Moin alle Jedis Padawane, Wookies usw.
Für den Fall das es euch engangen sein sollte, seit Januar ist ein Regelupdate online. Ich bin auf der Atomic Mass Games HP auf folgenden Blog gestoßen, in dem unter anderem auch die Wichtigen änderungen der neuen Regelversion zusammengefasst worden sind.https://www.atomicmassgames.com/star-wars-legion-transmissions
Den relevanten Textteil habe ich kopiert und die ganz wichtigen stellen markiert. die Artigel findet man im Blog wenn man ein wenig runterscrollt. Star Wars: Legion Rules Update Preview - Movement
Atomic Mass Games
December 21, 2022
Hello Star Wars™: Legion players! Today we wrap up our preview series looking at the upcoming release of the very first Star Wars: Legion Core Rulebook, launching January 16, 2023. If you haven’t read the previous articles in this series, you can find them here, here, and here. In today’s transmission we are going to be looking at some important changes and updates to the movement rules.
While the basic mechanics of movement in Legion will be quite familiar to veteran players, there was one item that throughout our observation and playtesting we found to be quite unintuitive in how it affected gameplay. By the letter of the current rules, when a miniature moves, it is required to move down the movement tool with its base centered on the tool. Through strict interpretation and application, this system meant that more often than not units would be “trapped” when hugging tight to terrain like building corners or barricades, because the placement of the tool and the requirement of moving the base down the center resulted in the miniature not being able to round the corner of the building. Instead, the movement rules would require the miniature to take a wide turn to ensure its base did not contact the side of the building. In our observations both internally and externally, no one applied this rule correctly, and instead moved their miniatures based on a common sense approach, assuming the intent was to allow a miniature to move tightly around corners and other areas. Therefore, we have altered the rules on how small based miniatures interact with the movement tool so that the moving miniature is simply picked up and placed centered over the movement tool instead. This not only allows for intuitive movement, it also maintains the importance of the movement tool placement as in the original rules with the tool itself being a strict guide to the miniature’s final position. The movement of miniatures on notched bases remains unchanged.
There was another part of the movement rules we knew we wanted to address to make the battlefield more dynamic and exciting, while eliminating cumbersome and unintuitive rules language. Navigating vertical terrain has changed to allow players more freedom to explore and bring elevation to their games of Legion, even for units that don’t have the Jump keyword. Clambering has been eliminated from the game, and abilities or cards that involve climbing or clambering like Expert Climber or Scale have been revisited. Units may now move over obstacle terrain shorter than the height of their silhouette with no penalty. If the terrain is taller than their silhouette, the unit must use a climb movement to move up, onto, or over it. A climb is a speed 1 move that allows the unit to also move a vertical distance up to height 1.
In our playtests, opening the “High Ground” to all armies allowed for some very exciting tactics and emergent strategies, as well as really unleashing players’ imaginations to create and utilize exciting new terrain setups that added to the game experience rather than hindering it.
And with that, our preview series detailing some of the key highlights of the upcoming Star Wars: Legion Core Rulebook comes to a close. Now all that’s left is to count the days to the official release on January 16, 2023. Until then, stay tuned, as there’s plenty more Legion content coming your way as we take our first steps into an exciting new year! Star Wars: Legion Rules Update Preview - Passing
Atomic Mass Games
December 15, 2022
Hello Star Wars™: Legion fans, and welcome back to the second installment in our series looking at the upcoming Legion Core Rulebook releasing January 16, 2023. For those who might have missed the first article in our series, you may be asking yourself: “What is this about a Legion Core Rulebook?” In short, over the last year we have been hard at work taking the Legion Learn to Play rulebook and the Rules Reference Guide and melding them together to create a standard Core Rulebook for Star Wars: Legion. The Core Rulebook covers all the information players need to play Legion in a single document that is laid out in a logical and linear fashion. It’s the type of Core Rulebook that you will find for almost every other popular miniatures game out there.
That’s the short version, but be sure to check out the full article for a complete understanding of the goal of this Core Rulebook, what benefits it will bring to the game, and for a look at some of the updates and clarifications coming to the Legion Line of Sight rules.
In today’s article we are going to be looking at a new addition to the rules of Legion. This new rule seeks to address a problem that has stymied player’s options and creativity in ways far beyond what we believe the original intention was for players expressing their strategic and tactical acumen when creating their very own army from a Galaxy Far, Far Away.
Throughout the entirety of Legion’s history, armies with fewer activations have struggled against armies with a much higher number of activations. Lower activation armies were forced to either stay in place or engage a much more numerous foe that could “bide its time” by continuously activating “filler” units. We wanted to find a way to even the playing field between armies with a large difference in activations and give lower activation armies a bit of a boost. Not only would this allow for greater player creativity and agency when it comes to building their armies, it also allows the Factions in Legion to better lean into some of the elements that make them unique, thus opening up even more interesting diversity on the tabletop.Our solution is perhaps the biggest change of all in the Core Rulebook, and it was a key focus of a huge amount of our playtesting and development work over the last year: a new Pass mechanic has been added to the game. During the Activation Phase, a player may choose to Pass and skip their turn once per round if their opponent has more remaining orders.
Implementing the Pass mechanic in a way that hit a balance between keeping Activation count a potent advantage, but not overwhelming, was an arduous road filled with plenty of pitfalls and lessons learned. Passing allows smaller activation forces to be on a more equal footing through their superior abilities and skills, and not be overwhelmed by a large army of lesser trained troops. We’re excited for this new addition to Legion to really open up list building and player creativity.
That’s all for today’s Transmission. Be sure to watch for our next installment as we countdown to the launch of the Legion Core Rulebook in January.Star Wars: Legion Rules Update Preview - Suppression
Atomic Mass Games
December 14, 2022
Welcome back to our third transmission previewing what Star Wars™: Legion players can expect from the upcoming Star Wars: Legion Core Rulebook, arriving in just a few short weeks on January 16, 2023. We’ve already outlined updates to line of sight in our introductory article which also details the background on this exciting project and the second article in our series gives details on the addition of a new Pass mechanic to the game . Today, let’s dive into a new subject: some tweaks and updates to suppression.
While working on the Core Rulebook and other future developments for Star Wars: Legion, we realized that the suppression and panic mechanics were not delivering the desired impact on the game, especially when it came to objective play and Legion’s scenario scoring conditions. In too many situations, the player’s only option for denying or securing victory points was to outright eliminate the entire enemy unit, because suppression and panic did not affect the unit’s ability to score. Additionally, the intended functionality of panic was at odds with the written rule's language, leading to ambiguity and problematic interactions. Panic has now been reworked to increase its importance in scenario play and give players additional options for counterplay beyond simply trying to eliminate all miniatures in a unit. When a unit panics it no longer flees from the battlefield. This removes a large amount of ambiguity and deeper rules issues with regards to precisely how players resolve a panicking units' movement. Now, when a unit panics, it simply cannot perform actions or free actions. Additionally, a panicking unit drops any objective tokens they may be carrying. Then, at the end of their activation, they remove a number of suppression tokens equal to their courage value. Most importantly for many scenarios, units that are panicked cannot be used to satisfy the victory conditions on objective cards. So that lone remaining trooper that’s dug in behind heavy cover with a pile of dodge tokens can now be eliminated from the scenario by the proper application of suppression and panic.
That wraps up today’s article. So be sure to stock up on those Suppressive weapons and watch out for our last article which will detail everything you need to know on some updates to movement and access to the “High Ground.”Star Wars: Legion Rules Update Preview - Line of Sight
Atomic Mass Games
December 12, 2022
Welcome Star Wars: Legion fans to the first in a very special series of Atomic Mass Transmissions that will be running over the course of the month as we bring 2022 to a close. Over the next few weeks we are going to be taking a close look at a monumental project that we have been working on since the start of the year. One that represents a major new resource for both new and veterans Legion players alike.
Launching on January 16 of 2023, we will be releasing a compiled and complete Star Wars: Legion Core Rulebook. “But wait,” I hear you ask, “Legion already has rules available so what is the point of a Core Rulebook?”
Since the beginning, Legion has broken its rules up over two important documents, the Legion Learn to Play and the Legion Rules Reference Guide (oft referred to as the RRG). While it is true that these documents do provide all the information players need in order to conduct grand battles in a galaxy far, far away, as the game has grown the initial benefits that once existed for new players of splitting information up has largely disappeared. Instead, with the significant growth of the game and alongside it the RRG, the current rules documents for Legion present far more of a hinderance, especially to new players, as they have to navigate a reference document in lieu of a linear and logical presentation of game and rules concepts that leads players through all the information they need in order to confidently learn and understand the game. With this new rulebook, we have worked exceptionally hard to create a single document that teaches players the game in an intuitive fashion that ensures they will have all of the core rules of Legion by the time they reach the final page.
While creating a fully modernized Core Rulebook for Legion we also had the opportunity to really dig into the previous rules language. As with all rules sets, time and experience are incredible teachers and often expose areas where rules language fails or is unclear in guiding players to intent of the rule. As excited as we were to simply create a Core Rulebook that would make learning the game significantly better for new players, we also knew we had a unique opportunity to really dive in and make sure all the rules were as clear and consistent as possible in the hopes of improving player recall and memory leading to less need for players to return to the core rules during play.
Additionally, this new Core Rulebook presented the opportunity to go through and address certain rules that have caused significant confusion or were too vague in their explanation, application, and/or timing.
Now let us be crystal clear: THIS IS NOT AN OVERHAUL OF THE LEGION RULES YOU ALL KNOW AND LOVE.
And one more time for safety: THIS IS NOT AN OVERHAUL OF THE LEGION RULES YOU ALL KNOW AND LOVE.
Instead this was an opportunity to clarify and/or codify rulings, as well as update certain mechanics and rules that were hindering the enjoyment of the game in ways we believed were unintended.The first of these updated/codifications we are going to cover today is Line of Sight (LOS) and silhouettes. Line of Sight (LOS) and silhouettes have been revisited and clarified to be the same between the tournament and core rules. Previously, LOS was drawn from the head of a miniature or a specific point on a vehicle, and players had to determine if miniatures had 50% of their silhouette obscured. Emplacement Troopers and Creature Troopers also had silhouettes based on the size of the miniature instead of using a standard silhouette.
We wished to clarify this and make it easier for players to determine what their miniatures can and cannot see. There are now two standard silhouettes for all trooper miniatures- miniatures in units with small bases all use the same silhouette, and miniatures in units with notched bases all use the same silhouette.
Perhaps the most important LOS change when it comes to silhouettes is in regards to vehicles. Under the current Legion LOS rules, there are several cheeky interactions with how LOS and vehicles interact, all of which were clearly never intended nor healthy for the game experience we all want.
Vehicles now have a silhouette from their base to the top of their hull that does not include parts like weapons, antennae, or crew members. This change ensures players no longer have to worry about their Spider Droid’s antennae making it impossible for them to remain hidden, and eliminates the silliness of being able to adjust a vehicles silhouette by moving its turret or positioning its weapons in a specific way.
The new LOS system also clarifies how LOS is drawn to be consistent in all regards. No matter which silhouette a miniature has, LOS is now drawn from any point on the attacking miniature’s silhouette to any point on the defending miniatures silhouette.
Finally, the relationship between silhouettes and cover has also been revisited: a unit now has cover if half or more of its miniatures are obscured, there is no longer a need to see how much of a silhouette is obscured.
There were certain nuances of terrain blocking LOS that were not intuitive for players. Certain placement of miniatures allowed the “sniping” of heavy weapons or specific characters from units. Which miniatures in a unit can have wounds allocated to them has changed – wounds may now be allocated to any miniature in a unit, not just ones that are in the attacker’s LOS. However, wounds must still be allocated to wounded miniatures first, so no spreading out wounds across multiple Wookiees! This change de-emphasizes some finicky nature of LOS and cover and allows players to be more relaxed with miniature placement.
Additionally the rules for which miniatures can suffer wounds from an attack have also been adjusted: Now, when a unit suffers wounds from an attack, if the attacker has LOS to only some of the miniatures in the defending unit, the defending unit cannot suffer wounds greater than the total wound threshold of miniatures that are in LOS.
And that brings this first look at our upcoming Star Wars: Legion Core Rulebook to a close. Be sure to watch for our next installment as we take a look at more of what to expect when the consolidated Core Rulebook launches in January!