Deploy The Garrison – Star Wars: Legion Tournament in Randers, Denmark

At the end of March I met some guys from Denmark at a tournament in Oldenburg, Germany. One of them announced he would organize a small casual tournament in May in Randers.  Even though the event was small, all of the danish guys were really fun to play against, it was well organized and totally worth the trip. 

It was a nice chance to get some experience outside the meta I am used to and to try some unconventional stuff in a casual setting. I wanted to play something outside my usual Luke-Leia variations, so I brought an Empire list for the first time. I wanted to use Vader and to somehow squeeze at least one unit with sonic charges into that list, so here is what I ended up with:

790 Points
Cut: Long March, Vaporators, Clear Conditions
Command Cards: all 6 of Vader’s+Krennic’s Command Cards
Vader, Saber Throw, Force Push, Force Choke 225
Krennic, Improvised Orders 100
Storm Troopers, Medical Droid 63
Storm Troopers, Medical Droid 63
Snow Troopers, Flame Trooper,
Recon Intel, Frag Grenades 75
Strike Team, Saboteurs, Emergency Stims 50
Royal Guard, Electrostaff, Tenacity,
Environmental Gear 107
Royal Guard, Electrostaff, Tenacity,
Environmental Gear 107

I use to play defensive with Rebels, and the Empires‘ long range options can really suit that. However, I also wanted to use the opportunity to switch gears to a more aggressive list and play style. I figured with very few activations and no long range shooting I had to go for a high bid in order to choose a side with covered avenues of approach towards the middle, plus an objective that would reward area control near the centre.

The ideal sequence of orders should have been „New ways to motivate them“ around turn 2 in order to snatch a central objective token and run with it or to engage enemy ranged damage dealers in melee with the Royal Guard. The Snowtroopers and the Strike Team would provide additional distraction. Turn 3 should have been „Implacable“ or „Deploy the Garrison“ on the engaged Royal Guard or Vader. Turn 4 should generally have been „Master of Evil“ combined with a Force push of a unit onto 2or more sonic charges, followed by „Annihilation Looms“ in Turn 5. That would deal 7 or more suppression tokens to the pushed unit, which is a good threshhold against units with courage 2. „Voracious Ambition“ should serve as a kind of joker. Needless to say that this ideal combination did not come together a single time as it was supposed to, but the list was still surprisingly successful and fun to play.

Randers Deploy the Garrison Game 1

Advanced Positions – Rapid Reinforcements – Intercept Transmissions

My opponent showed up a little bit late, because there were unfortunate traffic issues and it took some additional time to prepare his miniatures. About 30 to 40 minutes were already gone when we started deploying, so it was very unlikely that we would be able to finish 6 turns. He brought Krennic with 2 Deathtroopers, 2 sniper teams, a tank and 3 Stormtrooper DLTs, so he started one activation ahead of me. I measured that the centre point of the map was slightly towards the right pillar of the central landing pad. That was a big deal against a rather range focused list with more activations than mine. Units behind the right pillar could hide out of line of sight but still within range 1 of the centre, while units behind the left one would be out of range 1 to the centre. A single speed-2 Move around the right pillar would have been not enough to bring a unit into base contact with a centre objective in case of Recover the Supplies though, and the upper left corner had a very solid rock formation plus a generator to hide behind. Ultimately I would only have a chance if I would be able to hold the centre and get an according objective. That’s why I chose the table edge at the bottom and eliminated Disarray + Key Positions. My opponent wanted to get rid of Limited Visibility and Hostile Environment.

Few activations into Turn 1:

Turn 1

I used Standing Orders to mitigate my lack of activations a little bit. One Royal Guard unit and the Scouts used the scout move of Advanced Position and two move actions to gain ground and hide behind the right pillar of the landing pad. The Stormtroopers and Krennic advanced towards the right objective. I deployed my second Royal Guard and the Snowtroopers via rapid reeinforcements so that both the tank and the Deathtroopers would have to advance to take shots at them. He took the bait and advanced to take first pot shots at the snows and the Royal Guard. Vader was able to made a really good impression with my last activation of the turn. With the scout move and two move actions he could barely reach the tank with an unobstructed saber throw. He rolled three hits and took away almost half of the tank’s health pool with his free action. On top of that, he was allready close enough to reach a Stormtrooper unit during his next activation. That would expose him in case I would not have the first activation or he got the chance to withdraw, but I took the risk due to the limited time in this game.

Turn 2

I played Voracious Ambition. I do not exactly remember what my opponent played, but I had priority. Vader moved into Melee with the unpainted Stormtrooper unit in front of the tank, killed 4 of them, pulled a unit of Deathtroopers into Melee and killed the DLT of the Deathtroopers with a Force Choke. Vader took three Damage in return from the Deathtroopers and one from the remaining Stormtrooper. The first Royal Guard unit moved up and engaged the Deathtroopers that were allready in melee with Vader, killing one Deathtrooper with their charge ability. One Stormtrooper unit advanced towards the middle and healed Vader, while Krennic and the other Stormtroopers healed my scouts and started a shootout with his isolated Sniper unit on the right. The Snows and the second royal Guard Unit took a lot of damage and suppression, but survived the round more or less intact. The upper Royal Guard, Stormtroopers and Scouts secured the central objective. The snows returned fire on his snipers without any result. They moved closer to his left DTs while still remaining inside Range one of the decimated Royal Guards at the bottom of the picture. I hoped he would shoot at the snows instead of focusing Vader or the unwounded Royal Guard near the tank next turn to prevent me from flaming the Deathtroopers.
I got 2 Victory points and he got 1. At that point he had to push towards the middle objective more aggressive in order to at least contest it in turn 4.

Few activations into Turn 2:

Turn 3

I played Master of Evil vs. Deploy the Garisson. As I hoped he continued to shoot at the Snows and the Royal Guard. Vader activated to take away the Standby tokens of the Deathtroopers with his suppression bomb. Vader killed the Deathtroopers on the right and took a second dodge token in case the single Stormtrooper he was engaged with would withdraw. That left my Royal guard near the tank unengaged. Luckily he shot at the Snows again, so the Royal Guard near Vader could move on to engage Krennic. My Stormtroopers on the left healed Vader and dealt one damage to the tank. My Krennic and my Stormtroopers on the right continued to fight his isoltated snipers. My Scouts remained in heavy cover near the centre objective and placed a mine there.

He hammered my Snows and the Royal Guard on the bottom into oblivion, but thanks to their cover, Guardian and lucky defence rolls, both units barely survived.

Turn 4

I played Implacable vs Voracious Ambition. The tank moved on to the right to get line of sight at my placeholder-units and probaly to bait Vader away from his troops.
Vader used Force Choke to kill the single Stormtrooper. Unfortunatly he was just a little bit too far away to get a swing at the stormtrooper unit near the left objective, even with force push. He threw his saber at the tank for two damage, bringing him to his resiliance threshold. he was close enough to the Storms to pull them into close combat, and he could force choke the DLT of the Second Deathtrooper unit. He readied Force Choke with Master of the Force to have it ready for his second activation. During that activation he killed all but one of the Stormtrooper Unit and Force Choked a second Deathtrooper.

His tank and his remaining units at the bottom left started to kill my central Stromtroopers. My remaining Royal Guard killed Krennic. My Krennic and my Storms on the right killed the isloated snipers. At the end of the turn, the score was 4 vs 2 victory tokens for me.

He had a mauled tank, half a unit of Deathtroopers, a Sniper team and a Stormtrooper unit left. All of his trooper units were far away from the central objective. On top of that, they would have to get past a complete Royal Guard unit and Vader, who had 5 Wounds left. The objectives were held by two Stormtrooper units, Krennic and the Scouts. The central objective was littered with sonic charges.

Just before the time ran out, my opponent conceded.

Randers Deploy the Garrison Game 2

Intercept Transmissions – Advanced Positions – Rapid Reeinforcements

We ended up with the exact same Battle Deck cards as in Game 1. I was quite satisfied with this, because I could appoach the central objective while having a huge line of sight blocker between me and the majority of his deployment zone. I could also get into range one of the central objective without exposing my troopers in the same way.

My opponent had 11 activation vs my 8 though, which was a little bit concerning. I assumed I had to push aggressivly early on nto even that out. He brought a generic officer, Boba Fett, 4 DLTs, 2 E-Webs, 2 Scout Squads with 4 Minis each but without heavy weapon and a full Royal Guard unit.

Turn 1

First two activations of Turn 1 (the blue rubber bands differenciate the minis of doubled squads in the blue army)

I actually did not plan to go for a crazy suicide move with the Strike Team, but he presented an extremly juicy target within strike distance. The idea to blow up 4 Units in heavy cover was just too much fun. I played „New Ways to Motivate them“ vs his „Jetpack Rocket“ to place a sonic charge near Boba, his Royal Guard and his 2 scout Trooper squads. Boba made his saves, but the Royal Guard and one Scout unit took 2 wounds and his second Scout unit took one. I took 2 wounds as well, but used Emergency Stims in order to maybe make him waste at least one more activation to get rid of my strike team. That sonic charge did way more damage than one could have expected. He used the Rocket/Carbine against my royal guard unit with the order token and caused 3 wounds. †

Middle of Turn 1

I healed one wound of my Royal Guard with my right Stormtroopers so that the Guard would not loose a second model when they activated with „New ways to motivate them“. He shot at those Stormtroopers with his first DLT-Squad at Range 4, doing nothing but suppression. My Royal Guard charged into his Royal Guard, dealing 4 Wounds with an excellent swing. His smaller Scout unit killed my last scout. His Royal Guard withdrew. His DLTs caused 4 more wounds to my upper Royal Guard, while his Royal Guard was wiped out by my army.

The rest of the Armny moved up a little bit with the big central line of sight blocker between them and the majority of the red force, shooting at his scouts and the royal Guard. Krennic moved to the right flank to get shots at the first E-Web that was deployed with rapid reeinforcements.

Turn 2

First activations of Turn 2

I played Voracious Ambition vs Whipcord launcher. I probaly made a mistake by activating the remaining Royal Guard Mini and charging the scouts in order to save the unit from further ranged attacks. It killed 2 of the three Scouts. Boba moved behind the Line of Sight Blocker and immobilized Vader, leaving him in Range and line of sight of 3 DLTs. With the help of his dodge, the Royal Guard and the medical Droids he managed to loose just one wound in this turn. My Full Royal Guard squad managed to engage Boba in melee behind the Los-Blocker when he was allready activated. Krennic and the right Stormtroopers killed isolated E-Web on the right side.

Vader, the Snows and the left Stormtroopers held the central objective, so at the end of the turn the score was 2:1 for me.

Turn 2

Turn 3

I played Deploy the Garrison vs. Coordinated Fire (pre-FAQ version), ordering Vader and the full Royal Guard unit that was in melee with Boba. With the Standbytoken on the Royal Guard, Boba would not be able to withdraw from the melee. At this point my opponent had 8 activations vs my 7. If I would not destroy at least 2 of his units before they activated he would have the opportunity to move around the central terrain piece and start a shootout which I could not win. I decided to send Vader on a suicide run to destroy as many of his Stormtrooperunits #1-3 as possible before he would go down, so that I could hopefully keep control of the centre objective until the end of the game.

Vader could engage the first Stormtrooper unit with force push, but was too far away to swing at it. He used Force Choke and Saber Throw on his way in instead. The E-Web went on standby in order to shoot at Vader or the Royal Guard as soon as they would be out of Melee. The Snows moved out of cover, took a shot from the E-Web , shot back at the Stormtroopers and moved back behind the terrain piece. The Royal Guard used its standby token from Krennic to attack Boba for another 2 damage. My upper Royal Guard unit killed the last scout. The Stromtrooper unit that was engaged with Vader withdrew. Vader took a lot of damage from the remaining 3 Stormtrooper units.

Turn 4

I played Implacable vs Push. Vader Force Choked the last Stormtrooper he was engaged with and mauled a second unit. Before he could take his secon activation, that unit withdrew and Vader was gunned down. The 2 Royal Guard units engaged his upper Stormtrooper units, so he had his Officer, one Stormtrooper unit and the Eweb left to score. The Snow Troopers tried to close in and dealt suppression to his Stormtrooperunit #4, but where killed in return. Thanks to that suppression, his Stormtrooper unit #4 did not make it to the central objective though. The score was 4:2 now and my opponent conceded.

He had no way to kill my unit at the right objective within 2 turns. Even if he somehow would be able to claim the central objective at the end of the game, the primary score would be 6:6, and I was still ahead in the secondary objective.

End of Turn 4

Randers Deploy the Garrison Game 3

Recover the supplies – Advanced Positions – Minefield

The final game was on the same map as my first one. From my side, I could hide a unit behind the pillar of the central landing pad and still reach the centre with a single speed-2 move, which was not possible from the red player’s side. I thought with „No ways to motivate them“ it would be relativly easy to snatch the objective early on and put my opponent in a difficult spot. With Luke, Chewie, Wookiees and Fleets he had a lot of tools for area control, too. I was confident that my list could manage to push him back long enough though. He brought:

796:
Luke, Force Reflexes, Force Push (185)
Leis, Esteemed Leader, Commanding Presence (105)
Chewbacca, Tenacity, Hunter (120)
Fleet Troopers, Scatter Gun, Recon Intel (69)
Rebel Troopers, Z6, Grappling Hooks (65)
Rebel Troopers, Z6, Grappling Hooks (65)
Wookiee Warriors, Tenacity, Emergency Stims (87)
Strike Team, Sniper, Hunter (50)
Strike Team, Sniper, Hunter (50)

Deployment

Turn 1

I opened with „New Ways to Motivate Them“ vs. „Coordinated Bombardment“. Advanced Positions was really crucial in this game. I could move most of my army behind the pillar of the landing pad with slingshot moves. My opponent used advanced position plus his recon intel for a slingshot move of his Fleet Troopers, placing some of their minis even slightly further towards me than the unit leader. That placed them within strike distance of my Royal Guard. That was an uneven trade for me, but it enabled me to grab the centre objective with the other Royal Guard unit and to have a nice distraction with which he had to deal with. My Stormtrooper units should be able to grab the two objectives on the right flank and hide out of sight of the snipers. Vader, the Snows and Krennic could act as an expendable speedbump to help the second Royal Guard unit run away with the central objective. The Scouts started to litter the centre to make pushing through harder.

Blue Activations Turn 1
Red activations Turn 1

Luke Force Pushed the Royal Guard out of Combat with the Fleets and attacked them. Leia used the Bombardment and moved on to pick up one objective on the left flank. Interestingly he used Chew Bacca to pick up the second one. The Wookies and the left Rebel Squad moved to the centre through the mines.

Turn 2+3

End of Turn 3 left flank

The game on the left flank basically went on as planned. I used „Implacable“ and „Deploy the Garrison“ for two Bonus attacks with Vader. My opponent used „No Time for Sorrows“ and „Son of Skywalker“ to increase the pressure on the left flank. Vader was still unharmed at the end of Turn 3, because the left Stormtroopers healed him up and he was able to block attacks with dodge tokens. The Scouts took one or two ranged attacks plus an attack from Luke before they went down. Vader had pulled Luke into melee and killed most of the Wookies at this point. Luke had his Force push still exausted from turn one, and there was almost no chance he would kill Vader next turn, who was completly unharmed.

End of Turn 3 right flank

The two Stormtrooper units managed to get out of Line of Sight with one objective token each. The Royal Guard managed to move out of range of Chewbacca and the Rebel Troopers on the left flank. All my opponent had left on this flank was one unit of Rebel Troopers which allready had lost two miniatures including its Z6 because the rest of the unit was out of sight during one of my ranged attacks. Even if Luke somehow would get away from Vader next turn, he would only have four move actions left to reach one of my objectives, which would not be enough.

Turn 4

The Royal Guard got away and out of Range of Chewbacca and the Rebel Troopers on the left flank, the Rebels on the right flank were destroyed by the snows. The melee in the centre was turning into my direction. The time ran out this turn, but there was no opportunity left to turn the game for my opponent anyway.

Randers Deploy the Garrison: Post Tourney List Review

Summary

I did not expect the list to perform that well. The tournament may have been very small and a lot of the most experienced Danish tournament players could not make it there, but it was still a pleasant surprise. Most opponents were simply caught off guard by the aggressive deployment and realized too late how mobile the list actually is, when many of their units were already engaged. In all three games, my opponents struggled to even get out of their deployment zone while I controlled the rest of the field. Most players already know how to deal with one or two beat sticks, but the synchronized impact of Royal Guard, Snows, Vader and the command cards often proved to be too much pressure. The general association is Vader=slow list, which is not true at all if you factor in “New Ways to Motivate them”. I am quite sure though the list will struggle a lot more if the opponent anticipates what is going to happen. Having said that, the little imperial experiment was actually more fun than most games I ever had with rebel lists. I’ll certainly try more of that in the future.

Vader: +

Vader may be expensive in terms of points, activations and the lack of long ranged damage output, but in this context he definitely pulled his weight. He went down once, but he already had done his part in that game. With Force Reflexes, he would have survived to perform at least one more  attack in that situation. Overall I did not regret to take Force Choke instead though. With medics and two units of Royal Guard, Vader is already incredible hard to bring down, and Force Reflexes only triggers when you activate early. On his way in, you usually want to activate him late though. Force Choke gives you an extreme amount of control with engagement/disengagement and works pretty much as the equivalent of a second Force Push in this regard. Pierce is optional, so you can be pretty sure that you do not kill the last enemy miniature you are engaged with. If there are two minis left, you can recover Force Choke with Master of the Force in Order to kill one of them and have it ready at the start of your next activation. The constant extra damage of Force Choke adds up over the course of the game, especially if you catch some heavy weapons or specialists. One of his “Implacable”- turns brought his action economy to another level. During his first activation, he performed: Move/Attack/Force Push/Force Choke/Recover. During his Implacable Activation, he performed: Force Choke/Force Push/Move/Attack. I got an extra attack with him out of “Deploy the Garrison” just once though, and never managed to squeeze another move out of it. Commanding Presence on Krennic would have helped. I suppose Vader performs well if the rest of the list is more or less designed to make him shine.

Royal Guard: +

The Royal Guard made Vader playable to begin with. Even if they did not intercept hits for him directly, they still helped him by engaging and decimating units that could otherwise shoot. My assumption was that at least one unit would get killed before they would do anything no matter what, but often both units did not only enable Vader to do his thing, but also dealt significant amounts of damage on their own. I think Environmental Gear proved to be a better choice than Recon Intel, because usually Turn 1 is spent to move behind a line of sight blocker near the centre anyway, and the additional initial movement is usually wasted. Two Royal Guard units plus Vader make up more than half of the list, so the obvious problem is there are a lot of eggs in one small basket. You don’t want to get too far behind in activations, so this combination significantly limits the rest of the list. I think if I could somehow manage to squeeze at least one Dewback or even Bossk into the list without losing activations, the whole concept would work even better. With Spur and extra move action, the Dewback moves further than range 4. That would make the IRG look like sloths.

Krennic: +-

One way to get the points for a Dewback might be to get rid of Krennic. I cannot say he did not pull his weight though. I might have to try him a few more times and maybe in a more competitive context to decide if he is expendable. Improvised orders are the first thing about him that proved to be essential. I rarely used compel, but I can see how an opponent could use the suppression mechanics to slow down important units in case I would not have had that tool available. Annihilation Looms was also important once by reducing the movement of opposing troopers in a decisive turn. “Deploy the Garrison” requires a little bit more experience and micromanagement in order to have him close enough in the right moment, but an extra attack from Vader and a full Royal Guard unit with Tenacity in an important turn is obviously really good. Especially the Royal Guard benefits from the standby token in duels vs. other melee units, because in such situations the advantage often snowballs if you deal a lot of damage to the opposing unit early on. The combination of standby and charge makes withdrawing pointless for engaged units. Another important thing about the standby-attack is that it triggers during your opponents turn, so it can be an opportunity to immediately reengage the IRG and prevent it from getting shot at. Voracious Ambition in combination with Cunning and Improvised Orders gives an insane amount of control and pretty much guarantees the first activation, which can be even more beneficial for a melee list. A mauled Royal Guard unit in the open can be killed quite easily. If it activates first and engages another weakened unit, it can still deal a lot of damage and often survives for a surprising amount of time. Two times Krennic was also very useful in the backfield to help with units that have been deployed there via “Rapid Reinforcements”. I think my opponents would agree though that these isolated deployments were mistakes on their part which they would not repeat.

Scout Sabs: +-

I took them as a gimmick that I desperately wanted to try, so I did not have a lot of expectations. I think the additional activation was definitely important. In their role as saboteurs though, I think I have to concede to the general assumption that you play a minimum of two or none. Within the list, the single team proved to be very valuable for another reason: due to their unique ability and their white defense die, the sabs are usually extremely high in the target priority of your opponent. With low profile, corner peeking, medics, Royal Guard and Emergency Stims, they often catch quite a few attacks in the first two turns without costing you an activation. That way they made it easier for Vader, the IRG and the Snows to advance. The alternative in that price category would have been another naked core unit, snipers or DLTs for the Stormtroopers. I am pretty confident that in none of the three games snipers would have contributed significantly more to the outcome. Another core unit might be a consideration, but I am not sure if that alternative would have endured significantly more shots. It would probably also not catch any fire for Vader and the IRG at all on their way in.

Snows: +

The original idea with the snows was that they would act as a distraction for Vader and the IRG, which basically worked as intended. With just 8 activations and the huge footprint of all the units that want to get across the table, you usually have pretty much no choice but to expose some parts of your army on the way in. You want to activate almost everything late during the approach, including the Stormtroopers with the medics. The bait can also lure your opponent into moving up range 3 units against them, which can set him up for a second turn charge of the Royal Guard. The opponent has to burn through the whole unit to get to the flamer, which can be healed up to catch another shot if you hide one miniature out of sight. Point for wound, they are even more expensive than IRG. Since you have to fill the core slots anyway, they are probably worth the extra points compared to Stormtroopers. . I did not expect to use the grenades. Their purpose was to increase the threat of the Snowtroopers. The flamer might have been sufficient for that purpose though. In the last game my opponent did not have enough firepower nearby to deal with them. In these rare cases, the Flamer and the grenades are obviously even better. I also considered to add a specialist with HQ-uplink to have the option to use the flamer in turn 2. That would have meant to either start with 7 activations or to leave Krennic at home.

Stormtroopers: +-

I was very hesitant to take them without DLTs, since this seems to be an auto include for many experienced Empire players due to their efficiency. The DLTs could have done a lot of damage because opponents usually have other things to worry about until late game. It was probably still the right decision. Even without the DLTs, the Stormtroopers were still able to act as placeholders in the backfield and to help Krennic with cleaning it up. During the first two turns, it is more important for them to move near their patients and take away wound tokens where it is most needed, so you often loose some attack actions with them anyway.