Thank you for actually explaining and talking about the changes instead of just complaining in a stream of consciousness like most other channels I've seen.
That one guy crying for 20 minutes about how AMG is "LYING!!1" to us that this is infact a version 2, not just an update is kind of insane. Yeah, I agree its a new version, but its more like a meme, like is a hotdog a sandwich kind of thing, not something to get red faced over. Need some better RUclipsrs for this game.
Great review of the updates! I appreciate the positivity instead of the angtsy rants that seem common to most channels. I would be very interested to see some gameplay using the refreshed rules! I think it would be helpful for the community to see how things work with the new system.
Your quick understanding and successful ability to concisely explain the difference between then and now is Great! Subbed, hope you keep growing your channel :)
Just to note, fire support is not better now. The rules under the attack section say "A unit may make multiple attacks a turn but can only perform one attack action per turn ...." and standby says that you may make an action in response to an enemy. So if you attack either with the standby or on the clone trooper activation then the following action cannot be an attack. I miss the old fire support already :(
@@Diceonahill I did just watch a crabbok vid and he did point out fire support has been nerfed to balance bigger dice pools for when you double unit sizes. So it has it's place tbf.
As someone who played the new rules, I very much like the style of play they are pushing, even if I do think they need some changes. Cover feels downright non-existant. The number of times we rolled for heavy cover and rolled nothing was way too high. The missions, combined with the lack of cover, push a much more aggressive and dynamic play style. I think the missions will get boring after a while as all the maps and objectives feel very samey. But I hope this is a starting point and they bring back so more interesting missions in this same theme. I think bomb cart and hostage rescue have a place in this ruleset.
Can't wait to give it a crack myself! Hopefully secondaries add enough variety to spice it up. We may also get new objectives as time goes on. We'll see how cover goes. There are a lot of times my B1s could barely fit behind cover so for them it may not change much haha.
Droids seem a bit op now but as a CIS player bring it on. One thing I wish at detachments weren’t a thing I don’t like having the main set of commandos and the sniper tome just not worth the point costs. But I need to play first. Time to crush every opponent. Also I wish they had all the cards available now.
Most things seem to be between "very good" and "fine", but there are some problematic things also, like "transport" being nothing else than a scout move or double units that are very problematic in different ways (over 100 B1 droids arent very funny to deal with, especially when all missions designs have area controll included)
New rules also getting me to play legion again, had my first game yesterday and quite a few aspects to get use to, would like to see you play a game and your review.
I disagree with fire support being better. Standby needs range 2 and potentially 3 if you get sentinel upgrade. Those once incredible long ranged fire supports disappear 😢
@2121Sloth Perhaps but the standby is in addition to the other two actions you're getting, which could be an attack as well. Old Fire-support is the only thing that unit will do that round and the cover rules also have potential downside to large dicepools. Standby doesnt even have to be used to be good. Using it as a deterant for objective play in a game with much less rounds is also a big factor.
@@Diceonahill , it's the 'perhaps' part that isn't comparable to having control over using fire support. Additionally, fire support could combine characters' or vehicles' native abilities such as surge to critical or sharpshooter. Units like ISPs and Cody are no longer able to boost the firepower of the clones. Standby can be avoided and the range is really not ideal for long-range lists.
@WeAreFulcrum The 5 rounds maybe to create urgency around objectives, the game seems to lean into a faster paced, in-your-face kind of playstyle. The 1000 points, maybe simply since its a round number? 🤷♂️
Wow. I think you are the first youtuber I've seen who actually likes these changes. Personally I haven't played 1st edition enough to judge, but the changes make sense to me on paper. Also, your production quality is WAY too high for a guy with less than 500 subs. I'm pretty sure the youtube bylaws say you need to have a shaky phone cam and crappy microphone until you hit 10k :p
Time will tell. Calling the rules 2.0 or not does not really matter. If the community is not happy with the changes and the fact, they have made it more expensive for new players. AMG may have successfully killed another Star Wars property. It is different, but is it good? I am still reading the rules and the people I normally play with are all rolling their eyes. I guess we will all find out over the next month or so.
@SamBalducci I think it's doubtful this will hurt the game long term. There are a lot of merit to the changes made. Personally, I can see this having a positive impact but like you said only time will tell.
The Armor changes have made dark troopers useless. They can not have cover can only negate 3 hits and can not be repaired. so every other unit is able to block attacks using cover, and heal. the only added benefit the dark troopers have is the second activation if they don't get wiped out by some one rolling 10 + attack dice in the first turn.
I don't think they were play tested just given a armor number due to their size. One the other had I guess the question is how does this not become a swarm game? Why not load up on maximum core units and nothing else. No operative, heavy, or special forces can with stand a 15 + attack role. They don't have the health to stand up to a bad roll.
Thanks for actually doing a review of the new rules. Other people that rhyme with babbock just complained that they didn't call it 2.0 for 20 minutes. He also didn't address any changes and just logged off lol.
There are 4 things i realy hate. 1. Transport is just a scout move 2. AI-change. They actually just removed the rule from the game, nothing else. For me thats just absolutly boring and take away a lot of character of the army. 3. Additionaly they didnt nerf any Separatist units, not even the slightest. Beside no nerfs they dared to buff the Spider for no reason. Extremly cheap, better Ion cannon, only vehicle with no armor nerf, just the best light vehicle now while it already was perfectly fine before. 4. Mission design: very repetitive, all missions seem to be nearly the same and it feels a lot like GW´s 40k mission design that i realy dislike (very boring). Beside that there are some things im a little sceptical about, like potential problems for melee units/characters. Other than that im very exited to play the new version of the game, there are also a lot of good ideas, so im not to negative about the update.
@@MatthewBreck They were not terrible, also there were very powerful lists with poggle and geonosians. And a buff doesnt mean you have to create the most dumb change in the games history. Its just bad gamedesign and there are way better ways to balance a (already fine balanced) game without removing a cool, unique faction rule. Yes, there is AI on the cards ... but the rule just dont exist in reality. While in range to the commander its nonexistent. Just place your commander in the center (+ -) to take care of the problem, you dont even have to think about it at all. So only the furthest away units would even trigger AI and even than you can override it like tablewide with range 5. Thats just nonsense, there is no difference between removing the rule and change it to the version it is now. And dont try to argue with "Just kill the commander". Sniper units got realy nerfed. Very pricy and the backup rule ruins them hard. There is no efficent way to kill supporters like Kalani or Leia anymore.
This --> "4. Mission design: very repetitive, all missions seem to be nearly the same and it feels a lot like GW´s 40k mission design that i realy dislike (very boring)." Very annoying.
Thank you for actually explaining and talking about the changes instead of just complaining in a stream of consciousness like most other channels I've seen.
Agreed!!!
Agreed. I don't really need a 5 minute rant about the art direction.
That one guy crying for 20 minutes about how AMG is "LYING!!1" to us that this is infact a version 2, not just an update is kind of insane. Yeah, I agree its a new version, but its more like a meme, like is a hotdog a sandwich kind of thing, not something to get red faced over. Need some better RUclipsrs for this game.
@@nathand6467 exactly. Semantics changes NOTHING. Getting caught up on its name was so dumb
This is the best legion video I've seen in the last week. Thank you for a refreshing take. Instant sub.
Amen, same boat
Thank you!
Nice to hear someone not complaining, just explaining the changes. And showing excitement. Thanks for the video
Great review of the updates! I appreciate the positivity instead of the angtsy rants that seem common to most channels.
I would be very interested to see some gameplay using the refreshed rules! I think it would be helpful for the community to see how things work with the new system.
Your quick understanding and successful ability to concisely explain the difference between then and now is Great! Subbed, hope you keep growing your channel :)
Thank you! 😀
Anyone who thinks white dice will give you better cover results than straight hit cancellation has never played rebels.
Haha yeah fair point but I've definitely seen it swing both ways. Although obviously those massive influxes of shields are rare.
Thank you for explaining the changes. That is the type of video we need 👌
Clear, concise, positive ! love it !
Thanks man!
It’s a new upgrade card that allows you to add 5 more miniatures to your core squads.
I’m like you in that I sort of fell out of love with legion last year but I’m super excited for the new updated rules. Thanks for the video.
Just to note, fire support is not better now. The rules under the attack section say "A unit may make multiple attacks a turn but can only perform one attack action per turn ...." and standby says that you may make an action in response to an enemy. So if you attack either with the standby or on the clone trooper activation then the following action cannot be an attack. I miss the old fire support already :(
Ah I see, just checked it now and I believe you may be right. This changes a lot of cards.
@@Diceonahill I did just watch a crabbok vid and he did point out fire support has been nerfed to balance bigger dice pools for when you double unit sizes. So it has it's place tbf.
As someone who played the new rules, I very much like the style of play they are pushing, even if I do think they need some changes.
Cover feels downright non-existant. The number of times we rolled for heavy cover and rolled nothing was way too high.
The missions, combined with the lack of cover, push a much more aggressive and dynamic play style. I think the missions will get boring after a while as all the maps and objectives feel very samey. But I hope this is a starting point and they bring back so more interesting missions in this same theme. I think bomb cart and hostage rescue have a place in this ruleset.
Can't wait to give it a crack myself! Hopefully secondaries add enough variety to spice it up. We may also get new objectives as time goes on.
We'll see how cover goes. There are a lot of times my B1s could barely fit behind cover so for them it may not change much haha.
Love this , i am keen to try the new rules.
Droids seem a bit op now but as a CIS player bring it on. One thing I wish at detachments weren’t a thing I don’t like having the main set of commandos and the sniper tome just not worth the point costs. But I need to play first. Time to crush every opponent. Also I wish they had all the cards available now.
I left legion when Shatterpoint came out. The changes look fun for legion.
Most things seem to be between "very good" and "fine", but there are some problematic things also, like "transport" being nothing else than a scout move or double units that are very problematic in different ways (over 100 B1 droids arent very funny to deal with, especially when all missions designs have area controll included)
I think it was add five extra bodies to your core unit for 60 points
Depends on the corps unit, they are all upgrade cards :)
New rules also getting me to play legion again, had my first game yesterday and quite a few aspects to get use to, would like to see you play a game and your review.
Excellent explanation.
Thank you for a different perspective. Everyone else seems to be so mad 😅lol
I disagree with fire support being better. Standby needs range 2 and potentially 3 if you get sentinel upgrade. Those once incredible long ranged fire supports disappear 😢
@2121Sloth Perhaps but the standby is in addition to the other two actions you're getting, which could be an attack as well. Old Fire-support is the only thing that unit will do that round and the cover rules also have potential downside to large dicepools. Standby doesnt even have to be used to be good. Using it as a deterant for objective play in a game with much less rounds is also a big factor.
@@Diceonahill , it's the 'perhaps' part that isn't comparable to having control over using fire support. Additionally, fire support could combine characters' or vehicles' native abilities such as surge to critical or sharpshooter. Units like ISPs and Cody are no longer able to boost the firepower of the clones. Standby can be avoided and the range is really not ideal for long-range lists.
@@2121Slothit’s less of a hard hit but also more actions economy as a republic player I’m alright with it.
@@2121Sloth The game is overall not designed for long range with the new update.
Any chance we get to see a tutorial video?
Stay tuned! Hopefully recording a game tomorrow!
might be worth mentioning, your stapps will not get the free pivot. speeder key worded units dont get the free pivot.
@callmecaptain1738 Just looked it up, you are right. Thanks for pointing that out.
Will we get new card packages with updates?
Not sure, we have print and play at this stage. I imagine there would be card pack at some stage. Maybe someone in the comments has heard?
What's the rational behind increasing the total points (now 1000) and decreasing the total rounds (now 5)?
@WeAreFulcrum The 5 rounds maybe to create urgency around objectives, the game seems to lean into a faster paced, in-your-face kind of playstyle. The 1000 points, maybe simply since its a round number? 🤷♂️
I would like if you played a mwtch on the stream especially now to see the new rules play out
@@jacobgeer7322 I might be able to record a game but likely not until next week. I'll do my best!
Wow. I think you are the first youtuber I've seen who actually likes these changes. Personally I haven't played 1st edition enough to judge, but the changes make sense to me on paper.
Also, your production quality is WAY too high for a guy with less than 500 subs. I'm pretty sure the youtube bylaws say you need to have a shaky phone cam and crappy microphone until you hit 10k :p
Haha thanks man, I only started a few months ago but growing fast 😀
@@Diceonahill well, now I can say I'm one of the OG 500 subs :p Looking forward to your future work!
Time will tell. Calling the rules 2.0 or not does not really matter. If the community is not happy with the changes and the fact, they have made it more expensive for new players. AMG may have successfully killed another Star Wars property. It is different, but is it good? I am still reading the rules and the people I normally play with are all rolling their eyes. I guess we will all find out over the next month or so.
@SamBalducci I think it's doubtful this will hurt the game long term. There are a lot of merit to the changes made. Personally, I can see this having a positive impact but like you said only time will tell.
The Armor changes have made dark troopers useless. They can not have cover can only negate 3 hits and can not be repaired. so every other unit is able to block attacks using cover, and heal. the only added benefit the dark troopers have is the second activation if they don't get wiped out by some one rolling 10 + attack dice in the first turn.
@@vampirehunter21 Yeah, we'll see how they go. Maybe some adjustments will come in the future.
I don't think they were play tested just given a armor number due to their size. One the other had I guess the question is how does this not become a swarm game? Why not load up on maximum core units and nothing else. No operative, heavy, or special forces can with stand a 15 + attack role. They don't have the health to stand up to a bad roll.
Dark troopers will get cover surely, seeing as they are indicated as 'Droid Troopers' not vehicles?
They should be able to have cover as they are noted as droid troopers not vehicles though right?
@@MSCodeAndGamer it the unconcern key word it prevents them from using cover.
Might have to dust off my mini lol
Thanks for actually doing a review of the new rules. Other people that rhyme with babbock just complained that they didn't call it 2.0 for 20 minutes. He also didn't address any changes and just logged off lol.
There are 4 things i realy hate.
1. Transport is just a scout move
2. AI-change. They actually just removed the rule from the game, nothing else. For me thats just absolutly boring and take away a lot of character of the army.
3. Additionaly they didnt nerf any Separatist units, not even the slightest. Beside no nerfs they dared to buff the Spider for no reason. Extremly cheap, better Ion cannon, only vehicle with no armor nerf, just the best light vehicle now while it already was perfectly fine before.
4. Mission design: very repetitive, all missions seem to be nearly the same and it feels a lot like GW´s 40k mission design that i realy dislike (very boring).
Beside that there are some things im a little sceptical about, like potential problems for melee units/characters.
Other than that im very exited to play the new version of the game, there are also a lot of good ideas, so im not to negative about the update.
The separatists were terrible. They had a below fifty win percentage on every build but experimental droids. They needed the buff
Also the ai rule still exists and is still on most of their cards
Yeah you’re actually just a straight up liar about ai. It is less punishing but definitely still exists
@@MatthewBreck They were not terrible, also there were very powerful lists with poggle and geonosians. And a buff doesnt mean you have to create the most dumb change in the games history. Its just bad gamedesign and there are way better ways to balance a (already fine balanced) game without removing a cool, unique faction rule.
Yes, there is AI on the cards ... but the rule just dont exist in reality. While in range to the commander its nonexistent. Just place your commander in the center (+ -) to take care of the problem, you dont even have to think about it at all. So only the furthest away units would even trigger AI and even than you can override it like tablewide with range 5. Thats just nonsense, there is no difference between removing the rule and change it to the version it is now.
And dont try to argue with "Just kill the commander". Sniper units got realy nerfed. Very pricy and the backup rule ruins them hard. There is no efficent way to kill supporters like Kalani or Leia anymore.
This --> "4. Mission design: very repetitive, all missions seem to be nearly the same and it feels a lot like GW´s 40k mission design that i realy dislike (very boring)." Very annoying.
Just trying to turn legion into mcp jesus