I remember walking into my FLGS three or four years ago and seeing the new release of Star Wars Legion by Fantasy Flight Games. I did not really have too much interest, as I already had a decent amount of X-Wing and thought that Star Wars was more of a space ship aligned genre. A little later, I saw the new box sets of AT-ST walkers and Snow Speeders. I have to admit that I picked up the boxes a number of times, but did not pull the trigger. I did not really have interest in the game, but thought the modeling and collecting might be an option. However, other things managed to hold my gaze. Then about two years ago, the Clone Wars release for Star Wars Legion came out…….
I still did not have any interest in the game itself, but was very interested in the minis to collect as a modeling project. However, the prices were a bit steep, so I managed to maintain some self control. Then came the next Black Friday sale.. That, as they say, was that. I quickly scooped up the core set and all the expansions for the Clone Wars. I started assembly and painting that New Years. While working on the minis, I took a quick glance over the rules that came with the set. The system was not at all what I was expecting (having played most of the FFG miniature games) and intrigued me. So, one evening, I sat down and read the rules in detail. The rule book was a very easy read, as the rules are easy and presented in a short and succinct manner. At this point, I knew I wanted to play the game.
Well, all this was happening in the midst of Covid, so gaming opportunities were very limited. With that, playing Legion would have to wait. That was not all bad, as it gave me time to paint up my minis (and buy ad paint even more minis), collect terrain and build up my collection. Well, things finally opened up, so I hosted a game at my house with a couple of buddies. After the game was done, I was convinced. In addition, my buddies all went out and started collecting their own armies!
The rules themselves are quite easy, with basic mechanics laid out with some diagrams to better understand them. The “meat” of the rules can be found in the combination of special abilities listed on the unit cards provided for each unit type in the game. These can be supplemented by various upgrades that each unit an access. This is similar to the other FFG style games, but even more colorful. Those familiar with AoS, can appreciate this style of system also.
Players build their forces as desired within the limitation of the published army generation system. You select your commanders, operatives, corps units, special forces, support units and heavy units. They include the iconic troops, creatures, vehicles and heroes from the Star War universe. So, you can build your Kasheek Republic forces with Wookie support, hordes of droids of the CIS, Rebel defenders at Hoth or Imperial defenders on Endor. Whatever floats your boat is a possibility.
Each commander has access to specific command cards. These are used at the beginning of the turn by your on table commanders. There is a generic set that everyone can use, as well as army specific ones. Finally, every named commander, operative and special character has their own unique (thee cards) cards too (e.g. Obi Wan Kenobi’s Hello There card). You choose two card with one, two and three pips each. Finally, you get the generic 4 pip card.
The game has a unique scenario generator. Each player builds their scenario deck by selecting four objective, deployment and condition cards. These can be built from the ones provided in the core set or any of the game terrain/scenario expansions. The blue player (one with the force with the lowest points) lays out their cards in the respective three rows, with each side removing cards for a couple rounds. The cards remaining in the right most position set the scenario. This allows players to build their forces and limit the layout to their force design. It also allows the opposing player to have some influence on the scenario to better fit their force. Finally, it gives so many combinations, you will not get board like many other systems.
The turn starts with both sides picking one of their command cards. The player that has the lower pip total goes first. The effects of the cards are applied, which includes assigning any order chits listed. Units are assigned order chits, based on their unit type. All the remaining chits are then put aside face down for random drawing during the turn. The active player either plays one of their units that has an assigned order token or pulls one of the tokens from their random pile. If they pull from the pile, they have to activate a unit that has the matching unit type marking. The opposing player then does the same thing. The activations go back and forth until all the units have been activated and the turn ends.
When you activate a unit, you can use various activation types. These activations can be used to move, shoot or assigned special statuses to your units. Each unpinned units get two actions, but cannot do the same action twice. The exception being movement, which you can do twice. If you are pinned or in difficult terrain, you only get to do one action.
When I way the movement sticks on the box art, I thought it looked foolish (this probably helped fuel my early hesitation). The system uses the same movement gages as Armada (large system game system). Uniquely, all movement is based on the unit commander. Based on your unit speed (1, 2 or 3), you align the gauge on the base of the figure and move it along the gauge up to the end of the stick. The sticks have a hinge in the center, so can be arranged to allow you to do what you want. This is not quite the same for vehicles, as they are limited on where the gauge can be aligned (usually only the front and back). So, the exact same system. Once you move your unit leader figure, you just move the realigning figures in the units around the command figure. You do not have to measure each figure. This really speeds up movement and keeps things simple.
Fire combat works about the same as movement. Using one of the range rules (these are different than the movement gauges), determine the range to your target. You align your commander with the closest target figure in the target unit. If the range is within that listed on your unit card, you can shoot at your target. Each weapon is assigned a set number of eight sided shooting dice. Red are the best, then black and finally white. Each die has one critical hit and surge result and one to three hits results (depending on die color). You roll your dice (apply any special abilities or tokens) and determine the number of hits. The defender then rolls defense dice. These are either red or white. The red die have three shields and one surge. The white die have one shield and one surge. The defender then applies any special abilities to their rolls. Every final shield saves one hit from the attacker. Any remaining hits are assigned to your unit. This could result in multiple wounds on larger targets and removing of individual figures on infantry type units.
The subtlety to the rules is all about the special actions/markers. These include surge, that allows you to convert a surge to a hit or shield. Aim, that allows you to re-roll two dice. Dodge, that allows you to remove one hit without having to roll a die for that hit. Standby, that allows you to hold your fire and perform opportunity move/fire during your opponents action (within a specified range). Rally, allows you to remove suppression markers. Ready, the reactivate your cycled cards. Special action, these allow you to access special abilities like Jedi powers. Then there are the abilities listed only on the cards themselves (which are far too numerous to go through).
The players go back and forth and finish the turn. The system is very interactive, so both sides are fully engaged throughout. Once you finish up the turns listed for the scenario (often six), you see how has met the victory conditions to determine a winner.
The system is clearly developed with the idea of tournament play, which is obvious when you see how many tourneys there are. With that said, being a competitive system, it is very easy to just play single games with your buddies (this is my vibe) or even narrative battles (this is something the manufacture could do more to support).
While you get the rules in the core set, they are also available free on the Asmodee website. In addition, there is a players guide that lists all rules and special abilities in alphabetical order (this is a must have) and a supplement for tournament play. This is very nice, as this allows new players to read the rules without having to pay out a large sum of money.
Overall, I like these rules. They are straight forward and can be played by experts and movies alike. A turn of play will lock in most of the rules that you need to know to play. Things flow well and look good on the table. I have to say, I don’t just like these rules, I like these rules a lot. I might even say they are the best miniature rules that FFG (now Asmodee) has ever written. There, I said it.
- Manteuffel