"Three Foot Good" is a metaphor for table ready miniatures. Slap some paint on it and get it on the table! We're not Golden Demon painters, and our mini's look best at about three foot away. Thus "Three Foot Good". Miniature wargaming, fantasy roleplaying, miniature painting, Dragon Dice, and other assorted games are what you will find here. Three Foot Good is based out of Davenport, IA.
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I have not yet gotten around to trying out a match, but I am quite eager, what I did find quite strange, I usually ran around 10 to 12 activations with my CIS b1 army. That number is still the same even though so many things went down in price and the maximum points went up. Not being able to take my BX sniper squad without the rest of the squad is a bit different, but let's see how they roll.
It sounds to me like you both are trying to convince yourselves more than the audience. I personally think that this is the end of this game. A.M.G were supposed to be the breath of fresh air for this IP and instead they have just botched all of it. On the other side of the pond you have GW botching their games as well. Ive been supporting tabletop games since 1990 and maybe Im just jaded. Who knows. God bless
I think you're right Christopher. Daren even said it out loud in the first video. He started out wanting to hate the changes, but he's giving it a chance, and he's already seeing things he likes. Daren and I have been playing tabletop games since the early 80's, and Tyler since the 90's. We've seen many changes in games just like you. You could always sell all your Legion stuff and find a new game if you want. We've all done that too, believe me! You might actually enjoy this new Legion if you give it a shot though?
Love to hear your thoughts, but most of all love the insistence of "you have to try it for yourself." So much negativity on the internet, but it's refreshing to hear a levelheaded take and to remind concerned folks that you can't really know a game until you've played it. Good stuff!
In previous version of the game if you made mistakes turn 0 or turn 1, you had time to correct them. Now if your opponent has more points it is very hard to come back in the game. The fewer units you have, the less points you will score.
I have played 1 game of 2.6, Yoda and Anakin (it is on my channel)... if Yoda does Guidance, he will be in the middle of the board at the end of round 3, so is not worth it to play 235 points for a unit which works just 2 rounds... and that speed-1 usually ends in the open... ... just my 2 cents
@@darenvampaemel1574 I played against 112 b1 battle droids, still managed to kill more than half forgetting about tempted and stuff, but this is a different game! I completely agree with your video.
@@kokozulachecking out your channel today. I think Yodas power will come from him giving your power players extra actions. Sure he isn't there but if Anakin is swinging turn one....I could be what you need to delete units to even the activation count
First off, this is the first of your videos I've watched. I'll be watching more. I appreciated your level-headed analysis. I agree. It's a new edition, and that's not a bad thing. Good on you. That said... Fewer. Fewer dice. Fewer saves. Fewer. Not less. Fewer. ;)
The full art side of the card has the info for building the list the other side has the information for playing the game. You shouldn't need to see what upgrades a unit can take or the point cost of that unit during a game.
I was afraid that it would play more like the current edition of Warhammer 40k. I'm glad you enjoyed it and I'm looking forward to relearning it. I will say that there are a couple things about calling it a new edition that probably led them to not call it that. First, most of the staff at AMG that are responsible for this game are former Privateer Press staff. They've seen a lot of really bad things in their time there with regards to WM Mk II and Mk III. Lots of player vitriol and anger. So I can understand them being shy about using the term "new/2nd edition". Second, whenever a game goes into a new edition and that is announced ahead of time, sales drop for the company. New players are told to wait and see "what's good in the new edition" and for games like Warhammer, sometimes units are just relegated to a "legends" status and are removed from all but the most open and narrative gamers. My understanding with X-Wing is that when they rolled out 2nd edition they didn't release anything new for established players. They released the upgrade kits but then went back and started releasing the original ships first. That stalled out established players from buying very much and led to the game's decline from one of the most popular games out there to where it was when AMG got it. I think that AMG should have just called this Legion 2nd edition because they didn't announce it way ahead of time. They put out all the information to play the new edition early, they're hotfixing issues as they arise, and early next year we'll see the first units released that were built specifically for this new edition. To me it's not the same thing as when MK III came out for Warmachine (that was pretty awful as both a player and a Press Ganger), nor is it anything like when GW announces a new edition of 40K or Age of Sigmar. With those instances, there is a waiting period that led to declining sales. I think that a lot of new players are going to wait to pick up Core Units like Rebel Troopers or Stormtroopers because they'll want the new cool sculpts in hard plastic, but I don't anticipate a marked decrease in sales. This is really long, sorry for talking so much. Have a good one guys and may you make all your cover saves, Daren!
Thanks for the overview. I haven’t played yet but I like all the changes on paper. Forcing the conflict earlier due to how scoring works now appeals to me. Also, early conflicts lead to early deaths which makes games quicker… which was my main issue with Legion. Plus, games ending as soon as you score 12 means you don’t have to play the whole game out for missions to resolve. Seems much better for tournaments
I do hope, that when the wave 2 of the updated cards come out, there is a bigger pool of missions/secondary/perks. They prob released these the way they did so its not TOO much all at once.
Sure, prior games were no more than 6 rounds, but many games were over by 4. So while there are fewer potential actions in a game, actual actions likely will be about the same or even be greater
Thanks for this openminded analysis, realy enjoyable video. Its good to see some people being positive about the new "edition". The immature way a lot of people deal with it, even bigger youtubers like Fifth Trooper, is so sad. I played a few games. Actually i had fun too, but there are some points im not the biggest fan of. The biggest problem for me are the missions. They are fine, but play all the same way, thats a little bit boring. Also it forces you to play a distinct kind of list every game. With that im realy not happy. But i like most of the other rule changes, "transport" feels a little bit strange to me.
I have played one game so far. It is definitely different. I will reserve judgement until I get more games in. I think the comparison to 40k is more to do with the lethality of the game now not so much the mechanisms of how you play though there are some similarities there.
Sorry for the double post but the whole extra cards thing makes zero sense to me. The boxes the models come in have to be in the language of the country its sold in. So what savings are they making with the putting in all the cards? I hate that I have to basically throw away 80% of what you get in a Shatterpoint Mission Pack. It seems really wasteful to me.
My friend pointed out that their whole statement about Red/Blue player that they gave as a reason for these changes *ISN'T CORRECT*. Lowest bid isn't automatically Blue, they get the choice. They've done that before, quoted a core rule of their game incorrectly, as a way to introduce changes. It says a lot about AMG that they don't seem to know the rules to the games that they've inherited. I know a lot of the people at AMG from their time at Privateer Press. As a Press Ganger I interacted with them a LOT at events and in forums. They are very gun-shy about new editions to games because of the extreme backlash that Warmachine MK III got (and very much deserved, honestly). But when you make so many changes to the game that you have relearn how to play it, that's a new edition. I'm very disappointed with AMG's approach to anything they've inherited from FFG. Legion, to me, was one of the best miniatures games out there in terms of mechanics and now it feels a lot like a poorly constructed clone of 40k. They didn't like huge dice pools but...made big units that create huge dice pools? Cover is a mess, the game just seems really unsettled having watched it be played by two fairly good local players last weekend. Anyway, thank you for your positivity and may you only roll paint on your white dice!
I am not super thrilled about the turn 0 changes but like you said you have to play a system before you can truly decide if you likenot or not. I will wait until i have a few dozen games under my belt and see how i feel.
To me SWL 2nd ed feels like the lovechild of SWL 1.0 and 40K, cover is a hot mess, its always been a hot mess with crits & surges blah blah, no saves everyone with crit grenades. Cover being a negative/positive modifier of some sort is ok, in 40k they go you can have a cover save which is 5+ or use unit save which is 6+ choose 1. So Cover upgrades armour roll 1 step, ok instead of white roll a red, you have black armour reroll/extra black dice. Or light cover minus a dice from shooting, hard cover minus 2 dice always minimum of 1 using the best colour dice weapon allows so weapon 2 white and 1 red on attack shooting at dude in hard cover just the 1 dice attackers choice. Or allow cover allows saves v crits. there were so many better options than roll and roll again. Transports nerfed too, also Wargaming Star Wars is do you want an army game or Hero Wars, if an army game, hide Luke, Thrawn they'll never survive going out there. Hero Wars, 2 guys rampage through an entire army and an AT-AT. But instead there trying to do an army game and Hero Wars, ok, lets get your 112 B1s v Kenobi and see who walks away the Victor. You want Heros in battle you want a Platton scale game 30 - 60 guys, few vehicles and your heros. Army level Company or larger and Heros impat is minimal and they get targeted out of existance or just have insane rules and you get the 2 guys rampage.
Some great points made, I’ve cautiously optimistic, as I’m trying to remain positive about the game. The live stream was just awkward, the guys really didn’t seem interested or passionate about the game, unlike GW where there is some hype. The AMG guys looked bored and wanting to get back to MCP or Shatterpoint.
I don't get the concern about the points or number of turns. If you want to play 500 points and 6 turns you can just do that. Nobody is going to stop you.
It takes so long for them to make something; we won't get Asoka for almost a full year; I wish they released the STL files along with these announcements.
I just wish they would engage with the community to see if we all agree with these changes before making it concrete:/ like a test pdf and concept art of cards for the community to judge
Daren has played in tournaments at First Turn Games in CR! Here's a video we made about one of them. Maybe you're in the b-roll! ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-fFRf1HCcLzQ.htmlsi=ws11vfAC32AKRCoS
@@ThreeFootGood I'm glad you got up! I just moved back from New York we were gone when that happened. I am subscribed though and will keep an ear out for if you guys will be in the area for any events!
So for cover, I think it's great! I stopped playing because I didn't want to build every unit having to roll 10+ dice to overcome anything. This makes more strategic use of units more important than, "Oh, look how many die I can throw." So it makes huge pools less effective and smaller pools more effective. I think optimal unit size is going to be between 3-8 die thrown. I also can't roll to save my life (or my mini's).
Old X-wing bro here, sorry your game got messed up. I'm getting flashbacks watching all the news to the X-wing 2.5 announcement. The very same reticence to just admit it's a new edition, but back then they tried to hide it with "point five". Interesting that this time they're not even doing that, and I think it's worth noting. It's important to see what they /don't/ say, and that's the .5 hanging fruit of a cop out. I see a lot of the same design change happening though to your game on a kinda design philosophy level. Like at some points they specifically state they are stamping out "perfect information", and throughout they want to push a more chaotic environment to the play itself. More dice, more unknown card flips, hidden deployment at start, etc. And they lump all of it as "more interesting" when a lot of times players like us are looking for ways to minimize our risk through good decisions, like a good wargame should. The atomic mASS method is more arcade style, more arena brawler. To them, the explosion is more interesting than what caused it. Probably where they got their name from now that I see it. Anyway, hope you aren't as disappointed as the X-wing crowd was after you play a bit. I fear your four turn game will leave you dissatisfied like the X-wing missions left me when they arbitrarily end right as it gets good. Cheers mates!
Doesnt have to, you're not going to know what mission you are on still before you set up the table, and each mission uses different spots. I think dead center is the only spot that is shared by more than one mission.
@@czarvak9186 might well give it a go but turn 1 seems pointless now and the missions look repetitive being centred around take and hold objectives rather than the variety I currently enjoy. Particularly hostage exchange.
I feel they have ironically taken away a lot of the identity form the units, and the factions as a whole, what with the changes to vehicles, unit/upgrade cards and cover. I think the only changes they should have brought to the game were: -increase to 1000 points - Add personal upgrade cards to make some units bigger - Make new cool units. If they had to change the mission/deployment, why could they just have not created a new system using the existing cards?! That would have left room for a secondary objective card pack if they had to put that out. All existing cards are seemingly obsolete? I just bought the crashed escape pod scenario. Also no hostage exchange anymore? Personally all these changes feel unneeded and unjust for existing players. I personally don’t know if I’ll continue to buy the new units seeing as they have different unit/upagrde card styles (personally I do not think the designs are nice and are a step down in the conveying of information). I may try to adapt new unit cards into the original style- I think there is a place you can do that no?
I mean calm me crazy but why don't you play a game with the new rules instead of going with how it makes you feel. Then you can make informed opinions on the new rules instead of just theory.