Impact X Archives

Impact X – Mission Conditions

This post has been archived with permission from the Impact X blog.


Star Wars: Legion is a game of battlefield strategy – and part of that strategy is picking a battlefield. If you are able to engage your enemy under conditions that are unfavorable to them then you will have a more favorable outcome. Selecting your battlefields is an important start in winning your war for the galaxy.

In a competitive game you and your opponent both bring a deck of 12 mission parameters (4x of each: Objectives, Conditions, and Deployment) and will play a mini game to determine which mission is being played (often referred to as turn 0). The player who’s list is the lowest points gets to chose if they are the red player or the blue player, and then the blue players scenario deck is used. Because there are more than 4 of each parameter there are some strategies when choosing which to include in your deck, and also when choosing which to keep and which to eliminate during the mini game to determine the actual mission played. Keep in mind that your individual play style and list composition will determine which mission parameters will favor you most.

 

Clear Conditions:

Summary:

This card does not change the way the game plays in any way.

Information of Note:

Neither positive nor negative, this condition is safe if not boring. Although it is an excellent place to start when first learning the game.

Best for:

Clear Conditions is a good condition to push for if all other conditions are worse for you than they are for your opponent.

Avoid if:

There is no reason to avoid Clear Conditions except for that it is less interesting to play than other conditions.

 

Limited Visibility:

Summary:

This card reduces the range at which you can target units down to 2, then on turn 2 the range is increased to 3, and from turn 3 onward you can target units as normal.

Information of Note:

Keep in mind that this card limits LoS to a maximum range, so it prevents targeting both friendly and enemy units beyond that range and it does not prevent effects that do not need LoS. .

Best for:

This condition is best for lists that include a lot of short range or melee units. It affords them to advance up the board a turn or two before the enemy begins attacking. It is also a good choice if the enemy list counts on its longer range for its advantage.

Avoid if:

If your list includes many range 4 or greater weapons and effects then this condition will strongly limit your opening advantage. If your list mainly consists of range 3 weapons then this condition can slow you down but may not be too harmful as the first turn of the game is generally unpacking and positioning anyways.

 

Hostile Environment:

Summary:

This card prevents trooper units from automatically removing suppression at the end of the round unless their unit leader is in base contact with a piece of terrain.

Information of Note:

Although this card prevents you from removing suppression during the end phase unless you are in base contact with terrain, you can still remove suppression as normal during the turn whether or not you are touching terrain – such as by rallying, Inspire X, and command cards. Also note that single model units are their own unit leaders.

Best for:

This condition is best for lists that primarily consist of vehicles because they cannot be suppressed. It is also a good choice for units that include multiple weapons with the suppressive keyword and/or can efficiently split attacks so that they can place more supression on the boat than their opponent. Keep in mind that this condition can easily backfire on you if you aren’t accounting for it in every activation, and is probably the most advanced in terms of player skill to take make work best for you.

Avoid if:

If your opponents list is geared towards this with multiple suppressive weapons or mainly consists of vehicles this could be a hard mission. Also avoid if your list is mainly troop spam or there is insufficient terrain to manage suppression on your list effectively.

 

Rapid Reinforcements:

Summary:

1.2.0 Errata RAPID REINFORCEMENTS This battle card should read: “Starting with the blue player, each player sets aside 1 to 2 friendly non-commander, non-operative trooper units, marking each unit with a condition token. When a player draws an order token with a rank that matches a friendly set-aside unit, if they cannot choose a unit on the battlefield with a matching rank, they must place that set aside unit onto the battlefield, beyond range 2 of all enemy units if able. That unit is treated as activated and its order token is placed facedown.”

Mechanically this condition is a little complicated but practically it is fairly simple. Before deploying units each player may set aside 1-2 non-commander non-operative trooper units. At the end of your first turn they will be placed anywhere on the board beyond range 2 of your opponents units. they enter the battlefield pre-activated. (before 1.2.0 this condition was 0-2 and second turn deployment)

Information of Note:

You can’t reserve commanders or operatives even if you have 2, but you can reserve any other trooper including emplacement troopers. The troopers enter the field with a face down order token meaning they can’t activate that turn, however they can still move or attack through other means such as abilities on other units or command cards.

Best for:

This condition is best for lists that have powerful short-range troopers such as Fleet Troopers or Snowtroopers who need a way to deliver them. This condition is also a strong option for lists that have a high number of activations who can afford to sacrifice their number of activations early in the game for positioning advantage later in the game. Also keep the objective in mind when playing this mission, it is a good idea to use this condition to drop troops in close to scoring an objective if they can.

Avoid if:

Because this condition is optional to participate in, there is no downside to taking this card and not using it. However it may benefit your opponents list by allowing them to safely deliver powerful short-range units into your troops or allowing them to sneak up on an objective.

 

Minefield:

Summary:

This condition places 4 mines on the field that detonate when non-repulsor units get close.

Information of Note:

When a unit gets near to a mine token roll a red defense die: if it rolls a block it detonates, if you roll a surge it detonates twice as two separate damage rolls, and on a blank it does not detonate and the token stays in play. If the same unit takes two move actions within range of the mine and the first move doesn’t detonate the mine you check again for the second move – each move action by a non-repulsor vehicle checks to see if the mine detonates. If a unit moves from outside range 1 to within range 1 you check to see if it detonates, however if a unit moves from within range 1 to beyond range 1 you do not check to see if it detonates. Remember that area weapons roll a new die pool agains each unit within the area, but still need line of sight from the token to the unit to make the attack. Because area weapons are considered ranged attacks they follow all the normal rules of ranged attacks including cover and causing suppression.

Best for:

This condition is great for lists that have many long range weapons so that you can force your opponent to come through the mines to engage with you. For a clever player this condition is also very strong paired with certain objectives like Sabotage and Supplies as you can pair the objectives and tokens together encouraging your opponent not to send troops to them until they have to.

Avoid if:

If you have a large volume of activations or short range weapons this condition can be hard on you and should be avoided.

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