Wait...this isn't 40K. That's right it's my first Battle Report for Star Wars: Legion the new miniature game from Fantasy Flight that dropped a few weeks ago. This game has had a slower start in my area than I'd hoped, not for lack of players but due to an obsession with painting before anything hits the table! Certainly a departure from what I'm used to with Warhammer where most people are all about hitting the table top. Fortunately I've read the rule book, watched a few reports, and ran through the Demo for Legion so I feel pretty well adjusted to how it works.
For my opening standard sized games I was up against Josh and his Imperials. Josh is in much the same boat as me regarding experience with the game, I think there will be a lot of learning the little tricks in the game as it ramps up and the best way to see those is to play. We decided on a fully standard game with the Ban Phase for Deployment/Mission/Condition, time to hit the ground running!
Rebels
Luke Skywalker w/ Force Reflexes, Jedi Mind Trick, Grappling Hooks
Rebel Troopers w/ Additional Trooper, Ion Trooper, Concussion Grenades
Rebel Troopers w/ Additional Trooper, Ion Trooper, Concussion Grenades
Rebel Troopers w/ Additional Trooper, Ion Trooper, Concussion Grenades
Rebel Troopers w/ Additional Trooper, Ion Trooper, Concussion Grenades
Rebel Troopers w/ Additional Trooper, Ion Trooper, Concussion Grenades
Rebel Troopers w/ Additional Trooper, Ion Trooper, Concussion Grenades
AT-RT w/ AT-RT Rotary Blaster, Long-Range Comms
The idea behind this list is to dominate the piece trade portion of the game by having more activations than my opponent can handle. Because I have so many units I not only have control over my activations when not using Commands but I can use units which have not been damaged/Suppressed yet in order to maximize my output. The AT-RT is not an ideal inclusion, I'm waiting on Leia to come out in order to help my Troopers more. Luke is built as a counter-puncher, Reflexes let him get out in the open and be aggressive and Mind Tricks helps win that Trooper on Trooper attrition game.
I've seen a lot of people say Grenades aren't worth it, I completely disagree. Properly built tables for Legion will have a lot of Cover and a good amount of LoS Blocking which means short ranged firefights are a thing, removing that Cover is a hard swing. I'm also testing the Ion Troopers, I think they're very good as Speeder Bikes and AT-ST's are popular in Empire and AT-RT's are popular in Rebels so it forces early activations from those units. That's the theory anyways.
Empire
Darth Vader w/ Force Reflexes, Saber Throw
Storm Troopers w/ Additional Trooper, HH-12 Stormtrooper
Storm Troopers w/ Additional Trooper, HH-12 Stormtrooper
Speeder Bikes
Speeder Bikes
AT-ST w/ Twin Blaster Cannon
This list is actually illegal as you need 3 Corps for an army but we didn't know that at the time so it's not a big deal. The Vader setup is going to be the standard, he has to have Saber Throw or he's a useless model and he has to have Force Reflexes or he dies very easily. Force Choke and Force Push are very easy to play around even if you're using all Troopers like me so I'm not a fan. I also like the cheaper AT-ST, the build with every gun suffers badly against Ion and Empire will be getting access to that soon.
Setup and Deployment
Deployment: Disarray
Scenario: Key Positions
Condition: Limited Visibility
I think all of these setups favor me. I was able to avoid Hostile Environments which can be a problem for me and I got onto a good Mission/Deployment. Josh can redeploy better by using the Jetbikes, with that in mind I knew both of my zones needed to be able to deal with at least one unit of them.
We ended up putting the bulk of our strength against each other with four Rebel Trooper units and Luke setting up across from Vader, the AT-ST, one unit of Stormtroopers and both Jetbikes. On the other side I put two Trooper units and my AT-RT while Josh committed only a single Stormtrooper unit.
Josh has the initial Objective advantage since each of us have the bulk of our army on one but his lone Stormtrooper unit is on the other. Because of the placement I should be able to flank them and wear them down, especially when I get into Grenade range. I also tried to place the AT-RT so that it can either shoot into the rear of the AT-ST or block the Jetbikes/threaten melee with them where he will do heavy damage.
For Terrain we played true LoS which I think is a lot easier in this game than Warhammer because there's less verticality and units are smaller and thus easier to hide. Being on area terrain gives Light Cover, being shto through a window, barricade, or a part of the building gives Heavy Cover.
Round 1
I opened with Standing Orders which I think is a good standard opener, especially with Limited Visibility in effect. Josh did the same and won Priority with the dice roll.
Overall very little happened in the Round except for jockeying for position. Both Stromtrooper units hunkered down in Cover with the lone unit doing its best to deny my LoS. The AT-ST and Vader moved up to position for next turn and the Jetbikes split up as I expected. One went down my right flank, using their speed to get an attack action which killed one Trooper. The other unit went left and was actually off the board (I need to get a 3x6' mat!) and tried some shots on the AT-RT but were denied by his Armor.
For my activations I did a lot of positioning as well, getting two units in range of the AT-ST and making sure they have Heavy Cover. Another unit started heading left to flank the Stormtroopers early, I want to get that done fast if possible so I can then get them back over to deal with the AT-ST and then scramble for the Objective in Round 6. I returned fire on the Jetbikes occupying my left flank, dropping one. Luke double moved aggressively to setup for next turn but also hide out in case the AT-ST feels like being cheeky.
Overall we had a very low casualty turn which is to be expected, I think my army setting up is better than it is for Josh and I had a big play for Luke in mind that I don't think Josh was anticipating.
Round 2
Command Phase
Ambush vs. Son of Skywalker
Priority to Rebels
My order went onto Luke as it has to and Josh's Order went onto the AT-ST. With Priority I activated Luke and doulbe moved him into melee with the Jetbikes, cutting them both down thanks to my two attacks. Unfortunately I forgot to use Force Reflexes to keep Luke safe but it would likely take all three of Josh's units to drop him and unless he pulls a Corp Token I can hopefully kill/Suppress the Stormtroopers to limit that output before they draw a bead on Luke.
Josh used the AT-ST and put both of its guns into the closer Trooper unit, only killing one with some bad rolls and my Heavy Cover. I then pulled a Corp Token and chose the flanking Troopers, performing a move and shoot to kill two thanks to burning the Ion Trooper for the red dice combined with some lucky crit rolls to negate cover.
From there the Jetbike went and again failed to do damage before it got wiped out by my counter Aim and Attack from a Trooper unit in the area. Vader did his standard move twice, Force Reflexes, and Saber Throw which killed two troopers. To finish the turn Josh's Stormtroopers were ineffective while I shot one more to death of the unit holding the right Objective. I also put 4 Damage on the AT-ST but only one Ion Token which we found out are not removed at the end of the turn, only the end of the activation for that model. Sadly the AT-RT had to double move to fix his facing and LoS but he now has a rear show on the AT-ST and can start moving towards melee with it.
Round 3
Command Phase
Implaccable vs. My Ally is the Force
Priority to Imperials
With Josh needing a big swing turn he went with the big Vader round while I opted to get defense going and put a Dodge Token on my healthy Troopers on the right flank and the saber'd unit in the same area.
Vader goes first and does his standard thing, killing two troopers from the unit without a Dodge Token as well as putting his token back in the pile. I activate a Trooper unit but Aim and Attack instead of Readying and Attack which is a big mistake as I could have shut down the AT-ST completely, although I do another wound to it. Josh then luckily pulls the AT-ST and just does an Attack on Luke who takes no damage.
I pull again and get Luke which I didn't really want, he moves into some cover and shoot down one of the Stormtroopers, asserting his dominance over their Objective. At this point Vader is in a rock and a hard place, he needs to help the AT-ST get my Troopers off my Objective but he won't have enough time to clear Luke off his own.
Josh pulls a Corp and rallies the Stormtroopers, moving them away from Luke as best he can while shooting me to no effect. I also pull a Corp and remove all but one of the Stormtroopers on the left Objective thanks to my Grendades, putting them in a heavy Suppression situation. Vader goes again and moves along with another Saber Throw, wiping out one of my units.
Past that I move my rightmost Troopers up to threaten Josh's Objective and also get away from Vader while the remaining Troopers split between moving further towards the left Objective and re-deploying to help with the AT-ST. My AT-RT Aim and Shoots the AT-ST, doing a point of damage.
Round 4
Command Phase
Push vs. Ambush
Priority to Rebels
My Order goes onto Luke while Josh opts for Vader and the AT-ST, knowing the Stormtroopers are about to get a nasty lightsabering. Luke starts by doing just that, double move and charge to finish the unit off. At this point Josh knows he can no longer win but we decide to play out the round.
Vader goes and easily kills my other damage Trooper unit, now in a bad position where he likely won't be able to attack for the rest of the game since my remaining Troopers in the area will just double move and use LoS to kite him. I finish off the last Stormtrooper with an Aim and Attack from the unit on my left flank, I know I have two more turns to leisurely walk them onto that Objective.
The AT-ST Aim and Shoots some more Troopers but does very little thanks to constantly giving me Heavy Cover and some good defense rolls by me. I finish the Round with some more moves and a few shots at the AT-ST which it blocks. We then call the game.
Summary
I think my experience with miniature games really carried the day here, I haven't done much with you go I go games but I used to play Chess and other games in that vein very competitively so I understand setting up for the next turn and forcing moves quite well. That said I did make a few early mistakes but the Son of Skywalker turn from Luke really set the tone early.
Me and Josh talked about the game quite a bit and I think the issues he ran into were being too aggressive with the Jetbikes and not either reinforcing the left flank or abandoning it completely. The Jetbikes are so fast I think going into the center with them would have been good because I then have to shoot them down, which is very hard because of their constant Cover and Defensive Surges. I think the best strategy with them is to use their free move and then Dodge + Attack most of the time as you're basically forcing your opponent to fish for Crits and you then have a 33% chance to block them on top of 3 Wounds each. Oof.
When Leia comes out I think I'll opt for less Ion Troopers, they're good but needing the Ready Action each turn really hurts. Two AT-ST's will not be a competitive build as it doesn't have the firepower to win Missions, it's extremely difficult for those huge bases to not give up Cover at all times.With Leia being able to give out Dodge Tokens and remove Suppression you can guarantee work from those Ion units as Ready + Attack with a Dodge is much more viable. I also like Grenades a lot more without the Ion Troopers because they'll have more ability to get around the board and make use of it.
I continue to think Darth Vader is very weak, he's extremely predictable and has to be expensive. As he goes forward Troopers have to go with him a bit or they risk Panic which means less opportunities for Aiming. Until the next wave comes out the good Imperial list seems to be AT-STs/Jetbikes and minimum Stormtroopers who just Dodge and hide for Mission purposes. It's very hard to Imperial to be Rebel Trooper spam right now because Vader is so greedy and he will die to Luke going in on top of some shooting wounds.
Overall Legion is an extremely deep game and I think once the first three Commanders are out in the wild the list types you'll see will be very versatile. I'm hoping all of that drops in April since they've shown almost all the sculpts and it would lead to a much more viable competitive experience. I really like Rebels, they're a very defensive army and work naturally well with a lot of infantry which if you have ever checked out one of my 40K Battle Reports, is right up my alley.
That's all for this time, I hope to get some more Legion going soon. For the 40K fans I have a tournament in two weeks that I actually plan on attending, other than that 40K is slightly on the back burner until the Spring FAQ because I want to see where the meta moves towards. It's very likely that Tide of Traitors is going to get a nerf, I'm hoping for a small one where it causes the unit to come back from your table edge but if it starts requiring Reinforcement Points then Chaos will be in a very bad place. As per usual with Games Workshop, we'll see.