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Floor Rules Playtesting Options
Deaths_Baine
Posted: Thursday, November 10, 2011 10:22:57 AM
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Did two more playtests for you. The opponent was using darth zannah. In the first game I used a new republic squad with the new corran horn, winter, leia, twi'lek black sun, and the klatonian captain. Now I can't go into to much detail because there were some pieces used that don't need mentioned but what I can say is that zannah was a little to powerful this way in my opinion. She negated the damage from well over 18 attacks 6 of which were melee. I know that the other 12 probably would of been negated anyways, but maybe not considering the 6 melee attacks would of maybe her use force points to bubble them or she would of died and she could not reroll like she did. I killed the rest of his squad but never managed to kill zannah.
The second game we played he used zannah again and i used an arc trooper sniper death shot squad with plo koon jedi master and the new arc trooper commander ordo. This game I was able to finally kill zannah but not before she negated the damage from over 14 attacks only like three of which were melee attacks but even then like mentioned before when the attacks are for 30-40 damage each she would instead have to spend her force points bubbling instead of rerolling her failed soresu. Zannah also managed to reflect a total of 120 damage back to my pieces in the course of these two games. In my opinion i believe she will make the meta a lot like it was before when GoWk was the piece to use or directly counter, and I don't think that is good for the game.
Darth_Jim
Posted: Saturday, November 12, 2011 4:23:00 PM
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I chose The Listening Post as my map in our 500pt 16act tournament at the Lemoyne Pa game convention on November 12. I won map twice, so I had the opportunity to play 2 games.

Game 1 was against Jester007 and most of the combat was in the center room. Ian chose the left side and set up. I set up on the right, keeping all of my characters on the landing pad outside of the first door. Ian was able to snipe a commander early just after I brought him through the first door on the right. I was trying to keep my commanders close so when Mara based one of them I could respond. I found I couldn't advance through to the middle safely with anything not having some sort of defensive response.

We both discussed the impact of the map on the game afterwards, Ian pointed out that he felt that with a shooter and a movement breaker, the right starting area could be placed in jeapardy round 1. There don't seem to be a lot of options for setup, because if you set up on the top or the bottom, it is a more circuitous route to gambit. Further, no matter where you set up on the right, you telegraph your advancement to your opponent.

I won map in game 3 and played Darph Nader. Again, my opponent chose the left. I set up on the right middle but this time set up most of my commanders on the bottom. I advanced them into the room below the center room while the rest advanced in or around the center room. Again, this is where most of the action was, although this time it was closer to the left door to the room. Commander placement worked better but I still got Pellaeon sniped because he had to stay with the Kel Dors.

My feeling is that because of the inbalance with regard to starting areas this should not be a restricted map. The problem is not insurmountable (I won both of my games) so perhaps it is a good choice for the standard list.
jak
Posted: Tuesday, November 15, 2011 2:14:44 AM
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we played soruso style mastery as written.
It helped keep Fliobi going and allowed him to go toe to toe if needed.
I try to keep Fliobi protected because of his CE, but if he's the only one left he falls fast.
Played as written SSM changes Fliobi from a flying surprising commander, to a decent melee fighter.ThumpUp

WE played Zannah as well, her combo of SSM and the lightsaber combat trick of hers is kriffen evil.
she was able to turn windu's 60 pt crit back at him.Sad

I think SSM works well with Obi.Wink
with Zannah it may be a lil' to muchUnsure
FlyingArrow
Posted: Sunday, December 18, 2011 4:47:06 PM
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Joined: 5/26/2009
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Played on Remote Listening Post and Commercial Spaceport for the first time today. I would vote that neither should make the Restricted list.

Remote Listening Post due to unbalanced starting areas, as mentioned by Darth Jim. It didn't come into play in our game, but as Jim mentioned, a movement breaker plus accurate shooter (even just a sniper) can put the outside starting zone in danger round

Commercial Spaceport due to the super-long lines of sight... makes it tough on melee.

They're both fine for Standard.
FlyingArrow
Posted: Thursday, December 22, 2011 4:22:24 PM
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I played on Outlaw City and liked it well enough for Restricted. I didn't play Lancer or Yobuck, though. It was OR Echanis versus Sith Revan/Karath/Troopers.
FlyingArrow
Posted: Friday, December 23, 2011 6:06:45 AM
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If SSM reverts back to the card text, does it become another gatekeeper? Bastila and Lancer/Yobuck are already gatekeepers... a squad that is completely CE dependent or a squad full of only low-HP fodder is out of tier 1 immediately. SSM would be a more significant gatekeeper. Because instead of eliminating just a few builds from tier-1, it could eliminate any build that doesn't include auto-damage or unavoidable damage. Door control is a "must have" in a competitive squad. Some sort of movement breaker practically is, too. I just don't think auto-damage/unavoidable damage should be yet another "must have".

I didn't say anything before now since I haven't run the playtests as requested. But my comment is more a theoretical one about what the meta should look like. There are many ways to get non-attacking or unavoidable damage (self-destruct, many force powers, grenades and the like, Crack Shot, Overwhelming Force), and you can build squads with those elements in any faction. The question is whether reverting SSM would limit the meta to only those squads that include those aspects. If so, is that desirable?

Also, I like how the errata puts another check on shooters but not on melee.
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