive. Both are starting to be prominent in the Empire side of things but lacking on the Rebel side. This is not a complaint, whatsoever, but more of a PSA for new Rebel players as both keywords are extremely strong. If you don’t know what they do: Entourage allows you to ignore the rank of unit X when list building and when issuing orders you may issue that unit an order token if they are within range 1 to 2 of said commander. It’s a super strong keyword for a few reasons. Ignoring the rank, especially a special forces, allows you to build a list with extra items you aren’t normally allowed to and getting a free order token is extremely strong as it gives you more control over your army. Currently Emperor Palpatine has this keyword with the Imperial Royal Guard and Director Krennic has it with the Imperial Death Troopers. Next on the list is Suppressive which basically guarantees a suppression goes onto a unit you shot and if a hit or crit on your dice appears you apply two suppression to the unit that you shot. This is a really basic way of putting this, as we do not want to go into great detail of suppression, however if you would like a deeper read on the topic David Zelenka, of the Fifth Trooper Network, put out a great article a few days ago on Suppression and how it works in Star Wars Legion.

A main issue for the Rebel faction is lack of long range shooting, such as range 4 weapons. They are extremely scarce in the Rebel faction as opposed to the Imperial faction. In Legion the range bands are all in increments of six inches. So range 1 is six inches, range 2 is twelve, range 3 is eighteen and range 4 is twenty four inches. (There are exceptions, of course, with snipers, the ATST mortart and “Bombardments” that allow infinite range) Most Rebel units have a maximum range of 3 and the most utilized is the Z6 trooper, as mentioned before, which falls into that category. While the Imperials have a commonly used gun called a DLT which throws two red dice at range 4. While it’s not an overly strong gun, the DLT, it serves a purpose. First, it mostly provides suppression from range 4 and the Rebels have no answer for it, really. Second, it has Impact 1 which is important when attacking things with armor. These are two tools the Rebels don’t have as readily available as the Imperials do. That said, FFG just announced some upcoming unit upgrades that will really help take this Con away! The D20 (short term for the new, upcoming range 4 Rebel weapon) Season is almost upon us! Let’s shoot things from afar, ladies, gents, Ithorians and Duros!

Strategy

Rebel defense dice, outside of Luke and Sabine who throw red dice, are not good. I’m telling you right now, there are going to be games where you think these dice are completely blank. It’s part of being a Rebel and it’s part of the learning curve you’ll need to take when learning this faction. The most important thing for a Rebel player is position. You’re going to want to make sure that you find line of sight blocking terrain or at least heavy cover terrain whenever you can get it. Always remember, white defense dice are just as good as red when you don’t have to roll them. The last thing you ever want to find yourself doing is leaving a unit in the open, they will die. I think you need to go in a mindset that you’re going to lose a lot of games early on in your Rebel “career” and you should not let it frustrate you. There are so many nuances that go into playing this faction and the best way to learn them is practice.

Something that I find best as a Rebel player is making your opponent come to you. The more you help out your own action economy is better. The quicker your opponent gets into your range 3 band, the quicker you can aim and shoot or “shoot and scoot” (self explanatory but you shoot and move behind cover, if possible) versus moving up and shooting into something that can return fire at you. I hate saying this, but getting into a gunline battle with the Empire is never going to work in your favor. Well, maybe it will 10% of the time. You’re going to want to play hide and seek as much as you can, which is so thematic. At the end of the day, the Rebels are the guerrilla warfare faction as they should be.

One of the most important pieces of advice I can give you is to learn how to counter suppression as fast as you can with the Rebel faction. Star Wars Legion is a six round game, so when you break it down you have twelve actions with each unit you put on the board and you need to make them count. Suppression is what takes these actions away. You need to learn ways to make sure you get as many actions as you can with your army. There’s keywords like Inspire and training upgrades like Endurance that can go a LONG way in optimizing your army and their actions. I am a big advocate of running multiple sources of Inspire in my Rebel armies, but this is the beauty of the game: certain things that I do won’t really work for you. You need to make sure you build your army the way you want to and learn it the way that suits your play style best. Sure, we here at the Jedha Journal can give you advice but ultimately it’s up to you, the player, on how effective you can be at this game with the army you decide on.

We hope this little guide on the Rebel faction can help clarify some things for you when trying to pick a faction. Considering Mike and I are both primarily Rebel players, I think we may have a bias in regards to beginning with the Rebels, even if they are somewhat difficult to learn. Remember, there’s always something awesome about putting Luke Skywalker on the table! Are we biased about that opinion? Of course we are. That’s because we’re out there winning games with him rather than getting his right hand cut off on Bespin by his father. A classic Skywalker move, might we add. At the end of the day, though, make sure whatever decision you make is what you’re happy with. It’s going to be an expensive hobby for collecting one faction in a competitive setting, let alone if you decide Rebels aren’t for you and you want an identity swap. Which I think we are going to call “Red Fever.” Once you start throwing those red defense dice, you’ll never want to put them down. Speaking of red dice, the next faction we’re going to touch upon is the Imperials. (Boo! Boo this faction!)

The Galactic Empire 

Despite what Zach may have you believe, the Galactic Empire isn’t all bad. Sure, they really only have two downsides, their Villains are badass, and their units look super cool, but they are by no means the end-all-be-all of Legion. Even though I currently run Rebels in a competitive setting, I began my Legion journey with the Galactic Empire, and ended up swapping to Rebels full-time after Invader League Season 3. The Empire is a great entryway to the game, as it’s arguably the easier, more forgiving, faction to play. (Here comes the hate) Lets start with the cons. 

Cons

  • Corp power dwindles easier
  • Expensive
  • Uhhhhh…I don’t have any more

First off, the Empire’s heavy hitters are quite expensive. With well equipped Deathtroopers, Imperial Royal Guard, and the Tank all clocking in north of 100 points per unit, and Darth Vader, the Emperor, and the ATST all finishing well over 200 points, the Empire can struggle to flush out activation counts if you are not careful. Additionally, the standard DLT Stormtrooper squads comes in at 68 points, so there is not much room for luxury upgrades on either the corp squads or the main units. Taking the full six corp units and a 200 point commander severely limits your options when it comes to list building, almost forcing competitive Empire lists to include three sniper strike teams or (eventually) mortar troopers to achieve a double digit activation count. Expensive units in and of themselves are not an inherent downside, but Legion involves a considerable amount of dice luck, and when you roll cold for a turn or two, losing expensive units every time hurts the morale much more than cheap ones.

Speaking of the corp units of the Empire, specifically the backbone DLT Stormtrooper, they can lag slightly behind their rebel counterparts. As Zach described earlier, the rebel trooper unit is effective down to its last two men, because its Z6 allows it to continue to throw seven dice with only two squad members. The DLT, while much more consistent because of its red dice base, only throws two dice, meaning that the final two Stormtroopers only contribute three dice to an attack. Unfortunately, this means anything in heavy or even light cover remains relatively safe. This becomes even more of a problem when Rebel Troopers and Stormtroopers go head to head, as a single Rebel unit leader with their nimble defensive keyword and heavy cover can easily survice a number of two, or even three, man Stormtrooper unit shots.  This logic doesn’t apply to Snowtroopers, as their flamethrower upgrade is as effective as the size of the enemy target, but does come with a range 1 caveat, meaning your squad is most likely not in a safe location. 

Pros

  • Forgiving defense dice
  • Point and shoot
  • Killer operatives
  • Palpatine
  • More viable tournament options

The range 1 Snowtrooper shot also leads into the first, and most obvious, advantage of playing the Empire: red dice saves. Have you ever thought to yourself, “I’d really like to step into the open for this killer shot, but I don’t want to lose my squad.”? If so, the Empire is for you. With nearly every trooper unit, with the exception of Scout Troopers and Krennic, possessing at least a 50/50 save or better, Empire players have the opportunity to be more aggressive than their Rebel counterparts, which can lead to some advantageous situations. These situations also arrive more frequently because of the Empire’s gluttonous access to range 4 shooting. It is incredibly easy to create an 11-activation Empire list that contains ten range four weapons, leading to some easy point and shoot tactics that work at both a beginner and advanced level. In fact, both Worlds 2018 and Invader Season 3 were won by two phenomenal players maximizing this range game to its fullest extent.

One of the pros shared by both Rebels and Empire players is the access to some killer characters, especially in the Operative slot. Both Boba Fett and Bossk are extremely viable options that bring very different skills to the table, and can adapt to a number of situations they may encounter. In fact, they even function well together in the same list! Even though it may seem strange that the Emperor himself has joined the battlefields in Legion, he is definitely an attraction for playing as the Empire. Palpatine offers arguably the strongest command hand in the game, and is a monster in his own right on the table itself. In terms of one single model, he has the largest impact across the board of anything currently available; possessing the abilities to control activations and timings of both his own and his opponents units. 

The final major advantage to playing Empire is the greater number of competitive tournament options. Whereas the Rebels are chained to Luke (at the time this article was written), the Empire can roll out a number of effective lists, including Veers/Krennic with either bounty hunter, double bounty hunters, Palpatine, or even Vader and Bossk together. The most prominent example of this can be seen at Worlds 2018. Whereas the Rebels all played a version of Wonder Twins (Luke and Leia together), the Imperials showed up with Veers/Boba, Palpatine, Krennic/Boba, and Palpatine/Deathtroopers. If you’re looking to jump into the competitive seen, the Empire provides a larger roadmap to follow. 

Strategy

Seeing as I am presently short on fulltime Empire experience, the Empire has two major tactics I’d like to briefly discuss: Range 4 and Suppression. And spoiler alert, they mix like Anakin and younglings. In the game’s current state, the Empire contains a huge amount of range advantage over the Rebels, and being able to shoot the enemy before they can shoot you is a crucial advantage. When you couple this with Suppressive weapons that can stack on two suppression tokens per shot, this range advantage is amplified. By staying out of range of the enemy and stacking suppression on them to ensure they cannot move and shoot, you can effectively eliminate enemy units without suffering return fire. Ironically, the best counter to the Empire’s suppressive strategy can be Krennic, an Imperial commander. Using his compel ability, you are able to keep your ability to move and shoot in order to maintain range to the opponent. 

Final Thoughts

While our Empire experience is not as fleshed out as our Rebel portion, we hope you were able to take some points from this intro guide. If you’re looking for some more in-depth Empire knowledge, both TheFifthTrooper.com and EmpireLegion.com (the home of Team Relentless) have some deep dives on Empire units and strategies. Additionally, if you’re looking to test your newfound skills, the Canada Fan Expo and the London Grand Championship are still taking signups, so get in and get that Worlds Invite….so that you can join Zach in the tournament, and continue to watch me struggle to find my way to Chicago.

Starting next week, the CIS and GAR portions of these guides will release, with the caveat that things may change as the units start hitting everyone’s tables. Speaking of hitting “Tables”, if you’re interested to get an early look at the CIS and how they operate, LJ Pena had a Yavin Base Team League game last night streamed by Davis Kingsley. It’s…..a droid nightmare. They came in swarms, they Roger Rogered, they conquered. Here’s the link to the Twitch Vod here: TalkPolite vs DrRizzle YBTL2. Hope you enjoy the article and remember: when choosing a faction, choose what appeals to you most! At the end of the day, you’re choosing plastic toys, so make sure you enjoy your decision.

-Zach and Mike

Sportsmanship 101: Don’t be a Schmuck

General
Image result for star wars handshake
Alternate Star Wars Legion World: Han Solo shakes Wedge Antilles’ hand, presumably after Han pulled some Gunslinger shenanigans. He is truly, truly Sorry About the Mess.

Welcome back to the Jedha Journal! Now that tournament season is in full swing and Legion has officially moved into its Year 2 cycle, Zach and I thought it would be useful to put out an overview of sportsmanship in Legion and how it applies to everyone. We would like to casually discuss the topic without diving down the rabbit hole too much, but think it’s something that is worth at least brushing upon.

The easiest way to be a good sportsman in Legion, and really any game, is to know the rules and know the cards you brought with you inside and out. Simply knowing what you are playing with, and having the respect for your opponent to be knowledgeable about both your own and their own units, can prevent so many discussions, arguments, and inconsistencies before they even begin. Just think how much easier driving would be if everyone knew what to do….

I want to give a quick kudos to Jay from The Fifth Trooper for this next point, as anyone who listens to Jay’s casts knows that he is a huge proponent of this idea. Narrating your actions is the best way to preemptively halt an argument from beginning. Think back to the last time you had a disagreement with another Legion player; it probably went somewhere along the lines of “Hey, that wasn’t range 3 before!”, didn’t it? By talking through all of your movements, actions, and ranges, you are able to keep the game-state as accurate as possible, and have a more enjoyable playing experience with your opponent. This plays directly into the idea of being open about accidents. Everyone who has ever played a tabletop game has accidentally bumped a model or a piece of terrain. When this happens, it is the responsibility of the player to announce that something has been bumped and for both players to acknowledge this. By ensuring that both players understand and can fix any mistakes, arguments can be avoided and the game-state can remain legal and fun. This player discussion can also avoid the necessity of calling a judge for an issue that should never escalate.

There are two generic rules we would like to present on sportsmanship, and they’re potentially easy to understand yet the most common ones broken: don’t twist the rules, and don’t be a schmuck. Legion has quite a few rules, and even more exceptions, and it’s extremely likely that a newer or intermediate player does not have every single bullet point memorized. This is absolutely no excuse for a player to twist a rule or an interpretation for his or her own benefit. If you suspect something like this is happening, calling a judge is the very next action you should take. However, if there is a situation that arises that you are not one hundred percent confident about, there is nothing wrong with checking the Rules Reference Guide, asking your opponent for clarification, and attempting to find a compromise before calling the judge.

Knowing when to call a judge, as well as having the right mindset about it, can play a crucial role in sportsmanship. There is absolutely nothing wrong or impolite about calling a judge when a dispute or potential dispute arises, it is quite literally the only reason that person is at the event. The very first page of the new FFG Floor Rules documents reads, “It is the Judges’ duty to determine the proper resolution to any issues that may occur over the course of an event…”, pretty straightforward right? 

Next, and certainly not least, just don’t be a schmuck. Everybody reading this knows what kind of behaviors they don’t like to see across the table from them, so don’t be that person. If you think something you’re doing would cause another player to become agitated, resist the urge and act another way. Legion is still in its infancy as a community, and the negative connotation that comes with a lack of sportsmanship is a black mark we cannot afford to have. If there is one Golden Rule you take from this, it is such: Be the player who draws a new person into the game, and not the player that creates snarky internet comments. Remember: at the end of the day we’re pushing plastic toys that we assemble like the grown children that we are, from a Galaxy far, far away….that doesn’t even exist. Having fun is what Star Wars Legion is all about!

As readers of this small time blog, we’re sure you also listen to The Notorious Scoundrels. A few episodes ago they had an entire episode dedicated to this topic and brush upon it again this past week after some recent incidents. (No we will not go into details about it nor should anyone else. If you have heard about it, use it as a learning experience.) One thing the Scoundrels brought up in this past episode is how to start off on the right foot with your opponent. This doesn’t need to be a stand off-ish thing right from the get go. Speak to your opponent like how you’d like to be spoken to. Get to know them. Ask them “we’re they’re from?”, “how often they play?”, “what’s their local scene about?”, “are you on the Legion Discord?” to try and put a face to a name. Things like this can go a long way in setting the tone for the rest of your match, potentially you’re entire day.

If you’re looking to practice your sportsmanship, there are two great events coming up, the London Grand Championship and the Canadian Grand Championship. The London GT runs from September 12-14thand includes a host of prizes for top 3, a swagbag for anyone who attends, and 32 custom tables made by Ellis Priestley and Nicky Myland. The Canadian GT, now being head-manned by the ever moving main judge Brendon Franz and World Champion Luke Cook, runs from August 24-25thand spots and prizes are filling up quickly. Both tournaments include tickets on the line for Worlds and will be fantastic experiences.

We hope that this rambling article has brought a basic understanding of how to act when attending a Legion event, and once again invite you to listen to the Podcast episodes listed above. As Legion continues to grow, we hope everyone reading can continue to grow our community in a positive light, and be the ambassadors that Legion needs. Luke, Alex, and all the staff at FFG have done a phenomenal job at engaging with the community, and its up to us to take that next step. Mike looks to be a good sportsman and have a great run tomorrow at the Maryland Rallypoint Qualifier! (No pressure) Until next time, thanks for stopping by the Jedha Journal!

-Mike and Zach