Legion Results – Round 3

Actually running a bit behind at this stage, by this point I was supposed to have played game 4 of our tournament, but I have been unable to get a response from the other player. I did manage to play Round 3 though, against a solid Republic force.

The clones were outfitted with Rex and Amidala, and supported by only Phase 1 clones. A few mixed weapons, and quite a bit of heavy saves. The field was a control point mission, with the usual mixed terrain and coverage. I of course had my standard Skirmish force of Rebels.

Very unusually, I set up and deployed very strongly – all of my units just out of range of the enemy, despite their scouting move. I had initially expected a more central charge, but the clones ended up with a flanking maneuver, moving up one side of the field, which allowed my units to circle in the opposite direction and keep to cover. With solid cover, good coordination, and plenty of support from the Speeder Truck, I was doing decently well in the start.

Amidala and Rex rapidly crossed the field, and I managed to take out Rex, but allow Amidala to score her secret mission bonus. Initially I had thought this would not be a factor, but it ended up far more crucial – as the game moved on it was rapidly coming down to a tie again. And then luck and my tactics ended up killing my effort.

First, my sniper unit, which had remained safe on a tower on the side the entire game, attempted to climb down from the tower. Once down, it would have been in position to easily claim the uncontested point. Of course, that I when I rolled a double hit on the dice, as both troopers tripped and fell to their death from the tower. That left me with Jynn and the Speeder Truck only. Conceivably enough to still score two objectives but facing off against 2 clone squads (one heavily damaged), and the Speeder was almost certainly out of range of the other objective.

Overthinking, I opted to activate Jyn’s Rebellious order, granting her Charge, and a secondary attack. What I should have done is ignore the charge and moved into shooting position on one unit to damage them. Then with the free shot, take out the heavily wounded unit. With the following final turn, I could then move in and eliminate the last unit (all with good dice). What I did do instead was charge the large unit, fail to kill any members with the melee attack, and then because I was engaged, be unable to shoot the lone secondary soldier. Thus, it ended my effort since I could not defeat 2 units in the following turn.

The game itself was enjoyable, and I was happy to have done better on my tactics and approach, even if the dice failed me at key points.

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