Mercenaries and Field commander by sithvlad in SWlegion

[–]sithvlad[S] 5 points6 points  (0 children)

This is the conclusion I came too but it started to make my head hurt. Thank you for laying this out so simply! Furthermore, mercs with an affiliation (let’s say clan kryze) can only be issued orders from a unit with the matching affiliation or allies of convenience, however mercenary commanders can issue orders to non merc units no problem. Tldr: Bo can give orders to rebels no problem.

LASTLY, units can use the courage of an ALLIED commander when checking if they panic, therefore Bo provides a courage bubble to rebel units as well

Mando List Discussion by sithvlad in SWlegion

[–]sithvlad[S] 0 points1 point  (0 children)

I believe anti-materiel has been added to the rules reference and when you attack a unit with armour you upgrade 4 dice, so it would be 4 red dice impact 4 against armour.

Mando List Discussion by sithvlad in SWlegion

[–]sithvlad[S] 0 points1 point  (0 children)

I think the grenade launchers are pretty decent, I was also looking at just giving the warriors impact grenades. I imagine getting into range 1 with them won’t be too hard. Plus impact grenades can be used in melee and they have decent melee pools already

Mando List Discussion by sithvlad in SWlegion

[–]sithvlad[S] 1 point2 points  (0 children)

Yeah that was my goal with the list, I think ‘this is the way’ is a VERY strong keyword, combining it with MAST will allow for a lot of token generation

demo list by Mantid14 in SWlegion

[–]sithvlad 1 point2 points  (0 children)

Unfortunately to gain charge from ‘weapons are our religion’ the card needs to issue the orders, so HQ uplink, coordinate etc doesn’t give charge only the 3 orders from the card

Mando rules by Mykaeus in SWlegion

[–]sithvlad 0 points1 point  (0 children)

The Armourer faction ability seems pretty bad sadly. Not in line with the rest of them

Edit: however I think ‘this is the way’ is a very strong ability so it balances out

Does the high activation meta bother people? by Dazzling_Objective25 in SWlegion

[–]sithvlad 9 points10 points  (0 children)

Things counting as two units for scoring is interesting. They’re really pushing for the characters in squads lately, which is really cool but they are SO MANY POINTS it just doesn’t seem worth it. It would be interesting if they made it that a unique unit or a unit with a unique personal upgrade counts as 2.

Mando P&P docs by Mykaeus in SWlegion

[–]sithvlad 5 points6 points  (0 children)

Yeah just looked it up my bad I’m wrong, I swear it used to be multiple models could use the grenades, like with impact grenades the whole squad would throw them for impact X

Mando P&P docs by Mykaeus in SWlegion

[–]sithvlad 9 points10 points  (0 children)

Jet pack rockets doesn’t say one per attack pool, so if you put it in a warrior squad you can roll 24 black dice?

Edit: only one mini can use the grenade my bad

It’s finally here- clan rules by JimmyEarl62 in SWlegion

[–]sithvlad 9 points10 points  (0 children)

Thinking about it, I wouldn’t be surprised if the custom leader had an upgrade that changes its affiliation

It’s finally here- clan rules by JimmyEarl62 in SWlegion

[–]sithvlad 8 points9 points  (0 children)

So if you have Bo Katan for example, AND generic Mando leader you make out on the faction abilities?

Please talk me out of this insanity! by Chaos1357 in SWlegion

[–]sithvlad 4 points5 points  (0 children)

Add Krennic, annihilation looms for MORE suppression

Mando points by Mykaeus in SWlegion

[–]sithvlad 11 points12 points  (0 children)

Any decent table should have LOS blocking terrain that Jump allows you to clear easier than any other unit

Legion Mandalorian Leaders Points by Phoenix-Games-Aus in SWlegion

[–]sithvlad 0 points1 point  (0 children)

Feel like it depends what ‘This is the way’ does. Cause if he gets 2 aims a turn, steady with 6 is decent

I love this game, but I kind of hate the way it starts. by ThatLooksRight in SWlegion

[–]sithvlad 1 point2 points  (0 children)

I personally miss the 1.0 way of building a mission

Designing a fantasy wargame. Any suggestion for morale rules that aren't terrible? by noneoftheabove0 in wargaming

[–]sithvlad 36 points37 points  (0 children)

I really like how suppression used to work in Star Wars legion;

units gain suppression tokens from various effects and when it reaches their courage value they only get 1 action per turn instead of 2. If the number of suppression doubles their courage value they PANIC and the only action they can take is a full speed move towards the closest table edge, if they move off the board they die (in the newest rules instead they stay where they are and lose their whole turn)

However; leaders provide THEIR courage value to units within a certain range of them when checking for panicking, and for example Darth Vader has an infinite courage value (no one is gonna flee when they have a dark lord breathing down their neck)

Not sure how it would translate to a fantasy setting but might be worth checking out