
I am having some work done on my basement and it will be out of commission for a while. I wanted to get one more game in before the demo began. I did a quick survey and Legion rose to the top of the list. I had three takers (myself making the fourth), so we were set.


My one buddy had just finished painting up his phase I clones and ARC troopers, so it would be a good opportunity for him to get them on the table. Another buddy had his phase I clones ready too. So, I told them both the organize a 400 point force each.


One force was led by a Clone Commander and the other by Commander Cody. Each had their core filled with Phase I and included some ARC troopers and a sniper team. Padme was added as an operative. The force was light on AT, but strong against infantry.


I organized the CIS forces, as carbon copies (just to keep it simple). I opted to go with a core of B1s, a T series commander, unit of STAPs and a Persuader tank to fill out the force. The force was light on infantry, but strong on armor.


I set up the terrain as a desert board, with lots of rock outcroppings. I added in a few plants and roving animals for flavor.

We actually did the prescribed scenario generation. My buddy was red and used his deck. He built his deck to ensure troops would be required to claim victory. This worked for his force build (and against the CIS tank heavy list). We ended up with clear terrain and a set up along the short ends of the table, with three objectives along the center line. We set up the forces and went into action!


The republic advanced toward the center objective, trying to shoot off the CIS tank riders in the process. The CIS advanced with their tank to claim the center objective and position their infantry on the back side of the tanks, as cover.


The clones managed to shoot off the two units of tank riders, quite easily. They then advanced to try to split the tanks and get into the flanks. The CIS committed some STAPs forward to drive the infantry back. However, we made a mistake with rules interpretation. The plan was to land on the clones and move them back one range band. Unfortunately, that is not what the rules say! It is the displaced player that decides where to move their troops. Disaster! This allowed the clones to advance into the CIS back area!


The CIS had to commit most of their forces to remove the threat, but at heavy loss of infantry. This allowed the other clones to close and finish off most of the B1s, including a T series picked off by Padme. the republic took a lot of clone losses, as the tanks and STAPs were effective at dishing out the pain. However, the infantry unit balance fell heavily against the CIS.


There were some long shot attacks launched on turn six to try to get to a tie (the CIS was way ahead on points). However, those did not work out and it was a clear republic victory, as they got the majority of the objective points.


The tanks were a great concern to the republic players, as they had no reasonable counters (not a single frag grenade could be found!). However, the infantry unit imbalance was too much in an infantry objective game and too many mistakes were made! We will have to see where we will play next, while the Manteuffel gaming bunker is out of action……

- Manteuffel