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Rank: Moderator Groups: Member
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Joined: 5/26/2009 Posts: 8,434
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I just built a few Glass Cannon squads. This challenge is to take your Cannon squad to the extreme. Build your squad and crunch all the numbers yourself. This is how your squad will be judged: Max damage per round from attacks for the whole squad.
Use a 200 point squad. Add up the total damage your squad can do in one round. You can include all bonuses: Cunning, Opportunist (but not both Cunning and Opportunist for the same character), Jedi Hunter, Ion Gun, etc. Critical hits can do infinite damage with Flurry Attack, so in your calculations assume all attacks can hit, but there are no critical hits.
Your opposing squad consists of just one character (so Strafe and Gallop won't help much - they each get only one attack):
Damage Sink, Cost 200 Hit points: 1000000000000 Defense: 1 Attack: 0 Dmg: 10
On each turn, you may choose to consider this character activated or unactivated. On each turn, you may choose to consider this character as having a Force rating or not to have one. On each turn, you may choose to consider this character to be Unique or non-Unique. On each turn, you may choose to consider this character as either living or non-living. Etc... same sort of thing for other potential damage boosts.
You can also take any Protective boosts as long as the relevant character is in the squad. And imagine his base is whatever size you want it to be... Huge or even Colossal if you want.
Whatever squads you build will certainly have impressive damage output, but it is likely to be situational, and the squads won't have much in terms of defense or movement breakers, so don't expect these squads to be very competitive. I'll post my most recent glass cannon squad to get things started. I'm sure you can beat it easily, though.
(This contest ends Tuesday, 9/16 at 11pm Eastern)
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Rank: Moderator Groups: Member
, Moderator
Joined: 5/26/2009 Posts: 8,434
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--Crystal Bazookas-- 55 Xizor, Head of Black Sun 32 Talon Karrde, Information Broker 27 Lobot 18 Falleen Black Sun Bodyguard 16 Chiss Captain 15 Jabba, Crime Lord 16 Nikto Pirate x2 12 Klatooinian Black Sun Thug x2 9 Mouse Droid x3 Preferred Reinforcements: (Lobot) 13 Czerka Scientist (Lobot) 7 Aqualish Assassin (200pts. 15 activations) http://www.bloomilk.com/Squad/143456/crystal-bazookasXizor is 30 x 2 = 60dmg Talon is 20dmg Lobot is 20dmg (Talon's CE + Deceptive) Falleen is 50 dmg x 4 = 200dmg Chiss is 30dmg x 4 = 120 dmg Jabba CL is 50 dmg (Talon, Cunning, Mighty Swing) Nikto is 30 dmg * 4 = 120 dmg Nikto is 30 dmg * 4 = 120 dmg Klat is 30 dmg * 4 = 120 dmg Klat is 30 dmg * 4 = 120 dmg Czerka is 30 dmg Aqualish is 40 dmg * 2 = 80 dmg SUM: Max of 1060 damage per round.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 6/23/2010 Posts: 3,562 Location: The Hutt, New Zealand
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--Max Damage-- 20 General Whorm Loathsom 16 Geonosian Overseer 15 Battle Droid Sergeant 12 Gha Nachkt 135 Battle Droids x 45 (199pts. 49 activations)
45 Battle Droids @ 80 damage each (double/twin/roger roger) = 3600 damage Geonosian Overseer = 10 damage Whorm = 10 damage Battle Droid Sergeant = 20 damage Gha Nachkt = 10 damage Total = 3650 damage
I drew a diagram and I think I can fit in up to 63 battle droids within 6 of the 3 commanders/pseudo-commanders.
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Rank: Moderator Groups: Member
, Moderator
Joined: 5/26/2009 Posts: 8,434
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Don't forget Gha.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 6/23/2010 Posts: 3,562 Location: The Hutt, New Zealand
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I just tinkered with my build some more - I realised that the Geonosian Overseer was cheaper too.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 6/23/2010 Posts: 3,562 Location: The Hutt, New Zealand
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What are the rules on adjacency as a bonus? I don't think I can get my whole squad adjacent and within 6 squares of all my commanders, so it's probably not worth packing the Lieutenant here?
--Max Damage-- 19 Battle Droid Lieutenant 16 Battle Droid Sergeant 16 Geonosian Overseer 13 Czerka Scientist 13 Techno Union Combat Engineer 120 Jawa * 24
Jawas can do 200 damage each, with Ion Gun + 20, Double, Twin, Roger Roger, and Close Range Targeting = 4800 damage Three guys doing ten, two doing 20 Total = 4870.
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Rank: Moderator Groups: Member
, Moderator
Joined: 5/26/2009 Posts: 8,434
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Winner: TheHutts!
I'll just assume everyone is still busy building with the latest Vset right now. The last round of Theorycrafting had more participation in the late fall when things died down some. So I'll try again later.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 5/31/2010 Posts: 1,628
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I tried but hutts posted that monstrosity and I couldn't find anyway to do more damage.....
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 6/23/2010 Posts: 3,562 Location: The Hutt, New Zealand
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TheHutts wrote: --Max Damage-- 19 Battle Droid Lieutenant 16 Battle Droid Sergeant 16 Geonosian Overseer 13 Czerka Scientist 13 Techno Union Combat Engineer 120 Jawa * 24
I looked at this again, and in this build I could swap out the Battle Droid Lieutenant for Jabba Crime Lord, get an extra Jawa, and not have to worry about adjacency. I think it would take it up above 5000 damage. --Max Damage-- 16 Battle Droid Sergeant 16 Geonosian Overseer 15 Jabba, Crime Lord 13 Czerka Scientist 13 Techno Union Combat Engineer 125 Jawa * 25 3 Rodian Brute
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