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Best door control piece Options
FlyingArrow
Posted: Sunday, August 7, 2011 10:34:19 AM
Rank: Moderator
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Joined: 5/26/2009
Posts: 8,428
TheHutts wrote:
J.L. Robert wrote:

Regardless, it's a BS tactic that all but forces people to play with specific pieces. That cuts down on creativity...I want to build 200-point squads, not 197-point ones with an Ugnaught.

I have better things to do than play sit and wait. I have more fun playing a game of solitaire.

Apparently, since people still use these tactics, the old gambit rules don't work. What's needed is that kind of solution.


Playing a couple of Ugnaughts means that you can stop your opponent pulling override on you. You can blow up some doors and get the game moving along.

To have a decent squad, you need at least 10-12 activations at minimum, so chucking in a couple of 3 point Ugnaughts really doesn't limit your options much....


I think that's his point - it means you have to take door control pieces with you or you are sunk. The game would be better if you could build squads without having to think about door control. (I agree with that.) If there were a rule that allowed anyone to attack a door for example - say, DR 10 and 80HP. Something like that. Then you could blast your way through a door if you needed to. But we don't have that.
creme_brule
Posted: Sunday, August 7, 2011 10:52:40 AM
Rank: Advanced Bloo Milk Member
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Joined: 12/31/2009
Posts: 1,701
FlyingArrow wrote:
TheHutts wrote:
J.L. Robert wrote:

Regardless, it's a BS tactic that all but forces people to play with specific pieces. That cuts down on creativity...I want to build 200-point squads, not 197-point ones with an Ugnaught.

I have better things to do than play sit and wait. I have more fun playing a game of solitaire.

Apparently, since people still use these tactics, the old gambit rules don't work. What's needed is that kind of solution.


Playing a couple of Ugnaughts means that you can stop your opponent pulling override on you. You can blow up some doors and get the game moving along.

To have a decent squad, you need at least 10-12 activations at minimum, so chucking in a couple of 3 point Ugnaughts really doesn't limit your options much....


I think that's his point - it means you have to take door control pieces with you or you are sunk. The game would be better if you could build squads without having to think about door control. (I agree with that.) If there were a rule that allowed anyone to attack a door for example - say, DR 10 and 80HP. Something like that. Then you could blast your way through a door if you needed to. But we don't have that.


Lol; its pretty funny trapping jedi (say; Qui-Gon) in a room with Override. Ironic compared to Ep I where Quiggy came near to tearing apart like 4-layer Blast doors at the Trade Federation ship. Plus you see in multiple CW episodes and comics jedi carving holes in walls like no ones business.
TheHutts
Posted: Sunday, August 7, 2011 11:10:48 AM
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Joined: 6/23/2010
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FlyingArrow wrote:
I think that's his point - it means you have to take door control pieces with you or you are sunk. The game would be better if you could build squads without having to think about door control. (I agree with that.) If there were a rule that allowed anyone to attack a door for example - say, DR 10 and 80HP. Something like that. Then you could blast your way through a door if you needed to. But we don't have that.


Personally, I think door control makes the game more interesting - it makes you think ahead about how you want the doors to be. And I don't think it's a big sacrifice playing a couple of Ugnaughts in every squad I use - you're always going to need a few utility filler pieces like Mouse Droids, Rodian Brutes, or Ugnaughts.

creme_brule wrote:
Lol; its pretty funny trapping jedi (say; Qui-Gon) in a room with Override. Ironic compared to Ep I where Quiggy came near to tearing apart like 4-layer Blast doors at the Trade Federation ship. Plus you see in multiple CW episodes and comics jedi carving holes in walls like no ones business.


Agreed, but it took Qui-Gon a while to get through that door - he'd have to give up 3-4 turns. I guess not every door is that thick. It would be cool to see some jedi/melee pieces with the abilities to cut through doors - I'd probably like it better if they were faction specific though. It'd be a cool thing for Vong to have, but I don't know how a snake stick would get through a door.
creme_brule
Posted: Sunday, August 7, 2011 11:23:08 AM
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TheHutts wrote:
creme_brule wrote:
Lol; its pretty funny trapping jedi (say; Qui-Gon) in a room with Override. Ironic compared to Ep I where Quiggy came near to tearing apart like 4-layer Blast doors at the Trade Federation ship. Plus you see in multiple CW episodes and comics jedi carving holes in walls like no ones business.


Agreed, but it took Qui-Gon a while to get through that door - he'd have to give up 3-4 turns. I guess not every door is that thick. It would be cool to see some jedi/melee pieces with the abilities to cut through doors - I'd probably like it better if they were faction specific though. It'd be a cool thing for Vong to have, but I don't know how a snake stick would get through a door.

Maybe the snake stick can pick the lock? Lol. If anything I think characters with lightsabers should be able to do that (or maybe characters with 30+ base damage)
Sithborg
Posted: Sunday, August 7, 2011 11:51:43 AM
Rank: Moderator
Groups: Member , Moderator, Rules Guy

Joined: 8/24/2008
Posts: 5,201
J.L. Robert wrote:
Regardless, it's a BS tactic that all but forces people to play with specific pieces. That cuts down on creativity...I want to build 200-point squads, not 197-point ones with an Ugnaught.

I have better things to do than play sit and wait. I have more fun playing a game of solitaire.

Apparently, since people still use these tactics, the old gambit rules don't work. What's needed is that kind of solution.


Did you play the old lock out squads? Gambit has solved that original problem, which is was meant to do. Gambit wasn't meant to nullify door control. We have the Ugnaught to counter Override, the problem ability.

Doors are a reality of the game. Thus, Door Control is a part of the game. You don't want to bother with it, there are a few maps without doors available. On quite a few maps, not having door control won't cause you to lose, but it will make it a bit harder on you.
Darthbane53
Posted: Sunday, August 7, 2011 11:54:24 AM
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Joined: 7/26/2010
Posts: 1,390
Location: Florida
TheHutts wrote:
Agreed, but it took Qui-Gon a while to get through that door - he'd have to give up 3-4 turns. .


OK, geek time. I counted it took about 28 seconds of him cutting in the door before the droidekas came. He didn't actually get all the way though it but he was close, I would get about another 10 seconds. Now in RPG terms 1 round is equivalent to 6 seconds so lets say its the same for minis. So assuming it would take him 38 seconds to get through the blast doors at 6 seconds a round it would take him 6.3 rounds, probably round up to 7 rounds to cut through blast doors. Now in star wars minis most doors aren't blast doors. Assuming before nute gunray closed the blast doors the door thickness was equivalent to that of your average door, it took him approximately 11 second to cut though half this standred door, which its pretty easy to calculate 22 seconds to make it through a normal door. Using the same math as before, with it being 6 seconds a round 22/6 = 3.6 rounded up to 4 rounds. So theoretically it would take 4 rounds for a Jedi to cut through a standered door with a lightsaber. So good guess hutts! Hope this helps!
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