This post has been archived with permission from the Impact X blog.
In Star Wars Legion you can pre-measure distance at any time, but can only pre-measure speed during a units activation. Sometimes this can lead to uncertainty, however there are some quick rules of thumb that can help you plan your movement and figure out whether you will be in range after a move or not without measuring the units actual speed and thus committing you to activating that unit.
Before we begin there are some constants we need to know:
- Range is measured in 6″ increments
- the board is range 6 by range 12 or 36″ by 72″
- Speed 1 is just short of 3″ plus base size
- Speed 2 is just short of 5″ plus base size
- Speed 3 is just short of 7″ plus base size
- Small base is 27mm or 1.06″
- Medium base is 50mm or 1.96″
- Large base is 70mm or 2.75″
- Huge base is 100mm or 3.9″
Using these metrics we know that a small base moving speed 2 (a trooper at average speed) comes out very nicely to nearly 6″ or essentially Range 1. That means that if a trooper unit has a speed 2 move and a range 1-3 weapon, if the target unit is just within range 4 before moving then you know they will be in range for an attack after moving directly towards them at speed 2.
A medium base moving Speed 3 is just shy of a Range 1.5 move and thus moving twice is essentially a Range 3 move. This means that a unit of speeder bikes can double move and shoot a unit that was range 6 from where they started, allowing them to cover almost all of the board.
A Large or Huge base moving at Speed 1 comes in just under or over a Range 1 move respectively. So we can use the information in the same way as we used for the trooper at speed 2.
Unfortunately there are no shortcuts to using this information and you will have to memorize the constants to be able to use this method in competitive play. It should also be noted that while not explicitly disallowed, marking partial increments on your range rulers could be considered using outside reference material and is generally considered poor sportsmanship. The best way to use this info is to memorize the constants and try to “eyeball” or test the distances in friendly games so you have a good idea of what is possible with combined range and movement.
As stated at the top of the article, this can help you when determining which unit to activate when it is uncertain if a unit will be in range after moving – but where this information really shines is in selecting the best deployment for your list and how to plan your first turn strategy against your opponents units. This will be covered in more detail in the Mission Deployment Parameters article.