Friday, August 14, 2020

Action Economy and What it Means for Legion

If you've read my previous articles, you're probably quite familiar with me constantly nagging about action economy now. It's like your folks always said when you were a kid, "make sure you optimize your action economy or you won't grow up to a big Legion player". I know my mom kept lecturing me on it so now I'm passing that lecture onto you!

An action economy is the linear relationship between number of actions and the economy

As an aside, since this article will be getting a bit more meta than the previous ones, it will still be relevant to other games. Action economy is not a strictly Star Wars: Legion thing, but for the sake of brevity and not being too meta, I'm discussing how it pertains to Legion today. I'll discuss action economy in other games later on, don't you worry! Let's dive in...


Definition and Basics 


The Pride of Rodina dictionary defines "action economy" as such; the amount of "actions" that can be taken in a turn, activation, round, etc. where "action" is defined as a game mechanic that a game piece implements.



Wow. Now I know why all of my teachers and professors told me to never start a written piece with a definition. 

To tether that word salad to an actual quantifiable measurement, the action economy is how many actions you can get out of a round and in a larger framework, an entire game. For example, in Legion, the typical action economy is two actions per unit and this we'll call "raw actions". Depending on the amount of units you have, your action economy could range from 12-22 raw actions. However, if you're an astute reader, you've probably already said to yourself, "But PoR, what about abilities and such that allow you more actions or that allow you access to more mechanics? Surely those help with your action economy, right?" Precisely. This isn't your raw number of actions anymore and we'll get into it, but for simplicity we're mostly focusing on raw actions.

Action Efficiency


The stereotypical action economy is the number of units you have multiplied by two, but there are game mechanics (such as keywords) that help expand this and increase the number of actions you effectively have. Take the humble Dewback. That little rascal is filled to the brim with things that can improve your action economy. Spur, Relentless, Unhindered, and Reposition are all keywords that can increase the Dewback's action economy and, by extension, yours. Being able to perform what would be two actions in a single action is a powerful ability which is why keywords like Relentless, Charge, and Steady are so powerful. Normally a unit would only be able to Move and Attack or Aim and Attack, but those keywords allow a unit essentially three actions rather than the standard two raw actions, even though it still only performed two actions. Making your actions more efficient is an extremely powerful way to increase your action economy. Spur increases the Dewback's move for an action, meaning it can now move further with just one action instead of possibly having to spend two actions to get into position, but it comes with a price; a possible action economy crippling Suppression token. Now you have to perform a risk-benefit analysis. Is it worth it to risk becoming Suppressed and losing out on that second action just to be able to move further with this one move? That's a subject for another discussion, but it's worth noting that Legion is a game that relies heavily on forcing you, as a player, to constantly make risk-benefit analyses, so not every action efficiency increasing ability is a net positive like Steady, Charge, and Relentless. Some do have consequences.

"Oh lawd, he comin'!"

Preserving Actions


Of course, increasing your own action economy is fun and highly beneficial, but there's another side to it. Again, we'll say you'll typically have 12-22 actions a game of Legion. The same goes for your opponent. Sometimes it's not just about what you can do to help your own action economy, it's also about how you can cripple your opponent's. Being able to Suppress any enemy unit can drastically help with your overall action economy by ensuring that you keep your action economy. If your opponent can't as effectively cripple or eliminate your actions, then you can preserve it. You might start with 20 actions and end with a possible 16, but your opponent starts with 22 and ends with 6. Again, your action economy isn't only about utilizing keywords or abilities that make your actions more efficient, but also about -preserving- your actions and eliminating your opponents. You start a game with 20 actions, your opponent starts with 22. Next round, you still have 20 and they go down to 20. Next, you have 20 still, but your opponent is down to 16. fourth round you finally go down to 18, but now your opponent is at 10. Fifth round you have 16 actions and your opponent goes down to 8. On the last round, you have 16 actions still and your opponent only has 6. You started with fewer actions, but you had a better action economy throughout the game than your opponent did. You netted 110 raw actions throughout the game while your opponent only had 82. That's a HUGE difference in raw actions and clearly the game was in your favor. Please do note that just because one player had more raw actions during a game doesn't automatically win. Like I said, the action economy was in your favor, but it doesn't always amount to a victory.

Advanced Topics


Alright, so we've got some basic terms and concepts down, let's get into those juicy advanced topics. 

You can enjoy the rest of this article without reading this section if you don't want to get too meta. This section is mostly for people who want to get into game philosophy a bit more and get a slightly more advanced understanding into improving your own action economy. 

Action Efficiency


Whenever you take an action with a unit, that action needs to further some goal. This goal needs to be a bit more complex than simply "win the game". You need short-term goals and the actions you take with your units should help further those short-term goals. For example, you might want to eliminate a unit of Death Troopers that are sitting on an objective to prevent your opponent from scoring. In this case, you should only take actions that will further that goal. Obviously the end goal here is to shoot them, but what should your other action be? Aim seems like a great idea, but not in every case. You should only Aim if you know the unit could really benefit from it. A unit that that shoots Red and has Surge: Hit/Crit won't need the efficiency and reliability of an Aim like a unit shooting two whites per model without an Offensive Surge. Also, making sure all of your models and weapons are in range is important too. Sure, you could Aim and then Shoot those Death Troopers, but the only weapon that's in range is the Red and White, Crit 1 sniper rifle. If you Move and then Shoot, you'll be able to throw in 6 more White dice and be in a better position to Aim and Shoot next turn as well as move towards the objective and take it for yourself. If your goal is to take an objective, then moving up in range of the objective, but out in the open, and shooting isn't as good as moving twice and hunkering down behind heavy or even light cover. Understanding what you want to achieve with a unit that round will help you make the most efficient use of their actions. There are always objectively 'good' actions to take in the game and these can be traps at times. Shooting is almost always a good thing to do since it helps you cripple your opponent's action economy, but there are situations when shooting can, in turn, hurt your own action economy in future rounds.

Shooting is great and all, but don't shoot recklessly

Just because an action has a straight forward way to increase action efficiency doesn't mean it's the most efficient action. We briefly discussed the risk-benefit analysis above, but we're really going to tear into it now. You have to think about what exactly is the risk and the benefit of every possible action and action-target I could take. A great way to illustrate this is the following scenario; Operative Vader moved out into the open and is easily within range 3 of three of your Phase I units who all have a face-up Order token. There is also a vanilla squad of four Stormtroopers holding an objective that is within range 4 of one of your Phase I's. This objective is also scored at the end of the game rather than round and the current round is 3. What should you do? Should you have the one unit shoot at the Stromtroopers and whittle them down, giving them a Suppression token that they'll shrug off at the end of the round and have the two other squads shoot Op. Vader with Aim tokens? Should you move back and shoot, should you use Fire Support and with how many squads, should you even shoot the Stormtroopers at all? Without knowing the full context, it's a bit hard to say what would be best, but I can definitely say an inefficient action would be to move up and shoot the Stormtroopers. The objective is irrelevant for now as you still have three rounds to move them off of it and you're moving that squad closer to Op. Vader, making your opponent's job a whole lot easier. It's an all around terrible move and highly inefficient. You're just helping Vader get into combat and you're not netting anything besides possibly killing a couple of Stormtroopers.

I'm not advocating that you analyze every little decision to death and waste your opponent's time, I am saying you need to assess the situation and account for multiple factors. Think about how objectives are scored, think about how easily you can eliminate an opponent's piece, think about what increases the efficiency of your attacks or moves (moving through difficult terrain or around it), think about whether the unit has already activated or not (really important for Suppression), and most importantly, think about what preserves your action economy. Moving your B1's up out of heavy cover to add a couple more white dice to an attack pool is probably not worth the small chance of killing another Death Trooper. Efficient actions are strictly based around optimizing offensive actions, it's also about preserving your action economy.

Preserving Actions


You've probably noticed by now, but preserving your action economy and maintaining action efficiency are two different sides of the same coin. It's why kamikaze actions in games are rarely rewarding: you just sacrificed actions to eliminate your opponent's actions (even though they can be real epic or fun at times). Sometimes you need to think about instead of Aiming, to move into heavy cover and then shoot. Sometimes it's more important to move out of Line of Sight and not attack to keep those two actions for further rounds. While your objectives and goals should be short-term, you need to keep in mind long-term action economy. Sacrificing a unit to eliminate an opponent's unit when you already started with fewer units is not a good play.

This is why Dodge can be a powerful action at times. While inherently it's not a very strong mechanic (it gets a little more useful when you're kitted out for Dodge efficiency), it can be an important factor between you preserving actions or not. Or it can be an important factor in keeping that one model whose the last one of their unit on an objective and forcing your opponent to waste another action to take it out while also helping keep other units alive and at full strength. Of course, just like with Shooting, it can be a trap too. Just because you can Dodge out in the open doesn't mean it's really going to be any better than shooting and lowering the number of incoming shots. Again, you need to do a basic risk-benefit analysis and decide for yourself what would be better in each situation. Take some time to familiarize yourself with the chance of a fail, success, Surge, and crit success on each die and understand basic probability. Understanding just how resilient a unit can be or being able to quickly assess how effective the offensive power of an opposing unit can do a LOT to improve your ability to evaluate a game state. Understanding game states and utilizing the correct actions in each situation is the most important part here and WHY a Dodge token can be critical. It's not that Dodge is inherently a great action, it's knowing how to utilize it correctly that makes it good. The real point of this paragraph isn't Dodge, it merely served as the vehicle for this message: learn when to use each action and this will keep your units alive longer than anything else in this game. 

On the Hunt - Fantasy Flight Games
You beautiful distraction, you

One of the oldest tricks in the book when it comes to keeping units and actions alive is to use a distraction. Psych your opponent out and trick them into thinking a unit is a bigger threat than it really is and have them focus on that unit while you keep your more important and efficient units alive. Unfortunately in wargames, not all of your little plastic/metal soldiers or vehicles will make it home, sometimes they fall victim to imaginary enemy attacks. Why not exploit this and make a unit you didn't really have a plan for take the laser-beams and keep a more important unit alive? This can be a pretty simple yet difficult thing to pull off. Most Legion players will recognize Commanders as big threats, especially ones with lightsabers, as well as Taun-Tauns and large vehicles. Consider taking these units and play them a little 'sloppy' in hopes of tricking your opponent into thinking they can exploit a flaw in your gameplay. The trick here is to make sure you either have a backup plan if that unit does kick the bucket or a plan on how to recuperate. You don't want to overdo your distraction and lose a 150+ point model because you tried a little too hard to make it an enticing target. A great example of this is when I used my Saber tank for the first time. I had R2 behind it ready to repair it and I had positioned it a little in the middle of the table and directly in front of my opponent's AT-ST. My opponent didn't bring any other anti-armor or source of repair, so they knew they had to kill my Saber as soon as possibly to the point of over-committing and even using the mortar to attack my Saber. This allowed me the opportunity to get my Clones into place and start using Critical 1 from the DC-15 to help take the AT-ST out. My opponent should have at least used the mortar on the Clones to cripple my action economy, but they were scared of my Saber and played poorly because of that, which I was able to exploit and help preserve my units. Thankfully I also had R2 to help out or the tank would have died a couple of turns earlier and wouldn't have been able to outlive the AT-ST. I forced my opponent to target my Saber tank (that beam turret was really irking them laying down all of that Suppressive) and I had a backup plan in case I took more hits than expected. 

Please note that I'm not talking about taunting your opponent or bragging about "how my Deathtroopers have killed Grievous, Obi-Wan, and Operative Vader already". Please don't play mind games with your opponent by verbally taunting them, keep that kind of stuff on the table. The idea of this topic is to play in a way that makes your opponent target certain units that are a bit more resilient or less important to you rather than squishier or more important things. This could be like putting a weak unit (Stormtroopers or B1's) on an objective to force your opponent to shoot them instead of the Deathtroopers or B2's. You could misrepresent a unit's true worth by using buffs or synergies from Command Cards to mislead your opponent into thinking a unit can deal a lot more damage than they really can. Again, don't lie to your opponent either though. If your opponent asks for information, tell them the truth. This is about using tactics to -portray- misinformation, not lying, purposefully misleading, or being a bully.


Crippling an Action Empire


I'll admit, I got tired of typing the word 'economy' and 'empire' sounded cooler, but it doesn't make this advanced topic any less important than the others, especially as it wasn't covered in the basic section!

The primary way to do this is by eliminating your opponent's units and applying Suppression tokens. Eliminating units is a great way to cripple your opponent's action empire as it permanently removes those actions from the game, not just for that round like with Suppression (possibly, as Suppressive and Panic could last a couple of rounds). However, not every unit or even every action opportunity is worth the same. A quick way to assess a unit's worth is by how many points it costs and how much attention your opponent gives to the unit (i.e. how many times does it get issued orders or receives buffs/support). If your opponent focuses more on a particular unit, then you can guess they probably have a plan for that unit and it's important to them. Eliminating that unit will cripple their plan more than a basic Corps unit, even though eliminating either unit would net the same loss in raw actions and action economy. It's not always about raw actions, it's about the efficiency of those actions. Eliminating a Death Trooper squad removes more action efficiency than a Stormtrooper squad, even though you're still removing two raw actions a round. Another thing to consider is what exactly a unit can do with their actions. Some units have better action efficiency thanks to abilities like Steady while others have a wider suite of types of actions they can take. For example, a unit that can spend an action to provide an Aim token to a nearby unit has a higher value of actions than a unit that doesn't. The more types of actions a unit has, the more value their actions provide to the action economy, and the more it hurts when that unit is eliminated.

Like I said though, it's not always about eliminating units and sometimes it's all about making sure they don't even activate from the start. That's where your friend the Suppression token comes in! Making sure you pile on Suppression tokens before a unit activates in a round is a great way to cripple that action economy (I got bored of typing out empire already), especially a unit that has a face-up order. Again, face-up orders denote plans and the more you can ruin your opponent's plans, the more you ruin those valued actions, and then you force your opponent to make do with fewer actions or even lower quality actions. This is especially true if that unit received some buff from either being issued that order (i.e. Command Card buff or Target) and you completely negated that buff, now forcing your opponent to activate a unit whose actions are lower quality. This is doubly true if you can Panic a unit before it activates, forcing its only action for the turn to be the exact opposite of what your opponent was hoping for that turn. Of course, this can also work after a unit has activated in a round, but you'll need more Suppression tokens since every unit removes one Suppression token at the end of the round.

Phase II Clone Troopers Unit Expansion - Fantasy Flight Games
This bad boy can fit a lot of Suppression tokens in it

Tactics


Alright, now that we've got the meta and theoretical stuff (especially if you didn't skip the 'Advanced Topics' section) out of the way, let's get to the real meat and 'taters of this article! How can you improve your own action economy, I can already hear you asking. Don't worry, that's what this whole section is about

Action Efficiency


The greatest way to get the most efficient out of your units is to make sure you utilize their abilities. If you have a squad of Shoretroopers, you should almost always try to give them an order as it provides them with a 'free' Aim action and allows you to Coordinate that order to an emplacement Trooper. It's also why you should almost always take Aggressive Tactics with your primary Commander. Utilizing anything that nets you more buffs and benefits without investing anymore than you already would is king. 

Mount Up - Fantasy Flight Games
Talk about action efficiency!

These are the keywords you should keep an eye out (note, these aren't all of the action economy improving keywords, but the ones that I find are pretty good): Charge, Steady, Relentless, Gunslinger, Agile X, Tactical X, Target X, Entourage (keyword), Coordinate (keyword), Quick Thinking, Reliable X, Scout X, and Disengage. As I already mentioned too, Aggressive Tactics is a fantastic Command upgrade to give a little more reliability (huh, probably why Reliable's the keyword that gives units Surge tokens....) for simply issuing them an order. It's also a good idea to keep an eye out for Command Cards that help with efficiency. If played at the right time, some Command Cards can provide such a huge boost to your action economy or even unit efficiency that it's insane. Take Rex's 1-Pip, "Call Me Captain" for example. If you play that card at a great time and lined things up correctly, you could easily get an additional 4-6 additional shots off with Rex than you normally would! Iden Versio's "Tactical Strike" can really make your Special Forces units into true power houses (hello Death Troopers with 2 Aims) sand the generic Imperial card "Coordinated Fire" combos quite well with Shoretroopers if you issued them an Order, allowing a chain of Aims for your Corp units. Grievous's "Crush Them", if utilized at the perfect time, can allow Grievous and two other units to pile up Surges like crazy, especially when chained with Aggressive Tactics. The point here being, there are PLENTY of ways to increase your action economy, you just have to look for them and utilize them. A lot of units innately have them, while some upgrades can bring in action efficient keywords, and almost all Command Cards definitely do too.

A lot of action efficient plays come down to you having a plan and sticking to that plan. Making sure you take advantage of those action efficient keywords and try to practice so you can remember them or even write up a little cheat sheet. You should try to not take an Aim action with a unit that has Quick Thinking or Tactical X and you should try to issue orders to units with Target X and Coordinate X You should try your best to play with upcoming Command Cards in mind. If you know you're going to need a lot of stopping power next time with Grievous and a couple of other units, try to eliminate as many units as you can this turn, so you can play "Crush Them" next turn. It comes back to making sure you have a plan because optimizing your plays and action efficiency really comes down to creating a plan and trying to stick with it as much as possible.

Unfortunately not every unit that has a high action efficiency is innately good though. A lot of the times you're paying for action efficiency, so you need to determine for yourself if the cost of a unit is really worth how efficient it is. A great example of this is the poor Rebel Veterans. While a highly efficient unit, the mirror of Shoretroopers, they aren't revered nearly as much as Shores. That mostly comes down to the fact that their efficiency and cost isn't as great as Shores or the cheaper Rebel Troopers. Also, I'd argue that Nimble is a better and more efficient ability than Defend 1. Again, just because a unit appears to be more action, or even order, efficient doesn't innately make them the superior choice. Not all efficiency mechanics are created equal and some of it will come down to how you like to play too and what you prioritize.

Preserving Actions


Now this topic is a bit more difficult to just point you in the direction of some keywords and give you examples. Legion isn't the most defensive game out there, where a lot of your tactics will come down to how efficient you can remove enemy threats, with a solid chunk of keywords aiding in offensive efficiency. However, there are a few good keywords to keep in mind and general tabletop tactics to keep in mind.

First of all is the humble Dodge (this will be somewhat repetitive from the "Advanced Topics" section). Sure, Dodge is kind of 'eh' in the current state, but when combined with abilities like Nimble or Outmaneuver (especially with both), Dodge can be pretty helpful. It'll come down to the situation you're in though if a Dodge and Shoot is going to better for you than an Aim and Shoot, but in a large amount of cases a good offense in Legion is an excellent defense. Even if your attack doesn't kill off a model, therefore crippling your opponent's offensive capabilities, than you can at least cripple them by piling up those Suppression tokens. Which, in turn, can also help in keeping your actions intact by making sure your opponent can't get the most out of their own actions. Being able to cripple your opponent can sometimes be better at saving your own units than most defensive plays or tactics and this is especially true in a game like Legion where a good offense can be king.

An absolutely crucial part of preserving your action economy is to make sure you use cover as much as you can. It probably goes without saying, but cover can be a great way to keep units alive. Yeah yeah, I get that there are plenty of ways to circumvent cover in the game and it kind of feels arbitrary at times, BUT it can still do something in a majority of cases. Sometimes it might be worth sacrificing that bit of movement to hunker down behind that piece of cover. It's not always a great idea to move straight ahead towards an objective. It can also be helpful to keep in mind your opponent's range and trying to kite out of their range while you use longer ranged heavy weapons to ping them. Sure, you're probably not going to deal a lot, if any, wounds, but you can keep your actions in the game for when you really need them!

Lastly, the best and easiest way to preserve your action economy is by taking more elite units. If you want to keep your action economy at a lower threshold, but be able to maintain it for longer, than you'll want to make use of more efficient and more expensive units. Your actions will be harder to take out and they'll be better at taking out your opponent's. If you compare a squad of Deathtroopers to two squads of B1's you'll see what I mean. They're almost same points, but the B1's won't last nearly as long as the Deathtroopers. Deathtroopers will, statistically speaking, eliminate two B1's a turn while the two squads of B1's will eliminate one Deathtrooper a turn. Of course I didn't compute any other buffs or advantages, but the point here is to illustrate that it'd take a lot of shots from the B1's to eliminate the entire Deathtrooper squad and a lot of activations. Sure, the droids might have a higher action economy, but they have to spend more actions to accomplish the same work that elite units can accomplish (also worth noting that I didn't calculate in Precise 2 with the Deathtroopers, so it's a little skewed, it'd probably be closer to 3 dead B1's). However, it's not just in favor of elite units either. It's a trap! Quantity has its own quality that elite armies can't capture. Sure, it might be easier to take out your actions, but if you're good enough to hide wounded units and your opponent doesn't focus fire on them, you can maintain that higher action economy threshold. Sure, the Deathtroopers are good at killing two droids a turn, but that's only two B1's, that's just a measly 12 points! That one Deathtrooper your 12 B1's just killed was worth 19 points. It can hard to take out all of those actions when there are already so many to start with! So, yes, elite units are better at keeping their actions on the table longer, but lots of units can also be good at keeping their actions on the table if you force your opponent to divide their attention.

Poor B1's: The worst at everything, but the cheapest

Side note: If you're curious how I computed those statistics, here's my math; With their red defense and innate Surge, Deathtroopers have a 2/6 (or 1/3) chance of failing a save while B1's have a 5/6 chance of failing. Deathtroopers also have a 5/8 chance of hitting their target at range 3 while the B1's have a 2/8 (or 1/4) chance of hitting. A single Deathtrooper has a 25/48 chance of eliminating a B1, so if a whole squad shoots (four shots), you'll have a 100/48 chance of killing a B1. Statistically speaking, Deathtroopers should kill 2 B1's a turn. Now, the B1's have a 4/48 chance of killing a Deathtrooper. A whole squad of B1's have a 24/48 chance of killing a Deathtrooper a turn. Two squads will have a 48/48 chance of killing a Deathtrooper a turn, so, statistically speaking again, two squads should kill a Deathtrooper a turn.

Crippling an Action Empire


There are two primary ways to cripple your opponents action economy and that's by applying Suppression tokens and by entirely removing a unit from play.

Suppression is a whole 'nother beast on its own. If manipulated correctly, you can leave your opponent with several units on the table, but very few things those units can even do, especially when panicked. The most common way to apply Suppression is to attack a unit. Pretty straight forward. The other common way is to use a Suppressive weapon, so also pretty straight forward. But one way to greatly improve the amount of Suppression you can lay down is by splitting your shots. Remember, as long as a unit is the target of an attack and that attack rolled at least one hit, even if that hit is canceled out, the unit receives a Suppression token. So if you have a unit of Rebel troopers equipped with frag grenades and a Z-6, you could potentially throw out three suppression in a single attack against three separate units. Sure, you probably won't end up killing any models with those rather weak attack pools, but you could reduce three opposing units to being able to perform only one action when they activate. You just used one action to eliminate three of your opponent's actions and that's a net positive for your own action economy.

However, if you -really- want to cripple your opponent, you need to entirely remove units from the table. This is why units that excel at long range combat can be really powerful. It's why you see Strike Teams with snipers so frequently (plus how point efficient they are). The ability to go ahead and start picking off enemy models and applying suppression with ease is so handy. It's also why big expensive units, like the AAT, Saber tank Operative Vader, and Count Dooku, are terrifyingly strong with their ability to wipe out whole units before they even get to activate in a given round. But hey, that's pretty straightforward stuff, you probably figured that out for yourself already. What you probably haven't thought too much about is sure, eliminating actions from your opponent's action economy is cool and all, but have you tried reducing their efficiency entirely? I'm not talking about Suppression either, I mean just by whittling a unit down. A unit of 4 regular Rebel Troopers and a Z-6 gunner is a lot more efficient with their shoot actions than a poor Rebel Trooper with just one regular trooper left. Sure, the unit still has their two actions, but they can't really do as much with those two actions that it could do before when it had the whole gang back together again. Even if you can't eliminate an entire unit, being able to reduce their attack pool by a couple of dice can be pretty helpful. I'm not saying you shouldn't eliminate entire units, you should almost always prioritize wiping a whole unit rather than keeping just a couple of models alive, but the point here is you shouldn't give up on a shot because "it won't do much". If you're trying to keep a unit alive and you have the choice of either gaining light cover or eliminating a couple of enemy models, you should probably take out a few enemy models especially if that one unit is the only unit that can attack the unit you're trying to keep alive. Light cover will only cancel out one regular hit for as long as you stay in the light cover, while taking away two shots will more than likely cancel out a hit for the rest of the game.

Conclusion


Next time you find yourself playing Legion, I hope you keep some of these things in mind. Remember specifically to increase your action efficiency, preserve your actions, and to cripple your opponent's action empire. If you can manage these three things while you play, then you've mastered the action economy and have become a better player for it. Of course, all of this doesn't just happen while you're playing either, it starts with how you build your list and what Command Cards you pick. If you really want to make sure you get the most out of your action economy, you need to think about this before you get to the table. Think about action efficiency synergies, units, and Commanders/Cards, that help further your goal or how you want to play.

Phew! That was a pretty meaty article, huh? It was so meta, I feel like this article is becoming self-aware and the writer is talking to you, the reader, directly...Oh wait....


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