Sunday, 23 March 2025

Trying out the Atomic Mass Games version of Star Wars: Legion

AKA Return of the Scarif Beach Party...

 Blogger Pel and I decided it was time to give the new version of Star Wars: Legion a go. Given the wildly varying views on the internet and the bits and bobs that we'd respectively read it seemed like the best thing to do was give it a go. 


We both went through and built lists with a bunch of things that needed to be tested. Pel bought a couple of vehicles so we could see what happens when armour and vehicle damage play out and I bought the Dark Troopers (for armour) and a double-sized unit of Storm Troopers to see what that did.

The mission was a Bunker Assault with Sweep and Clear as a secondary objective - that was looking to defeat enemies in all areas on the board for VPs. Pel had Ordnance as his advantage (for a once per game bombardment) and I had Garrison (adding another Prepared Positions unit.)

The game began with both of us reading the orders rules to understand how we actually started with our commanders off the table and then working out how Prepared Positions worked. I deployed half my army (in the end) because Shore Troopers and their mortars, as well as my Storm Trooper garrison. Pel deployed his blaster cannon and his Rebel Veterans.

The first turn was VERY slow as we worked out how everything worked, looked up rules and abilities and double checked things we thought might have changed. By the end of turn one, I'd plinked some damage on the Snow Speeder and killed some Rebels and Pel had started a campaign on the giant unit of Storm Troopers but the amount of damage done to either side was fairly limited. 

Turn two and three were fairly violent - the Storm Troopers spent the whole game excessively suppressed and it was only Director Krennic standing next to them that kept them from panicking. The Dark Troopers armour and two activations did horrific things to Pel's Wookiees while Pel's rotary cannons destroyed most of my infantry.


This is about where we ended up. Darth Vader went screaming across the board and dispatched two reduced units of Rebel Troopers, the Taun Tauns and Dark Troopers continued to handbag each other and a Dewback had a good crack at Han Solo for not much of anything.

We called the game there as the Empire was ahead on VPs and while I was down to 4 Shore Troopers and one Storm Trooper in my line, I still had an angry Vader and most of my Dark Troopers still kicking while Pel was running out of infantry and the Dark Troopers dealing with the Wookiees blunted the Rebels attack. Also, Pel cannot make white-die saves in Legion.

What did we learn?

  • Most units don’t deploy on table unless you have Prepared Positions
    • Most units walk on the base edge. So unless you have range 4, you’re not shooting much of anything in turn 1, which isn't a bad thing. Speed One Darth Vader might struggle to really impact a game but that's just an inducement for transport.
  • New cover rules are just straight better. 
    • The flat hit reduction from v1 meant that the more attack dice you had, the better. Whereas the new cover rules allow for units to survive longer and they're more likely to be panicked than just shot off the board. Sharpshooter is a VERY good rule now.
  • New armour rules just straight better, especially getting rid of the Armour with no number on it.
    • Crit fishing is still a valid strategy for killing units with armour but it's possible to overwhelm armoured units with regular firepower. But dealing with armour is something that you need to have.
  • Suppression doesn’t grant cover.
    • That rule always seemed weird. Happy to see the back of it.
  • Double sized units are interesting but not game breaking. 
    • The recover Suppression markers using red defence dice, not white ones, and while it helps, they're also harder to hide since a 10 man unit takes up space!
  • Pretty much all the simplifications are improvements we ran across are improvements. 
    • The loss of fidelity on things like vehicle damage didn't measurably impact the game and having vehicles simply having a degraded state that requires a white die save to do more than one action is great.

The new battle plan setup is really good too. Picking out primaries and secondaries that your army can achieve and advantages that fill gaps in your army's capability is a nice way to go. We aren't on a 'who had the biggest bid to be Blue Player' stupidity either.

Overall? 

Well pleased. I think we'd both agree that this version is better than the last one. Most of the simplifications improve the overall feel of the game. The scenario generator is both more fair and more interesting. Dropping a turn and increasing the size of a basic army up to 1000 points doesn't seem to have much of an impact. I think at the end of three turns, the score was 5 - 3 and getting either of us to 12 by the end of Turn 5 was....looking unlikely. 

We're already looking at new models...

Next Time

Some more colours have been added to the Immolators. Well, black. I'll be pushing to get them done this week... 

Sunday, 16 March 2025

Painting white...

Ho boy. Why do I do these things to myself? Two solid days effort on the turrets of my Immolators and here we are with two mostly complete turrets for my Immolators. Thank goodness for contrast paint is all I can say. The contrast has done a nice job of just putting in some shadows in good spots and letting me just tidy up the flat surfaces with some Vallejo Cold White (easily the best white. Easily.)

 

This was one of those kits when you start painting and wish you hadn't put the whole thing together but I say that having had a heck of a time getting the drivey-handles sitting in the right spots so even if I hadn't assembled them, they'd have superglue-based misery all over them instead. 

Overall, happy with how they've come out. Be interesting to see what they look like when I finally put the stained glass on. GW recommends a coat of varnish to help the paint stick so that'll be step one and then getting stuck into the stained-glass bits. I know what I want to do, so hopefully it'll come out gleaming! I'll be getting to work on the hulls next but not super sure where to start with those. Tracks and work up?

I've also finished a second Navigator for my Imperial Agents. I think they're a nice addition as a unit leader for Breachers as they can keep Deep Striking stuff away from my very squishy humans but also can shoot a pretty solid mind-bullet as well. 

Nice to paint a second one this many forevers after the last one and have them come out looking pretty much the same. Once I've done the Sisters as well, I'm going to break out the Veiled Blade detachment and do some seriously silly Assassin shenanigans,

I also managed to polish off the repaint of the rest of my Team Yankee infantry which, as it turns out leaves me with two full Mech Platoons, two full Para Platoons or one full Marine platoon which is a pretty good outcome I reckon. Got a couple of new toys arriving this week to finish off a platoon of M551 Sheridans for a game next weekend too.

Next Time

I'll be getting the Star Wars Legion out for a game with Blogger Pel to try out the second edition. I've got reasons to be optimistic the changes are good. Will let you know how it goes!  

Sunday, 9 March 2025

A few quick updates!

 Bit of a short blog this week. Too much chorin' to be done!

Testing for ValleyCon?

So I took the Brigade Panthers out for a run and ho boy. 

It was a pretty rough handling for clubmate Pat who was trying to make Jagdpanthers work and having already given that list up it validated that decision. Bulge Jagdpanthers are too pricey to make a list with enough fat to sustain any number of losses. Jagdpanthers are definitely in the 'reach out and crush someone' class but the rest of the list is also too pricey to really work within the confines of the VC list builds for this year.

I did enjoy the Brigade Panthers though - I don't think I'm going to have many long games at ValleyCon - having seven Aggressive Reluctant Panthers does not encourage conservative play so I'm not going to.  Should make for some hilarious matches.

Sororitas! 

Blogger Scotty flicked me the limited edition Sister so I thought I'd give the paint scheme a punt and see where I landed:

 

I'm middlingly happy. The white came out well enough with some aggressive use of Contrast White which makes me happy because I really did want to paint them in the Order of the Sacred Rose.

However, I've already abandoned the red bolters for black on the unit and I'm going off to have a serious think about my insistence that all pineapple grenades are green and the webbing all being in black. Blogger Pooch suggested I paint them all as gingers, which I do like, but I need a better method than this one! 

But, it got me enough confidence in the painting white to start on this:  


Got a long long long long way to go and there are TWO of them! 

Next Time
 
Expect progress on the Immolators!