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20 plus activations give me a break!! Options
Monsterkhan007
Posted: Tuesday, May 15, 2012 7:27:24 PM
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WOW Cursing could you make a game more lopsided 20 plus activations makes for a longgggggggggggggggggggggggggggggggggg ASS boring game get a freaking clue and make a squad that has some sort of synergy and flow to the game I am so tired of playing against 20+ activation squads on vassal do you have any idea how boring that is. I know this is going to piss some people off but I cant stand the idea of sitting though a game with that many activations I almost want to vomit every time I see someone setting up 20 + miniatures against me.Mad Mad Mad Mad Mad
Sithborg
Posted: Tuesday, May 15, 2012 7:40:13 PM
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There are current counters to the Mouse Droid drop. Trust me, they are quite handy.

Having the activation advantage is a valid strategy to work a squad around. I think people went a little crazy in some builds.
TheHutts
Posted: Tuesday, May 15, 2012 8:09:27 PM
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It's a product of competition - as people play a game competitively, they figure out strategies to win. In Star Wars Miniatures being able to move pieces after your opponent has moved their last piece can be very helpful, especially for some squads like Rebel cannon squads based aroud Han Solo Smuggler with Opportunist, and Lord Vader with Opportunist.

From http://www.atlantaswg.com/index.php?option=com_content&view=article&id=130:squad-construction-part-2&catid=34:swm&Itemid=29:
Quote:
"Discussing number of activations in games is a reference to how many figures you have to move each round and is important out of a strategic desire to be able to move more figures at the end of the round than your opponent. This is a big advantage because it allows you the options of concentrating more damage, have a greater response in positioning to your opponent positioning (which they can now not change), and allows you to potentially also add moving a piece at the beginning of the next round. These advantages, when utilized to their fullest, can result in more victories."


I like running low activation squads, but you have to make sure you can take whatever your opponent throws at you, after you've finished for the round.

It's good having diversity too - you can have a tank squad with 7 activations, a swarm with 30 activations, or something in between, and they can all be good squads with a shot at winning.

It's also something that the people making the vsets are continuously addressing - for example, the GenCon 2010 final was played between a 25 maximum activation squad:

--Smug Commandos (2010 Gencon Champion Squad)--
27 Han Solo, Smuggler
27 Lobot
27 Luke Skywalker, Rebel Commando
20 Princess Leia
32 Elite Rebel Commando x2
16 General Crix Madine
14 General Rieekan
12 Gha Nachkt
9 General Dodonna
8 Obi-Wan Kenobi, Jedi Spirit
8 Mouse Droid x4

And a 20 activation maximum squad:
--Gimp Imps--
71 Lord Vader
32 Thrawn (Mitth'raw'nuruodo)
27 Lobot
23 Jarael
11 Admiral Ozzel
8 Mas Amedda
5 Imperial Dignitary
21 Rodian Brute x7
(198pts. 14 activations)

And it was hard for squads without a lot of activations, or without Yobuck or a Lancer to even out the activations, to compete. While now there are some good counters, like Momaw Nadon and Wuher, to stop the game devolving into an activation competition, and low activation squads are doing decently again.
raylinthegreat
Posted: Tuesday, May 15, 2012 8:09:30 PM
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What if the figs actually have good synergy like ggdac, san, gna , 4 ig86, bdo, couple uggies and fill the rest with all reg battle droids? its alot of acts with decent attack +8 twin nothing is just there for filler. not tier 1 but pretty decent theme army.
EmporerDragon
Posted: Tuesday, May 15, 2012 8:46:43 PM
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You can always enforce time limits.
jediinexhile
Posted: Tuesday, May 15, 2012 10:00:10 PM
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To be perfectly honest I don't see the harm in squads with loads of activations (most high activations squads are easy to take down with an exception of the Vong, having a 4 point piece with SD is really lame for the lancer/yobuck); either play a piece with activation manipulation or don't. The game had a big problem with override until there were more pieces with that given ability, after that came activation manipulation with san hill, admiral ozzel, or Gen D. Having played Republic mostly the last few years I've gotten very comfortable getting out activated almost every game; miniatures turns into chess and key is to trade up when sacrificing positioning for points. If it becomes a huge problem then just make a limit to the number of activation any given squad may have; so games don't turn into who has more pieces and then gets to make the last move.
CerousMutor
Posted: Wednesday, May 16, 2012 1:37:18 AM
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I feel your pain.
Got to say high end teens & 20+ activations is boardering on slow play IMO.

"I can build you a squad to put you to sleep, then I'll smother you and win YEY. go me"

Imposing a time limit doesnt realy help either. Your still going to get out activated. It's nothing to do with skill in those matches.
The only thing you can do is hide your pieces and wait for them to come to you, then you get accused of slow play, bah!

Its a Cursing trap indeed.
Weeks
Posted: Wednesday, May 16, 2012 2:43:27 AM
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@OP. What are the squads your having issues with? And what types of squads do you play?
Echo24
Posted: Wednesday, May 16, 2012 6:11:48 AM
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EmporerDragon wrote:
You can always enforce time limits.


Exactly. There is an important fact that people need to understand: Playing more activations should NOT make a game last any longer. When you start a game, tell your opponent that you'd like to finish the game in an hour. Then if you have 8 activations and they have 25, you both have to play in under an hour. You should average one round at least every 8 minutes or so; that will give you about 7 and a half rounds in a an hour, which is alright (not stellar, but respectable). If you have 8 activations, that means you can average 1 minute per activation (obviously don't take this time every time you activate every piece, it's important that it's an average). The guy with 25 actions shouldn't be playing the same speed per activation as you, he needs to be playing approximately the same speed per round as you; if you're taking a minute per activation, he needs to be taking 19.2 seconds per activation; so he should be doing his activations basically 3 times as fast as you are. If he is, then you can't complain about the speed at all, he's playing just as fast as you are, just deal with the fact that he has more activations than you. If he's trying to take 1 minute per activation with 25 activations, yeah, he's playing super slowly and needs to speed up.

If you play without a time limit, I don't think you have a leg to stand on when complaining about play speed unless it's REALLY bad (like a game taking over 2 hours). That's basically implying "I don't care how long this game takes".


And if you don't like losing to high activation squads, play a squad that can kill many characters in one turn. If they have a bunch of 10 point scrubs, bring in Momaw Nadon. Or just play Yobuck, or Lancer. Or play Anakin Solo, or Arica. If your squad can't deal in some way with being outactivated by a bunch, that's a problem with your squad, because lots of squads (even low-act ones) can easily beat high-act squads.
adamb0nd
Posted: Wednesday, May 16, 2012 6:41:33 AM
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I have never played in a competitive environment except for a 125pt booster draft, which simply didn't have the points or variety to really need a time limit. While an hour time limit can certainly help, i wonder, how often is there a winner but the game ends right at the point where points would clearly be very different in another 2 rounds?
Echo24
Posted: Wednesday, May 16, 2012 7:29:02 AM
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adamb0nd wrote:
I have never played in a competitive environment except for a 125pt booster draft, which simply didn't have the points or variety to really need a time limit. While an hour time limit can certainly help, i wonder, how often is there a winner but the game ends right at the point where points would clearly be very different in another 2 rounds?


In my experience, most games can be finished pretty easily in under an hour. Rarely do I see games taking the full hour, whether it's between casual games at the local store or finals games at a regional. It happens, though; sometimes time will be called and you'll be down on points but in the strategically better position. It sucks to lose that way (knowing that in another 2 rounds you could have pulled out a win), but you start to develop the skill of being aware of how much time has passed and how much time is left, even if subconsciously, and you can start playing with that knowledge if you know that you aren't going to finish in under an hour. It just adds another variable to worry about, because you have to start playing the short game.
StevenO
Posted: Wednesday, May 16, 2012 1:52:26 PM
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When it comes to lots of activations and time limits things really get annoying when the guy with all the activations is still taking just as long to make a move AFTER you're all done as he was when it may have need to figure out what you might do. Once on player is all done acting the remaining player should be able to play a LOT faster (unless he was already fast) because he should only need to evaluate the board once before making his remaining moves in rapid sucession.
Darth_Jim
Posted: Wednesday, May 16, 2012 7:30:02 PM
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At GenCon in 2010 Jake Shuler and I EACH had 20 activations on the table in a game. We played 11 rounds and when time was called we had less than 5 pieces on the table combined. Great game, and quality play wasn't sacrificed just because we didn't labor over moves.

The real issue is slow play, not activations... whether it's a timed game or not.

If you are playing a squad that is susceptible to being out activated, you should build a solution into the squad. A few have been mentioned already. There are ways to deal with mouse walls, bombs, and CE heavy swarms... most of which can be accessed through Lobot.
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