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"Star Wars: Legion – First impressions" Topic


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©1994-2024 Bill Armintrout
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Tango0114 Mar 2018 12:55 p.m. PST

"I had the chance over the past few days to play a couple of games of the long-anticipated new miniature wargame from Fantasy Flight Games – Star Wars: Legion.

This is the fourth miniatures wargame that FFG have produced, following on from X-Wing and Armada in the Star Wars universe, plus the fantasy battle game Runewars.

Last Thursday evening, store owner Ian Mann invited us over to Boards & Swords Hobbies in Derby to play the game for the first time. I ended up taking on the Great Guru himself (which was a bit of a surprise, as Mr. Luff is not known as a fan of Star Wars) whilst ‘my other mate Dave' observed and heckled…."
Main page
link

Amicalement
Armand

Borathan14 Mar 2018 10:43 p.m. PST

I've seen it played as well…only thing that has started annoying me with the stuff is the vehicle bases and the required facing grooves…

Tango0115 Mar 2018 10:42 a.m. PST

Thanks!

Amicalement
Armand

billthecat15 Mar 2018 1:57 p.m. PST

Meh….

CCG-wars

Thomas Thomas16 Mar 2018 9:26 a.m. PST

Billthecat:

Have the same concerns about any FASA game. They often make good rule systems then destroy them with over powered card effects (see X-Wing/Armada).

Hope they can for once contain themselves. Sadly the Song of Ice and Fire system seems already to be going the same way and hasn't even been released.

Its fun to maneuver miniatures on the table – not to read dueling power cards back and forth hoping yours is more broken than your opponents. Maybe designers/game companies will figure this out.

TomT

billthecat25 Mar 2018 9:13 a.m. PST

Thomas Thomas: you mean FFG, of course?
I concur 100%
Sadly, I think the 'collectable/power-gaming' business model will drive the industry for some time. In the mean time, those of us more creative types will continue to use the models and rules that WE choose…

Thomas Thomas28 Mar 2018 11:03 a.m. PST

Yeah, FFG – typing too fast. Have played several games of Legion and will give a review when I get time.

But I founded an entire game company (Fame and Glory) just to produce games that concentrate on on table manuver and let you choose your own miniatures. So far we've got WWII covered (Combat Command) and mediveal/fantistorical (A Game of Knights and Knaves) do need to finish SF version of Combat Command.

But I do like FFG's design concepts (X-Wing uses an integrated sequence of play like Combat Command). So always have at least some hope for there games (just stay out of tournaments).

Thomas J. Thomas
Fame and Glory Games

michaelsbagley02 Apr 2018 8:45 a.m. PST

I wanted to like this game soooooo much. I really did. I'm a pretty big Star Wars fan (not so much a fan-boy that I will refuse to see flaws when and where they occur, but enjoy enough to overlook most flaws).

But this game did everything in it's power to turn me away from buying it, or having any hope of ever wanting to.

Scale – I'm sure it has been griped about here before, so I won't waste my time… But had they stayed close enough to existing miniature games sizes/scales, I could have continued to use my existing terrain pieces, and been willing to overlook the minis not being 28mm (or even within the 28-32mm range). (The article in the OP of this discussion sites the figures as being 32mm, they are most definitely not… They are closer to 36MM, and likely larger than even that).

FFG – Most of thier games start out well, but as someone already stated, they devolve into the latest "expansion/release" has that new card/upgrade that always seems to "break" the game, or create the need for more releases to create the "fixes" that restore the balance, while simultaneously including new overpowered "breaks".

Gameplay – Not bad, but I can see (similar to FFG's other games), the game devolving into token/counter hell in pretty short order.

Tournament Play – This game is being setup to encourage tournament play right out of the gates. While tournament play does help generate interest and create new gamers… it also reduces the amount of "beer and pretzel" gamers who want a nice relaxed scenario game. Seriusly, I am a long time player of X-Wing miniatures games. 2-3 years ago, I could get people to play scenario games… Now, it is akin to an act of congress to get any of the local players to play a relaxed scenario game rather than the typical focus on the metagame of tournament list-making, and test playing said lists in prep for the next tournament.

Yeah, I really wanted to like this game… and could/would have been a serious collector. But because I am not the target market of over-competitive fool intent on throwing as much money at it to "win" as possible…. FFG will never "win" my money

Thomas Thomas03 Apr 2018 10:23 a.m. PST

Quick Review (based on 2 games and several readings of the rules – yeah I know that's not a large enough sample size but here goes anyway):

Stuff: high quality miniatures that paint up very well. Hard plastic seem to take both super glue and model cement. Assembly of vehicles a bit tricky. Both sides come in the same color so even a non-painter may want to spray the Storm trooper white to tell apart (bases have different colors). Drawbacks: too big (already covered) and can only be assembled one way (with out out right conversion). Not like Perry plastics made to swap arms head to get endless variety – you get the same seven guys for each side.

Game Play: its Bolt Action with a slight twist. You have one use "command cards" that dictate who goes first and allow you to designate some (1-3) units to activate. Cards that have more units are slower to go. Rest of your unit chits go into a bag to draw out randomly. Much to do about nothing. You still activate one unit at a time switching back and forth. You can pick out of the "bag" or one of the designated units. But as all the trooper unit chits are generic (so you don't care which one you draw out of the bag) it doesn't make that much difference. The leader has only one chit (usually Darth or Luke) and the Vehicle has one chit. So you always want to give a designated chit to the Leader or Vehicle (once you have lots of Vehicles so lots of Vehicle chits go into bag you won't care about this either) so you don't have to get lucky and draw that one leader/vehicle chit out of the bag with all those generic trooper chits. Lots of cards and mechanics but very little player thinking. I suspect they originally intended the slower acting cards to let you activate multiple units at once but at some point in playtest chickened out of this more dynamic mechanic.

Movement is a bit clumsy and depends on weird measuring sticks of no (as far as I can tell) standard length (so you need FFG sticks rather than cheap rulers). It does have the nice effect of making vehicle movement less "crab" like, in that you have to pick a direction and have limited number of turns on your "stick".

Combat is typical FFG with lots of colored d8s to shoot and color d6s to negate hits. Dice have Hits, Critical Hits (effect Armored Vehicles and ignore cover), Surges (activate special abililites and blanks. Must use FFG dice and base set doesn't have near enough dice to play even a small game. Count on buying an extra set of dice (for a cool $15 USD).

Each unit has a card for data, takes a moment to find everything and the movement stat is give as a number of red bars (I associate red with shooting not moving so at first thought this was a range stat). Weapons are defined by the number and color of dice to roll (white bad, black OK, red good). Ranges are again measured on a FFG stick (no adjustment though for close or long range). In the advanced game suppression plays a role and is fairly well handled but is yet another marker counter (and can build up). Units have 2 actions which can be: shoot, move, ready, aim, dodge and a wait/defense fire. Cover is very basic, soft stops one hit, hard two hits so effects "small" units more (as they have less chance of getting multiple hits). This can build up: dodge cancels a hit, suppression cancels a hit, cover etc. – so you can get up to 4 canceled hits (pretty harsh as the basic squad can only shoot with 4 die). As mentioned Critical Hits are NOT canceled. Luke and Darth are their own unit and have special powers as you may have imagined (its Bespin Luke so he still has a blaster pistol).

Determining victory conditions and battlefield environment uses a weird and rather tedious elimination system. Time consuming and overwrought in the classic FFG manner.

Overall: all that said I still had great time playing the game as I love Star Wars and the setting. Alternating activation is not very exiting or tactically interesting but its so common now that I guess we just have to live with it. I suspect FFG (which did produce the well designed X-Wing) had a much more interesting system originally but watered it down in playtest to insure player decisions didn't have too much impact and certainly didn't threaten anyone playing the latest uber list.

I like having a community of gamers (and don't always want to play/run my own designs), so I've bought in as an alternative to 40K (since I like both the mechanics and world of SW Legion much better). A decent game and we'll see how the community develops.

TomT

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