Single Reactor Ignition

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Image result for single reactor ignition

Mike and I have an important, bittersweet announcement to make when it comes to the blog. It’s an exciting run so far as I never really expected the blog to grow like it has when I first started it. Months ago when Mike asked me to be a guest on the blog I didn’t think it would turn into the friendship/partnership it turned into and I’m sure we’re both grateful for that. We thoroughly enjoy producing content for the community and being heavily involved in as many outlets as we can possible get ourselves into. You may be reading this and thinking “wait, are they done producing content” and the answer is: no way.

This past week we were asked to join the Fifth Trooper Network and we happily accepted. With this we will be re-directing and moving all of the posts from the blog over to https://thefifthtrooper.com/  and everything going forward from the two of us will be on there as well. We’re extremely grateful for the opportunity Jay and everyone over at the Fifth Trooper Network is giving us and we’re extremely excited for what the future holds for us with this move! Thanks to you, the readers, for enjoying (hopefully) our content and hope you follow us on our next great endeavor!

 

-Zach and Mike

We’re Not Programmed!

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Image result for grand army of the republic star wars

This Invader League season I decided to play the Grand Army of the Republic, or GAR, in order to start practicing the faction. I know the faction isn’t ready to be 100% competitive yet, and that’s okay. The more I practice now, the more I can learn, and the better I can be later on when GAR starts to flesh out. Right now I’m 1-2 in Invader League and 4-3 overall (practice games with Mike) with the list I have put together. Keep in mind, there are still  missing pieces to the puzzle, but Invader League and TableTopSimulator allow me to test unreleased units and this list won’t be possible right out of the gate. The most important thing I have learned in my seven games with GAR is that you need to think ahead (like 3-4 moves) quite frequently. You can run into spacial issues as you try to stay bunched up for your token sharing. Also, you need to really think about what tokens to take and what unit takes what token, because token sharing is where the Republic really shines. Picking your spots with Fire Support is also a major key to your success or your failure. Today I want to focus on planning ahead in a lot of areas to set yourself up to succeed. I’m using a specific example from my latest Invader League game with screenshots to describe it as best as I can. First let’s go over the list I have been running! 

The List

798/800

Obi-Wan Kenobi (Force Push, Strict Orders, Tenacity)
Clone Captain Rex (Offensive Push, Recon Intel, Environmental Gear)
R2-D2 (C-3PO)
Phase I Clone Troopers (Z-6 Phase I Trooper)
Phase I Clone Troopers (DC-15 Phase I Trooper)
Phase I Clone Troopers (DC-15 Phase I Trooper)
Phase I Clone Troopers (Z-6 Phase I Trooper)
Phase II Clone Troopers
Phase I Clone Troopers (Z-6 Phase I Trooper)

The point of the Phase II’s in this list is to get a free surge token with their Reliable 1 keyword. Eventually, when the Phase II’s get their heavy weapon I bet you put a few Phase II Z6 units in a list and build out from there. Courage 2 on a Z6 and a free surge every round? Seems good! 

Opening Set Up

I’m going to start by saying Major Offensive is the best deployment for the clones. Similar to what you have done in the past with Major Offensive, clumping up in in the top of the big box and leaving the “panhandle” well alone works wonders for the most part. However, it’s not as simple as it may seem and you need to start your forward thinking in deployment. You tend to run out of room to put units down in the area you want. What I have done in my seven games is put down Rex earlier than you would expect to trigger his speed-2 (thanks to scouting party and recon intel) Scouting Party and give myself more space in the deployment zone while moving up certain units that I want to move. In a lot of my games I have been scouting up the DC-15 squads and hanging the Z6 squads back, to perhaps set up some range 4 potshots with Critical 1 on it. In this game I decided to scouting party a Z6 and a DC-15 squad, I’ll explain why. 

The Execution

My opponent this game had Leia/Sabine/Triple Taun Taun but we also had Recover the Supplies. I was tempted to put Kenobi on the panhandle and threaten the middle but Sabine had her electro-grapple line. I did the smart thing and just put Kenobi in the heart of my army. However, this meant I needed to figure out a way to apply pressure on the middle, before the Taun Tauns got in, and make sure Sabine couldn’t get to that middle box and run away with the game. When deploying, I knew Sabine was going to deploy in her panhandle and start her trek towards that middle box. Depicted in the picture below, Rex (teal) scouting partied (gain an aim! with Tactical 1) with a Z6 Squad (Blue) and a DC-15 Squad (Red). The reason for this was pretty simple: Rex can move into range 2 of the middle box and fire support with the Z6 Squad I scouted up with him, already in range of the middle box. Not to mention, I could do it with two aims thanks to Rex and his Tactical 1 or three if I wanted to get greedy with Offensive Push.


Now, there was no guarantee this could even work. I was out activated by my opponent by two whole activations which would all but certainly mean Sabine could act last or later in the round. I played Rex’s three pip and my opponent played No Time For Sorrows to move Sabine even further up, along with a Taun Taun to threaten me. While Sabine got into a good spot, depicted below, her moving more forward somewhat helped my plan that I started to draw up in deployment. 

As you can see in the picture, Sabine is behind those crates near the middle box. Now (the two DC-15 squads are colored red to make the description easier) it was time to move up my range four weapons to pot shot Sabine for suppression purposes. With her not having the Darksaber, I wanted to spook my opponent into thinking she needed to activate early before losing an action and get her into range for the Fire Support I had set up. I took one shot on her, applied a suppression, and my opponent decided to activate her as he was worried about her being suppressed. She moved to the middle box and claimed the box. My trap is now set in motion. I decided to go for it right away. Rex moves up, gains his second aim, and the boys rolled three red, four black, six white into heavy cover and a dodge (she got it from Leia earlier). Now, since Rex is the one leading the shot, this dice pool had surge crit which is super important, as I think I had four or five surges. When it was all said and done, it was an eleven hit shot, down to eight, and she failed four of them. Sabine, four or five activations into the game, is sitting on one wound. I was able to cap her off with a Z6 in the back who moved and shot her. I believe I had an aim from somewhere else, but not entirely sure. Either way, I was able to take Sabine off the table round 1 which was massive in the key to success in this game. It took a lot of forward thinking and set up, luckily it paid off. It could have gone in the other direction, of course, but the dice worked for me. 

General GAR Musings

I’ve come to learn how important deployment is with GAR and especially deployment types. Even if balling up on Battle Lines seems subpar, I suggest you do it anyways. I tried to split up and then meet up in the middle, and it did not go well. This is where planning ahead can sometimes backfire, but it’s still very, very important. You need to be very aware of how you cohere, how far away each unit is, where General Kenobi is at all times, and very aware of your opponents list. I know you don’t need me to tell you this but token sharing is amazing and absolutely fun. You just need to be aware of who takes what token and when. For example,  the DC-15 dice pool is pretty consistent, so I find myself aiming with them but not spending that aim, to set up a move and shoot with a Z6 in the back. Something like that, again, takes some forward thinking which I love about this faction. It challenges you to make all the right decisions, or decisions that may seem right in the moment, in order to succeed as an army.

Another fun thing is sharing standby tokens. If you keep a unit out of LOS or out of range of your opponents guns, you just give them an aim and a stand by to share to the other clone boys! It can help you protect from units making their way in (looking at you Taun Tauns) or you can get extra spicy and use Obi-Wan to force push something and set off the token sharing. As we just learned recently, you can funnel all the stand by tokens to one unit and spend them sequentially if you need to do so, which is going to be a major key to success for GAR in my opinion!

It’s going to be interesting to see what comes out for the Republic in future releases and how that affects list building and play style! For someone who swore they never would leave the Rebellion behind…..I announce that I am indeed a liar. As Chancellor Palpatine once said: “And as my first act with this new authority, I will create a grand army of the Republic to counter the increasing threats of the Separatists.”

Darkness Descends

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Image result for kanan and ezra vs darth vader Luke Skywalker or Darth Vader: as a kid growing up watching Star Wars, you tend to choose one or the other. Luke Skywalker happens to be my fictional childhood hero still to this day. I chose to be a Rebel in all my years of Star Wars fandom and it boils over into the faction I play in Star Wars Legion. However, that’s not why we’re here today. Today, we’re going to talk about the thing I feared most as a Star Wars fan: Darth Vader.

I’ll never forget seeing him on screen for the first time, I want to say around the age of four, just charging into the Rebel “Consular” ship like it’s his own and demanding the plans. He chokes a fleet trooper while holding him like six inches off the ground like it was nothing. They capture Leia and you think to yourself: this guy means business. As A New Hope moves onward, you see him do some cool stuff and of course he kills Obi-Wan. However, its in Empire Strikes Back that he becomes the nasty, vile Sith that we all know. He orchestrates the attack on Hoth, hunts down the Millenium Falcon, palms Han blaster shots as if he was swatting away a fly, and freezes Han in Carbonite to set up a trap for Luke. Then there’s the lightsaber duel with Luke. Not only does he demoralize Luke with his skills with his red lightsaber but he’s constantly taunting him with his ways of the force. Then, as we all know, crushing all of our souls with his big reveal to Luke. However, we never see him at the height of his powers. The years between Revenge of the Sith and A New Hope…his Jedi hunting days. Which all leads us into the real topic of this article: Operative Vader: The Emperors Apprentice.

New Command Cards

I think Mike started with Luke’s one pip last week but I think its far more important to start with Vader’s three pip. For those familiar and unfamiliar with Darth Vader in Star Wars Legion: he has a hard time getting into the battle a lot of the time. There are certainly players who have had success with Vader (Dashz of Notorious Scoundrels and Nerfley of Team Relentless) but for the most part he is an expensive piece that is hard to figure out. How do you fix Vader’s trek into the battle? Infiltrate and Scout 1 seems pretty good. So, of course there are some caveats to playing Darkness Descends. First of all, you need to play this at the Deploy Units step and it is a three pip that only gives orders to Darth Vader. I don’t think this matters as much for the Empire or Vader as you typically want an order on Vader and don’t typically NEED an order on other things, unlike some hero heavy Rebel lists. It’s going to be very interesting to see how this plays out for Vader because a lot of lists don’t really have an answer for the menace in black leather when he’s in your face fast. Also, credit to the FFG team and the artists they select because the art on this card is just absolutely beautiful. 

As someone who doesn’t read the comics I still know that this iconic scene comes from the Vader comics. In terms of Legion, this card is a bit of a catch twenty two. What I mean by that is that it’s great that Vader gets these dodges to deflect, but any time he deflects he is also taking a wound. You’re going to be rooting to take out some troopers with you, but at what cost? Especially when Operative Vader has less health than Commander Vader. As thematic as this card is and as many potential dodges you get with Vader, I think it needs to be very timing sensitive. That said, if your opponent is smart, you probably don’t shoot Vader on a turn where he has a bunch of dodge tokens stacked up.

Have you ever just wanted to pick up your enemies troopers and throw them across the map…..well here’s your chance. This card is the epitome of Darth Vader in the height of his Jedi hunting days. The ability to move a unit range 1 and height 1 of its current position is just incredible. This is basically force push on steroids AND it dishes wounds out too. I could see a case for you to use this on a well placed enemy trooper unit, move that unit, make them roll the dice, whittle that trooper unit to a few troopers, and just slice the rest of them up with your lightsaber. All I imagine while reading this card is basically the end scene of Rogue One and those poor Rebel Fleets.

Unit Cards

Darth Vader

Commander (190)

Health: 8
Courage: –
Attack: 6 red  with Pierce/Impact 3 (Melee)
Keywords: Deflect, Immune: Pierce, Master of the Force 1, Relentless
Upgrade Slots: Force, Force, Force

Operative (170)
 
Health: 6
Courage: 3
Attack: 5 Red with Pierce/Impact 3 (Melee) & 2 Black with Blast, Scatter (Range 1-2) Keywords: Deflect, Immune: Pierce, Jedi Hunter, Master of the Force 1, Relentless, Spur
Upgrade Slots: Force, Force, Gear



Commander Vader just got a ten point cut in the latest points changes but when you factor in the cost of Saber Throw and Force Reflexes, it was really a twenty point change. There’s a lot to factor in here when thinking about which Vader to run and I’ll give my educated opinion on who I would run out of the two. Before I do that, let’s discuss the major differences between the two. The most important things here with new Operative Vader is his health pool drops by two and his courage now sits at 3 versus having none at all. Hand in hand with that, we should discuss Spur. Spur allows you to take a suppression to enhance Vader’s speed by one and you CAN do this twice. So let’s say in theory, Vader gets shot twice, takes two suppression tokens and then you activate him and spur twice. You now have four suppression on Vader, which could come back to bite you next round when he still sits at three. That’s a dangerous game as you are gaining speed but possibly sacrificing actions later on. You lose a red die on his lightsaber but he does gain Jedi Hunter which is a nice piece if you’re going against Luke, which happens often. You gain his Force Throw attack, which is certainly interesting. It almost acts like a beefier version of Force Push and you can deliver some wounds. Mix that in with Vaders Might and Vader has some interesting ways to engage units and quickly. 
 
Now, the biggest question: do you run Commander Vader or Operative Vader and how do you use Darkness Descends to its full capacity? I think Commander Vader is who you’re going to want to take here for a few reasons. First of all, his non existent courage bubble is a key to Vader success. Vader needs all of his actions and what stops actions? Suppression. Second of all, when you bring Commander Vader you don’t have to pay a “Commander tax”. What I mean by that is when you bring Operative Vader you have no Commander. You’ll need to bring a Generic, Veers, Krennic, or (blasphemous!) Palpatine along for the ride. So if you think about it, really, Operative Vader costs a minimum of 220 versus the 170. (even more when factoring upgrades) Personally, I think you take Commander Vader with Choke, Force Push and then circle back to see what kind of points you have left over. Since you’re bringing Commander Vader I think it’s important to note that you should use Darkness Descends conservatively. I think the issue with Darkness Descends is going to be that you try to get aggressive with it. Getting Vader in the face of your opponent is ideal, yes, but putting him too far in front of your army may present yourself with some issues as well. If anything, use Darkness Descends to put him at range three ahead of all of your forces, who are eventually going to move up anyways. This gets Vader ahead on the battlefield but also there to keep the rest of the list from panicking. 
 
Choosing Command Cards and Final Notes
 
Last but not least, what Command Cards do you run with Vader now that you have an option of six different cards? I think the issue right now for Imperials is that Shoretroopers want orders and some of Vaders cards don’t give you that option which makes me lean on the fact that perhaps you don’t bring a plethora of Shoretroopers with Vader. In fact, something that’s been bounced around is pairing Vader with Dewbacks, especially with New Ways to Motivate Them. Based off some of that, I think the answer here is to load your hand up with all six Vader cards and leave your opponent at the mercy of the Dark Lord himself. Now, of course, if you run Operative Vader this all changes and depends on what commander you bring with Op Vader. However, I think that’s really the issue, right? What commander do you bring with Op Vader? I think there’s a case for Krennic, perhaps, and most certainly the generic. I just still think Commander Vader is better for you at that price point, though, and it makes Command Card selection a lot easier. Additionally, Fear and Dead Men becomes significantly better on Commander Vader, as the extra two health gives Vader much more staying power if the opponent does in fact shoot at him.
 
Either way, I think these new cards and the recent points adjustments by FFG have put Vader in a great position going forward. I think he struggled to see the board in a lot of places mainly due to his points cost and lack of speed, but that’s certainly fixed by a card granting him Infiltrate. (Not to mention the theme that FFG nailed here with all of these new Command Cards.) Even though many players, such as myself and Mike, tend to mainly focus on the competitive aspect of Legion you can never forget how thematically great this game is. A part of me collects most units in this game because of how great they are thematically and I can’t wait to someday share it with my son. Hopefully he can enjoy the same things I did in my opening excerpt of this post and then says “Hey, let’s play some Legion, dad.” Then I can put this new look Vader on the table, roll nothing but fire dice and teach the kid all about the Dark Lord during his hey-day as a Jedi Hunting, cyborg killing machine. When he asks for a cookie after because of the loss I’ll simply give him some broccoli while telling him: “I’m altering the deal. Pray I don’t alter it any further.”
 
 
-Zachary 

Q and A with David Lawson of Imperial Terrain!

General

Image result for imperial terrain cochin

David Lawson is the man behind Imperial Terrain, which I’m sure most of us are familiar with, and he’s the man behind their newest project: The Cochin Industrial Kickstarter Campaign. We thought it was a prime chance to ask Dave some questions in regard to this awesome, world building project as it has taken the terrain world by storm! (at this moment it’s over $25K in support!) Let’s jump into that interview, here:


Q: Good morning, Dave! As a Star Wars Legion fanatic I know what Imperial Terrain is. For new players wondering: what is Imperial Terrain?

A: Imperial Terrain is a Sci-Fi themed terrain shop focused on 3d print files and printed terrain pieces that work very well for wargames like Legion and RPG’s. I play Legion when I have the time (Shawn Morris only beat me by one place at Gencon) and enjoy being a member of the growing community. We support the list builders, invader league, and even small tournaments when we can.

Q: Now that we know what Imperial Terrain is there’s of course the main reason for this interview. The Cochin Industrial Kickstarter Campaign! Was this something in the works for a while? What separates this Kickstarter from anything Imperial Terrain has ever done before? 

A:I have been working on the setting and files for probably 2 months before the launch of the Kickstarter. To do it right is a TON of work, and I’m learning that more and more each day the Kickstarter progresses.  From art, concept work, modeling, partnering, etc. We could have easily done a set of files and released it on our store, but then I wouldn’t have gotten 1/10th of the amazing ideas / feedback that have gone right back into the files. I have already updated most of the core files from backer feedback. Let alone, working with folks like Dominic, the Terrain Studio, Skullforge, etc.

Q: For those of us unfamiliar with Kickstarter campaigns, can you walk us through how each pledge tier functions and how all of the goals reached and still attainable goals yet to be unlocked work? 

A:Sure, it really boils down to about 3 questions.
Do you have a 3d printer and just want the files to make the terrain yourself? Go with the $40 Pledge.
Do you not own a 3d printer and want to buy already printed pieces that get delivered to you? Go with the $60 Pledge, you will also be able to add onto your order after the Kickstarter is over via a Pledge Manager.
Do you want both some printed stuff and the files because down the road you might get your own printer? Go with the $80 Pledge Level. Surprisingly this has been the most popular option!
As of this morning, we have unlocked 8x Stretch Goals. Every time the funding level surpasses dollar value the stretch goal is locked at, the stretch goal is unlocked and the files will be available to backers. Physical pledge folks will be able to buy those models printed at a special price down the road.
We still have 4x Stretch Goals left and I will continue to add more as I have plenty of ideas!

Q: As someone watching Cochin keep evolving and completing said goals I have to ask: was this crazy amount of support and success expected or are you exceeding expectations? With this success, do you see yourself launching another Kickstarter in the near future after this campaign is settled?

A: We are massively exceeding expectations which I think speaks to the setting, the work the team did, the flexibility of the terrain, etc. As far as another Kickstarter down the road, I want to do something different…not from only a setting/theme point of view but also from different production methods as well. I will definitely be working with other awesome artists again to make more than just “Here is 100 STL Files”, I know people want alot of bang for their buck, but to me its about creating an awesome setting and giving ideas, hobby tips, instruction, artwork, etc.

Q: Another big name in the terrain building for Star Wars Legion is the Terrain Studio. Shawn and crew are part of the Kickstarter with Imperial Terrain, as we can see with some awesome videos on the world building you all created together. It’s fantastic as someone involved with the community to see the two companies work together. Did you approach Shawn with the idea and how did this all come to fruition? 

A: I did approach Shawn awhile back as these things take a bit of time to make happen. I’ve known him since the game came out and always respected/admired his work and skill. I was never concerned about sending him a massive amount of product and really letting him go hog wild with it. He was great during the process, insuring he was meeting my vision and coordinating frequently. Folks will see the demo board at LVO and Adepticon this year.

Q: On the design side of things, Cochin seems to take some idea from prior Imperial Terrain pieces and some of its own ideas and forms it into one. Such as the pegs to make it modular and interchangeable. Can you give us some insight on the workings of these designs and how you got them to where they are here in the Kickstarter? Going off said design insights, why go with an Industrial style setting? 

A:We rely heavily in the Cochin setting on the OpenLOCK connection system from Printable Scenery. I needed something proven, that works quickly and without much hassle. We made some very minor changes to accommodate our designs and were off to the races. Most of the models have been through many, many iterations which I find is my best way to work instead of trying to sit down and finish it in one sitting.
Industrial style is frankly one of my favorites. There is alot of influences here from abandoned factories, shipyards, stuff from the Star Wars settings like Corellia, abandoned Coruscant and others. You can find things in the current day world that we dont see often, such as shipyards, and turn them into a very cool setting for our wargames.

Q: Any idea if Cochin will be used at any upcoming events such as Warfaire Weekend (November 8th and 9th) or the Las Vegas Open (January 24-26)? 

A: Warfaire weekend, probably not but definitely LVO. I still have to decided if I can make it up to play for Warfaire!

Q: Last but not least: Star Wars Legion is coming out with the two new factions very, very soon. Is there any kind of sneak peek of ideas you may have going forward for Imperial Terrain in conjunction with these two new factions and world building? We know the community loves teasers and speculation! 

A: We have already released our Marin City set and some Rock Scatter that would help those folks build some interesting boards. Moving forward I think you will see some new items that will help players better immerse themselves in their wargames!

We want to thank Dave and the crew so much for letting the Jedha Journal do this Q and A interview with them! I can’t recommend them enough. I am, personally, a member of their monthly STL program and Mike has been a customer of theirs in the past on way too many occasions. The quality of their files and prints are top notch. If you join their monthly program there is a Facebook group that Dave and crew update regularly. Not to mention what the interview was all about: their Kickstarter, which is just fantastic stuff. They have set up one of the best Legion-related businesses out there, and again I cannot recommend them enough!

-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

Winner, Winner RPQ Dinner

Battle Reports


This past Saturday a few guys and I made the trek down to Connecticut for a Rally Point Qualifier. The store we played at was great and the people were great; granted, there were some concerns as the tables were not set up and the terrain was pretty much all Warhammer terrain. To the stores credit, I think this was their first ever Star Wars Legion event and it was a learning experience for all. 

We ended up doing a competitive terrain set up (I’m somewhat ignorant to other wargames to be honest) in which the players pair up on a table and set up the terrain. I think we all did a good job of making the tables as even as we could with no competitive advantage towards anything specific. While this isn’t the proper way, I’d rather us have done this instead of having tables that left us wanting more, because that could have been disastrous. 

As the clock went past the starting hour, things started to settle down. I think some of the anxiety of all the players worried about the tables somewhat dissipated and it was time to start. With twelve players in the field it was decided we would do three rounds of swiss with a top two cut. This is great because it makes sure a true winner comes out on top as opposed to going for a SoS (Strength of Schedule) winner. 

The List

Commanders: 
– Luke Skywalker (160) + Force Push (10) + Force Reflexes (15) + Emergency Stims (8) = 193
– Rebel Officer (50) + Strict Orders (5) = 55

Operatives: 
– Sabine Wren (125) + Recon Intel (2) + The Darksaber (25) = 152

Corps: 
– Rebel Troopers (40) + Z-6 Trooper (22) + 2-1B Medical Droid (18) = 80
– 3x Rebel Troopers (40) + Z-6 Trooper (22) = 186

Special Forces: 
– 3x Rebel Commandos Strike Team (16) + DH-447 Sniper (28) = 132

Total: 798/800 

Commands:
– Son of Skywalker (1) 
– Explosions! (1) 
– My Ally is the Force (2) 
– Push (2) 
– Return of the Jedi (3) 
– Legacy of Mandalore (3) 
– Standing Orders (4) 

Before we go into the swiss games, I really want to take a minute to talk about the list, the decisions that went into it, and how I got to this specific build. First and foremost, shout out to our newest blog member Mike Syrylo. He and I have been working on this list together for quite some time, and while we don’t run the exact same upgrades in it, the think tank behind it remains the same. My build works on giving myself the opportunity to play Luke either defensively or aggressively, both of which occurred on Saturday. After playing four games the week before the RPQ, I made some subtle changes to the list that I think ultimately played into my success on Saturday. I dropped a second medical droid and two sets of recon intels on the Rebel Troopers to put Force Reflexes on Luke and Strict Orders on the Generic Officer. Both cards were absolutely great for me on Saturday and I have no doubts that they allowed me to play the way I played.

Another thing you’ll notice is that I’m running Push over Sabine’s two pip card. Shout out to Nema Ashjaee of Team Relentless, as he and I have compared notes quite a bit leading up to each others RPQ’s. He won his out in California with a very similar list. The idea of Push over Sabine’s two pip, of course, is to have full control over both Luke and Sabine rather than a card that just issues an order to Sabine.

Last but not least, some people think dropping the generic for corps is a better play. Which, sure, it is more efficient on the face of things, but that doesn’t mean he doesn’t have a purpose. He provides Luke dodges if you keep them close enough, which happened quite a bit on Saturday. He provides an extra courage bubble for the Corps units when Luke is on a mission and out of range. In this case, he had Strict Orders which allowed me to ensure suppression management, and he also gives me an extra Commander token to be able to pull out when I play Explosions! on Sabine. In a lot of ways, the Bald Man was my unsung hero on Saturday.

Round 1

After a two hour drive together I ended up getting paired with my friend Justin. Ironically, we played a practice game the night before as a tune up for the RPQ. It’s super unfortunate that you play a local player and friend after driving to somewhere to play a tournament, but it is what it is. I don’t have the exact list on hand, but the main idea is that it was a nine activation Palpatine/Bossk list with IRG (no electrostaff) in there for added protection. This game I was blue player and our battle cards ended up being Advanced Positions/Rapid Reinforcements/Intercept the Transmissions.

At first glance I wasn’t too thrilled about it being Intercept, but after some deploying I started to feel alright. Sabine was able to stack her recon to a speed two move and she had her sights on an exposed sniper team early. I was able to jump up onto a big building with her and I left her there basically all game. She was in range of the back transmission and most of his army for five rounds.

As for Luke and the rest of the gang, they had one job and one job only: Kill Palpatine as quickly as possible. The last thing I needed was Palpatine to be running rampant on Intercept. I made a round two last activation play to get Luke into base to base with Palpatine for a free swing before we went to a roll off next round with our one pips. I want to say I got a wound through, which was nice, because the roll off and Luke defense rolls were not in my favor. Palpatine was able to kill my Luke in one roll on his ANYWD play and then he wiped out a Trooper squad. I thought the game might unravel at that point, but now Palpatine was on two wounds remaining, the IRG were almost all but gone, and I still had Sabine in range of so many things at once. I just needed to stay calm and kill Palpatine before the round ended and then figure out an end game strategy to get me to a victory.

Down goes the Emperor. I basically swapped a Z6 unit and Luke for Palpatine and the IRG. Not a bad trade, even if it wasn’t exactly how I wanted it to go. It should be noted that currently my opponent has a 2 to 1 VP lead on me, as I didn’t want to move into the Palpatine Murder Ball too early. Round four, now the next scoring round, I play Explosions! vs his Merciless Munitions. I win the roll off, take some shots with Sabine, and throw some bombs. (All of this while being on top of this building and in range of my back transmission STILL!) I was able to do a lot of damage and put a lot of suppression out, which came into play later on. Bossk has three suppression and two wounds on him and he’s in range of the middle transmission. I’m worried about the grenade going down in an area where I would take significant damage in order to score in rounds four or six. So I decide to take a chance and have a sniper shoot Bossk with no cover. I rolled one hit and now I’m banking on him making a save so I can choose not to pierce it. (Pierce is optional, always remember!) Bossk rolls…..block! Fourth suppression goes on. Needless to say, his rally roll comes: all blanks. Panic at the Lizard Disco. This opened up my path to victory as Bossk now couldn’t shoot anything, couldn’t throw his grenade, and ultimately panicked out of range of the middle transmission. The score was 3 to 2, in my opponent’s favor, after four rounds.

Nothing of crazy importance happened in round 5. It was more about getting positioning for the final scoring round and starting to figure out all the math. He had a lone Stormtrooper leader in my backfield that I needed to worry about for my back objective. The Generic officer ended up taking care of that guy (MVP!) though. Once that happened, I was able to tie up both his back objective and the middle objective, while scoring my home objective. Final score of 4 to 3!! It was a great game. I feel bad it had to be my friend round one and now I hurt his chances of winning the tournament, but we had fun regardless!

Round 2

After winning my round one game, it was time to face a mirror match of sorts. He had Luke/Sabine/5 Z6/Three snipers. A very efficient list and it was going to be a nail biter from the get go. This game I was also blue, which is crazy since I brought a two point bid, and this game we got Advanced Positions/Limited Visibility/Breakthrough. (I was terrible about taking pictures for my eventual write up, I was too dialed in.) 

I deployed both Sabine and Luke together towards the very middle of the board with one Z6 squad as a quasi back up. Everyone else I decided was going to in a diagonal, methodical pattern towards his deployment zone. My thought process was this: Play Sabine aggressive early, keep Luke in a safe place and wait for his moment to attack, and do whatever I can to keep him from breaking through into my endzone. 

I don’t know if it’s because it was warm in the place or if it’s because the game was so intense….either way, I was sweating bullets. We both played super aggressive early. We both played Explosions round 2, he played his to hit my Sabine. I played mine to hit quite a bit, but the most important thing was putting some wounds on Luke. Then I was able to put Luke on Stims early in round 2. I now had the upper hand, even though I lost Sabine in the process. It was worth it, though, at least for the time being. 

As the bulk of my forces moved towards his deployment zone and Luke kept denying a possible entry over on my side, it turned into a who could survive longer. Without going into much detail from the middle rounds, we’re going to dive in to the final round. I played Son of Skywalker in round 6. I have one unit leader and the generic commander with two health remaining in his deployment zone. He has two Z6 units making their way downtown to mine, but Luke is waiting in the wings. 

I decide to pull from the bag, I get a corps. His Sabine was within range of my unit leader and Commander, so I decide to activate the unit leader to go tie up Sabine and make sure she can’t gunslinger me off the board. He activates Sabine and kills him, but now she’s in a spot where I can get my Generic into base to base, while being in his deployment, and keep him safe. I go to the bag: sniper. He pulls a sniper and hits my commander for one.  I’m still safe but I only have one wound remaining. I pull from the stack again….Corps. He ends up pulling a corps and moves into my zone. I pull….Special Forces. I just can’t pull that Commander token to get to safety. I’m sweating bullets here. He pulls a sniper, moves and shoots my commander. It’s heavy down to light: one hit. Finally, I pull the Commander. I rally one off, and get into base to base with Sabine for full safety. He gets a second unit into my deployment zone. Currently, we’re at 2 to 1, but I still have Luke with SoS and Force Push available. I push one unit out of the end zone, then I engage the other unit with an aim and two attacks. Luke wipes them. I end up taking the sweat bowl 1 to 0. Generic Commander, the unsung MVP. What a game!

Great game from Alex, we had some intense rolls and moments. Not much more you can ask for playing this game! 

Round 3

We’re on to round three against another member of Skull Squadron, Joe. He was running a ten activation Bossk/Tank list and I was red player for this one. This actually benefited me quite a bit because of last veto on the battle cards. I was able to get Advanced Positions/Limited Visibility/Recover the Supplies. So much of that benefits my list, especially when the middle piece of terrain was raised, and I have two jump units. 

Joe was slightly on the back foot at the very start of the game, and I even made it worse. He had to react to the middle box and put Bossk up there in the hopes he could survive and grab the box early round two. However, my two saber wielding Rebels had other plans. They both jumped up onto the middle and it was carved Lizard for the infantry. 

Now, while I had the upper hand, I have to give credit to Joe. It’s not like it was this simple walk in the park win. I did pull a classic Rebels tactic: get into a super safe spot with boxes and make him come to me. At the same time, I sent Sabine on a mission to his back field to perhaps just take a box grabber out and take a complete strangle hold on the game. This, however, is where I make a huge mental mistake. After two and a half games, my mind was kind of spacing out, which seems to be a common thing. I played Explosions! and for some reason I thought it was a free action to toss the grenades, even though I KNOW it’s not. I bring this up because mental fatigue is such a real thing. That said, this was 100% a wake up call for me and I went laser focus the rest of the day. I needed to put this gaffe behind me, and move forward. 

It ended up coming down to a crazy end of round 5 move to double move the tank into position to perhaps kill a hunkered down box grabbing corps unit , even though I had a few other units nearby to ensure I could pick it up had they died. I also brought Luke all the way back to my backfield (with a box) to be able to play, yet again in round 6, Son of Skywalker. I won the roll off and melted the tank. I think we played it completely out, but there was no way I could lose. 

Joe was a great opponent. Even on his back foot he gave himself a chance. He knew he wasn’t going to make top four and really wanted those Imperial Tokens and I decided to give him mine. I have the Legion Discord tokens and I play Rebels, what’s the point! That’s what this game is all about, being a good cohesive community. Hope you enjoy those tokens, Joe! 

Round 4: The Finals

I end up drawing a local-ish guy Eric Daniels, which is pretty cool. We know that one of us is going to take this home. He was running a very interesting Double bounty list with Krennic and DT’s. It’s a ten activation list and very sparse in upgrades, but all the same very interesting. This game I was blue, and for a split second I almost decided to take red. Had his list been 11 activations, I think I take red. However, since he was a 10 activation list, I decided to take blue. Boy, am I glad I did! I was able to force Limited Visibility/Breakthrough/Major Offensive.

There was a big height 2 bunker in the middle of the map that helped block line of sight, and with Limited Visibility combined with the bunker, I just went all in on moving the forces down the field in a cohesive unit. With his fifteen possible command cards, I wasn’t sure if he had Merciless Munitions, but I was going to gamble he didn’t. Bossk had to double move and climb this piece anyways, so it was something I could worry about later.

I decide to move Luke and Sabine towards this middle bunker in tandem and start formulating a plan. I knew one needed to be aggressive, and one needed to be somewhat reactive. This is where my opponents fatigue sets in, though. In the middle of round two he double moved his Deathtroopers to get to a better area, and they were hidden, but they were in Luke’s Force Push range. Once this happened, I knew which of my characters was going for the throat.

I am able to get them into melee, not wipe them, and keep Luke safe going forward. Bossk DOES indeed move onto the bunker with some climbs, so I decide to go tarpit Sabine into Bossk. Her melee is better than his melee. The plan here is to make sure he can’t bomb my army now, because he won’t reach them. He can’t shoot for a while now. Even if he disengages, she can just re-engage. I caught him in a log jam. On top of all of this, I end up getting two Z6 shots into Krennic and severely wound him at the end of round two.

I was able to cap Krennic very early in round 3, and the wheels kind of fell off there. I was able to delete the Deathtroopers with Luke, without an aim, and I decided to recover to get his force powers back. Sabine kept Bossk at bay and they exchanged some shots, and Boba decided to jump up into that fracas to see if he could aid his fellow Bounty Hunter.

Bossk ended up killing Sabine on a wild roll in round 5, which net my opponent a bounty. This matters because I needed to make sure Luke was not bountied and some weird bounty shenanigans took away what seemed like an assured victory. Luke just bounces his way to another Corps unit to gain safety. At this point I’m pretty positive he can force push them off, next round, and get into the endzone, while being the very last activation of the game. That means I have at least one point there, to tie the bounty. However, I end up being able to get three units into his endzone without Luke, including the Generic Officer! Do I need to say it? MVP!

It was a great game by my opponent. He made one very, very small error. I really wonder how the game plays out if he doesn’t make that error. Alas, he made it and I capitalized on it! At the end of the day, it’s like a sports game: the team that makes the most mistakes typically will lose. I’m not saying I played a perfect game, but I made sure not to make a major mistake at any point.

Final Notes

I can’t lie: I’m pretty shocked I won. I kind of doubt myself as a player all the time, just because it’s my first ever wargame. The dice and decision making can really bog you down. There’s so many variables. Doug Kropp, aka Sploosh, and I talked about it though and we agreed that this might be what it takes to be good at the game. If you go into a game worried you might lose, it’s a much better attitude than going into the game thinking you’re going to win. You tend to make smarter decisions and start calculating certain choices you never thought you would, but the mindset has you on the right path. Now, I’m not telling you to think you’re going to go 0-4 and that you stink at this game. My advice is to be humble about your skill set, know how hard it is to win four games in a row (super hard), and act like your back is against the wall even if it may not be.

I’m super excited about the win! I can’t wait for Worlds next year at Adepticon! I hope to meet all the RPQ winners and have a great time! I’ll be going to LVO in January, too!

May the Force be with you!

-Zachary

The Synergies of Sabine Wren

Rebel Analysis

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As we plug along here at the Jedha Journal I’m going to try and take the writing and the posts to another level. I’ve kept everything somewhat simple for the most part, as this is a beginners blog, and it’s meant to keep things nice and light. However, as I evolve as a player I want the blog to evolve with me as well. I’ve been playing a lot of games and want to say I think I’ve taken my game to the next step with a lot more room for improvement. The best key to that is reps. Playing more than once a week is so great for fine tuning your skills in this game and if you want to get better at this game it’s your answer. Today, on the heels of Sabine and Bossk being released, I want to focus on Sabine and her synergies with the Rebel Commanders. As we all know, I may be known as Thrawn on the Discord but I am a Rebel player through and through.

If you have never watched Rebels the TV show, I recommend you do so. Personally, I think it’s Disney’s best Star Wars entity other than Rogue One. Sabine Wren is arguably the best character of the show, I’m a big fan of Ezra myself and I know that may be a minority take but Ezra’s so important to the success of the Rebellion. I’m sure that’s going to be considered a hot take, but if you want some insight on to why I think all of that message me! Back to the banksy, explosive machine that is Sabine: her character development over the show was great. She changes hair styles every season, she paints everything and anything she can get on, she’s a Mandalorian, Darksaber!!!, she’s just straight up a lot of fun. I think FFG has done a great job with her thematically, even if I am not a fan of her two courage! Either way, it’s nice to have our own Rebel version of Boba Fett and I’m super excited to get her on the physical table rather than just on TTS. (Which I have done quite a bit for practice) Let’s Jump 2 the Rebel Commanders and how they synergize with Sabine, because this is going to be important with list building.

 

Luke Skywalker 

Did you really think I would start somewhere other than my favorite farm boy who I can never not put on a table? Putting these two characters together almost seems like a no brainer. They both have Jump abilities, they both are very fast and versatile. Luke’s command range and panic bubble is big for Sabine who WILL get focus fired on by your enemy any chance they can get it. The real questions comes down to what is the best version of Sabine to bring along with Luke and what is the best way to run them? In the answer of the former: I think, and this is an opinion piece this isn’t a binary of right or wrong, that budget Sabine is the best version to run with Luke. What I mean by budget Sabine is no Darksaber, with just Recon Intel and Endurance. I think Endurance is stapled on her, she is going to have suppression issues in any list, and taking off two at the end of the round is big. Her two pip is also an auto include in any kind of Sabine list building, in my opinion, too. Darksaber is great for the Dauntless aspect and the immune pierce but I’m having a hard time accepting those twenty five points into a list. Especially when I have a melee unit like Luke in there. In this instance, how I would run her and how I have been running her is to be a backfield harasser. She doesn’t have Sharpshooter, but her speed three moves can easily set up out of cover Gunslinger shots. Not to mention, you can try and play Luke a little more defensively while Sabine moves up the front lines to set up some shots and a big “Explosions!” play. Fun fact: “Explosions!” is real good.

As much as you’d like to play aggressive with both, and I’m not saying you can’t play that way, I recommend choosing one or the other to play aggressive and use the other in a more defensive standpoint until you can set the other up to be aggressive later. The reason for that is command tokens and command cards. Out of the seven of your cards, if you want to count Standing Orders (which I use round one often), you’ll only get to order the two of them together on three of those seven. So effectively, if they both live long enough, you have three rounds where you will have one sitting out there like a duck. Two of those cards are “Explosions!” and “Son of Skywalker” which is why you need to not move both up aggressively. If you have played Fly Boys at any point you’ll see that this runs quite similar, it just doesn’t have Han’s command cards to allow for some more aggressive play. (i.e Reckless Diversions turns. More on that in a moment)

Personally, I think bringing the Rebel Generic Officer with Improvised Orders is the way to run them together. I played several games of just Luke/Sabine, Luke/Leia/Sabine and just one so far with the generic but I think it’s the right move. The reason for that is 1: you get to add a second commander token to your stack. 2: you don’t have a command card conundrum with Leia in the mix. 3: Improvised Orders is the second best upgrade card in the game only behind Force Push. I need more testing because I could see Strict Orders being a possibility, however, GhostWalking and I have been doing some combined theory crafting and Improv just works better. I guess it comes down to is Improvised Orders worth 60 points to the list? I tend to think it is, because the turns you have order issues you have a couple of possible solutions to them. Playing Luke very defensively could prevent such issues, too, but more testing is needed. Here are a couple of the lists I have played recently:

– Luke Skywalker (160) + Force Push (10) + Jedi Mind Trick (5) + Emergency Stims (8) = 183
– Rebel Commander (50) + Improvised Orders (10) = 60
Operatives:
– Sabine Wren (125) + Endurance (6) + Recon Intel (2) = 133
Corps:
– Rebel Troopers (40) + Z-6 Trooper (22) + Rebel Officer (19) = 81
– Rebel Troopers (40) + Z-6 Trooper (22) + 2-1B Medical Droid (18) = 80
– 2x Rebel Troopers (40) + Z-6 Trooper (22) + Recon Intel (2) = 128
Special Forces:
– 3x Rebel Commandos Strike Team (16) + DH-447 Sniper (28) = 132
Total: 797/800

 

 

Commanders:
– Luke Skywalker (160) + Force Push (10) + Emergency Stims (8) = 178
Operatives:
– Sabine Wren (125) + Endurance (6) + Recon Intel (2) + Emergency Stims (8) = 141
Corps:
– 2x Rebel Troopers (40) + Z-6 Trooper (22) + Rebel Officer (19) = 162
– 2x Rebel Troopers (40) + Z-6 Trooper (22) + Recon Intel (2) = 128
– Rebel Troopers (40) + 2-1B Medical Droid (18) = 58
Special Forces:
– 3x Rebel Commandos Strike Team (16) + DH-447 Sniper (28) = 132
Total: 799/800

 

Han Solo

“Habine” could become some serious rage, and it becomes a lot easier to plug Leia into the list if you do choose to do so. The issue with that is Command Cards yet again, mainly in just the two pip list though, so Han/Leia/Sabine is less crowded than lets say with Luke. For the time being, lets focus on just Han and Sabine. Gunslinger times two? Sounds pretty good. It’s another in your face type of list with two characters that want or need orders in certain rounds to make their effectiveness be felt. That said, if you can get both into a position to gunsling, all bets are off. Like it was said above, Sabine lacks Sharpshooter but you can work around that. Of course, we know Han has it, and they both have Pierce (two for Han and one for Sabine, respectively) That’s a lot of firepower even with so little dice. You’re basically guaranteeing six figures come off the board when both are getting shots in, that’s pretty dang good.

Here’s where some real theory crafting comes in, though, and you need to think long and hard about how you want to build Sabine when with Han. Han is only a courage 2 Commander, so Suppression could be an issue for both of them. I recommend getting some officers in there for Inspire, or of course if you want to bring Leia go right ahead. I almost want to say you want Endurance on both Han and Sabine. I even might go as far as to say that you want the Darksaber on Sabine in a Han list. The reason for that is because you have no melee threat worth taking other than that Darksaber. (Wookies are in a not as good place right now, but the argument can be had for them) That said, you need to be weary of the Suppression issues that will come in this list. It’s a lot easier to use Dauntless with commanders with Courage 3 versus Courage 2. The last thing you want is Sabine to panic. The best synergy I see from Habine, and man get the “Habinero” sauce out because this can be quite a spicy tandem, is Reckless Diversion to set up Sabine to move forward. Especially if it can set up a Gunslinger shot into an “Explosions!” round. Maybe Sabine is in your opponents face and you’re expecting a Whipcord or a Son of Skywalker? Bam, Change of plans. I haven’t had a chance to run Habine, yet, but here’s something I could see working just fine:

Commanders:
– Han Solo (120) + Endurance (6) + Environmental Gear (3) = 129
Operatives:
– Sabine Wren (125) + Endurance (6) + Recon Intel (2) + Electro Grappling Line (5) + The Darksaber (25) = 163
Corps:
– 2x Rebel Troopers (40) + Z-6 Trooper (22) + Rebel Officer (19) + Recon Intel (2) = 166
– 2x Rebel Troopers (40) + Z-6 Trooper (22) + Recon Intel (2) = 128
– Rebel Troopers (40) + Z-6 Trooper (22) + 2-1B Medical Droid (18) = 80
Special Forces:
– 3x Rebel Commandos Strike Team (16) + DH-447 Sniper (28) = 132
Total: 798/800

Leia Organa

Oh yes it’s Ladies Night and the feeling’s right….the feeling to get up to eleven good activations that is. Leia being 90 points allows you to open up a lot of doors with Sabine, who can replace Luke in a Wonder Twins list basically at a cheaper cost. I’m not saying Sabine is better than Luke, but she offers some different tools than Luke for sure. “Explosions” and Coordinated Bombardment? Talk about some unique Rebel firepower. Leia is only a Courage 2 Commander as well, but her Inspire 2 can help, especially if you sprinkle in an officer somewhere in the Corps. Similar to what I said about running Habine, I think Darksaber might be a thing to bring with a Sabine/Leia list because you need some melee deterrent in a list, in my opinion. I still don’t think you WANT to Darksaber something, again I think Sabine is better as a backline harasser and objective grabber, but it’s a nice to have when you have it type of thing. It will play a lot similar to Wonder Twins, where you’ll advance Sabine while leaving Leia behind. However, you need to be careful with placement with Sabine more so than with Luke. Because of the courage. So advancing them as a tandem might be better suited, especially if you can get some dodges on Sabine from Leia if you think Sabine might get exposed. Basically you’ll have an entire army with Nimble, which brings up the value of dodges in the right moment. Something I seem to be doing less and less of, but the synergy is there and that’s the point! No Time For Sorrows on an exposed Sabine to get into some safety seems pretty good to me! I haven’t run Leia and Sabine by themselves yet, but if I were to do so it would be a super boring but oh my effective list like this:

Commanders:
– Leia Organa (90) + Improvised Orders (10) = 100
Operatives:
– Sabine Wren (125) + Endurance (6) + Recon Intel (2) + The Darksaber (25) = 158
Corps:
– Rebel Troopers (40) + Z-6 Trooper (22) + Rebel Officer (19) = 81
– Rebel Troopers (40) + Z-6 Trooper (22) + 2-1B Medical Droid (18) = 80
– 4x Rebel Troopers (40) + Z-6 Trooper (22) = 248
Special Forces:
– 3x Rebel Commandos Strike Team (16) + DH-447 Sniper (28) = 132

Total: 799/800

Jyn Erso

Okay, I won’t lie here: I needed to go re-look at a lot of Jyn’s cards to remember what they did exactly. Which is sad, because I love Jyn as a character and was so excited when she came out. Only to have her not be great in terms of a competitive standpoint. However, we (as in the Discord) have been saying for a while that she could be good when another piece that supports her comes out. Is Sabine Wren that piece? It’s possible! Codec on the Discord has been openly talking about running a Jyn/Leia/Sabine list and I just built one to see if I’d like it? Well, I can’t say I hate it! Let’s take a look at the list and talk about why this could be a thing that could get Jyn on the table!

Commanders:
– Jyn Erso (130) + Duck and Cover (8) + A-180 Pistol Config (0) = 138
– Leia Organa (90) + Improvised Orders (10) = 100
Operatives:
– Sabine Wren (125) + Endurance (6) + Recon Intel (2) + The Darksaber (25) = 158
Corps:
– Rebel Troopers (40) + Z-6 Trooper (22) + 2-1B Medical Droid (18) = 80
– 3x Rebel Troopers (40) + Z-6 Trooper (22) + Recon Intel (2) = 192
Special Forces:
– 3x Rebel Commandos Strike Team (16) + DH-447 Sniper (28) = 132

Total: 800/800Commands:
– Coordinated Bombardment (1)
– Explosions! (1)
– Trust Goes Both Ways (2)
– Symbol of Rebellion (2)
– Legacy of Mandalore (3)
– Complete the Mission (3)
– Standing Orders (4)

I added in the command cards in this one because they need to be discussed quite a bit here in terms of the synergy the ladies bring. Losing Jyn’s one pip cards means you need to play her a little more conservative than normal, I suppose, and that’s honestly a good thing. FFG overcosted Infiltrate a little but so do we as players. We think deploying anywhere we want can work in our favor but there’s definitely a science to it. (I have a guest post in the works from someone who plays Jyn on the regular to speak about her in more depth) But, if you can deploy her a little ahead of your army and wait for Sabine to jump up towards her, there are some real synergies. First of all: Jyn is a Courage 3 commander, which is great for Sabine. Then if Jyn is parked on an objective, say, and in a safe spot, you get Sabine into range two or less of her in a round and then drop ‘Trust Goes Both Ways’ and gain teamwork with Sabine. Why does that synergize well? Because Jyn has quick thinking. All of a sudden, Sabine has an aim and a dodge token with Nimble. Is that a corner case? Maybe, but maybe not as much as you think. There’s a lot of ways to get dodges on Sabine between that and Leia with Take Cover. It’s a really strong list in terms of going for objectives and it’s pretty durable if you play it right. Sabine can be a tank at times. Jyn when Danger Sense is charged up is really hard to take off the board. You have a lot of ways to deal with suppression, especially if Sabine is getting focused on by the opponent. Jyn’s three pip card is so good, it’s up there in terms of what the Rebels have to offer for Command Cards, but she rarely seems to find the table. I have to say, I’m excited to give this a whirl. This is TRULY Ladies Night!

Final Thoughts
Sabine Wren is a shot into the arm of the Rebel army as we know it. She’s a lot of fun and I keep finding myself building lists that need her in it rather than not. I think the Darksaber will 100% be a playstyle thing and come down to if you think those twenty five points fit your army best there or somewhere else. If you noticed in a lot of my list building above I kept stims off of her. I’m starting to think that Stims on her is 1: not necessary and 2: you won’t get the value of them that you think you will. Luke and Boba can still get there moneys worth on Stims, Bossk too perhaps with some Regenerate shenanigans, but Luke is the main character that gets Stims stapled to completely. I think you can spend those 8 points somewhere else. The personal shield and grappling line are still things I need to try, but I don’t see myself using the shield. Either way, Sabine is one of my favorite characters in Star Wars to this date other than say Luke, Thrawn and Ezra. I’m glad that she is entering my favorite game and seems to be a very effective unit! Thematically she is perfect and while painting her is giving me anxiety just thinking about it, I can’t wait! Enjoy the heck out of her, I know I will! And remember:

See the source image

Descending Activation League

General

Han T47Here at our local store there seems to be a common denominator: everyone is sick of sniper strike teams. As you’re transitioning from a beginner to the competitive scene, perhaps, you’ll start noticing something in every list: three snipers. I can attest to the fact that having three snipers in a competitive setting is probably mandatory. At first, I didn’t think so, but the more I play the more I realize it’s a necessary evil. Personally, I’m not sick of the sniper war because it means I’m practicing what I call my competitive list. Practicing a list and muscle memory is so key to success if you want to take the next steps as a player in this game. However, keeping things fresh is also a good thing. When you’re helping build a growing Legion community like me and my friends are, you want everyone to be having fun. You don’t want people showing up to play and saying “three snipers, again?”. So on the heels of Imperial Discipline’s 500 point system, which you should check out, and ironically the Legion Outriders this week had a big discussion of ways to keep things fresh in your local area as well, I put together a four week league for our local store.

 

Format

“Regular list building rules apply, 800 point armies. Standard battle card decks. Four week league with ten days (not strict, but try our best) to set up a game with your opponent starting on x date. Challonge bracket will determine who has the bye per week, report your scores to me to enter into the league page to keep track of the standings. Swiss set up should allow us to get one undefeated person at the end but if we want to do a top two cut final week of the same format of week four, I’m open to the idea! No limitation to faction.”

  • Week 1
    • Must build a list with no more than nine activations
    • Maximum two sniper strike teams per army list
  • Week 2
    • Must build a list with no more than eight activations
    • Maximum one sniper strike team per army list
  • Week 3
    • Must build a list with no more than seven activations
    • Maximum one sniper strike team per army list
  • Week 4
    • Must build a list with no more than seven activations
    • No sniper strike teams allowed per army list

As you can see each week we start limiting activation counts and the number of sniper strike teams you are allowed to bring. I felt like six activations was too few and decided to stop at the seven mark and zero snipers on the final week. We ended up having nine participants for our local store, which is extremely exciting, and we have two brand new players. I’d like to think this is a good set up for the newer players to come into playing the game at a different level than they have been. They won’t need to create or bring what are considered super competitive lists. Heck, they might not even have enough stuff for 9+ activations at the moment anyways. I can’t wait to break them into a bigger world of Star Wars Legion with this league and I hope they enjoy it! The more players we get going towards Clone Wars the better!

I highly recommend that if you use this format to set it up on Challonge, a website for league and tournament structure, and there is a new community page where you don’t even need the participants to create an account to set anything up. Just get someone to run the league and run the Challonge site and it will generate week to week games and standings for you. It’s a great tool!

 

Final Notes

There will be people who will want to just play the top, competitive lists at all times and I get that. I’m almost that type of person myself, only because I want to continue to get better at this game with my top tier list. However, I do believe that list building can get very boring at the top level and this is a shake up most people can use. It’s nothing fancy and you can make it longer if you wanted and tinker around with the restrictions that you apply. At the end of the day, this game is about having fun and this is something everyone at the local store is excited about, so am I. I’m going to be working on setting up a sort of narrative campaign for after this format, once I get that done I’ll post that for everyone too! I’m going to put a lot of work into that one, though, so it may take some time!

 

May the Force be with You!

New Hampshire Rally Point Qualifier

General

Jungle table

Last Saturday up in Derry, NH we had our Rally Point Qualifier. This is my home store, I live no more than five minutes away. We were so excited to host this event as we have a smaller group than most, I think, but we are growing! We are actually about to start a four week league and we have nine participants, which is nice. We ended up with thirteen for the RPQ which fell right in to what I kind of expected. I had been saying anywhere from twelve to sixteen made sense for us, having an odd number was less than ideal but it is what it is! We had a few guys come up from Massachusetts, some of which I play with when I can get down to their store. One guy came up from Connecticut and the real cool thing was the two guys that drove the five plus hours from Montreal!

As for me, I went 1 and 2 on the day. I won my first match and I was feeling pretty good! My second match I lost one of the closest games I have played, it went to points, and it’s still a tough pill to swallow. Long story short: If you think it’s time to play Change of Plans don’t doubt yourself. Just play the card! Rather than go through a battle report of my games, which I could do even without visuals because I was a slacker who took zero pictures of the event due to just being zone in completely on playing, I don’t want to ramble on about those. What I would rather do is put up everyone’s list from the day because we had a great mix of lists. As a Rebel player I kind of expected to see more Imperial than Rebels by a decent margin, but I was pleasantly wrong. The Rebellion lives on! With thirteen players we went with three rounds of swiss with a top two cut to ensure that strength of schedule didn’t win the tournament. Ironically, we would have only had one person go 3 and 0, though.

I’m going to type up every player’s list from their final position in the standings. We’ll start with Doug, some of you know him as Sploosh on the Discord. He won the tournament, going 3-0 in the swiss rounds, and then capping it off with the final cut victory.

First Place: Doug

Commanders:
– Director Orson Krennic (90) = 90
Operatives:
– Boba Fett (140) + Recon Intel (2) = 142
Corps:
– Stormtroopers (44) + FX-9 Medical Droid (19) = 63
– Stormtroopers (44) + DLT-19 Stormtrooper (24) = 68
– 2x Stormtroopers (44) + DLT-19 Stormtrooper (24) + FX-9 Medical Droid (19) = 174
Special Forces:
– Imperial Death Troopers (76) + DLT-19D (34) + Comms Relay (5) + Recon Intel (2) + E-11D Grenade Launcher Config (8) = 125
– 3x Scout Troopers Strike Team (16) + DLT-19x Sniper (28) = 132
Total: 794/800
Commands:
– Whipcord Launcher (1)
– Voracious Ambition (1)
– ZX Flame Projector (2)
– Deploy the Garrison (2)
– Z-6 Jetpack Rocket (3)
– Annihilation Looms (3)
– Standing Orders (4)
Objectives:
– Breakthrough
– Key Positions
– Recover Supplies
– Sabotage Moisture Vaporators
Deployments:
– Advanced Positions
– Battle Lines
– The Long March
– Major Offensive
Conditions:
– Clear Condition
– Hostile Environment
– Minefield
– Rapid Reinforcements
From what I understand from Doug’s list, as I did not play against him, is to Entourage to the Deathtroopers who then Comms Relay to a medbot unit with charges left in order to ensure he can bring back a sniper or a Deathtrooper if they were to take a wound early in the round. It’s a list built for efficiency by an efficient player and it’s no surprise that he won the tournament. Congratulations to Doug aka Sploosh on his fantastic tournament and well deserved win!
Second Place: Charles 
Charles is one of the players that drove down from Montreal and he had himself a day with quite an interesting list! I’m glad he got to come down and have a great RPQ experience, especially with that drive!
Commanders:
– Luke Skywalker (160) + Force Push (10) + Emergency Stims (8) = 178
– Leia Organa (90) + Improvised Orders (10) = 100
Operatives:
– Chewbacca (110) + Tenacity (4) + Emergency Stims (8) = 122
Corps:
– Fleet Troopers (44) + Scatter Gun Trooper (23) + Impact Grenades (5) = 72
– 2x Rebel Troopers (40) + Z-6 Trooper (22) = 124
Special Forces:
– Wookiee Warriors (75) + Bowcaster Wookiee (35) + Tenacity (4) = 114
– 2x Rebel Commandos Strike Team (16) + DH-447 Sniper (28) = 88
Total: 798/800
Commands:
– Son of Skywalker (1)
– Coordinated Bombardment (1)
– Brains and Brawn (2)
– No Time for Sorrows (2)
– Somebody Has to Save Our Skins (3)
– Return of the Jedi (3)
– Standing Orders (4)
Objectives:
– Sabotage Moisture Vaporators
– Key Positions
– Intercept Transmissions
– Recover Supplies
Deployments:
– Advanced Positions
– Battle Lines
– Major Offensive
– The Long March
Conditions:
– Clear Conditions
– Limited Visibility
– Hostile Environment
– Rapid Reinforcements
If you’re part of the competitive scene you know that this list is a bit off meta but clearly it worked for Charles! Congrats to him on his second place finish and good luck to him at his RPQ’s up in Canada!
Third Place: Carl
Carl also came down from Montreal and I had the pleasure of playing against him in my second game, the infamous why did I not play Change of Plans game for me. I’m still haunted! That said, Carl was a great opponent and our game was awesome. As the lone Palpatine player in the field, it was nice to play against him. I don’t have the details of his list for some reason but off memory this is what I recall!
Commanders:
– Emperor Palpatine (210) + Anger (5) + Force Choke (5) = 220
Corps:
– Snowtroopers (48) + Flametrooper (20) + Imperial Officer (20) + Recon Intel (2) + Fragmentation Grenades (5) = 95
– Stormtroopers (44) + DLT-19 Stormtrooper (24) + Recon Intel (2) = 70
– 2x Stormtroopers (44) + DLT-19 Stormtrooper (24) + FX-9 Medical Droid (19) = 174
Special Forces:
– 3x Scout Troopers Strike Team (16) + DLT-19x Sniper (28) = 132
– Imperial Royal Guards (75) + Electrostaff Guard (25) + Tenacity (4) + Recon Intel (2) = 106
Total: 797/800

I wish I had more data to dump in here as I like to see what everyone’s battle card choices are just for curiosity, but we’re going to have to use our imagination for this one! I’m glad the two guys who traveled the farthest made it into the top three, I’m sure it made their trip a lot more worth it!

 

Fourth Place: Andrew

Speaking of off meta lists: you’re about to be in for a treat. Andrew is one of our local players and he likes to play off the meta, that’s a fact. He got a bye round one and ended up playing Doug in a battle of the 2-0’s in round three for a chance to make the final. He fell a little short, but I’m sure he’s content with the two games he played and making fourth place!

Commanders:
– Leia Organa (90) + Commanding Presence (10) + Improvised Orders (10) = 110
Corps:
– 4x Rebel Troopers (40) + Z-6 Trooper (22) + Recon Intel (2) = 256
– Rebel Troopers (40) + R5 Astromech Droid (8) + Recon Intel (2) = 50
– Fleet Troopers (44) + Scatter Gun Trooper (23) + Rebel Officer (19) + Environmental Gear (3) = 89
Support:
– 2x AT-RT (55) + AT-RT Flamethrower (25) = 160
Heavy:
– Landspeeder (75) + Outer Rim Speeder Jockey (10) + RPS-6 Rocket Gunner (36) + A-300 Rifle Gunner (9) = 130
Total: 795/800
Commands:
– Coordinated Bombardment (1)
– Ambush (1)
– No Time for Sorrows (2)
– Turning the Tide (2)
– Assault (3)
– Covering Fire (3)
– Standing Orders (4)
Objectives:
– Sabotage Moisture Vaporators
– Recover Supplies
– Key Positions
– Intercept Transmissions
Deployments:
– Advanced Positions
– Battle Lines
– The Long March
– Major Offensive
Conditions:
– Clear Conditions
– Hostile Environment
– Limited Visibility
– Rapid Reinforcements

Vehicles, vehicles and more vehicles. No snipers. It’s quite the interesting list and I would think a lot of lists don’t really have much of an answer for it, really. No Breakthrough is quite interesting, at least to me, but I can understand it’s exclusion.

 

Fifth Place- Richard B

Richard, UrzaMagus on the Discord, came up from the store in Massachusetts that I mentioned earlier and he’s a very good player with a very efficient list. Unfortunately for him he ran into the Andrew vehicle gauntlet round two, which his list had no answer for really. Richard took me down in round three and I will be seeking vengeance upon him the next time we play! Vengeance aside, let’s look at his list.

Commanders:
– General Veers (80) + Strict Orders (5) = 85
– Director Orson Krennic (90) + Esteemed Leader (5) = 95
Corps:
– 3x Stormtroopers (44) + DLT-19 Stormtrooper (24) = 204
– 2x Stormtroopers (44) + FX-9 Medical Droid (19) = 126
Special Forces:
– Imperial Death Troopers (76) + DLT-19D (34) + Hunter (6) + Comms Relay (5) + Emergency Stims (8) + E-11D Grenade Launcher Config (8) = 137
– 3x Scout Troopers Strike Team (16) + DLT-19x Sniper (28) + Hunter (6) = 150
Total: 797/800
Commands:
– Maximum Firepower (1)
– Voracious Ambition (1)
– Push (2)
– Deploy the Garrison (2)
– Imperial Discipline (3)
– Annihilation Looms (3)
– Standing Orders (4)
Objectives:
– Key Positions
– Intercept Transmissions
– Breakthrough
– Recover Supplies
Deployments:
– Disarray
– Major Offensive
– Battle Lines
– Advanced Positions
Conditions:
– Clear Conditions
– Hostile Environment
– Minefield
– Rapid Reinforcements
He has what you can consider your typical middle management gun line list and he knows how to run it well. Running into Rebel vehicles is probably the only thing he didn’t want to see!
Sixth Place: Eric D
Eric is a “local” player if you want to call him that, because he plays at our store when he can. However, the man lives a good 90 minutes or so from the store so he really is a dedicated person. This was my first time meeting him and while I didn’t get to play against him, it’s clear he knows his way around FFG games!
Commanders:
– General Veers (80) + Improvised Orders (10) = 90
– Imperial Commander (50) + Strict Orders (5) = 55
Operatives:
– Boba Fett (140) + Hunter (6) + Emergency Stims (8) = 154
Corps:
– 3x Stormtroopers (44) + DLT-19 Stormtrooper (24) = 204
– Stormtroopers (44) + DLT-19 Stormtrooper (24) + FX-9 Medical Droid (19) = 87
Special Forces:
– Imperial Death Troopers (76) + DLT-19D (34) + E-11D Grenade Launcher Config (8) = 118
– 2x Scout Troopers Strike Team (16) + DLT-19x Sniper (28) = 88
Total: 796/800
Commands:
– Maximum Firepower (1)
– Whipcord Launcher (1)
– Push (2)
– ZX Flame Projector (2)
– Z-6 Jetpack Rocket (3)
– Coordinated Fire (3)
– Standing Orders (4)
Objectives:
– Sabotage Moisture Vaporators
– Recover Supplies
– Key Positions
– Intercept Transmissions
Deployments:
– Major Offensive
– Battle Lines
– Advanced Positions
– Disarray
Conditions:
– Rapid Reinforcements
– Clear Conditions
– Hostile Environment
– Minefield

A different take on Veers/Boba here with the generic officer and some Deathtroopers sprinkled in. It seems like a very efficient list and going 2 and 1 on the day seems to back that statement up!

 

Seventh Place: Eric K

My local Rebel cohort, Eric decided to dust off Luke for this tournament after not playing him for a while. He lost game one by the skin of his teeth, had a round two bye, and capped off the day with a round three victory. We talked about his round one loss and he actually could have won after I thought of something he could have done. It was a gut punch, but it is what it is!

Commanders:
– Luke Skywalker (160) + Battle Meditation (10) + Force Push (10) + Emergency Stims (8) = 188
– Han Solo (120) + Duck and Cover (8) = 128
Corps:
– Rebel Troopers (40) + Rebel Officer (19) = 59
– Rebel Troopers (40) + Z-6 Trooper (22) + 2-1B Medical Droid (18) = 80
– 2x Rebel Troopers (40) + Z-6 Trooper (22) = 124
– Rebel Troopers (40) + Recon Intel (2) = 42
Special Forces:
– Rebel Pathfinders (68) + Duck and Cover (8) + HQ Uplink (10) = 86
– 2x Rebel Commandos Strike Team (16) + DH-447 Sniper (28) = 88
Total: 795/800 

Commands:
– Son of Skywalker (1)
– Sorry About the Mess (1)
– My Ally is the Force (2)
– Reckless Diversion (2)
– Change of Plans (3)
– Return of the Jedi (3)
– Standing Orders (4)
Objectives:
– Key Positions
– Recover Supplies
– Intercept Transmissions
– Sabotage Moisture Vaporators
Deployments:
– Advanced Positions
– Battle Lines
– The Long March
– Disarray
Conditions:
– Minefield
– Rapid Reinforcements
– Clear Conditions
– Limited Visibility

Eric opted for a set of Pathfinders here as harassers and he handles them well. I’m sure it hurts to know if he did one minor thing in game one he could have went onward but at least he knows for next time!

 

Eighth Place: Zach aka me

I’m on the Fly Boy train, as we know, and there’s no end in sight right now. Even with Sabine coming out, it will be hard pressed to take me off this list for the next RPQ in Connecticut next month. I was playing Wonder Twins for a long time but I wish it was Fly Boys all along!

Commanders:
– Luke Skywalker (160) + Force Push (10) + Jedi Mind Trick (5) + Emergency Stims (8) = 183
– Han Solo (120) + Emergency Stims (8) = 128
Corps:
– 3x Rebel Troopers (40) + Z-6 Trooper (22) + Recon Intel (2) = 192
– 2x Rebel Troopers (40) + Z-6 Trooper (22) + Rebel Officer (19) = 162
Special Forces:
– 3x Rebel Commandos Strike Team (16) + DH-447 Sniper (28) = 132
Total: 797/800
Commands:
– Son of Skywalker (1)
– Sorry About the Mess (1)
– Reckless Diversion (2)
– My Ally is the Force (2)
– Return of the Jedi (3)
– Change of Plans (3)
– Standing Orders (4)
Objectives:
– Intercept Transmissions
– Sabotage Moisture Vaporators
– Recover Supplies
– Breakthrough
Deployments:
– Advanced Positions
– Battle Lines
– Disarray
– Major Offensive
Conditions:
– Clear Conditions
– Limited Visibility
– Rapid Reinforcements
– Minefield

It’s a tough pill to swallow for me because I know if I had played Change of Plans in the Palpatine game, I probably win and go to 2 and 0. That said, it is what it is and I can build off the day! I feel confident with how I played all day and looking forward to the next one!

 

Ninth Place: Chase

Chase was the lone gunslinger from Connecticut and while I’m sure he hoped for a better outcome I’d like to think he enjoyed his tournament! We look forward to seeing him again next month in Connecticut, here’ his list:

Commanders:
– General Veers (80) = 80
– Director Orson Krennic (90) + Strict Orders (5) = 95
Corps:
– Stormtroopers (44) + DLT-19 Stormtrooper (24) + FX-9 Medical Droid (19) = 87
– 2x Stormtroopers (44) + DLT-19 Stormtrooper (24) = 136
– Snowtroopers (48) + Flametrooper (20) + Fragmentation Grenades (5) = 73
Special Forces:
– Imperial Death Troopers (76) + DLT-19D (34) + Comms Relay (5) + E-11D Grenade Launcher Config (8) = 123
– Imperial Death Troopers (76) + DLT-19D (34) + E-11D Grenade Launcher Config (8) = 118
– 2x Scout Troopers Strike Team (16) + DLT-19x Sniper (28) = 88
Total: 800/800
Commands:
– Maximum Firepower (1)
– Voracious Ambition (1)
– Deploy the Garrison (2)
– Push (2)
– Annihilation Looms (3)
– Imperial Discipline (3)
– Standing Orders (4)
Objectives:
– Breakthrough
– Key Positions
– Recover Supplies
– Sabotage Moisture Vaporators
Deployments:
– Advanced Positions
– Battle Lines
– The Long March
– Major Offensive
Conditions:
– Hostile Environment
– Clear Conditions
– Minefield
– Rapid Reinforcements
A different take of middle management as he decided to go with two Deathtroopers as opposed to one. Which seems to be a solid debate in the competitive world of Legion! Is one or two better? Time will tell.
Tenth Place: Jeff
Speaking of different takes, our local dual faction man Jeff decided to be an Imperial fascist and he brought the heat with not just two Deathtroopers but THREE! Now I know he wished his day went better, as he had practiced this list for a good while, and he got his first win of the day against Eric K in the nailbiter of the day it seems, but the rest of the day wasn’t as kind to him. I mean, for crying out loud, the kid even ripped his shorts! Let’s have a look!
Commanders:
– Director Orson Krennic (90) + Strict Orders (5) = 95
Corps:
– 4x Stormtroopers (44) + DLT-19 Stormtrooper (24) = 272
– Snowtroopers (48) + Recon Intel (2) + Fragmentation Grenades (5) = 55
Special Forces:
– 2x Imperial Death Troopers (76) + DLT-19D (34) + Overwatch (4) + Recon Intel (2) + E-11D Grenade Launcher Config (8) = 248
– Imperial Death Troopers (76) + E-11D Grenade Launcher Config (8) = 84
– Scout Troopers Strike Team (16) + DLT-19x Sniper (28) = 44
Total: 798/800
Commands:
– Ambush (1)
– Voracious Ambition (1)
– Push (2)
– Deploy the Garrison (2)
– Coordinated Fire (3)
– Annihilation Looms (3)
– Standing Orders (4)
Objectives:
– Breakthrough
– Key Positions
– Recover Supplies
– Sabotage Moisture Vaporators
Deployments:
– Advanced Positions
– Battle Lines
– The Long March
– Major Offensive
Conditions:
– Hostile Environment
– Clear Conditions
– Minefield
– Rapid Reinforcements
Eleventh Place: Phil
Phil is a local guy and he loves his vehicles. I’m surprised he didn’t bring good ol’ Stompy, his AT-ST! However, he did rock the only tank in the RPQ. As you can see, our local scene is not a very on the meta type of scene and it’s a good thing, in my opinion! Here’s Phil’s list!
Commanders:
– Director Orson Krennic (90) + Commanding Presence (10) = 100
Corps:
– Stormtroopers (44) + R4 Astromech Droid (9) + Concussion Grenades (5) = 58
– Stormtroopers (44) + DLT-19 Stormtrooper (24) + Concussion Grenades (5) = 73
– Snowtroopers (48) + Flametrooper (20) + Fragmentation Grenades (5) = 73
Special Forces:
– 2x Scout Troopers Strike Team (16) + DLT-19x Sniper (28) = 88
– Imperial Royal Guards (75) + Electrostaff Guard (25) + Tenacity (4) = 104
– Imperial Death Troopers (76) + DLT-19D (34) + Overwatch (4) + E-11D Grenade Launcher Config (8) = 122
Heavy:
– Assault Tank (155) + Imperial Hammers Elite Armor Pilot (10) + RT-97C Rifle Pintle (14) = 179
Total: 797/800
Commands:
– Voracious Ambition (1)
– Covert Observation (1)
– Deploy the Garrison (2)
– Push (2)
– Annihilation Looms (3)
– Coordinated Fire (3)
– Standing Orders (4)
Objectives:
– Recover Supplies
– Key Positions
– Intercept Transmissions
– Breakthrough
Deployments:
– The Long March
– Major Offensive
– Battle Lines
– Advanced Positions
Conditions:
– Clear Conditions
– Hostile Environment
– Minefield
– Rapid Reinforcements

A tank, Deathtroopers AND Imperial Royal Guard. Talk about list variety!

 

Twelfth Place: Richard O
My good buddy Richard, aka Codec on the Discord, wishes he had a better day but a third Fly Boy list! It’s contagious! I know he’s going down to the Connecticut RPQ next month and will be looking for a better outcome this time around! Will he keep the Wookies? Will he bring Sabine? What will he do! Here’s his current list:
Commanders:
– Luke Skywalker (160) + Force Push (10) + Emergency Stims (8) = 178
– Han Solo (120) + Improvised Orders (10) = 130
Corps:
– 4x Rebel Troopers (40) + Z-6 Trooper (22) = 248
– Rebel Troopers (40) = 40
Special Forces:
– Wookiee Warriors (75) + Bowcaster Wookiee (35) + Tenacity (4) = 114
– 2x Rebel Commandos Strike Team (16) + DH-447 Sniper (28) = 88
Total: 798/800
Commands:
– Son of Skywalker (1)
– Sorry About the Mess (1)
– My Ally is the Force (2)
– Reckless Diversion (2)
– Return of the Jedi (3)
– Change of Plans (3)
– Standing Orders (4)
Objectives:
– Breakthrough
– Intercept Transmissions
– Recover Supplies
– Sabotage Moisture Vaporators
Deployments:
– Major Offensive
– Battle Lines
– Advanced Positions
– Disarray
Conditions:
– Limited Visibility
– Minefield
– Clear Conditions
– Rapid Reinforcements
Thirteenth Place: Alex
I had the pleasure of playing Alex round one and unfortunately for him I drew a somewhat favorable match up with Advanced Positions and Recover the Supplies. I got on that middle box early and turtled up. That said! His Landspeeder did some work and this thing truly is viable! Alex drove a good hour or so to get to the RPQ and unfortunately got a bye in one of the rounds, but I hope he enjoyed himself one way or another! Let’s have a look!
Commanders:
– Luke Skywalker (160) + Force Push (10) + Battle Meditation (10) + Emergency Stims (8) = 188
– Leia Organa (90) = 90
Corps:
– Rebel Troopers (40) + Z-6 Trooper (22) + Rebel Trooper (10) + Fragmentation Grenades (5) = 77
– 3x Rebel Troopers (40) + Rebel Trooper (10) = 150
– Rebel Troopers (40) = 40
– Fleet Troopers (44) + Scatter Gun Trooper (23) + Fleet Trooper (11) = 78
Special Forces:
– Rebel Commandos Strike Team (16) + DH-447 Sniper (28) = 44
Heavy:
– Landspeeder (75) + Outer Rim Speeder Jockey (10) + RPS-6 Rocket Gunner (36) + A-300 Rifle Gunner (9) = 130
Total: 797/800
Commands:
– Son of Skywalker (1)
– Coordinated Bombardment (1)
– My Ally is the Force (2)
– Push (2)
– Return of the Jedi (3)
– Assault (3)
– Standing Orders (4)
Objectives:
– Breakthrough
– Key Positions
– Intercept Transmissions
– Recover Supplies
Deployments:
– Advanced Positions
– Battle Lines
– The Long March
– Major Offensive
Conditions:
– Clear Conditions
– Limited Visibility
– Hostile Environment
– Rapid Reinforcements

Wonder Twins with a Landspeeder?! It’s a lot of points, but it has loads of potential. If he keeps playing this list, he could be a menace next month if he goes down to Connecticut!

 

Final Notes

Seven Imperial players and six Rebel players? That’s a great turnout for the event in terms of faction counts and it makes me happy. I decided to do this format to give everyone some insight on what current lists look like at the early RPQ’s versus a standard Battle Report going over my games. Thought it could be a useful tool just gather an idea of what you might see if you have one in the upcoming weeks. Of course that will change when Bossk and Sabine drop, hopefully, later this month!

Thanks to our Tournament Official, Justin, who bit the bullet for all of us at the store and allowed us to play while he sat this one out. I know he’s ready to get down to Connecticut next month and get some plastic on the table. Thanks to all of the people that came from all over, it was great play against different people from different places! Again, congrats to Doug (Sploosh) on his victory and his seat to next years World’s! He can sit back and relax the rest of the way now that it’s set in stone for him. As for the rest of us? On to the next one! Good luck to everyone at their RPQ’s!

 

May the Force be with You!

Guest Post: GhostWalking’s RPQ Experience at Highlander Games

Battle Reports

Image result for Cassian Andor gif

 “Light It Up.” – Cassian Andor

 

Greetings all! I had the pleasure of attending the Highlander Games Rallypoint Qualifier (New Jersey) this past weekend. Not only was this my first actual Legion tournament, but it was also my first in person competitive gaming event…ever. Having gotten my feet wet in Invader League 3, I decided it was time to drive a few hours and take the plunge.

Going into the day, my goal was to simply get a single win to justify the trip. I ended up going 2-1, and if not for my own huge mental mistake in game one and some slick play by my opponent, could have gone even farther. After spending the better part of the last two months deciding between Wonder Twins and Fly Boys, I ended up going with Leia over Han. As much as leaving Han’s command hand at home hurts, consistency wins the day, and I found myself extremely grateful for Leia’s cards and gun in nearly every round.

 

My List

Leia – Improvised Orders, Esteemed Leader
Luke – Push, Stims, JMT
Fleet Troopers – Scatter, Environmental Gear
5x Rebel Toopers – Z6
3x Rebel Commandos – Sniper

Total: 800 

There you have it, nothing fancy beyond tons of white dice and the occasional flashing lightsaber. The fleets ended up in there due to a combination of not wanting to purchase the sixth Z6 and hoping to play some standby and push shenanigans, which ended up working quite well in the end. I run Environmental Gear on them consistently, as I find that guaranteed speed-2 move solves many of their “closing speed” problems. I did not use esteemed leader once, but more than earned back my points on JMT. My general strategy is pretty basic, utilize Leia’s Coordinated Bombardment and the triple snipers to get a quick activation advantage, usually not too unusual with having 11 myself, and pushing a flank with Luke supported by two Z6’s and the fleets.

Overall Tournament Thoughts

I carpooled and arrived to the tournament before the doors opened, but I was impressed that the store owner was already prepped and had all the tables built and ready to go hours before we were due to begin. Alex Young judged the event, and did a fantastic job being accessible and clear with all his decisions. He took his time with each question (and there were many) and did just as much teaching as ruling. The lists themselves had a large amount of variety; the factions were split eight and eight. We had two Palpatine lists, two Falcon Crew, four lists with armor, and even the meta lists had some flavor to them, be it Wookies, Fleets, or extra Death Troopers. Not every table was perfect, they all looked great, but not all meshed with Legion’s style of play and mechanics. However, no two tables played the same and they forced each player to be flexible with deployment and play style.

 

Game 1

Battle Cards: Sabotage the Moisture Vaporators/Battle Lines/Clear Conditions

Opponents List

Luke – Push, Stims, Reflexes
Leia – Improvised Orders
2x Rebel Troopers – Z6 with Recon
2x Rebel Troopers – Z6
Rebel Trooper – Medic
2x Rebel Commandos – Sniper
Landspeeder – Mk2 Medium Blaster

Stepping up to the board, my opponent declined his bid and offered me blue player, seeing as I outnumbered him 11 to 10. As a result of this, having vaporators fall into play gave me quite a bit of confidence to get the day started. This table was interesting; the entire board was modular and consisted of two plateaus with some buildings on top of them with a fort in the valley between. This created an enormous dead man’s area in the middle of the board, fortunately this was a rebel mirror and neither of us wanted to get stuck there. I placed my vaporators on the right side of the tent on top of the right plateau and centrally just right of the fort in the middle. My opponent chose to place one behind the turret on the far left and one of the north side of the fort opposite of mine.

 

Turns one and two consisted mostly of posturing, trading sniper fire, and interacting with the vaporators. I managed to wipe a strike team with Leia’s CB and go up a second activation on turn 1, and on turn two had taken another Z6 down to its leader. However, his Luke and Landspeeder managed to come up the right flank to threaten troops along the “tent” on the top plateau.

 

Things began to unravel quickly on turn three for me. Falsely believing that the Landspeeders base leaving the board meant instant removal, I pulled Son of Skywalker and attempted to kill his Luke with my own and the Fleet Troopers. Failing to do a single damage, I left my own Luke exposed and his Luke and Landspeeder free to assault my far right vaporator. He was able to wipe my squad holding the position, which forced me to move towards his own vaporator on the north tower side. During my mad dash across the middle, I managed to get myself into a position to add enough wounds to claim victory, but a clutch roll by his Leia on a single wound combined with a great melee tie-up from his final strike team stole the day, and left him a point ahead on vaporators for the victory.

 

Game 2

Battle Cards: Key Positions/Major Offensive/Minefield

Opponents List

Krennic – Strict Orders
Boba – Recon, Stims, Hunter
3x Stormtroopers – DLT
Stormtrooper – Medic
2x Deathtroopers – DLT, Config
Scout Trooper – Sniper

The Hoth table for Round two presented another set of unique challenges. The table was dominated by two large hills that funneled both armies into a middle zone centered around a bunker, large enough to hide multiple squads, yet still small enough a player with Boba and Luke could jump it. Both units were present, of course! The size of the bunker, which ended up the middle KP, and the major offensive deployment setup forced me to choose a KP so far out of the way it’s actually outside the picture on the left hand side. My opponent chose the middle right turret, ideally giving him a clear shot at any of my troops assaulting the bunker, this turned out to be a mistake.

Being up two activations to begin with, 11 to 9, I made it my mission to try to eliminate his single sniper team early. Despite CB catching both models in the open, the snipers passed both saves, and proceeded to weather three consecutive sniper shots without losing a model. The remainder of my turn one activations were spent positioning my models to remove mines while dealing with the effects of a turn one Annihilation Looms from his Krennic. Early in turn two, I managed to eliminate his sniper squad with the help of some aimed sniper fire, and moved up my fleets to the bunker alongside Luke while I massed Z6s on the other side of the middle by the hill.

On turn three I decided that taking his home KP was going to be much easier than holding onto my own on the right side.  Using an effective Leia 3-pip, I was able to use her and the Fleets back to back to eliminate his advancing Stormtrooper squad, and use Luke’s criminally underutilized pistol to combine with the snipers to kill a second full trooper unit on the same turn.

By turn four, Luke had successfully chopped and subsequently pushed Krennic into a fleet shot, and had SOS’ed into both his Death Trooper squads. My opponent was punished for leaving Boba on his own on the far right side, and he melted under the focus fire of five separate Z6 rolls.  On turn five he conceded and we ended early to enjoy a break before the final round.

Game 3

Battle Cards: Key Positions/Major Offensive/Minefield

Opponents List

Veers – Commanding Presence
Snowtrooper – Flamethrower, Frags
3x Stormtrooper – DLT
3x Scout Trooper – Sniper
2x E-Web
GAV Assault Tank – Pintle, Hammers Pilot

My two games against the Imperials ended up with the same battle cards….ironic. This table was actually determined to be too dense during the pre-tournament setup, and ended up with fewer pieces by the time my opponent and I began. Unfortunately, this still resulted in a table that was far from optimal for tank play, and I quickly used this to my advantage. Our middle KP ended up as the TIE fighter/staircase in the hangar, while I chose the double vaporator on the right hand side and my opponent took the house in the far bottom left corner.  During deployment, I was able to concentrate my forces in one large group on the right side of the hangar bay, while my opponent split his forces in half to the north and south of the bay. This ended up backfiring in the end.

Turn one went about as scripted as you’d expect. As in my previous two games, I was able to deploy Leia in view of full strike teams, this time two to be exact, and got my CB off successfully. After managing to kill only one of the four sniper models I hit, we engaged in a mini sniper war along the north corridor above the hangar bay. Veers was able to wipe all but a leader of a single Z6 squad, so I ran the leader inside a building and he sat inside for the next five turns, providing a delay tactic and keeping MOV (Margin of Victory from kill points) off the table for my opponent. The only clear pathways into the hangar were the openings to the north and south, otherwise you were forced to climb or clamber over the walls. Half of turn two consisted of us positioning our unit leaders into the base contact with the walls to prepare our coming assaults. The other half continued the sniper war and dealt with the tank advancing to the south with a squad of Snowtroopers. I was able to use No Time For Sorrow to wipe out his first E-Web with my Fleets on the turns first action, starting the activation snowball that quickly began rolling next turn.

The action began in earnest on turn three. My opponent positioned his remaining E-Web and sniper to guard the northern entrance while moving Veers and a DLT squad into the hanger arena. In response to this I was able to use my three strike teams to pick off the sniper squad and heavily damage the E-Web with a Z6. Meanwhile, his tank had reached the southern entrance but also realized that he could not enter the hanger without giving up his ability to shoot anything outside of range 2, so he hung back and blocked off the entrance for my troops. I responded by ignoring the tank, panicking his Snowtroopers off the board, and slowly chipping away at the two DLTs Stormtrooper squads to the south. Holding Luke until the end, I jumped over the walls and prepared to engage his DLT squad and Veers on the next round.

The game was decided on turn four. Despite losing the priority roll on my SoS, Luke was able to weather a single Stormtrooper shot, charge into Veers, push the Storms into melee as well, and one shot each with his double lightsaber attack. My opponent then drew the tank early, removing only a few Fleets, before I continued to pick off activations, starting with the last remaining E-Web before moving onto the south DLT squads. We agreed to play out the remaining two turns, and I ended up scoring two points to one, being up on activations 11 to 3.

 

Final Notes

Mike, also known as GhostWalking on the Discord, came to me last week before his Rallypoint Qualifier and asked to do a write up, which of course I was all for it! (I have data from my personal RPQ that I’m sifting through and will write up in a different format some point this week!) It’s always great to get points of views from all over, even more so from these early RPQ’s! It’s a shame that he lost his first game with a ruling that he did not understand, but he rebounded well winning his next two games and I can tell you right now that he’s not bothered by the loss at all! He’s taking it in stride, as he should, and we all should if this were to happen! We need to remember: we’re playing a game. Have fun, even amidst a loss at an important tournament! Good luck to all in any upcoming RPQ’s!

 

May the Force be with You!