As I don't remember what happened let us instead enjoy the pictures and muse somewhat on the game. Legion is like 40k, but based on Star Wars. There's another game - Star Wars Shatterpoint that seems like a skirmish game and seems to have a bit more support but Legion is on its 2nd edition [the new rules are free to download]. We're coming to terms with the new rules, I'd estimate we played 1st edition maybe about 6 times.
Overall, I think we like it. It's not as fun, or as simple as MESBG but it is much more engaging than 40k, despite occasionally being more complex! That's right. When I claim 40k is too complex how does a more complex game feel more entertaining? I'm still trying to conclusively answer that but I have various thoughts.
First up, every unit comes with a datacard, with all it's specific rules. You can then add upgrades, more cards, and that helps build your army. Together with an overly convoluted and impenetrable mission/deployment/objective setting stage at the beginning of the game just getting to turn one is a chore in itself.
Honestly, I think the next game we played it took over an hour in pre-game 'book-keeping'. It was ludicrous, but did add some of the high points of humour for the evening. When the game actually starts you have a set of order cards that give you some buffs but have a specific value 1-4. This is how many of your units you can give orders to and whoever 'bids' the lowest gets to activate their unit/units first. So if you choose a 2 unit order and your friend chose 3 you get to give orders to 2 units and activate them. Your friend gets to give orders to 3 units and can activate them after, or it alternates, I forget which. Like I say it's complicated and I seem only able to understand the rules when I'm actually in the shed.
There are various movement tools that feel really precise given they have hinges in, and you position them on the base and then move the leader model from one end to the other. The the rest of the squad just moves anywhere within a certain distance. Kind of undermining the precision effort but I think there is a net speed benefit in the end. Each unit gets to do 2 'actions' which could be move twice, move once and attack once [you can only make one form of attacking action unless special rules say otherwise], aim and shoot, dodge and move or even rally.
Some of these actions give benefits in the shooting phase or when you are shot at. Any time you are shot at your model gets a 'suppression' counter, like Bolt Action pinned marker, and that can prevent you from doing more than one action. To counter this you have to do a leadership roll and all of these rolls are on special 6 or 8 sided dice. 6 sided are for 'defence' - for rallies and saving throws [in white and red - red is best]. These have shields and 'surges'. Some units convert surges to shields, increasing their defence. 8 sided dice for 'attacks' [in white, black and red - red is best]. These have hits, critical hits and surges. Again, some units convert surges to a hit, or even convert a surge to a crit! It's a neat way of managing a units capability but it does mean every time you fire or make a save you have to consult their datacard to see if a surge counts for anything else.
So yes, confusion is very much part of the game and can slow down progress. If we get through 2 to 3 turns in one evening that's a result!
Many units are single wound models, but some heroes and tough units like Wookies are multiple wound models.
Therefore wound counters come as standard, alongside the suppression and many, many other markers. Now you know I'm a fan of markers, but even I get overwhelmed by just how many are used in this game.
Cover allows you an additional saving throw [on white dice]. Roll a dice for every hit [crits ignore cover]. Soft cover allows a shield [and surge if you convert] to negate 1 hit. Hard cover can negate 2. You also get 'cover' saves for dodging and if you already have a suppression counter. Simple and complex, it's quite a feat.
Alternating play really helps feel like you're not a spectator as your army is deleted a unit at a time. Although, the potential to remove a unit in one turn in Legion is highly unlikely. Which is one of its appeals. Even with 'tanks' like the AT-ST against an infantry unit - it just doesn't have enough guns to wipe a unit in 1 turn. It may kill 1, 2 or 3 in a squad but most of them have enough figures to weather firepower of that magnitude.
And even that will only put one suppression token on the squad so they'll still be usable if they haven't been activated. They may have one less action, if they fail their rally, but you don't feel like you're constantly losing options. I think that is one of its biggest successes - the durability of units. Unlike the films, Stormtroopers hit quite a lot, but their blasters aren't that fatal. Even Rebel t-shirts can be effective armour!
So, we're somehow loving this complex, long winded game in a way that the similarly afflicted 40k doesn't seem to deliver. It's frustrating and sad that we've all invested in a game that no one is motivated to play. I love the figures, the settings and the armies I've spent time and effort painting. We just can't bring ourselves to put them on the table
That said, I won't be investing in a Star Wars army just yet. Suggestions for factions keep being made to me and I would dearly love a Jawa army. The 3D sculpts are stunning and funny too.
However, this is is not even a legitimate faction. There are no rules for them aside from an upgrade card for one model. And without official figures even, there are no official cards, which are key to playing the game.
We discussed using Ewok rules, but the Ewoks are utterly murderous and we have an Ewok army already painted up. So there's no incentive for me to buy into another system. Nor add in a load of new figures to paint, which is actually a relief.