The 29/2 I attended the Alphaspel Legion Prime tournament in Stockholm. I wanted to do some analysis and check the current meta and how different factions and units performed in the tournament, as well as checking any trends of fun obeservations. I will also post a tournament report from my point of view. We were a total of 20 players
First we have a look at factions:
Since Seperatists and Republic are so new, it’s no suprise that they are fewer. Almost half the players played Empire though.
Next we check win ratio of the factions. Empire did well, but about as many wins as losses. Rebels did handle themself the best and both seperatists and republic didn’t do as well. Not suprised that the new factions didn’t do overall well, however republic had a real struggle.
How many of each faction made it to the top 8. Pretty even overall, with rebels just a tiny bit more effective.
Next I checked how many of each commander was represented. Interesting note: No Emperor nor commander Luke. Luke is understandable with the new operative out, but not a single Emperor in a majority empire turnout.
Veers was the most popular commander, however he didn’t do to well.
Top 5 effective commanders. Rebel officer and Vader was very effective. Han Solo is an anomoly since only one person played him, but effective nonetheless.
How about operatives. Interesting note: 75% of top 8 played with and operative, but only 45% of all players did.
How good did they work?
Bossk went undefeated in the tournament which is interesting to note, don’t mess with the Bossk man. R2-D2 did not work out that well and the rest had a 2/1 win ratio.
Lastly I want to add some notes I found: The average activations of the top 8 was 9.375 while the average overall was 9.2. So activations wasn’t that big a factor and it looks like 9 is the standard. Fun fact one of the undefeated lists was 8 activations.
There was no Rebel heavies but a total of 6 empire. 5 at-st and 1 occupier. 1 at-st represented in top 8.
The was no Wookies Fleet troopers Luke commander Palpatine Boba Operative Vader Dewbacks.
The most represented unit was sniper strike teams with a total off 21 sniper teams, with average of 1.05 per player. Still the most important unit besides the mandatory corps.
I played a list with Leia supporters by a bunch of heavy infantry and double coms jämmer tauntauns.
I played 3 very fun and tense games, sadly I lost the last round and didn’t take a spot in the top 2 finals ending at third. A third place is nothing to feeling bad about, but it is the worst tournament score for me in Legion so far. I tried to take pictures and write some notes, but with 2 hour rounds, I didn’t wanna take to much game time. Here I present a tournament report from my perspective and some thoughts on the current standout units as well a tease for my next unit analysis.
My list came in at 796 point and gave me blue player every game.
I didn’t wanna play with minefield or sabotage the vaporators cause they aren’t great for My tauntauns, don’t wanna walk into mines and they can’t repair vaporators. I also didn’t pick advanced positions, cause I have a hard time with that deployment recently.
Game 1 My first game was against another rebel player. He had a Luke with a bunch of upgrades, 2 Rotary at-rt’s, 1 tauntauns and a mixed bag of Corps. Fleet troopers, veterans and a medium 2 emplacement as well as 2 Z-6 trooper squads with 1 medical and 1 astromech.
We played clear conditions, secure the supplies and long march.
My initial plan was that I should focus his infantry as I have 0 impact weapons in my list. Since I had 2 units with hunter I felt I had a nice possibility of taking down Luke if he got within range.
I deployed very symmetrical with a nice focus in the middle and 1 tauntaun att each flank. My first turn I did a nasty bombardment putting two wounds on his emplacement, 1 wound on his at-rt and dropped 2 veterans.
First two turns were pretty much just getting into position, claiming the 2 boxes on our sides and doing some potshots. I managed to drop his emplacement and 2 fleet troopers while taking some hits on my tauntauns. A Lot of the match was focused in the middle around the center supply box which was placed on top of a rock pillar. I didn’t have a lot of options to claim it, but My opponent decided to use his Luke who jumped up with force reflexes turn 3. I decided not to test His defect abilities and just positioned my units and fired at his troopers. My tauntauns caught some heavy fire and my right flanks were killed while my left one took 4 wounds and lost one, but my last activation was my medical team which restored it to 1 hp.
Turn 4 was the turning point and I felt pretty confident in the overall match since I had killed way more models than my opponent, however there was a possibility of Luke running away with the box and claim victory. We both used our unique 3 pip cards and I got priority. His Luke was standing on the center pillar with a dodge token and heavy cover. Leia activated first and moved in range and shot, he didn’t wanna use his dodge on that attack and Luke took 2 wounds. Next I used somebody has to save our skins to activate my ramaning tauntaun and fired with a fire support emplacement on luke causing 7 hits that went down to 5 after dodge and cover. Luke took 2 wounds again and deflected back 2 hits.
He then activated Luke and claimed the box and jumped back down. Thanks to my veterans with hunter and commandos I could push Luke to use his emergency stims and he died turn 5 after moving the box back. My opponent had one trooper squad and 1 badly hurt veteran squad left to hold the boxed and his two at-rt’s left to attack me. Thanks to the remaining tauntaun and a rebel trooper squad I managed to kill his veterans and at most he could tie with victory tokens and lose on points or not stop me from getting a third box and lose. In the end he had 1 at-rt and 1 supply box while I had half my army and held 3 boxes.
Game 2 I faced yet another rebel player who had a pretty similar list to my own. 2 tauntauns, 1 veteran squad and a mark 2 emplacement and Leia. He also had Jyn Erso as a second commander and several rebel trooper squads with Z-6’s + 2 sniper teams. I got blue player once again and we ended up with major offensive, clear conditions and breakthrough.
My initial thoughts was that this is going to be a bloody fight in the middle due to the deployment and it would be up to the tauntauns to try and do a breakthrough. I planned on splitting my force on each side with a focus around Leia in the middle. My opponent did a nice bait by deploying Jyn very close to my deployment with her infiltrate ability, I decided to deploy one of my veteran squad close the middle and used the emplacement deployment to put it in range of Jyn. I placed my commandos up top, where I hoped they could sneak around and maybe do a late game sneaky double move for breakthrough. My opponent used his bait to put both his tauntauns on one side ready to run on my flank.
Turn 1 I had a hard choice to make. Either do an ambush to give order to my left veteran squad and emplacement to alpha strike Jyn or go with Leia’s 1 pip to bombard my opponents strike teams who was deployed out in the open. I decided to go with the Leia option and did another nasty bombardment killing one strike team and dropped one model in the second one as well as 2 rebel troopers in another squad. My opponent answered with his tauntauns which had gotten a free speed 1 move thanks to his Leia. They ran down my flank and shot down my emplacement. I responded with my veterans dealing minor dmg and his second unit came running and dealing some dmg to my veterans. His Z-6 troopers killed my second emplacement and my commandos used the sniper rifle to drop his last strike team. So we both downed 2 activation from each other very quickly.
Turn 2 continued to be bloody and it looked grim for my army as I rolled blanks after blanks in defence rolls. The tide turned however and in the third and fourth round my opponents dice turned into crap. We kept dealing high damage to each other which often happens in rebel v rebel matchups as both are rolling white defence dice, but pretty good attack dice. Start of turn five we both ran low on units and all tauntauns except my left flank one were dead and on their way to his deployment zone. So my opponent had to at least bring one unit into mine while still killing more units than me, he played Jyn’s 1 pip and ran towards my deployment line and charged one of my units as soon as they activated triggering the charge ability. This is what I think sealed the game as I could focus on just blocking and shooting while my opponent had to move into my zone.
My commandos died under heavy Z-6 fire so I had no hope of putting another unit in his deployment. I only had Leia and a healthy veteran squad left vs his Leia, Jyn and some Z-6 troopers. We both had lone squad leaders that were eventually killed. In the end on turn 6 he could put Jyn into my zone, but Leia was caught in melee with my veterans and since he had fewer point left on the board I managed to take the win. It was an close and bloody match. I’m impressed by my opponents use of Jyn erso and her command cards as well as the bait and switch in turn 1. I’m gonna have to start playing more with Jyn in the future.
Game 3 Sadly I got paired with one of my local players Axel from Starfighters, if we didn’t we could have both placed us in top 2. Axel and I have played against each other several times and we are pretty even in matches won. I got to be blue player once again and I saw limited visibility in the third spot so I used both my bans to get that one, leaving the rest for Axel to decide. We ended up with limited visibility, long march and intercept the transmissions. I have played intercept and lost due to the fact that my rebels crumble at turn 5-6 leaving my opponent to pick 4 victory tokens at the end leaving the game in a draw that I lose on points (2 on turn 2, 2 on turn 4 and 2 on turn 6, while my opponent gets 1 turn 2, 1 turn 4 and 4 on turn 6).
I didn’t have much of a choice than to try this again as he had way more range 4 firepower and I had more mobile units. His list is led by Krennic with death troopers entourage, a shoretrooper + mortar squad. several stormtrooper squads with dlt and/or medical droids as well as Bossk. With limited visibility in the game and a big forest area terrain I decided to once again split my tauntauns on either side and focus heavy around Leia in the middle. First 2 turns went by fast as we didn’t do any attacks on each other and just walked into position, I put myself just behind the middle of the table and took the center objective.
Turn 3 the range was back to normal and he played lying in wait, this I have faced before and it’s pretty much a guaranteed 5 crits on any unit at range 5 from Bossk’s position at the end of the round. My left tauntauns and some of my veterans went into rang 3 of some of his units and started to nibble at his stormtroopers. My tauntauns took alot of fire, but tanked several shots. Due to him placing standby on his death troopers and other units I had no real way to get into close range with my other tauntauns without dying so I waited at range 4 and took some dlt dmg. Despite several shot on his mortar, it refused to die so I decided it was time for my tauntauns to attack and I ran them into his line and killed the mortar hoping they would survive to the next turn for some comms jammer action (spoiler, they did not).
The round ended with Bossk walking forward with 8+ aim tokens and just deleted my rebel commandos that sat in heavy cover. This was a huge setback. Turn 4 I played covering fire and it was time to hold the center objective and start to fall back. He used Bossk’s double tap command card and started to advance on the centre, his death troopers and shore’s dealing nice dmg on long range killing my emplacements despite dodge tokens. So now I was at a similar situation as before. I had only Leia, both veterans and my 2 rebel troopers left. I had to kill enough of his units and contest the centre in order to win. Luckily I had Leia’s bombardment left and I knew my opponent really wanted to go first so I expected him to play voracious ambition leaving him with Bossk’s 1 pip vs my ambush. This would give me a 50/50 chance of going first round 6. If I had played ambush vs his Krennic 1 pip, he would have gotten priority thanks to Krennic’s special ability. He did an attack on one of my veterans squad killing only 1 veteran. I responded with leia who shoot normal then walked back to use her bombardment. Sadly I didn’t really get a great payoff since some of his units were still to close and his death troopers made their save. My medical droid helped with keeping my veterans alive and my gamorrean Z-6 trooper delivered another 3 unmodified crits on an attack. In the end of turn 5 we both had our commanders in the centre, I had my Z-6 squad and both veterans left. He had his shores who were down on half strength and with 4 suppression tokens. He had 3 lone squad leaders, one at the back objective and 2 in the centre. His death troopers was still a bit behind, but in range to fire. Due to compel from krennic I either had to kill his troopers or make them panic in order to stop them from contesting the middle objective. It didn’t look great for me, but if I got to act first, maybe I could manage to kill enough with my veterans since they were pretty much at full health. Sadly Bossk reptile brain were faster this time and he wasn’t gonna leave the empire wishing they hired another bounty hunter.
He ran into range of the objective and gas grenaded my entire remaining army. While my blocks were over average the suppression and poison was still a massive blow to my chances of winning, as well as I could only activate one of my veterans before his death troopers deletes the second one. My only option was to split fire with one of my veteran squads hoping to drop one of his trooper leaders and put another suppression on his shores hoping they would panic. I did manage to panic his shores, but his lone trooper leader survived and his deathroopers deleted my second one veteran squad without any problem. In the end I had the option on putting Leia in the centre and losing on points or keeping her back and losing on victory tokens.
It would be easy to blame this on luck as it was a 50/50 roll in the end. However I needed to go first in order to have a shot at winning, my opponent didn’t he just had a bigger chance of winning by going first. So ignoring round 6 we have to look at the entire match and see that I advanced with my tauntauns to early and that I should have kept my commandos further back and use their sniper on the first 3-4 turns and have them as a courage 2 reserve unit to claim objectives in the late game. So I won’t deny my opponent’s skill and blame only luck, however it was an important roll and I might have taken the win if it had gone my way (story of every loss though).
Final thoughts I has a great time in Linköping, but it was a long day. 18 hours awake and A LOT of coffee. The organisers did a fine job and I walked away with a ton of loot. The terrain had a lot more pieces to climb on than I was used to and less area terrain or difficult terrain which I am used to. I really missed grappling hooks on my commandos every game. This is something that is hard to plan ahead for of course. After seeing a lot of tauntauns in the field I understand why they are popular as they got mobility, nice dmg in both shooting&melee as well as a crazy action economy, however I feel like they pretty balanced given the price compared to the other supports. We had 2 lists with at-st’s and there was a few at-rt’s and bikes, however with the new critical weapons you don’t need impact to handle them I feel. The empire got Veers as a good commander for vehicle lists, I would like to se a commander or operative that could give rebel vehicle lists a bit of a boost. While I like the full commando squads offensive power, I think that going with dual strike teams or pathfinders might be a better way forward. Dual snipers can stay back and deal dmg and hold objectives. Pathfinders can survive a little better with danger sense against all the mortars and use infiltrate ability to threaten enemy objectives.
Standout unit was my gammorean Z-6 trooper squad. I think he averaged rolled 2.5 crits per attack.
It was a desperate battle in the end, but do you know what I like to do in desperate situations?
Special forces -Rebel pathfinders A-300 Duck and cover Recon intel Pao
Heavy -T-47 airspeeder Ax-108 ground buzzer Linked targeting array Outer rim speeder jockey
Commanding presence is a nice upgrade, but 10 points was a bit much, now it’s a contender with esteemed leader and other stuff when down to 5p.
Chewbacca got a point reduction and with the stuff I put on him, he was about the base cost used to be. I think Chewbacca have been underated and didn’t need a reduction, but I don’t complain 😛
The ion troopers got a 8 cost reduction and are nice thing to have in your army. I doubt I will not have at least one of these in my army in future.
Pathfinders is the same point cost, but the very good duck an cover is not 4 and a staple on them thanks to danger sense, also the A-300 config is now free. So this unit I got 10 points cheaper than before. Infiltrate is a nice ability and I think these can compete with commandos for real now.
The huge thing was a fully kited airspeeder that comes in at 10 points less than the normal base cost. This is such a good thing for this amazing model. I really look forward playing alot with this one. The janky harpoon gun is only 3p so you might as well use it if you play with the speeder and skip the buzzer gun.
I faced an imperial list led by a generic officer and tested 2 shoretrooper squads with mortal teams. Also an AT-ST with 3 weapons and surge-hit pilot. It’s so fun to se both armies having these centerpiece units.
We played the scenario in downed at-st. It was fun to finally put this beautiful terrain piece to work. First turn the was an orbital bombardment as well as a airspeeder shot that dropped a few imperial troopers.
In turn 3 the pathfinders took a pounding of at-st and mortar fire. The airspeeder took some dmg on the way towards the imperial line, but it strafed a squad of stormtroopers and killed of them.
With good use of Leia’s 2 pip command card and hq-uplink veterans 4 units could rush towards the at-st and the veterans picked up the objective.
The at-st kept pounding the rebel troopers behind the downed at-st. While the airpseeder flew past the at-st and opened fire with both the ground buzzer and forward guns.
The speeder dropped to 2 hp and got imobilized wich made it harder to turn around and shoot the at-st. I had to spend an entire activation to comp move and pivot. However the ion-troopers did a bananas roll on the at-st. That + pot shots from chewie put on a nice deal of dmg.
The airspeeder had finally turned around and faced the at-st in the weakpoint. Sadly the at-st activated first and killed the veterans holding the objective. The airspeeder despite aim token only delivered 2 damaged though the defence. Bad time for dice fail. However awesome to get the airspeeder in the at-st’s weakspot.
Chewie did alot of guarding wich eventually led to his death
So when the final turn is about to begin, the at-st is destroyed and a single trooper leader is holding the objective. The empire had no way of claming the objective and winning, however it would take a miracle for the rebels to claim victory.
Despite my best effort to destroy the top positioned shoretroopers with a early speeder activation, the defence dice where strong with this one and only one trooper died. They then destroyed the rebel holding the objective leading to a draw.
However anyone can win the act 2 mission so will see who comes out on top.
Thought on the points erratta:
Chewie is still a crazy guardian beast and the reduction is just sugar on top.
Alot of expensive upgrade cards have become cheaper and the options for every unit has increased.
The airspeeder and at-st is back and better than ever. It’s great for the game that we now will see more of these centerpiece units. Targeting array was nice for the early attacks, but eventually it moved beyond even my range 4 command range. So maybe long range comlink is the way to go.
Pathfinders I haven’t played with enough, but with the reduction of their upgrade cards, I think they will be a viable pick just to win some objectives.
The new snipers are still powerful, but they must now use move actions and the scout move is now a very useful ability that must be used if you want to get early shots. It’s great that they cant just sit back at the table edge and aim-shoot non stop.
Welcome to another battle report. This time I faced 2 opponets who used one of my opponents lists, they played togheter with one command hand and it was more like a player with a coach. I think it both worked to their advantage with different ideas, however sometimes I think it might have worked against them with the classic too many cooks.
We played at our local gaming place at Studiefrämjandet.
It was great to finally test some of my newest terrain pieces. This match we had alot of light cover area terrain and some line of sight blocking trees + the building. As well as some difficult terrain water terrain and barricades. I used my modified list from the last time, learning from my misstakes and took some hints from my last opponent.
I faced an imperial list led by Darth Vader with a Bossk operative. Supported by e-web teams and stormtroopers.
Empire 798 Commander Darth Vader – force reflexes, saber throw Operative Bossk – Hunter, targeting scopes Corps Stormtroopers squad – dlt19 trooper Stormtroopers squad – dlt19 trooper Stormtroopers squad – dlt19 trooper Stormtroopers squad – dlt19 trooper Special forces Scout troopers strike team – dlt sniper Support E-web team – barrage generator E-web team – barrage generator
After a die roll my opponets chose to be blue player and we ended up with clear conditions, advanced positions and breaktrough. I had some luck with breakthrough coming up at the third spot so I could guarantee it, which favoured me with 12 activations against 9.
I deployed most of my units in the centre left, using the scout move from advanced position to get some squads further ahead. I put my rotary at-rt alone in the other end of my deployment with a trooper squad and officer in the centre. I thought a reserve of 3 units with inspire support was a good idea for the breaktrough objective. The rotary at-rt was gonna walk straight into the imperial deployment zone from the flank, firing as it goes.
The empire focused most of their units around the crashed at-st and barricade line where they had a great line of fire to a large area and put 2 trooper squads on the left flank.
Round 1 Command cards Assault vs Lying in wait
I wanted to save my flamer at-rt’s to last so they don’t take too much damage, I also gave order to my veterans to get the free dodge as well order token to my emplacement trooper. The empire had no choice, but to give order to Bossk who sat and got all the aim tokens.
The empire started with a nice 2 wound sniper shot at my backline officer. I followed with a great z-6 squad opening, dealing 3 wounds on the closest e-web.
This squad kept over performing and managed to duck so much fire that came their way, surviving with a dodge token gifted by my rebel officer. We traded a few long range shots, not doing much damage and the at-rt’s started to advance.
It was my first time playing against Bossk and oh man, can he store aim tokens. He waited for good shot at my at-rt which the stormtroopers tried to soften up with a dlt. Luckely I managed to repair it with one of my astromechs.
Bossk finally had to activate and he crawl forward and decided to take his shot at my closest flamer at-rt. It was amazing to whatch, it was just re-roll after re-roll until he had his 5 crits. Putting 5 wounds on the at-rt it got damaged, but I repaired it putting it at 4 wounds at the end of the round. Bossk with targeting scopes was scary, if he re-rolls that much he would completly bypass any dodge and guardian.
End of round If felt happy with the first round. The empire didn’t make much progress across the board while my forces moved quite a bit for a single turn. While the sniper shot that took out half my officer in the back was disheartning, my z-6 squad was mvp this round. Dealing 3 damage and despite being shot by 3 attacks lost nothing. My opponent focused alot one of my flamer at-rt which worked in my favor thanks to the astromech healing. The plan was for Bossk to burst it down which would have changed alot.
Round 2 Command cards Covering fire vs Reptilian rampage
This round I wanted to keep reparing my walkers as well as use the covering fire to advance in the open area between my position and the forest. I gave order to my 2 astromech squads as well veteran + emplacement again. Empire of course gave order to the rampaging Lizard. The empire first activated a random and got a corp order which they used to put their far left stormtrooper squad outside of at-rt walk-fire range and put 2 wounds on it with their dlt supported attack. I activated one of my astromech squads to repair my at-rt up to 3hp and attacked the e-web dealing no damage, but giving out a dodge token to another squad due to covering fire.
Here is when my opponets were really unlucky with Bossk. They had a plan to double tap my at-rt with 3 hp left, providing they got a crit on the first attack they could pierce it trough my save and then use their aim token on the second attack to hopefully get 2 crit on the second attack and drop the at-rt. However they roll 5 blanks on their first attack so they decided to attack my trooper squad with the second to push on the supression. 3 hits after aim sadly got denied by cover and my dodge token.
In this game I really got value from my astromechs, I activated my second astromech squad and repaired the last hp I could giving my at-rt effectivly 10hp instead of 6. Then they rolled amazing and killed the 1hp e-web.
Then it was time for Vader to show his troopers how it’s done, he walked into position behind the barricades and drop 2 soldiers with his saber throw.
My at-rt went into position for a next turn stormtrooper barbecue. My other one lost his first action and just walked up against vader. next I finally got to use fire support with my veterans. Despite throwing 9 black dice with aim I only managed to put 1 wound on vader and got one wound deflected due to his forces reflexes.
End of round My flanking trooper squad and rotary at-rt kept advancing and dropped a strormtrooper or 2. Thing were locking okey for me, but I was scared of having vader so close to my lines. I had the advantage, but if I can’t stop Vader then this will be a short breakthrough.
Round 3 Command cards Ambush vs Master of evil
I expected master of evil, but I thought that they might play implacable as well so I played it safe with ambush. I issued order to my veterans and emplacement trooper while Vader got his order and a dodge tokens as well as an e-web and Bossk. My first Fire support activation again only pushed trough 1 dmg on Vader, fire with hunter veterans feels powerful, but the force was with the dark lord of the sith this day.
Vader activated and gave me a total of 12 supression tokens! He then crushed my flamer at-rt with saber throw. I followed that with a randow draw support, Flame on. After aim-shoot I got a very average 7 hits on the 5 troopers and their armor was useless.
The rest of the fight on the left flank wasn’t very dramatic. Most of my troopers had 3+ supression and I needed to start moving if I wanted to reach the enemy deployment zone so I ignored the dodgeless Vader. My backline officer had walked into range enough to use his inspire which combined with my other officer and at least 1 succesfull rally each time prevented my units from panicking despite e-web and Bossk supressive attacks. My flamer at-rt got another 2 wounds and was also damaged.
End of round My flank units continued towards the enemy line and finished of the rightmost stormtrooper squad. After removing supression tokens during the end of the round I felt pretty safe. I understand how this imperial list could be panic central when combinding supressive weapons with master of evil. I had some luck with activation order to use inspire as well as at least rally 1 token each rally step,
Round 4 Command Cards Push vs Implacable
I gave order to my veterans + emplacement once again as well as my officer. Imperial gave it to Vader.
Vader started by walking to my right flank and cut down 2 troopers with his saber throw and took one damage to put back his order token via implacable. My trooper squad responded by fire back, as standard for my gammorean z-6 trooper he rolled 3 crits + 1 hit :). However vader was really implacable and blocked every bolt with his saber.
Meanwhile on the left flank the shooting gallery continued. The rebel forces ran trough the woods towards the edge of the battlefield, while the veterans setup in a covering position in the forest. Thanks to the heavy cover and diminishing imperial troopers casualties was minimized. However my 2nd flamer finally went down.
End of round On the right flank my rotary at-rt blasted the imperial strike team and Vader finished of the foolish troopers that shot at him and walked towards the rebel officer. My sniper team managed to put 1 wound on Vader. I felt like I had a pretty good chance of placing 2 units in the enemy deployment zone. The empires chance is to stop me from putting more than 1 unit and pick up the bounty on my Twi’lek officer forcing the game to points which the empire would probably win thanks to the huge amount of points stuck in Vader&Bossk.
Round 5 Command cards Turning the tide vs Merciless Munitions
The empire could only give order to Bossk and I had only my rotary at-rt left. I was a bit disconserned when I saw the Bossk grenade card, I had totally forgot he had grenades. Luckily for me Bossk was just a bit to far away to hit several units with the grenade, If he was about half a speed 1 move closer he could have gassed 3 units.
My emplacement trooper stayed behind to cover my advancing troops and dropped 2 troopers, sadly the e-web survived my rotary at-rt and could keep the barrage generator on while pounding my troopers, that combined with bossk grenade attack I had only 3 trooper leaders + 1 astromech left of my troopers.
End of round Vader did a sweet curved saber throw cutting the at-rt in half down to 3 wounds and my right flank was starting to look battered. Going in to the last round I felt that my offices was already dead due to vader being so close and the at-rt could be taken down by the last stormtroopers + e-web. However I felt that my strike team was garantueed to make it into the deplyoment zone and live through the round. On the left flank I had to put at least 1 unit in the enemy line, if Bossk managed to drop my officer it would be clutch due to the fact that my troopers could not stay supressed since they all needed 2 moves to make it across.
Round 6 Command cards Sabotaged communications vs New ways to motivate them
I gave my order token to the only available special forces while my opponent gave it to Vader an Bossk. My first activation was a random drawn commander, I activated my twi’lek inspired a trooper squad and ran into the goal zone.
Here I have to tip my hat to my opponent, he did a very cool manouver with Bossk thanks to the extra action from Vaders card, he was very close to turn the game. Bossk used his unhindered to jump over the x-wing wreck and fired with an aim token from hunter on my rebel officer who now lacked any unit in range to use guardian. My officer just managed to duck enough wounds to surive and deny Bossk his bounty. Bossk then ran into melee with my veterans stopping them from walking as well and regenerated the wound lost for the extra action. Wow it was a great activation, if it had worked he would have denied me 2 victory tokens while gaining 1.
His lone stormtrooper put a supression on my closest leader preventing him from double move, the e-web survived my rotary blast with 1 wound and then killed my second closest leader. My veterans used their hunter to club Bossk down to 2 hp.
Vader walked up and cut of my officers head with his saber throw, while my sniper team walked into the victory zone and popped another wound on Vader.
End of round Now if Bossk had taking his bounty the score would have been 2-1 and his last stormtrooper squad could aim-shoot my at-rt and hope to drop it, in that case my last supressed trooper leader had a 1/3 of winning the game for me. However Bossk just missed it and the stormtrooper couldn’t get 3 crits. My supressed leader didn’t rally so in the end the rebels won 3-0, the final score dosen’t really paint a fair picture of the full match and it could have turned the other way easily.
After battle report It was fun to play with all my new terrain pieces and I think that this list worked a little better than the last version. While I didn’t get to be blue player I got a very lucky mission to play with 3 more allbeit weaker activations. I felt that the veterans with hunter + emplacement fire support worked well in theory, but they did a total of 2 wounds despite rolling a total of 18 black dice with aim in their 2 attacks. I think fire support have great potential and I think my choice to hold them back worked in their favor to not get focused early and the hunter gave me a total of 3 aims during the game and it could have been 4 if I didn’t have to run towards the deployment zone.
RNG I felt that the dice was in my favour in the start of the match. My z-6 squads delivered 4+ hits almost every attack while the average is 3.5. The early 3 wounds on the e-web did alot since the double barrage generator combined with master of evil is an great combo against rebels. My opponent focused my at-t’s which I think was smart looking at the huge damage just one of them did, however due to below average rolls I was given plenty of time to repair. I think that the biggest rng swing was with Bossk. My opponent gave him targeting scopes and he gained a ton of aims during the game either from hunter or actions, despite that he rolled pretty poorly espechially in important attacks like the 2 wound at-rt and the bounty officer.
List building I was suprised when I saw targeting scopes on Bossk as this card have recieved it fair share of negativity, but dang he used it alot during this match. For my own list I felt that swapping 2 rotary to flamers made them more of a threat and they tanked alot of damage this game, while I could use my astromechs to their fullest and reparing 4 wounds. The double officer still works with giving me a great command range as well as precise inspire and extra activations. However despite guardian, they are very squishy and the risk is giving away bounty. I think double officer works, but maybe Leia is so pass powerful that her with commanding presence and esteemed leader might work better or just as well. 2 officers is essentially splitting Leia in 2 while loosing her command cards. This was also my first game with veterans and I like them, they feel more like a special forces unit than corps unit and the fire support with the medium blaster was scary even when it failed against the Vader tank this game. The drawback is that you often feel forced to give them an order due to the coordination order to enable fire supprort and get the free dodge token.
Battleplan and tactics The plan was pretty simple, place a massive blob to run behind the fire chickens that tanked enemy fire. Hopefully get enough units to the enemy line. The backline deployed force worked very well even though they spend 2 turns just walking, having fresh troops arriving at the enemy flank was great and it forced my opponent to decide where to focus his troops. The fire chicken tanks work great with my astromech squads. However I must pay more attention where my command range ends, I had a opportunity to play turning the tide vs master of evil, but one of my at-rt was just out of range.
Happy to write another battle report and I find that going through the match a day after, looking at pictures you get to reflect on the match. Somethings looked more even than it felt and you see what misstakes you avoided or did during the match as well as to get a clear picture of how different units delivered. If you like my stuff pls consider supporting me on patreon: https://www.patreon.com/Rebelsguide
Next time I think I will try some tauntauns or perhaps Sabine, see you then.
This is my first battle report on this blog and sadly I can’t present you with a heroic rebel victory, but an imperial victory with rebels fleeing home to lick their wounds and learn from their mistake.
I haven’t played legion since earlier this summer due to work and the 2 places I do most of my playing is closed during the summer. It was fun to finally get a game in and it was against one of my old oppoents who I have the bad habit losing against.
I decided to give my double officer vehicle list a try. 797 points Rebel Alliance
Commander General Veers Corps Stormtrooper squad – dlt19 trooper Stormtrooper squad – dlt19 trooper Stormtrooper squad – dlt19 trooper Special forces Death troopers – dlt-19d trooper, weapon config Death troopers – dlt-19d trooper, weapon config Royal gurad – electrostaff guard, recon intel Heavy Occupier tank – dlt19 rifle pint, first sergeant arbmad
We played at my friends house so we used his terrain, including some plant pots. I at least contributed with my newly painted barricades. I choose to be blue player and we ended up with Clear conditions, intercept the transmition and battle lines. I deployed my 3 at-rts in a line spread out and focused 2 groups of corps and officers on either flank while my speeder ended upp far right facing his occupier. He focused heavy on the right flank leaving only 2 stormtroopers on the left.
My initial plan was to save my speeder for my last activation and try to focus on the left and centre transmitions while still threaten the right on forcing him to focus his attention there.
Round 1 Command cards Assault vs Maximum firepower
I gave out order to my 2 at-rt’s to the right and to my landspeeder, while my opponent gave it to Veers. His first activation was a random drawn special forces and he choosed a death trooper squad who walk forward and took a long shot at my astromech squad deployed right and did a full barrage of 7 hits and after cover I rolled 5 blanks, losing everyone except my duros leader pictured in the left bottom courner. So right of the bat, I had an uphill battle. The occupier and some dlt’s just managed to drop my right at-rt, really wished I hadn’t lost my astromech :(. My landspeeder did a nice 3 dmg at long range on the occupier and ionised it so I was still hopeful.
On the left flank things looked better, his troopers advanced on the objective, but I managed to drop 2 of them and taking no wounds in return.
End of round I had lost 5 troopers in my right astromech squad and 1 at-rt. His maximum firepower did only managed to put 1 wound on my speeder. Sadly my counterfire only managed to drop a single death trooper, but at least his tank took a beating of 3 dmg and had 1 ion token. My brave second officer bravely fled the right flank and went towards the centre.
Round 2 Command cards Covering fire vs Imperial dicipline
My plan was at first to ambush my speeder since I didn’t think my opponent was going to burn his second 1 pip card on turn 2. After the dmg I took last turn I felt that I needed some defence in order to save my remaining troops and try to contest some objectives. Thanks to comms jammer I could give order to my speeder and I got first activation after the die roll.
Expecting to go second I saw and took an opportunity to spread some dodge tokens and activated my lone squad leader before he got taken out, going dodge then attack to give out a dodge token. My opponent didn’t have range to order his tank and gave orders to his death troopers to rearm/swap his weapon configs. Since he had 5 orders in his stack I felt it unlikely for him to activate his tank before my speeder.
Sadly he took a gamble and drew the top token in his stack and of course it’s heavy. This stopped my double tap ion to shut down his entire activation, but at least I stopped his move+ aim action and again my speeder only took 1 dmg from the tanks attack.
Meanwhile in the centre I moved up my officer towards the middle objective followed by my mobile cover at-rt and astromech squad. Sadly his grenade config bypassed my cover and delivered 3 wounds on my officer despite guardian. My astromech squad moved into objective range and avenged my officer by dropping 2 death troopers and give my officer a dodge token thanks to my command card.
His second stormtrooper squad went into the forest to contest the cenre objective and a long range death trooper squad managed just to get trough 1 wound on my offices after cover, dodge and guardian. Very close, but not enough :(. On the left my at-rt and officer attacked his stormtrooper squad who sat behind cover with a dodge token. My leftmost trooper squad tried to finish the squad off and then moved into the middle. Here is one of my big mistakes, I should have taken the safe route and stayed with my trooper squad left to secure that transmition instead of going centre. My eye mesurement was off and I just missed reaching the centre objective with my leader and I got greedy instead of taking safe objective points. Meanwhile his last 2 royal guards who had gotten some stray fire and a rotary blast managed to rally and double moved to charge my astromech squad behind the at-rt.
End of turn my right troopers had survived some shooting thanks to their dodge tokens. The speeder slow moved speed 1 with ryad and gave the tank another salvo while split firing the drivers 2 white dice towards the stormtrooper squad near the objective. Here my hope vanished, my ion blaster/rocket attack rolled 1 red, 2 black and 5 white delivering only 2 hits which he blocked :O. No damage and no ion and just to add salt to the wound, my driver rolled 2 blanks with his pistol. Well nothing more to do than recover the blaster and ryad and try again next turn.
Due to my greed and my opponents good movement the empire took the lead with 1-0 starting round 3.
Round 3 Command cards Sabotaged communications vs Assault
I suspected my opponent to put down a 2 or 3 pip cards and I wanted to go first while negating his card which I did. Bonus points if you remember that I have neither an operative nor special forces in my army, it’s the price of going full genereic. Still I was after the first activation more than anything and I couldn’t reach my speeder with my remaning officer so sabotaged communications it is.
I started to feel the force was against me. My first activation was corps and I went aim-shoot with my comms squad trying to finish off the death troopers out in the open. However despite an aim token I only managed to get 3 hits which they all saved. (Did I mention I dislike death troopers?).
Veers gave out some aim tokens and did a potshot that didn’t do anything. I got my speeder and decided it was time to turn the tide so I went a comp move of 3 with ryad and moved into flank position. I fired my rocket into the occupiers weak side delivering 3 crits that only resulted in one dmg and the ion blaster + driver pistol managed 4 hits on the stormtroopers, yet only 1 trooper died. I think the speeder worked fine and did everything acoording to plan, but after round 1 his red dice where way to hot for me to do any real dmg. I felt that at least my build and plan worked fine, despite the poor result.
He did some long range shooting on my at-rt since I had my troopers locked into melee with his royal guard, a fight which they managed to win and the astromech could treat the at-rt.
The lack of ion gave the tank a full turn of action so move – free aim into attack on my speeder. 2 natural crits and 2 via impact followed by 4 blanks = Kaboom!
End of round, his left stormtrooper squad leader had panicked and my at-rt fired 5 hits into his death troopers who swatted it like flies after they had mowed down 4 troopers leaving me with 2 squad leaders and 1 astromech.
A last ditch effort to stop him from holding the right objective. Aim – shoot and only 2 hits that is negated by cover.
Round 4 Command cards Ambush vs Push
I stared defeat in the eye, but I felt that maybe I can get a victory point at least. Ambush beat his push and I decided to give order to my officer and then only have support and corps in the stack.
I draw a random order and got corp and tried to take down Veers who stood in the open with 1 wound. Sadly I rolled only 2 hits and caused 1 wound. His deathtroopers started to put down my lone squad leaders and my last effeort to get a point kind of sums up the match for me. My officer rolls blank into blanks after aim.
So at the end of round 4 I conceded, I had no chance to win unless I could hold 2 points during round 6 while my opponent held 0.
End of battlethoughts I had a good time finally playing legion again as well as playing with my friends 14 month old puppy. It’s easy to blame the dice after this match, but it was just one of the factors. I find that my plan to use my speeder against the tank was fine, yet I didn’t get the result I wanted. The dice did not work for me in that regard. I think there was 3 factors that contributed to the loss.
Rng My attack dice failed me several times despite aim tokens and my opponets defence dice blocked much higher than average. The first attack that butchered my astromech squad was a hard blow and the 1/5 chance to pull the heavy order token my opponent did was also lucky.
List buildning I think I had to many vehicles and while the speeder worked, I think it couldn’t get the support it needed. I find that I had to few troopers to support my vehicles and contest objectives. Having no operative nor special forces when using only generic command cards feels like a missed opportunity. The rotary blasters didn’t work that well, even with aim I got pretty average rolls. I think with 3 walkers I could use flamers as more of a threat.
Battleplan and tactics I did a greedy move during round 2 that cost me a victory point and I think I spread out my forces to much and I should probably avoid battle lines in my list since I didn’t have much long range firepower. Also my opponent played really well and focused his units in the right positions .
So I had fun time, but faced a hard loss. I made a few misstakes and will use this to learn and adapt. My modified list uses dissaray instead of battle lines in my deployment cards and removing the landspeeder for more troopers. This list gives up the anti-tank landspeeder and goes more offensive with 2 flame walkers. 1 rotary and mark 2 medium blaster trooper can work as fire support. The rebel veterans can hunt enemy characters and royal guards while the sniper team gives me a special forces unit as well as some flexible long range dmg.
That was my first battle report and sadly it was not a victory, but a very informative defeat. I apologize for the picture quality, I wasn’t planning on recording the match for a report. in the future I plan to use a better camera and take some more detailed pictures. If you enjoyed this battle report pls tell me in the comments and if you like my stuff pls consider supporting me on patreon: https://www.patreon.com/Rebelsguide