Single Reactor Ignition


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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  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!


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


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


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.”

Battle Report: Wonder Twins vs Triple Deathtroopers

It’s Rallypoint Qualifier practice time, so Fly Boys took a backseat in this one. Granted I’m starting to think Fly Boys are my list going forward after this RPQ, but for now I’m sticking to what I know best with the Wonder Twins. I also knew my
opponent wanted to practice his triple Deathtrooper list, this was the perfect  place for the list I built. I have been advocating for weeks that Rebels need Officers in list for inspire across the board to help with the incoming doom of suppression and suppressive weapons the Empire is starting to gather. Between the Deathtroopers and Krennics cards:

My List
-Luke Skywalker (160) + Force Push (10) + Jedi Mind Trick (5) + Emergency Stims (8) = 183
– Leia Organa (90) + Improvised Orders (10) = 100
– Fleet Troopers (44) + Scatter Gun Trooper (23) + Rebel Officer (19) + Recon Intel (2) = 88
– Rebel Troopers (40) + Z-6 Trooper (22) + Rebel Officer (19) = 81
– Rebel Troopers (40) + Z-6 Trooper (22) + Rebel Trooper (10) + Recon Intel (2) = 74
– Rebel Troopers (40) + Z-6 Trooper (22) + 2-1B Medical Droid (18) = 80
– Rebel Troopers (40) + 2-1B Medical Droid (18) = 58
Special Forces:
– 3x Rebel Commandos Strike Team (16) + DH-447 Sniper (28) = 132

Total: 796/800

My Opponents List

– Director Orson Krennic (90) + Strict Orders (5) = 95
– Snowtroopers (48) + Fragmentation Grenades (5) = 53
– 4x Stormtroopers (44) + DLT-19 Stormtrooper (24) = 272
Special Forces:
– Scout Troopers Strike Team (16) + DLT-19x Sniper (28) = 44
– Imperial Death Troopers (76) + E-11D Grenade Launcher Config (8) = 84
– 2x Imperial Death Troopers (76) + DLT-19D (34) + Overwatch (4) + Recon Intel (2) + E-11D Grenade Launcher Config (8) = 248

Total: 796/800


Battle Cards

Since we were tied in points, we did a roll off for who was blue player and I happened to win and took blue. I wanted my cards specifically because I don’t want to see Hostile Environment. This was somewhat ideal for me at first glance with Disarray and two commanders, but we’ll get into how this actually ended up being pretty bad for me. Key Positions actually favored me with how we deployed them and I was not a fan of Clear Conditions coming out to play, even with all of my snipers and Leia. I had to try and play around the Deathtroopers.

Table Set Up

The table was pre-set from a prior game, and while it was a little dense and not Star Wars themed we both decided to keep it because it was pretty cool. As a Rebel player, I thoroughly enjoyed all of the line of sight blocking terrain! Three building that will be mentioned will be the building I deployed my snipers on which we wil call Farm Stand, the center building, and the general store. These were the key positions.

Round 1

Command Cards: Coordinated Bombardment vs Coordinated Fire

I decided to split my commanders, mainly due to how some of the line of sights were playing out. Where you can see the snipers above I deployed: two sniper teams, a medic Z6 squad and Leia. On the other side I placed Luke with everything else. Specifically with the fleets, to try and move in unison. Jeff, my opponent, placed Krennic, two Deathtroopers, two DLT Stormtroopers and his Snowtroopers in the side opposite of Leia. On the other side he had a set of Deathtroopers, two DLT stormtroopers, and his lone snipers.

He deployed his snipers out of LOS and on a side that I didn’t think would favor Leia in the first place. In order to get a Coordinated Bomardment out there, I knew I had to leave her behind some cover and outside of range 4. That way my opponent would have to move and shoot her….but this didn’t matter. Sigh. Her bombardment killed two stormtroopers, and the rest was all suppression on the Deathtroopers and another Stormtrooper sqaud.

After the Bombardment, it really turned into all positioning. I started to move a bunch of forces to the General Store and out of line of sight from the snipers and Deathtroopers as best as I could. The Deathtroopers on that side were out of LOS to start the round, I didn’t want to allow him to move up and shoot anything that great. Luke and the Fleets started to cut towards the middle of the board and out of line of sight to ensure they didn’t take any shots along the way. I know I took a few shots at DT’s with my snipers, that did nothing. A DLT potshot took out a sniper, which I brought back to life with the medic, but the reason for mentioning that is the aim they took passed over to the Deathtroopers. And then this was the catalyst of the first round and perhaps the game: His Deathtroopers, with an aim, shot at Leia….landing all 7 hits without(!) the aim. Leia, who was in light cover with a dodge then rolled all blanks and took five wounds. This was not something I was expecting necessarily. I put her in a decent spot and I had a nice hiding hole for the next round for her. However, now that she took these five wounds, I knew she was in trouble.

Round 2

Command Cards: No Time For Sorrow vs Voracious Ambition

I played No Time For Sorrow to try and get Leia into some more cover or out of range four. The issue here is on her right side, in the other Disarray deployment zone, are my enemies snipers with a direct line on her. I have two options: move directly right and stay in range four of the same Deathtrooper squad that just shot her but out of line of sight of the snipers or to move to my right, a little out of range of the Deathtroopers range and force him to pull his snipers. The thought process here is his Deathtroopers can’t recover, move and shoot if I do option two. The issue is Voracious Ambition allows him to have control of his tokens. I had to take this gamble no matter what, though. He declares he’s going to the bag, and all of a sudden I have hope. He doesn’t have Special Forces on the Voracious Ambition. This elation lasts all but ten seconds, as he then pulls special forces out of the bag allowing him to be able to aim and shoot Leia. I’m sure you can deduce from my grim tone that she died a valiant death. Those dang Deathtroopers! It doesn’t get any better for that side either, as I moved a sniper squad out to take a no cover shot on his snipers, and blanked out. He had a flanking Stormtrooper squad move into a good spot to get both models of my sniper team and wipe them out. Now I’m at a huge disadvantage on that side. I’m down to the medbot Rebel trooper squad and the one sniper squad. I had to make ten men fell like one hundred from here on out, basically. What I decide to do is on the other side is continue to move Luke and the fleets towards that building (note the picture above for reference) with the orange store front sign. On the other side of that sign are two Stormtrooper squads, but one is only able to get in range to shoot either Luke or the Fleets if they wanted, so I Jedi Mindtrick them to put them at three suppression to try and keep them from coming towards me. Over on the General Store side of things, his Deathtroopers shot a squad they had shot the round before to put them back up to 3 suppression, and I made a bit of a goof up here. I knew I moved Luke out of range of them to apply pressure on the other side, and I completely forgot about a Rebel Officer led unit on the General Store side and didn’t activate them first to Inspire. Genuine mistake that led to these Rebel Troopers to panic from their location. Luckily, not off the board. At the same time, he moved a DLT squad towards some area where I could thread shots with no cover and I decided to move and shoot them about two to three times and wiped them. Maybe things were going to start to turn around. The other side was mainly all positioning, I allowed no more shots to be taken on my side. I aimed and shot at the DLT squad that came around and wiped a sniper squad out and did some chip damage. He got a set of Deathtroopers perched onto some highground on a roof and started to funnel everything else towards the Key Position I was bunkered down on.


Round 3

Command Cards: Deploy The Garrison vs My Ally is the Force

Once Deploy the Garrison is played and Jeff has stand-by’s and aims out I know he’s worried about Luke, as he should be. Once this happens, I can kind of play the waiting game over there to make sure I don’t walk into a hailstorm of shots. Nothing much continues on the Key Position I have locked down on the Leia side, as I take out the flanking Stormtrooper squads DLT unit and can kind of take a sigh of relief on that side since it’s just the commander, and I’m still in a safe position from the steady moving Deathtroopers, Krennic and Snowtroopers who are now making their way downtown to the Key Position even more. Over at the General Store, I take another Deathtrooper shot which does some damage, but nothing too overwhelming, I do lobby a shot or two back, which doesn’t do much. I also decided to move my sniper into view to try and get some luck against his snipers, because they needed to be dealt with. The shot fails, my snipers were very sub par this game. Some of it might have been positioning, but a good portion of it was dice. At this point, I know I need to move most of my units out of line of sight of those General Store Deathtroopers, and just bunker up against the Key Position. This is going to force them to move towards the open and towards the middle because there’s no way he can contest this Key Position when I have three or four units on it. On the Luke side of things, I decided to just stay put with Luke and not move into shots. I force push a unit with a stand by to knock it off, I recover to then refresh Jedi Mind Trick and Force Push, to then Jedi Mind Trick another stand by off. This was for if I wanted to move up the Fleets for a shot, they could do so undeterred. What I actually do is move them backward a little, but out of range of the perched Deathtroopers, and shoot at a set of Stormtroopers in the open. I do some chip damage, and ultimately allow Jeff no shots this round. It’s a somewhat wasted round with Luke, but it’s better than jumping a building and getting lit up.


Round 4

Command Cards: Covering Fire vs Push

Covering Fire seems like a strange card to play here because now I have no control of when I can activate Luke but there is always a method to the madness. I know he has Annihilation Looms and I need to save Return of the Jedi for when he drops that. If I play Son of Skywalker and activate Luke too soon, I’ll take multiple shots. I need him to activate some units, maybe get unlucky and pull a Corps unit over near Luke and have them activate. Then I can engage them and be safe, to then wreak havoc later on. However, none of that happens. It ends up being a more positional round again, as we know it’s time to start getting to the final position to score in round six. Krennic, Snowtroopers and Deathtroopers all move towards that Key Position. His sniper finishes my last sniper. His General Store Deathtroopers start to jaunt towards the middle, and my Fleets get into some complete line of sight blocking area to start securing the middle. Right now is when I decide what my plan is. I’m going to move Luke up and engage two units with Force Push. This will take away action economy from them and make them withdraw. I know he want’s the perched Deathtroopers to take a shot on Luke, which is fine. I can maybe weather that storm, shed some suppression and then move back towards the middle with Luke and put pressure on the middle objective. This is exactly what I do. I kill three, maybe four Stormtroopers. As I predicted, they both withdraw and Luke takes the DT shot. He suffers two wounds, two suppression, and the round ends. Annihilation is looming.


Round 5

Command Cards: Return of the Jedi vs Annihilation Looms

The most important part to note here is how strong Krennic can be. With his cunning ability, it allows him to activate first. With his Entourage ability, it allows the Deathtroopers in the perch to activate first. These are all things I didn’t want to happen, but there’s nothing I can do about it. I’m just going to trust the dice and hope Luke will rally after he takes this second Deathtrooper shot I know is coming. He recovers and takes his shot. I spend my dodge, and I take two more damage….and two more suppression. Luke is now up to three suppression and I’m at a cross roads. The Fleet Troopers have an officer on them and I could activate them, Inspire one off of Luke, but then the issue is that something else will have the chance to shoot at Luke and what’s the difference. I want to get Luke back towards the middle and relatively safe, so I decide to activate him. He rolls his three rally dice….blanks. I only have one action. I move Luke behind some terrain towards the middle, not in a great spot but it’s all I have to do. I could have recovered, but if I did, I’m open to another Deathtrooper squad. His Snowtroopers finally reach my bunker down Rebel Troopers that are all alone on the farm stand Key Position and hit them with Frag Grenades. The Trooper leader stands tall, but he’s back up to two suppression which is not good. On the other side of the building is Krennic and Deathtroopers. I know I’m going to lose this KP, but I need to make sure he can’t move to the middle if possible. Over at the General Store, I pop out some troopers while still in base contact of the objective to apply another suppression to the Deathtroopers who are now making their way to the middle. I need to limit their activations and stall them. I apply a suppression and hope for the best. That Deathtrooper squad rallies one off, but only gets one action. They remain in range from all my troopers on the General Store KP, though, which is good. His sniper flankers panic backwards and I eventually have a unit fail a rally and panic off the board by the General Store. However, it can’t be understated how important Rebel Officers are in games against suppression builds. I was able to inspire a unit and save them and of course the Officer Squad has a courage value of two. This was huge against the suppression. The Fleets decide to stay put behind the middle building, wipe out the remainder of a Stormtrooper squad and inspire a suppression off of Luke (who was now up to five suppression from DLT shots that did no damage) and bring him down to four. I have Son of Skywalker left, which will guarantee me initiative, and I need to trust the Dice Gods.


Round 6

Command Cards: Son of Skywalker vs Ambush

Luke, sitting on three suppression tokens, needs to rally one off. It’s all he needs to do. If he rallies, I have a plethora of options to take, one being to move to the center KP and get two units on there and hope it holds. Luke rally dice go in the air: blanks. I have one action. He’s so close to being to being able to get back to that central KP…..but he just can’t make it. The only thing I really have to do is shoot the remaining Stormtroopers off the board to take away a potential deterrent and it could mean something when it comes to points, but I already know I’m lacking in that department as I had not killed quite as much as I would have liked. I’m doing some calculations in my head, and I have a few ways I can still win, but it’s an uphill battle. The General Store Deathtroopers activate and they need to rally a suppression off, sitting at two, in order to make it to the central KP….the dice go in the air…one comes off. Essentially, this ends up being the game, unless my Fleets can move up and take out the Deathtroopers on the Farm Stand for points destroyed. The Fleets move up and end up taking out….all but one Deathtrooper. That Deathtrooper moves to engage my Fleets, who I cohered in a way to deny access to the KP, and it moved me off the objective. Ballgame, bad guys.


Final Notes

Although we didn’t play with a clock, this was a great practice game for our upcoming Rallypoint Qualifier. In my area, we have a lot of Imperial players and I really wanted to get a game against a suppression build like Jeff’s list. It was hands down probably the most intense, great game I’ve had so far when playing Legion. I was sweating bullets for the last two rounds. It’s honestly the third game in a row that I’ve played that came down to a result of a rally roll. If those aren’t the best games then what are? I think next time I don’t play as timid against the Deathtroopers and play a little more offensive, but I think I was right to play with some caution. Rebel officers in Trooper squads are going to be stapled in my lists, whether that’s one or two is yet to be seen. The two medbots did their job, they’ll also be finding their way into my lists. Those specialist packs are worth their weight in gold it seems!

Some new things about the blog: I changed the entire layout and hope you enjoy it! I’m in the process of starting up both a Twitter and an Instagram page for the blog to spread out on the social media, follow them and share them if you’d like! Where you’ll find those is that on the bottom of the screen you’ll see a plus button. That will bring you a drop down menu with community links and links to the blog Twitter and Instagram! I also set up an email account where you’ll find at the top of the page at the Feedback button! If you have any questions, critique, want a specific topic to be spoken about let me know! Hope you enjoy the new site!


May the Force be with You!





The Clone Wars are HERE!


“Hello there!”

Image result for obi wan clone wars

Now that some time has gone by, let’s just talk briefly about the Clones and what it means for the game of Star Wars Legion:

  • Two new factions
  • Iconic characters
  • New, better plastic for models

Let’s start with those bullet points. For those of you who haven’t watched the Clone Wars cartoon, do so and thank me later. FFG has clearly gone the route of executing these models based on the show more so the prequels, and they should be praised for that. This new core set brings a much needed shot into the arm of the game in the way of two new factions. Having Rebels and Imperials is great, both factions have awesome balance, but more factions is even better.  The opportunities are endless with the Clone Wars. Starting with General Obi-Wan Kenobi and General Grievous is just an amazing start. After that, there’s so many different ways they can go. Obviously Anakin, Ahsoka, Yoda, Mace Windu,  Asaaj Ventress….on and on and on it goes! It opens up worlds of possibilities and we should all be excited! As for the new plastic sprues, as a completely new gamer they are intimidating to me and maybe to you as well but we need to take that into some context. The plastic will be better, the models will be better and FFG is making an investment into this game, which should be a sign to all that this game is here to stay for a long, long time.

I’m not going to get into details of all the units, I’ll save that for a later date. This is just going to be a short hype post for all of us to read/enjoy, hopefully, and think about the future of the game. They said this will release Quarter 3 of this year, which means probably a GenCon early release if I had to take a guess.

You know what that means? It’s time for demo days and lots of them. I’ve been hearing for months “if they really do Clone Wars I’m so in!” even just last night at our weekly game night we had some 40K guys saying they want in when the Clones come. Start doing demo days as much as your local store will let you. Get the word out that the Clone Wars are coming and plant that seed. Get more and more people in your community out to start learning the game because that way when the new Core set drops, they can just inject themselves into the local community and start playing. This is going to double the community, I hope, and that’s the best part of all. More players will bring more games. The more we play, the more this game thrives and that’s what we want!  Help grow your local community and use the Clone Wars to do it!! What a time to be a player in this game, beginner or seasoned veteran. This is an exciting, exciting time.

If you’re reading this and you’re brand new to the game because of Clone Wars, download Discord and join the Legion Discord! Get involved early, even if you don’t have the game just yet! Insert yourself into the community!

Also. new or old to the community, remember that Fifth Trooper is live streaming Adepticon today and tomorrow! Tune in to some our favorite fellas giving us an ESPN type feel to the game we all love today!!!

May the Force be with You!