Good morning gamers,
Part of my drive to return to the cantina this year was to write some articles about Star Wars Legion. I spend most of my online writing talking about the Middle-Earth Strategy Battle Game by Games Workshop, but thanks to my son Gorgoroth and my good mate Centaur, I took the plunge early this year with Legion and I have to say that with about 20-30 friendly games under my belt, I feel like I have a few things I can safely say I like about the game. The more I've played, the more impressed I've become with the system - though no gaming system is perfect. Here's five of the things I've come to appreciate about Legion.
Love It #1: The Command Card System
I've played three Fantasy Flight Games (now acquired by Atomic Mass Games) Star Wars systems to date: Imperial Assault (which I love - see my previous work here on this blog), Armada (which I kinda know how to play - Rythbyrt and Centaur are the real Armada players), and Legion (which I also like, possibly more than Imperial Assault). In Imperial Assault, one player gets to go first on the first turn, then the "Initiative" token gets passed to the left, so if you're playing a four-player game, if you get to go first on the first round, you're probably not going first again during the rest of the game. This . . . usually isn't great. In Armada, two players alternate who gets to go first each round, which means you're guaranteed to go first over half the rounds. That's fine, but also gives you no opportunity to change that.
Legion has an advantage over both of these systems in that players have a "deck" of Command Cards that they use to determine who gets to go first each round. Each deck is (usually) composed of two 1-pip cards, two 2-pip cards, two 3-pip cards, and one 4-pip card. Certain characters have command cards that can manipulate how many pips are on different cards (like having a 1-pip card that counts as a 3-pip card when building your deck, or having a 4-pip card that counts as a 3-pip card), but in the main, both players have the same basic tools as each other (though the specifics of each command card might be different).
Each round, players will pick a card to play - the higher the pips, the more powerful the card. However, the player who played fewer pips than the other player gets the first activation. This means timing your "1-pip" cards vs. your "3-pip" cards is a matter of skill and patience. While there are shenanigans that you can use to deal with ties (by having the Cunning or Interrogate keywords), the main thing that's going to determine who goes first is player skill (and if you tie, a random roll). I like this a lot better than what you get in the other two systems (which are more deterministic) and it also gives a bit more control than what you get in other gaming systems (like MESBG, which is my favorite tabletop game).