1.5/5 stars. Rounded Down. Mainly unplayable. Sorry.
Background.
The shattered legions originally represented the survivors of Isstvan 5 - the Raven Guard, Iron Hands, and Salamanders who were all but destroyed on those sands. They have banded together and forged new units and tactics in order to survive and exact a price from the traitors. Others would follow this set up eventually, perhaps abandoned by their legions, or set tasks that meant they could not rejoin the main forces. Thus the shattered legions rules are applicable far and wide.
Rules Evaluation.
The Version 1.0 rules for the Shattered Legions were solid. In Second edition, they simply are not. I would go as far as saying they are generally (but not exclusively) unplayable. Even the designers note that they should not be used for tournament play. Seriously. What on earth (what on Isstvan) were they thinking to issue such a caveat? I'm really annoyed by the existence of such a caveat that they shouldn't be used in competitive play, and I'm aggrieved that the rules are so poor.
In second edition, rather than seeing small units of different legions come together under a single banner, we see each unit composed of different legions. This leads to the creation of majority and minority members of a unit. And each unit gains the major trait of the majority, the minor trait of the minority, and the flaw of the minority. Heroes gain a distinct hero trait.
This is all well and good - and could be a lot of fun potentially, until you realise that you have to calculate the majority and minority rather often. Not just every turn. But every single phase. Absolutely nightmare of book keeping. I've played a few games with these rules, and I detest them. My long time readers know that I'm unusual in preferring lower points games, but I can safely attest that even in small points games featuring strong narratives, this approach is a wreck with so many pauses in the game that it makes things very ... un-fun and lacking in flow.
Individual Legion Notes.
I grade all legions as "Playable", "Meh", or "Not recommended" herein.
Dark Angels: strong major and minor traits with bonuses to melee outcomes and snap shots, but the flaw is steep with a Ld loss. Not worth having as the minority to say the least. Not recommended to Meh.
Emperor's Children: Both major and minor might help in melee (the major might not since it grants 4+ to hit always). The flaw is actually tolerable since refusing challenges is not something you will do often. Hence this is a good legion for use with these rules. Playable.
Iron Warriors: the traits are strong, granting bonuses against armour for the major and Ld=10 for morale checks for the minor - well worth being in the minority! The flaw of gets hot is steep for reactions, so I'd suggest just a couple of Iron Warriors is well worth it. Playable.
White Scars: Shrouded at the major is great if you're running, and I=6 for sweeps is very strong for the minor. The -1 to Ld for not moving enough is very tolerable outside of combat, but ridiculously damaging inside combat if you're dying. Not recommended.
White Scars: Shrouded at the major is great if you're running, and I=6 for sweeps is very strong for the minor. The -1 to Ld for not moving enough is very tolerable outside of combat, but ridiculously damaging inside combat if you're dying. Not recommended.
Space Wolves: +1 to wound is great for the major, snap shots from bolt weapons when running is also strong enough. Disordered charges for the flaw is terrible though. Not recommended.
Imperial Fists: +1 to wound with bolt weapons is wonderful, and a bonus to cover saves for the minor is similarly strong. Being forced to make a reaction is actually okay. Playable.
Night Lords: +1 to hit when you outnumber them is fluffy, and sweeping advance bonus roll is sweet. However, the flaw makes single units like dreadnoughts unplayable. Not recommended.
Blood Angels: +1 to wound on the charge is sound, as is hammer of wrath. Being forced to charge is tolerable. The bonuses are reasonable, but you have to get there. Meh.
Iron Hands: +1 to all to wound rolls is nice in shooting, and feel no pain is great. Being disallowed runs and sweeps is not great. Meh to Not recommended.
World Eaters: An extra die to roll for charges is reasonable, and ignoring the first failed save is okay. Not declaring charges resulting in pinning is terrible. But you're World Eaters, so you were charging anyway. Meh.
Ultramarines: forcing your opponent to make a Ld test for a reaction is super strong (perhaps game breaking). +1 to hit in a shooting reaction is good. Making your own Ld tests to do a reaction is not so great. Meh.
Death Guard: Don't move more than 7 inches and you are counted as not moving. Great for those heavy weapons on the fly. A 3+ save against dangerous terrain is good, but circumstantial. I=2 for sweeps, runs, and reactions is not so good. Meh unless you retain the majority all the time.
Thousand Sons: The extra psychic ability is actually okay with AP=3 and rending. The minor of having I=6 when falling back is good. Taking perils of the warp in addition to anything else when getting 11 or 12s for morale checks is just harsh! Meh.
Sons of Horus: +1 to hit in shooting is good. Outnumbering like night lords is also good. Not being eligible for reactions as a flaw when you outnumber them is stifling. Meh to Not recommended.
Word Bearers: winning combat by 1 when it is drawn is circumstantial and not as big a boon as you might imagine. Rolling an additional die for morale and pinning is actually great as the minor trait. Having an extra wound when failing morale is terrible. But overall its Meh from me to actually being Playable. Take as the minor component for fun.
Salamanders: +1 to wound with the flammable weapons is super. Feel no pain when charged is also great. Not being able to shoot or charge those falling back is tolerable, as is no sweeping advances. Take as the majority. Playable.
Raven Guard: Allocating the first wound yourself is powerful in the right circumstances. Shrouded for being >18 inches away is also good. -1 to Ld for not being in terrain is worse than it sounds. Not recommended to Meh.
Alpha Legion: precision strikes when charging is strong. Gaining shrouded is also cool. Allocating wounds to non-alpha legion members of the unit is not only fluffy, but really cool concept too. Playable.
3 comments:
yeah not great is it, if the designers are saying that they're not playable you know it needs an erreta badly
Agree, it's a damned mess. I told other players that wanted to create a Shattered Legion should just pick appropriate Blackshield rules and we'll just select Loyalist or Traitor.
Its just such a shame - we had something bordering on very nice in first edition as well. Using blackshield rules is better, but might as well just have allied detachments now I think.
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