With respect to the Panic Ruling - You only lose your actions if you panic after the rally step - you can still technically be "Panicked" at other steps by gaining sufficient suppression tokens.
As always, this video underlines why you are top top guy Crabbok. Fair play. This video is almost more helpful than your Batreps. Keep up the great work!
I think the "cannot veto your opponent's Advantage card" thing comes from one of the videos where they emphasised that you couldn't switch your Advantage Card for theirs. When you veto a card you replace it with one from your deck (even if the old one is from their deck) except for the Advantage cards, where you always replace it from that player's deck. I vaguely remember getting confused by that as well...
Minor thing, when you're talking about POIs granting cover: they are not difficult terrain, true. But barricades are also not difficult terrain anymore. The rulebook entry on barricades now says they're open terrain. Easy change to miss, since it's a single blue word. Hell, they forgot themselves, the movement example in the CRB hasn't been updated.
Panic is a constant check, not just during rally. The misconception most people have is that panic = no actions. Panic is its own thing that can occur whenever. One of the effects is if you end your rally step panicked, you lose your action
Great video! I missed the changes to deployment and so many of the changes to infiltrate and scout etc didn't make sense so I had a few questions on the forums about them. Then found out I just neglected a fundamental change to the game and that cleared it up for me 🤣
Thanks for the clarifications! Can you do a video on some of the walls of text found on the battle deck cards? I just played in a store tournament this weekend where the most interesting "A ha" moment was in two games where we played the Intercept Signals objective and I explained how the Intel token assignment described in the Special Rules operates at the end phase. It made a huge difference in how opponents played that objective. Also the new 1/2 range for dropping and interacting with tokens was also something that came up in all of my games catching my opponents by surprise!
Mistakes happen all the time. Happens to the best of us. Luckily in person games tend to be more forgiving than the Internet and people that play my local game shop have been quite chill when they happen.
I wish there was a better balance between keeping it fresh and keeping the rules mostly the same so us old timers with jobs and kids that don't have time to learn a whole new game and buy all new cards can still enjoy the game as it's intended.
I was playing the ability to cancel opponents advantage card wrong as well. I will blame you as I may have git the idea from your videos 😜 but after it wasnt very clear in the rules.
For checking panic, where is that ruling? On page 15 it states "If a unit has a number of suppression tokens that is equal to or greater than double its courage value, it is panicked" and I don't see anything on page 23 for rallying that says you cannot panic mid activation? I am curious because there is a secondary that scores when units panic and wanted to know when panic is checked
@@robinatk there are answers for that in the offcial rules forum I cannot link them here, search for: Timing of Panic with id 16074 Can Dauntless or Compel Panic the respective unit with id 16259
Do a search for Dauntless in the SWL forum...A unit may become panicked by using the Dauntless or Compel keywords. A unit only loses its actions due to panic if it begins its Perform Actions step while panicked. A unit is in its Perform Actions step when it applies the Compel or Dauntless keywords, and as such is no longer "beginning" its Perform Actions step
You can panic at any time that you're assigned a suppression, but you only determine how many actions the unit gets after the rally step. Any suppression added after that doesn't take away actions during the activation. If you hit your panic threshold through, say, dauntless, you don't lose an action, but you are unable to score with that unit, for example.
There is one thing im still not sure on and I wasnt able to find it, or maybe I just skimmed over it idk, but when a unit deploys, do they HAVE to end the deploy movement inside friendly territory or can you do you deploy move starting inside your territory and ending outside your territory?
With respect to the Panic Ruling - You only lose your actions if you panic after the rally step - you can still technically be "Panicked" at other steps by gaining sufficient suppression tokens.
When do you drop aj objective? After the rally step or as soon as you hit the panic threshold after an attack?
@@mattlbergeRight away now
Or maybe not, as I can't find that. Might be something we did wrong
Thanks for your humility in this and for clarifying for all of us who still struggle keeping all the rules right.
It's always good to have clarification on some hard to remember rules
As always, this video underlines why you are top top guy Crabbok. Fair play. This video is almost more helpful than your Batreps. Keep up the great work!
I think the "cannot veto your opponent's Advantage card" thing comes from one of the videos where they emphasised that you couldn't switch your Advantage Card for theirs. When you veto a card you replace it with one from your deck (even if the old one is from their deck) except for the Advantage cards, where you always replace it from that player's deck. I vaguely remember getting confused by that as well...
Related to the "Immune Deflect" rule that I got wrong: "High Velocity" DOES prevent the defender from getting the surge to block with deflect.
I thought immune:deflect also cancels the blocks ?
@@timago4443 pierce cancels blocks. Pierce 1 cancels one block rolled. Pierce 2 cancels two and so on.
I wish Immune: Deflect also did, because it means some units(like Droidekas) have an advantage against Force Users
Thanks for pointing out the suppression one! My friend and I had been playing that incorrectly!!!!
Thanks for clarifying these rules. There is a particular wording to many of these new rules that might slip when reading it.
Thanks for doing this, we all get rules wrong, we just don’t usually have hundreds of people watching us do it
Minor thing, when you're talking about POIs granting cover: they are not difficult terrain, true. But barricades are also not difficult terrain anymore. The rulebook entry on barricades now says they're open terrain. Easy change to miss, since it's a single blue word. Hell, they forgot themselves, the movement example in the CRB hasn't been updated.
So you dont have to drop to spd 1 for barricades?
@crayzeewhorse Right, they don't effect movement anymore.
@dpenn89 ah nice... so basically I got played at the weekend then 😬😅
Ion is a common rule mistake as well. A unit with one or more ion tokens, only loses ONE activation regardless of how many tokens it kept after rally.
Best thing that helps me remember dodge and cover for impact is to imagine your vehicle being able to move out of the way from a missile coming at it.
Panic is a constant check, not just during rally. The misconception most people have is that panic = no actions. Panic is its own thing that can occur whenever. One of the effects is if you end your rally step panicked, you lose your action
For objectives yeah - but in the recent battle reports I was using it for the lost actions portion.
We all get rules wrong, thanks for clearing these up.
Great video!
I missed the changes to deployment and so many of the changes to infiltrate and scout etc didn't make sense so I had a few questions on the forums about them. Then found out I just neglected a fundamental change to the game and that cleared it up for me 🤣
Well done, Crabbok. It's not your fault that AMG is horrendous at creating rule changes that flow smoothly.
Much respect for this video
Thanks for the updates.
Appreciate your videos on Legion 2.0
Still trying to figure it out
Thanks for the clarifications! Can you do a video on some of the walls of text found on the battle deck cards? I just played in a store tournament this weekend where the most interesting "A ha" moment was in two games where we played the Intercept Signals objective and I explained how the Intel token assignment described in the Special Rules operates at the end phase. It made a huge difference in how opponents played that objective.
Also the new 1/2 range for dropping and interacting with tokens was also something that came up in all of my games catching my opponents by surprise!
I am planning something like that.
Mistakes happen all the time. Happens to the best of us. Luckily in person games tend to be more forgiving than the Internet and people that play my local game shop have been quite chill when they happen.
thanks for clearing these up.
It’s good to see that we all sometimes make these gaffes!!
I wish there was a better balance between keeping it fresh and keeping the rules mostly the same so us old timers with jobs and kids that don't have time to learn a whole new game and buy all new cards can still enjoy the game as it's intended.
THX for clarifying! It help a lot.
we all get rules wrong man. thanks for this!
This was very helpful. Thank you.
with the newish edition, i have messed up several of these but is the growing pains with large rule changes to any game
You can still only suffer total wounds for units that are in LOS. on page 34
So if you can only see Wrecker, you can deal up to 3 wounds to the Bad Batch?
@@Septulum correct
"To err is human so....er...." - Gary King
Amazingly useful video thank you!🙏 👍
Things like bomb tokens can be given to vehicles now. Those things just say units. Speeder bikes are units. Enjoy
I was playing the ability to cancel opponents advantage card wrong as well. I will blame you as I may have git the idea from your videos 😜 but after it wasnt very clear in the rules.
Curious, have you ever gotten into Infinity?
For checking panic, where is that ruling? On page 15 it states "If a unit has a number of suppression tokens that is equal to or greater than double its courage value, it is panicked" and I don't see anything on page 23 for rallying that says you cannot panic mid activation? I am curious because there is a secondary that scores when units panic and wanted to know when panic is checked
i had the same thing come up in a game when spur is used and wasnt sure how it worked
@@biffa2987 I’ve asked on the sw legion fb page see if we can figure it out
@@robinatk there are answers for that in the offcial rules forum I cannot link them here, search for:
Timing of Panic with id 16074
Can Dauntless or Compel Panic the respective unit with id 16259
Do a search for Dauntless in the SWL forum...A unit may become panicked by using the Dauntless or Compel keywords.
A unit only loses its actions due to panic if it begins its Perform Actions step while panicked. A unit is in its Perform Actions step when it applies the Compel or Dauntless keywords, and as such is no longer "beginning" its Perform Actions step
You can panic at any time that you're assigned a suppression, but you only determine how many actions the unit gets after the rally step. Any suppression added after that doesn't take away actions during the activation. If you hit your panic threshold through, say, dauntless, you don't lose an action, but you are unable to score with that unit, for example.
Thanks! This is helpful.
There is one thing im still not sure on and I wasnt able to find it, or maybe I just skimmed over it idk, but when a unit deploys, do they HAVE to end the deploy movement inside friendly territory or can you do you deploy move starting inside your territory and ending outside your territory?
THey can move beyond. Transport or Scout 3 often enable this
Very helpful. Thanks
You rule!