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  #1285  
Old May 3rd, 2019, 02:39 PM
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Re: Frostgrave, Halo Ground Command and other tabletop minis

TREX, I haven't read much about Legion. What do you like about it compared it IA? I've played IA a couple times, but didn't care for it much since it encourages you to just rush through and take a bunch of hits in order to beat the scenario before the timer runs out. Also I felt the pace of the game was too slow (while rushing?? I know that it seems paradoxical...)
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  #1286  
Old May 3rd, 2019, 07:51 PM
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Re: Frostgrave, Halo Ground Command and other tabletop minis

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TREX, I haven't read much about Legion. What do you like about it compared it IA? I've played IA a couple times, but didn't care for it much since it encourages you to just rush through and take a bunch of hits in order to beat the scenario before the timer runs out. Also I felt the pace of the game was too slow (while rushing?? I know that it seems paradoxical...)
First. I actually never played the campaign side of things in imperial assault. I picked it up for the skirmish gameplay. I have almost every expansion for it as well. I like the combat fine. Everything about skirmish is great. My problem with it is the grid and the flat board for terrain. This led me to wanting to play it gridless. Which we did quite a few times. The problem with it was the line of sight never really worked out playing it off grid. I was hoping to finally get to play legion this weekend. Ive seen enough batreps, and read the rulebooks including the 50 page pdf to know that I will enjoy it. What I like about it from what I know is that you can play it on whatever terrain you like. I like that amount of immersion. You dont have a grid, which means I get to be creative with my terrain builds. I like the crafting and artistry just as much as playing. At first I was upset about the scale as it is a little bigger than my other minis. I quickly got over that once I started putting the beautiful models together. I just finished painting all the legion models I own up to this point. I already painted 78 models for the game. 2 core sets, 5 trooper expansions, and 5 hero boxes. The gameplay doesnt seem too complex yet still full of fun tactics. Now that Im caught up with my painting for it. For now. Ill likely post a bunch of pics of all the fun terrain.
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  #1287  
Old May 3rd, 2019, 11:27 PM
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Re: Frostgrave, Halo Ground Command and other tabletop minis

@Hahma , I told you about the 4 death troopers that were in my tyrants of lothal expansion box for imperial assault. I wasn't sure what I was going to do about a commander model for them then I found the solution as I was finally getting a chance to check out all the cards.
This card is totally the solution:

It works out perfectly for my situation because he is actually a unique card so only one of him will get played anyway. The other two squads will have the other trooper as the alternate option for their added trooper. So cool. I did finally finish all my other painted minis for legion. After going through the cards I've decided its a must to get the Imperial royal guards to go with the Emperor next. For rebels I'll be picking up the commandos and leia. I also want to get some scout troopers and veers but they will come after these other 3. I'm trying to build rebels and empire somewhat evenly because I will only be probably playing this one at my house with other people that come over and don't want it to be empire heavy.

Now, to just rebase these guys onto some 3d printe legion bases for my May the 4th Game tomorrow.
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  #1288  
Old May 4th, 2019, 07:46 AM
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Re: Frostgrave, Halo Ground Command and other tabletop minis

@TREX

Not sure what you mean by having a commander model for the Death Troopers. They don't need a commander unto themselves. Commanders are Vader, Luke, Leia, Solo, Veers, Krennic, Palpatine, plus there is a low cost generic commander for each side in their respective specialist expansion (commander, communication specialist, medical droid and mechanical droid). Commanders come with their own set of command cards.

Each unit/squad needs a leader model, as that one is the figure that movement and range is based off (when they are attacking ).

That card you should isn't unique where there can only be one in the game. Though each unit of DT's can only have one.

That symbol at the bottom left shows its a heavy trooper. The stat cards for each unit in the game have symbols on the left side that show what upgrade cards can be added to that unit and how many of each type.

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  #1289  
Old May 4th, 2019, 01:29 PM
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Re: Frostgrave, Halo Ground Command and other tabletop minis

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Originally Posted by Hahma View Post
@TREX

Not sure what you mean by having a commander model for the Death Troopers. They don't need a commander unto themselves. Commanders are Vader, Luke, Leia, Solo, Veers, Krennic, Palpatine, plus there is a low cost generic commander for each side in their respective specialist expansion (commander, communication specialist, medical droid and mechanical droid). Commanders come with their own set of command cards.

Each unit/squad needs a leader model, as that one is the figure that movement and range is based off (when they are attacking ).

That card you should isn't unique where there can only be one in the game. Though each unit of DT's can only have one.

That symbol at the bottom left shows its a heavy trooper. The stat cards for each unit in the game have symbols on the left side that show what upgrade cards can be added to that unit and how many of each type.
Yeah, I meant squad leader model, because all of them are the same sculpt and it would be a little harder to figure out which one is which without marking them somehow further than the squad markings on the base. The reason I said its a good solution is that I could draft that one to that squad as a heavy trooper, but on the card it says that he is now the leader model for the squad. The cool thing is that you can only upgrade one heavy trooper for each squad and you have two options for each booster, so it lets me round out my 3rd illegitimate IA squad. I thought that little dot in front of the unit title meant that it was a unique unit that you could only have one of in your team. In this regard it would be the same as in Imperial Assault. Example for upgrades and units:


These two have the dot in front of their names making them unique.

These ones do not:



Its the same on unit cards for the characters:


These are unique with the bullet in front of their names, where these others are not.



Other unit upgrades that are the same as the death troopers that are a little easier to spot this way are here:


The bullet to signify the unique units is something ffg uses in all their star wars games. Its the same in Xwing and in Imperial Assault. That was what I was referring to in the top. In that sense of the word, I'm thinking that only one of your unit heavy weapon upgrades can be DT-F16, and if you run other Death Trooper Squads you'd have to upgrade them with the DLT-19D Trooper if you wanted a heavy weapon upgrade. I realize you can only run 1 heavy weapon with each squad as stated on their unit card. I believe that is why it also doesn't specify the word Trooper at the end of DT-F16, Pao, or Bistan, because they are unique characters.
I'm very excited to play this today. There will be pictures.
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  #1290  
Old May 4th, 2019, 01:39 PM
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Re: Frostgrave, Halo Ground Command and other tabletop minis

Here is one other example for the tank pilots:
Unique:

Common:

This way you can only run one of the First Sergeant Arbmab. Otherwise you could run more than one First Sergeant Arbmab.
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  #1291  
Old May 4th, 2019, 04:53 PM
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Re: Frostgrave, Halo Ground Command and other tabletop minis

@Hahma , and anyone else that would need to proxy cards for non competitive scene for Legion, I used Tabletop Admiral to print off additional upgrade cards for my units. Since the unit boxes dont all come with all the cards that the units can use, I printed off an additional card of each type that my units can use so I can have ultimate flexibility with my army building. Its not likely that all my units that use grenades will all use the same ones or any at all but I didn't want people building their armies at my place not be able to because the opponent had the card they wanted to fill out their points. I had to resize them in photoshop, but already had templates for some of my other games. Now I have to get them all cut out and laminated.
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  #1292  
Old May 4th, 2019, 11:31 PM
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Re: Frostgrave, Halo Ground Command and other tabletop minis

Quote:
Originally Posted by TREX View Post
Quote:
Originally Posted by Hahma View Post
@TREX

Not sure what you mean by having a commander model for the Death Troopers. They don't need a commander unto themselves. Commanders are Vader, Luke, Leia, Solo, Veers, Krennic, Palpatine, plus there is a low cost generic commander for each side in their respective specialist expansion (commander, communication specialist, medical droid and mechanical droid). Commanders come with their own set of command cards.

Each unit/squad needs a leader model, as that one is the figure that movement and range is based off (when they are attacking ).

That card you should isn't unique where there can only be one in the game. Though each unit of DT's can only have one.

That symbol at the bottom left shows its a heavy trooper. The stat cards for each unit in the game have symbols on the left side that show what upgrade cards can be added to that unit and how many of each type.
Yeah, I meant squad leader model, because all of them are the same sculpt and it would be a little harder to figure out which one is which without marking them somehow further than the squad markings on the base. The reason I said its a good solution is that I could draft that one to that squad as a heavy trooper, but on the card it says that he is now the leader model for the squad. The cool thing is that you can only upgrade one heavy trooper for each squad and you have two options for each booster, so it lets me round out my 3rd illegitimate IA squad. I thought that little dot in front of the unit title meant that it was a unique unit that you could only have one of in your team. In this regard it would be the same as in Imperial Assault. Example for upgrades and units:


These two have the dot in front of their names making them unique.

These ones do not:



Its the same on unit cards for the characters:


These are unique with the bullet in front of their names, where these others are not.



Other unit upgrades that are the same as the death troopers that are a little easier to spot this way are here:


The bullet to signify the unique units is something ffg uses in all their star wars games. Its the same in Xwing and in Imperial Assault. That was what I was referring to in the top. In that sense of the word, I'm thinking that only one of your unit heavy weapon upgrades can be DT-F16, and if you run other Death Trooper Squads you'd have to upgrade them with the DLT-19D Trooper if you wanted a heavy weapon upgrade. I realize you can only run 1 heavy weapon with each squad as stated on their unit card. I believe that is why it also doesn't specify the word Trooper at the end of DT-F16, Pao, or Bistan, because they are unique characters.
I'm very excited to play this today. There will be pictures.

Actually Trex, I think you are right about the ones with the dot being unique and only one in your army. Since I don't have my DT'S painted yet, I didn't look too hard at that card other than a quick glance. But I just tried to to see if one could be added to a 2nd squad on Tabletop Admiral, and it wouldn't allow it. So you must only get to use one for your army. I didn't recognize that character as a real character because DT F16 didn't mean anything to me, as I don't know the minor characters or ones in specific places like comics or animated shows.

Cool call with that

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  #1293  
Old May 5th, 2019, 12:37 AM
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Re: Frostgrave, Halo Ground Command and other tabletop minis

Finished my Eyebot for Fallout Wasteland Warfare. It looks kind of washed out by the lighting.



Got these in today. Priority supplies gives several neat objective pieces that can double as scatter terrain, plus 3 new cards for initial setup for deployment, objective and conditions. And the Occupier tank is freakin huge. Very nice model with different build options. The landpeeder is very cool, with a hood mounted weapon with options between 2 different types, and 2 troops that you can add on to be able to attack with their weapons. I'll magnetize them for when I don't want to pay for their upgrade costs, or use it as a terrain piece like the red toy landspeeder that I have been using, which is only a little smaller than this official one. Will also see if I can magnetize the driver to take out when just a terrain piece.







Several pieces and options to add to the speeder model yet.



Big vehicle here. Have to add tracks, weapons and there is an option to have driver and commander either poking out of their hatches or have one or both hatches down. There are 3 shipping containers that can be carried in the back as well, or they can be used as scatter terrain. Like having lots of utility and options from these sets.



My buddy Brian and I played a good long game today at his house in honor of May the 4th be with you day. I'll put up pictures tomorrow, hopefully before I go see Avengers: Endgame again with my family, as we (less wife as she doesn't like going opening day) we saw it last Sunday too.

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  #1294  
Old May 5th, 2019, 04:04 AM
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Re: Frostgrave, Halo Ground Command and other tabletop minis

Cool stuff @Hahma . I'm very interested in the card setups that come with the scatter terrain. Not so much the scatter terrain though, as I have already 3d printed a mountain of it. I finally got in my first game of Legion. I'll have to say, it was pretty hectic getting it all set up. I had to tweak it a little bit because we were playing with 4 people. I split the 800 pt armies into two smaller armies. I said that everyone could pick a 400 pt army, and if the other team mate had a few points the other army could soak up what was left in points where each team was 800pts. Each team member had to have a commander unit, but the rest of the requirements I left as standard. So basically at least 3 core between the two team mates and the rest of the requirements were the same. The Command Cards were played a little different. Each team member had their own command deck. The command decks were standard, but each team mate had their own. This just allowed more units to be readied than a standard game. It did help it go a little faster for it being 4 players. We added the combined number of pips on each team to get the total. Then whichever team had less pips got to go first. The lower pip player on the initiative team went, then the lower pip player on the opposite team went, then back and forth. If the pips were a tie between team mates I just let them pick who went first. Me and my Brother John played Empire. My list was:
Krennic
Commanding Presence
Strict Orders
Targeting Scopes
Death Troopers
DT-F16
Targeting Scopes
Fragmentation Grenades
Stormtroopers
DLT-19 Storm Trooper
Extra Storm Trooper
Targeting Scopes
Fragmentation Grenades
Stormtroopers
DLT-19 Storm Trooper
Extra Storm Trooper
Targeting Scopes
Fragmentation Grenades
400pts
My Brother John
Vader
Force Choke
Saber Throw
Anger
Stormtroopers
DLT-19 Storm Trooper
Extra Storm Trooper
Targeting Scopes
Fragmentation Grenades
Stormtroopers
DLT-19 Storm Trooper
Extra Storm Trooper
Targeting Scopes
Fragmentation Grenades
400pts

Rebels played by my Sister Ang and Bro in law Stevo
Han Solo
Strict Orders
Hunter
Targeting Scopes
Rebel Troopers
Z-6 Trooper
Rebel Trooper
Targeting Scopes
Fragmentation Grenades
Fleet Troopers
MPL-57 Barrage Trooper
Fleet Trooper
Targeting Scopes
Fragmentation Grenades
404pts

Luke Skywalker
Jedi Mind Trick
Saber Throw
Recon Intel
Rebel Troopers
Z-6 Trooper
Rebel Trooper
Targeting Scopes
Rebel Troopers
Rebel Trooper
Targeting Scopes
396pts

Empire won by me having my Krennic in the opponent's start zone at the end of Round 6. We won by 1 victory point. We would have probably won other wise as Vader was still more than half alive, my krennic was full life. I had 1 squad of stormies left with 1 stormie and one DLT trooper against a Han Solo with one wound to go and an ATRT that was half dead.

My thoughts on the game:
Army Building was pretty fun. Having to split the army in half to accomodate the team game was ok, and was still great. Getting to field a whole bunch of dudes in a standard 1v1 game would probably be even more fun and get to have even more tactics because you could have more room for operatives and such. I'll eventually get more cheaper options for commanders as well. Tabletop Admiral is a great resource to build your list. I'll be using it for all my games im sure. Having printed out a bunch of extra cards for the added flexibility was really great. We ended up using a ton of Fragmentation grenade cards and a bunch of targeting scopes. Printing out one card of each for each eligible unit I have on top of my expansions was super cool letting the players literally pick whatever extra gear etc they wanted. I'll be cutting out the rest of those and laminating them later. Overall love army building, even with my smaller collection it was really fun and we had plenty of options.

Setup:
The 3 categories in which you set up the game were pretty fun, I really liked how they are picked with how you cancel out 2 each forming your game. I'm really anxious to see the other cards you speak of.

Command Phase:
This was pretty cool. Like determining the game by the Pips and getting to spin it that way at the front. Even with my smaller collection it was fun changing them up a bit with the extra cards that I had.

Activation Phase:
The combat in this game is pretty straight forward. I think its a step simpler than Imperial assault because you don't have to count on range being a factor in the dice roll. I really enjoyed it. My favorite was when Vader rolled 6 hits on an ATRT in Melee Combat but none of them were Critical hits. Love the Suppression, Aim, Dodge and all that good stuff. It has a lot of the same functions as both X Wing, and IA. Being able to move around the board freely and shoot and such was really great. I love targeting from the leader, and moving around with the leader and just moving his troops into cohesion. Makes it so much simpler to play. The cover rules are pretty easy to get. I think we only screwed up with the suppression a couple of times where we didn't give the models in suppression the cover for it. I found it after 2 attacks though. The movement and shooting felt really natural and was really easy to do for all the players. The only thing that would be different, and more of a challenge would be the random tokens in the bag when picking your next unit as with the 2v2 it wasn't as random. Overall I loved the game play.

End Phase:
Pretty straight forward. Not too complex, and quick to get into the next fray.

Overall thoughts:
I really enjoyed this game and plan on getting it to the table more. I love how you can design pretty much any kind of terrain for it and it will work out pretty well. Since its Star Wars you really can build whatever you want or use whatever other terrain you want. The combat was fun, and had plenty of tactics to use. The army building had tons of options, and it only gets better by adding more units and factions, so I look forward to picking up more. The models and art on the cards are beautiful. I love the hobby aspect of it as well. The models were very fun to paint and the terrain is always fun for me. The slightly larger 32mm models I thought was kind of irritating at first, but they really are great, and I think they look way better than the 28mm ones I have. Overall Super stoked to have got into legion.

I took a handful of battle pics that Ill post in the morning. I also set up a smaller table in which I'm going to do some photoshoots of my minis and terrain for different boards. I'm going to post them also tomorrow.

The Cons:
There aren't many but here goes. I bought two core boxes, and it seems that there are barely enough dice to play the game. We had to constantly pass dice back and forth across the table. It works with two sets but I'll be happy to have 2 more sets of dice when I buy two core boxes of Clones wars. Next, the scale of the figures is a little irritating because I have so many 28mm star wars minis that just can't be used, as this is a True line of sight game and they are easily a head shorter than the Legion Ones. This isn't a problem for someone new to the game though. I do love the models, and the scale after painting them up are very impressive, so Im over it. Other than that there really isn't anything I'm seeing as of yet. There is my review. I'm in.
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  #1295  
Old May 5th, 2019, 04:33 AM
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Re: Frostgrave, Halo Ground Command and other tabletop minis

To be honest I think running the team format like I did by splitting the 1200 grand army point total in half for the 2 team mates putting each player at 600 pts and just having them run by the standard requirement specs for units would be probably a load of fun. 600pts each would still give pretty flexible build options. It would probably require a little time to play though.
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  #1296  
Old May 5th, 2019, 08:20 AM
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Re: Frostgrave, Halo Ground Command and other tabletop minis

Sounds like you guys had fun. That's the important thing. It's a lot different when playing for real, 1v1 at 800 points and having a lot more command cards available between the 2 players, not to mention drawing order tokens randomly after the command phase orders. It makes choosing your command cards that much more important and challenging because unless you have a very limited list of trooper spam, then you won't know what you will draw until there are a couple left. Having to activate a unit you really didn't want to yet is challenging and part of the fun.

The more stuff you have, the more options as far as free actions available for a commander or card actions. Regardless, you can never do the same action twice accept move, even if the action is free, it counts toward no doubling up.

Suppression is neat, because it's a good way to try to hamper a specific unit if you focus fire on it. All it takes to get suppression is rolling one hit when attacking, even if there was no damage after defending. And if you attack with something with the keyword Supressive, that gives an automatic suppression token on top of one from rolling any hits. It's the only way to give more than one suppression token in one attack.

I'll probably play a couple more games with my buddy Brian before we try to go 4 player, as we want to get the rules down more. Being that we haven't played in a few months, we had to look up several things again. Neither of us had time to cram the RRG last week. Believe me, there are a lot of extra rules with more units of different types and when you climb and clamber etc. There are also things you may forget that are on your cards that do special things. Most of it is straight forward of course, but there are the corner cases that make you have to double check things.

I agree with the dice, as even with just us two, we had to share them and reroll some. With only 6 of each die type and you need to roll 8 or 10 of that type, definitely need some rerolls. But yesterday, since I brought my stuff to Brian's and his table is just a little small and having my mat hang over a little bit on the sides, we kept our cards on his kitchen island and had your dice tray and a different one I've had there for rolling dice. So we didn't have to really pass the dice as much as across a table like we normally would on my table that allows cards on each side in the extra 6 inch space.

The cover can be tricky sometimes. You have to determine what terrain piece gives what type of cover to what types of units before the game starts. So when you have buildings with roof walls, you have to determine cover from shooting up to down, down to up, one building to another, from above with an airspeeder. But it works out.

Glad you had fun and got to play. Hopefully everyone enjoyed it.

Hand of fate is moving and the finger points to you
...Iron Maiden - The Wicker Man

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3hrs 43mins 32secs = 1242nd of 8808 overall - 1988 Honolulu Marathon
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