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Made in us
Shadowy Grot Kommittee Memba




The Great State of New Jersey

Yep, did the same with DUST (still patiently waiting to hear who the new owner is and what they will do with the property, but I suspect the radio silence is because they intend to move the game in a different direction), doing the same with Mk3 WMHDs themes (but only for those that I intend to continue playing as Prime armies in Mk4).

CoALabaer wrote:
Wargamers hate two things: the state of the game and change.
 
   
Made in us
Powerful Ushbati





United States

chaos0xomega wrote:
 Togusa wrote:


The other thing I really like about these games is that even if Disney pulls the licenses, at the end of the day, they'll be playable forever. Even if Armada is officially done, I can play it with the four factions that exist literally until the next century because it's a complete game that doesn't need any updating. I know the Armada community has really been embracing printing and have been making ships and cards for a long time now, it's possible that the Legion community will do the same thing if they aren't already.


Indeed. Thats why I'm buying multiple copies of *everything*. When that license inevitably does get pulled, I very much doubt I'm going to chase the game over to its next publisher. I'll be quite content continuing to play the game with my massive collection and won't need to chase another copy of xyz on the secondary market at a 1000% markup.


I am curious, why do you think it's going to get pulled? I really don't see anything that would point to that being the case at the current time, and if anything I doubt Asmodee will let the license lapse, it's way too lucrative. It's like how GW hangs on to LoTR even though I have never in my life seen that game actually played.
   
Made in us
Shadowy Grot Kommittee Memba




The Great State of New Jersey

All licenses come to an end eventually, be it 3 years from now or 30 years from now, Asmodee will not have the license forever.

Typically, every time a license comes up for renewal (ESPECIALLY if the license has been doing well and generating grow amounts of revenue for the licensee), the licensor asks for a larger royalty - basically they (Disney) look at it and say "hey last time we did this we asked for a 5% royalty, but 10 years back this license was only generating $5 million a year, now its generating $50 million and we want a larger cut of the pie because you're getting rich off our name, give us 15%" or whatever. Eventually the cost of the license eats into the profit margin significantly enough that if the licensee (Asmodee) invested the same money and resources elsewhere, they could make more money than if they continued to invest it into the current license, and they decide not to renew. And if they do renew the license but theres a sales *downturn* afterwards and the license isn't as lucrative as it used to be? Well, Disney isn't going to give them slack on that, Asmodee would be lucky if Disney simply agreed to keep the same rate for the next renewal - sometimes licensors get greedy and want to keep the cash flows close to constand and ask to hike the royalties again even though the licensee is making less money on it. Asmodee might be finding itself in that situation soon, as Armada is likely not generating the same revenues it was when the game was being actively supported, and if fan pushback to 2.5E is any indication X-Wing is probably in a sales slump - so only Legion looks like its doing well currently in terms of sales. Then you have to remember that Asmodee killed the Star Wars RPGs like 2-3 years ago in order to transfer it to another studio within the organization, and as of yet they still haven't relaunched it, so thats 2-3 years of lost revenue there. And then Star Wars Destiny which was killed by FFG, along with various other products and the general lack of Star Wars board/card games being published by Asmodee all point to a license "crunch" in the works. Simply put, its very possible that Disney asks for more than Asmodee is willing to pay vs acquiring a cheaper license or generating a unique IP (I think Twilight Imperium has legs as it strikes an interesting mix of inspiration from both Dune and Star Wars with some more fantastical elements pulled in).

And it might not even come down to Asmodees decision, Disney could decide to test the market on the license and put it up for auction and see how much they can get for those rights elsewhere, or they could decide that Asmodee isn't the right partner for the license and partnering with another company could be more lucrative. Theres also the potential that they cut a larger licensing deal with another company (say Hasbro) who promise Disney a much better return in exchange for the exclusive license to not just board/card/miniature/role playing games, but also toys and other consumer products, in which case it doesn't matter what Asmodee wants.

Long story short, licensing is more complex and political than you possibly realize.

CoALabaer wrote:
Wargamers hate two things: the state of the game and change.
 
   
Made in us
Master Engineer with a Brace of Pistols





washington state USA

doing the same with Mk3 WMHDs themes (but only for those that I intend to continue playing as Prime armies in Mk4).


That isn't a concern as our WM/H group has no interest in where the MKIV rules are heading so we need to maintain easy access to MKIII since that is the edition we will still be playing.





GAMES-DUST1947/infinity/B5 wars/epic 40K/5th ed 40K/victory at sea/warmachine/battle tactics/monpoc/battletech/battlefleet gothic/castles in the sky,/heavy gear 
   
Made in us
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Longtime Dakkanaut





chaos0xomega wrote:


Typically, every time a license comes up for renewal (ESPECIALLY if the license has been doing well and generating grow amounts of revenue for the licensee), the licensor asks for a larger royalty - basically they (Disney) look at it and say "hey last time we did this we asked for a 5% royalty, but 10 years back this license was only generating $5 million a year, now its generating $50 million and we want a larger cut of the pie because you're getting rich off our name, give us 15%" or whatever. Eventually the cost of the license eats into the profit margin significantly enough that if the licensee (Asmodee) invested the same money and resources elsewhere, they could make more money than if they continued to invest it into the current license, and they decide not to renew.


This is why WoTC walked from it years ago. I have a friend that worked there at the time and Lucas Arts wanted a huge royalty increase combined with the collapse of the PPM market madeHasbro decide it wasn't worth it. The Star Wars Mini game from WoTC was still selling fine at the time, according to my friend, but it was nowhere near the height of it's popularity sales wise as the game was just repeating a lot of content at that point and that money, as you said, would make Hasbro more invested elsewhere.

It seamed pretty abrupt to the players, like me, but these negotiations probably happen over months as dropping a whole line is something I'd figure a company wouldn't want to have to do due to losses (probably had to destroy a bunch of product) unless the alternative was just not reasonably profitable.

This message was edited 2 times. Last update was at 2022/09/03 08:09:02


 
   
Made in us
Gore-Soaked Lunatic Witchhunter







To the original question: I'm not playing as much Legion right now because I really want to see something like the X-Wing 2.5 points system come in to shake up the balance between spending points on dudes and spending points on upgrades. I feel like the FFG systems have taken boys-before-toys to an extreme in general and made spamming cheap units just better than taking the big cool fancy things, and I really like how AMG tried to do something about that with X-Wing, and I'm hoping to see them do that to Legion so the list-building doesn't feel so constrained.

Balanced Game: Noun. A game in which all options and choices are worth using.
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Made in us
Shadowy Grot Kommittee Memba




The Great State of New Jersey

yep, Mongoose Publishing lost the B5 license basically the same way about 10-15 years ago. Game was doing fine, they had just launched 2nd edition, had been releasing new ships and sculpts and had announced new stuff, and then *poof* it was gone, because the license came up for renewal and WB asked for a bigger fee /royalty. Mongoose saw that while the games were profitable, interest and sales were declining and WB wasn't planning on producing any new B5 films or content, so they saw no point in continuing the product line. Rumor has it that WB had given them the license for next to nothing in the first place thinking that it was a deas license with no commercial prospects, but because Mongoose had done so well with it they demanded significantly more for renewal- joke was on them because nobody else went for it after Mongoose dropped it.

A big issue with licensed stuff too is that as a designer/publisher you are often limited in what you can create or add to an IP (the days of West End Games Star Wars RPG where they had a free hand in inventing whatever they wanted to are long over for many franchises) and so you often have to rely on "canon"/established stuff to build out your product line with. When you're starting outits not an issue because theres often enough material to keep you going, but eventually you run out of existing design space snd don't have the authority to create new stuff to diversify with. Pre-Disney this wasn't an issue with Star Wars because there was so much content to work with that you could work on it forever, but Post-Disney that design space has been very severely trimmed and theres a much more limited range of stuff to work with and new content isn't being added at the pace that it used to be (in the past every writer and video game would basically add a few new aliens, spaceships, planets, droid/trooper types etc, but now most media limits itself to only established and pre-existing stuff, with new stuff only being added sporadically and in more limited ways, so the expansion of canon is coming at a slower pace). This is a huge problem because games like this are basically driven by the "cult of the new" - many of these kits and ministures will sell more within a few weeks of release than they will sell over the rest of that products lifetime, so publishers need to constantly be pushing new stuff out to retail in order for that license to remain profitable. If you run out of content to mine and can't create anything new, you don't have very many options left.

CoALabaer wrote:
Wargamers hate two things: the state of the game and change.
 
   
Made in us
Keeper of the Flame





Monticello, IN

I am completely apathetic to the IP so it doesn't matter how great the game is.

www.classichammer.com

For 4-6th WFB, 2-5th 40k, and similar timeframe gaming

Looking for dice from the new AOS boxed set and Dark Imperium on the cheap. Let me know if you can help.
 CthuluIsSpy wrote:
Its AoS, it doesn't have to make sense.
 
   
Made in us
Longtime Dakkanaut





Myrtle Creek, OR

We’ve got a small groundswell of interest but 40k and ONLY 40k keeps a steady player base in our area.

Our small 5-man off brand splinter doesn’t really play army level stuff anymore so it’s not on our list. I did buy the commando droids and use them for security bots in skirmish games

Thread Slayer 
   
Made in us
Legendary Master of the Chapter





SoCal

As someone who is pretty much over Star Wars, I find some of the miniatures too good to pass up. I have no intention of playing the game, but every intention of buying some of the new mercenaries and aliens.


I can’t help but wonder if the game would be more successful if the IP were viewed in a more positive light.

   
Made in us
Longtime Dakkanaut





Central Valley, California

 BobtheInquisitor wrote:
As someone who is pretty much over Star Wars, I find some of the miniatures too good to pass up. I have no intention of playing the game, but every intention of buying some of the new mercenaries and aliens.


I can’t help but wonder if the game would be more successful if the IP were viewed in a more positive light.


Me too. I am going to use rebels for some Star Breach skirmish action. Hammerhead, the scouts, they all look so good.

I have no desire to play Legion. Overall I also hate the Star Wars IP now. The Boba Fett series was pretty much was the nail in my nostalgia coffin.


~ Shrap

Rolling 1's for five decades.
AoS * Konflikt '47 * Conquest Last Argument of Kings * Team Yankee * Epic Scale Hail Caesar 
   
Made in ru
Death-Dealing Devastator





Legion has got a lot of traction over here in the last year, but so far my personal experience with observing their games has been far from great. It's not the game's fault or anything, but pure grey plastic WAAC attitude I often see doesn't make the game appealing.
   
Made in us
Ship's Officer





California

I got the starter box and a couple kits back when this game came out. But my love for Star Wars in general has diminished significantly in recent years.

And there are a lot of other games out there i'd rather play, too many games and not enough time.

 
   
Made in us
Powerful Ushbati





United States

Now I have the chance to sit down and play several games with both my Clones and my Shadow Collective, I feel I can better add to this discussion.

Basically I can understand various reasons, not enough time and stuff like that. But I really disagree on some of it, especially stuff like the dice, rules and tokens.

We were able to play three games yesterday on our Labor Day holiday, 800 point full games in the amount of time it would take for us to play a normal game of 40K. No constant flipping through books to find rules, no arguments over movement (thank you movement tool!) and the dice are so simple, role, spend any actions or tokens, roll saves, done. I think I'm done entirely with games workshop. Especially if their model is going to continue to be pushing out oodles of expensive books over and over again!


Automatically Appended Next Post:
 Shrapnelsmile wrote:
 BobtheInquisitor wrote:
As someone who is pretty much over Star Wars, I find some of the miniatures too good to pass up. I have no intention of playing the game, but every intention of buying some of the new mercenaries and aliens.


I can’t help but wonder if the game would be more successful if the IP were viewed in a more positive light.


Me too. I am going to use rebels for some Star Breach skirmish action. Hammerhead, the scouts, they all look so good.

I have no desire to play Legion. Overall I also hate the Star Wars IP now. The Boba Fett series was pretty much was the nail in my nostalgia coffin.



To each their own. I rather enjoyed that series.

This message was edited 1 time. Last update was at 2022/09/06 22:32:18


 
   
Made in us
Battlefield Tourist




MN (Currently in WY)

I have not picked up the game, as I am not a fan of the design ethos and methods of the game, as it is far too gamey for my liking.


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Mechanithrall





Westminster, MD

 Togusa wrote:
Now I have the chance to sit down and play several games with both my Clones and my Shadow Collective, I feel I can better add to this discussion.


How are you liking the Shadow Collective? I picked them up, but haven't put them on the table yet. They look like a blast, but I have a hard time seeing how they'll perform best.

   
Made in us
Powerful Ushbati





United States

Asmoridin wrote:
 Togusa wrote:
Now I have the chance to sit down and play several games with both my Clones and my Shadow Collective, I feel I can better add to this discussion.


How are you liking the Shadow Collective? I picked them up, but haven't put them on the table yet. They look like a blast, but I have a hard time seeing how they'll perform best.


They're extremely fun. I can see the 'competitive' nature of them, but I'm having a lot more fun just trying out different army configurations. So far my general lists are running Gar Saxon with Bounty Hunter Operative support (Either Bossk, Bane or both) along with Pikes as my troops. I like Black Sun a lot, but they really like to play aggressively and that's not really my style. Maul is a beast and a lot of fun, the swoop bikes are great and the party bus is a lot of fun when filled with Commandos. Their basic troops are extremely strong, and the whole army does require a bit of cohesion. It seems like most of Legion, everything has a place and there are lots of fun little tactics and strategies that you can set up for, given the mission and deployment.


Automatically Appended Next Post:
 Easy E wrote:
I have not picked up the game, as I am not a fan of the design ethos and methods of the game, as it is far too gamey for my liking.



More of a hobbyist? For me, I adore the rules. Our group has no arguments or wasted time, when a conflict comes up, so far the book always has a clear and concise answer and that is something that really stuck with me as my Warhammer games are usually the opposite. We have found that Legion really does shine when the table is drowning in terrain. It makes for some amazing and cinematic experiences. Ironically, the cardboard terrain from Infinity works amazingly well and really fits in with the Star Wars theme quite well! The command cards and movement are really what make the game special in my opinion.

This message was edited 2 times. Last update was at 2022/09/08 17:38:30


 
   
Made in us
Shadowy Grot Kommittee Memba




The Great State of New Jersey

 Togusa wrote:



More of a hobbyist?


No, when he says "gamey" he means it feels too much like a board game or whatever, as in it feels like playing Magic the Gathering with the wombo combos and whatnot rather than a "true wargame". Easy E just has a very traditional interpretation of what wargames should look/feel/play like and how to design them. Its not an uncommon take, many of the people who don't like Legions gameplay will basically say the same thing. It goes hand in hand with the dislike of tokens and proprietary dice in many cases - such things are for children, "real wargamers" use tape measures, good ol fashioned d6s or d10s, and use reference tables and memorization to keep track of stuff rather than tokens.

This message was edited 3 times. Last update was at 2022/09/08 18:16:59


CoALabaer wrote:
Wargamers hate two things: the state of the game and change.
 
   
Made in us
Battlefield Tourist




MN (Currently in WY)

Yes, you hit a big part of it is the interactions do not "feel" wargame but more CCG, Computer, or board game. I like my wargames grounded a bit more in simulation even though that can really go too far as well. I guess the golden mean is what I am looking for?

However, I also know that my tastes are my own. Others feel differently. I also know I have very clear preferences and tastes.

Ultimately, I am just glad people are having fun and playing games. Whether that is Legion, Warhammer, Team Yankee, War Machine, Command and Colors, Stargrave, something I have never heard of, etc.

This message was edited 1 time. Last update was at 2022/09/08 19:00:03


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Made in us
Shadowy Grot Kommittee Memba




The Great State of New Jersey

 Easy E wrote:
grounded a bit more in simulation


I think thats setting up a false dichotomy, and I'm sure its not intentional but its tinged with a hint of what feels like "old-school elitism" as well (hence my quip earlier about "real wargamers" - that wasn't actually directed at you per se, but you are adequately demonstrating the attitude I was referencing).

Without spilling a mountains worth of digital ink picking apart the entire concept, the idea that chucking one set of click-clack math rocks with numbers on them to figure out what your toy soldiers are doing is somehow more or less "grounded" or a more repreresntative of "simulation" than what you get when you chuck a set of click-clack math rocks with symbols on them is patently absurd. Theres nothing truly "grounded" or "simulation" about the vast majority of wargames (off the top of my head, I would say Harpoon, Mustangs & Messerschmitts, Campaign for North Africa, and Chef de bataillon are the only games I can think of which I would ever describe as being grounded in anything approaching simulation). Both types of dice are otherwise equally valid interpretations of an abstracted reality. If anything, I would say the funny dice are in many cases *more* grounded in simulation because when used properly they can produce more complex probability distributions and mechanical interactions that can factor more complex variables into calculation and do a lot of the math "under the hood" that would otherwise take more dice rolls or more complex resolution systems involving various tables, etc. to accomplish. This allows for resolution systems that can very simply produce wildly non-binary outcomes (i.e. rather than just "pass/fail" you can get pass/fail/bonus/penalty/pass with bonus/fail with bonus/pass with penalty/fail with penalty/unexpected positive outcome/unexpected negative outcome/etc.), which are more reflective of the chaotic and complex realities in which wars and conflicts are actually fought. Conversely, standard dice typically only produce binary outcomes or very limited and simplified non-binary outcomes (e.g. - 6's on to-hit rolls are critical hits, i.e. "pass with bonus") unless they involve lots of repetitive dice rolling and external resolution aids like charts, tables, etc.

Likewise, I think theres a disconnect between perception and reality when one says that the various forms of tokens that games use to track game state and the plethora of status and conditions that might occur in real life is more "gamey" and less "grounded in simulation" than those games which simply ignore those factors altogether due to a lack of an adequate mechanism other than tokens to monitor such events. How is a game which uses tokens to track if a unit is on fire, suffering a debilitating physical condition resulting from the use of a chemical agent against it, suffering flagging morale as a result of witnessing the horrors of war, or has superior accuracy because a spotter/higher command called in target coordinates over the radio *less* "grounded in simulation" than a game which doesn't represent any of this at all? Yes, there are some games which can account for some (maybe even all) of these types of effects, but often they either have limited means to do so (being "on fire" means you suffer an additional point of damage right away and then the fire suddenly extinguishes itself, suffering flagging morale means you make a morale check right then and there and if you pass it then everyone suddenly forgets the trauma they just experienced and goes on like absolutely nothing happened, etc.) or hit you with these game state effects but provide you with no means to keep track of them (see also: 40k which increasingly wants you to remember than unit x is receiving a +1 to hit, unit y is suffering a -2 morale penalty, and unit z was buffed by a psychic shield that allows them to re-roll failed armor saves, but provides you no means of actually tracking that other than the hope that you and your opponent will remember when it becomes relevant).

Point is, while I can understand and fully appreciate that a wargame with weird gimmicky dice and a table littered with various brightly colored pieces of cardboard with various symbols looks less like an imagined miniature war and more like a boardgame than what many people (myself included in many cases) prefer, couching the argument against such concepts in language like "grounded in simulation" communicates the idea of an inherent or assumed superiority of one approach vs the other. I.E. - "I perceive this approach to wargaming as being more "real" and therefore it is more valid to me due to the inherent superiority of it being "grounded" vs other approaches which are not and therefore detached from reality". Ultimately tokens and proprietary dice are just play aids, their form, function, utility, and value are what the designer makes of them. If a game that uses them appears more "gamey" or less "grounded", its not because of the tokens or dice, its because those tokens and dice weren't necessarily used in a manner which effectively communicates their relevance to the "simulation" to the player. Hell - you even designed a game that uses tokens, the "friction markers" in Castles in the Sky? Same thing (yes, they are still tokens even though you call them "markers" ). You provided a clear explanation of what they are and what they represent, and in ones minds eye they imagine explosive bursts bracketing their vessels as they cruise through the sky. If your methodology of marking those Friction markers is to use neon pink poker chips that say "FRICTION" in highlighter yellow, now suddenly your game looks "gamey" and less "grounded in simulation". If on the other hand, your methodology of marking those friction markers is to 3d print miniature explosive bursts mounted to a flying stand and place them around your vessels as they accumulate friction to represent all those near misses, now those tokens are suddenly not only not "gamey", but they actually have made your game *more* grounded in reality. Likewise, a game that uses a d6 but everything you do in the game simply requires a 4+ to succeed is objectively *more* gamey and less grounded in simulation than anything you'll experience playing Star Wars Legion with its proprietary dice. I guess what I'm trying to say is "don't hate the game aids, hate the game" or something like that - i.e. the absence or presence of tokens or the use of one type of dice over another inherently does nothing to make a game more or less gamey/grounded,but the way they are implemented by the game does.

This message was edited 2 times. Last update was at 2022/09/10 16:31:05


CoALabaer wrote:
Wargamers hate two things: the state of the game and change.
 
   
Made in us
Flower Picking Eldar Youth




 Togusa wrote:
Seriously. My group and I finally gave it a go on Friday and we loved it so much that we played for over six hours, broke for rest, came back on Saturday for another six hours and decided to encore it Sunday evening. The game is absolutely fantastic! Lots of good quality models, half the price of GW stuff, with way, way better rules! On top of all that it has a fantastic community army list app, and shares enough similarities with Armada that really make it fun and easy to learn and build lists for on the fly. Very simple setup with lots of terrain viability, the card system is fantastic and adds a lot of depth and complexity to the game. Mission selection is also fun and unique, setup is really quick! No fighting with bulky books and codexes that are out of date a week after you buy them, all the points and rules updates are provided online in FREE PDFs. It's really such a well done game, with loads of content and more coming. We are even thinking about replacing 40K with this game.


It has a good rule set, and it seems good overall.

I sold my complete imperial set and some rebels just because you can only game with the limited amount of friendly and enemy units for so long. Even with all of its faults, I like the strategy of 40k better and the evolving ruleset, new rotation of units etc

This message was edited 1 time. Last update was at 2022/09/08 21:34:26


 
   
Made in pl
Longtime Dakkanaut




chaos0xomega wrote:
 Easy E wrote:
grounded a bit more in simulation


I think thats setting up a false dichotomy. . .


This is extremely well written and I agree. There's definitely this misconception that friendlier UX and game's interface are opposite of the simulation aspect of wargames which I really don't get. In addition, what is considered "gamey" and what is an acceptable and necessary abstraction most often seems to be rather arbitrary and a thing of tradition/habit rather than something supported by any objective argument.
   
Made in us
Fresh-Faced New User




chaos0xomega wrote:


And it might not even come down to Asmodees decision, Disney could decide to test the market on the license and put it up for auction and see how much they can get for those rights elsewhere, or they could decide that Asmodee isn't the right partner for the license and partnering with another company could be more lucrative. Theres also the potential that they cut a larger licensing deal with another company (say Hasbro) who promise Disney a much better return in exchange for the exclusive license to not just board/card/miniature/role playing games, but also toys and other consumer products, in which case it doesn't matter what Asmodee wants.

Long story short, licensing is more complex and political than you possibly realize.


This happened to the Star Wars CCG in the late 90s. Decipher had a solid card game running, strong sales, releases timed in with the prequel trilogy films releasing etc. The license was not renewed with them, WOTC took it over. Decipher was willing to give them the rules/mechanics so the game could continue, but WOTC declined and made their own dumpster fire of a game that was dead and discontinued within 3 years.
   
Made in gb
Fresh-Faced New User




I'd like to get into it, but I'm torn between certain units I would prefer to collect and paint. I am simply not a fan of most all of the core units, apart from basic Clone and Storm Troopers. All the units I would enjoy are tied up in the Elite slots across four factions.

I'm a big Mandalorian and Clone Trooper fan. But I'm torn between Rebels for Sabine, Clan Wren and potentially Ashoka, Galactic Republic to for Rex, Ashoka, Clones and ARC Troopers, or the Shadow Collective for Super Commandos, Gar Saxon and Rook Kast.

The new battleforce boxes look great buys. The 501st would get me everything to run and then I guess I could expand into Galactic Republic later - but it lacks Mandalorians. The Shadow Collective is also great, I really like all the Mando options including Gar Saxon with his shield, but the core troops and Maul don't appeal to me.

So I hit the dilema with the game for whether I should take a bite with the Shadow Collective and hope that the Super Commandos can be included in other factions (don't think they can?). Ideas on a postcard, would be really interested in reading them please
   
Made in us
Longtime Dakkanaut





Central Valley, California

My annoyance with the franchise aside, Legion is really big in Central California. Probably the largest consistent active player base after Song of Ice and Fire, which has, believe it or not, supplanted 40K concerning regular store presence.
I play AOS and it is like a minor league team in the game community in comparison to Legion and Ice / FIre.

~ Shrap

Rolling 1's for five decades.
AoS * Konflikt '47 * Conquest Last Argument of Kings * Team Yankee * Epic Scale Hail Caesar 
   
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[MOD]
Villanous Scum







infyrana wrote:
I'd like to get into it, but I'm torn between certain units I would prefer to collect and paint. I am simply not a fan of most all of the core units, apart from basic Clone and Storm Troopers. All the units I would enjoy are tied up in the Elite slots across four factions.

I'm a big Mandalorian and Clone Trooper fan. But I'm torn between Rebels for Sabine, Clan Wren and potentially Ashoka, Galactic Republic to for Rex, Ashoka, Clones and ARC Troopers, or the Shadow Collective for Super Commandos, Gar Saxon and Rook Kast.

The new battleforce boxes look great buys. The 501st would get me everything to run and then I guess I could expand into Galactic Republic later - but it lacks Mandalorians. The Shadow Collective is also great, I really like all the Mando options including Gar Saxon with his shield, but the core troops and Maul don't appeal to me.

So I hit the dilema with the game for whether I should take a bite with the Shadow Collective and hope that the Super Commandos can be included in other factions (don't think they can?). Ideas on a postcard, would be really interested in reading them please


Shadow Collective Mauldalorians are not useable in any faction bar the Shadow Collective, no.
Something else to consider is that the Rebels will soon be getting Din, Grogu, IG11 and Ashoka (soon meaning within a year), we have no news of the Republic getting anything new bar a trio of releases for the 212th (Cody, Boil and Waxer) and it seems SC are done as a faction.
If you are that much into Clones I would say that they are your better option but if you really want Mandos then maybe Rebels with just the minimum of reb squads needed to fill out the compulsory options.
Though if you have an established group they will probably be happy to let you run whatever you want and then it will only matter if you want to attend events.

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 ingtaer wrote:


Shadow Collective Mauldalorians are not useable in any faction bar the Shadow Collective, no.
Something else to consider is that the Rebels will soon be getting Din, Grogu, IG11 and Ashoka (soon meaning within a year), we have no news of the Republic getting anything new bar a trio of releases for the 212th (Cody, Boil and Waxer) and it seems SC are done as a faction.
If you are that much into Clones I would say that they are your better option but if you really want Mandos then maybe Rebels with just the minimum of reb squads needed to fill out the compulsory options.
Though if you have an established group they will probably be happy to let you run whatever you want and then it will only matter if you want to attend events.


Thanks for the reply! Sucks about the Mandos not usable in other factions, this for me personnally, is such a gate keeper from my desire to invest. Do we know for sure if there won't be a 'merc' faction where the Shadow Collective models will be 'housed'?

Yeah, the idea of seeing many of the favourites in Rebels is pushing me to consider them, but I'm really not a fan of the core models and would rather go the route of Clones, especially with waxer and boil on the horizon.

   
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They have said that a catch all 'merc' faction is unlikely, apparently Disney licensing department does not like it though no evidence to support that has been released.

GAR is a good faction and the new 501st box set is a great starting point, Cody, Boil and Waxer are not due out for a while though (its a box of all three). Wookies are also in the faction if they are your cup of tea.

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Cyel wrote:
chaos0xomega wrote:
 Easy E wrote:
grounded a bit more in simulation


I think thats setting up a false dichotomy. . .


This is extremely well written and I agree. There's definitely this misconception that friendlier UX and game's interface are opposite of the simulation aspect of wargames which I really don't get. In addition, what is considered "gamey" and what is an acceptable and necessary abstraction most often seems to be rather arbitrary and a thing of tradition/habit rather than something supported by any objective argument.


We should take it to the wargame design section and leave Legion alone on this one.

I will just say that preference is preference, and leave it at that.

Is my opinion better than anyone else's? No. Like I said, I am glad people are having fun with Legion, and will gladly play it when it is on offer.

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 ingtaer wrote:
They have said that a catch all 'merc' faction is unlikely, apparently Disney licensing department does not like it though no evidence to support that has been released.

GAR is a good faction and the new 501st box set is a great starting point, Cody, Boil and Waxer are not due out for a while though (its a box of all three). Wookies are also in the faction if they are your cup of tea.


For all of that, I have to say that my Shadow Collective "Feels like a Merc" faction and I really like it. Also, I too am awaiting Cody, Boil and Waxer as I'm doing my clones up in the 212 scheme. That yellow looks so good on the white based background!
   
 
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