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EmporerDragon
Posted: Tuesday, April 29, 2014 6:55:49 PM
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Joined: 12/26/2008
Posts: 2,115
Location: Watertown, SD
PrimeClone wrote:

Override. I'm surprised nobody mentions it.


It's not really mentioned as much as there are so many counters to it nowadays compared to the RS-Universe era where the only option was having your own override.

I will admit though, that I did intentionally cause a NPE with Override once years back when I locked my opponent's last piece (Palpatine, SL) in a closet. I did eventually let him out, but not until I had my firing line ready. Dick move, yes, but I can't be expected to not make use of an opportunity like that when a tournament prize is on the line.
FlyingArrow
Posted: Tuesday, April 29, 2014 7:17:33 PM
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Joined: 5/26/2009
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fingersandteeth wrote:
The only way around it is to restrict the number of characters you can field. I think the tempo control should have always required sight so that you would have to engage in someway to get the advantage.


I know this isn't the suggestions thread, but since it came up...

I've suggested this in the Suggestions thread before, but there is another way to do tempo control. One of the biggest reasons to bring mass activations is the ability to go last and then (possibly) go first again the next round. For low-activation squads (especially big-beat squads like Sith usually are), you could give an ability that lets someone go last each round:

Patience: If a character without Patience is unactivated, then you may choose to not activate this character this phase, even if that means activating 0 characters.

The convoluted wording just deals with the interaction of multiple characters with Patience (either enemies or allies) to make sure you do eventually have to activate everybody. It basically just says, "characters with Patience get to go last each round". Once everybody who is left has Patience then you have to start activating them.
EmporerDragon
Posted: Tuesday, April 29, 2014 8:02:56 PM
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Joined: 12/26/2008
Posts: 2,115
Location: Watertown, SD
For wording, how about:

Patience: After activating, if this character takes no action (moving, making a save, or using a special ability, force power, or commander effect), they are considered unactivated at the end of the phase if an ally without patience is unactivated.

I'd probably add a once per round restriction on that to keep people from really stalling, as imagine how slow someone would be if they had a squad with high activations, tempo control, and patient characters.

For me, my Tempo counter idea would be a character that reversed tempo control, so players would have to activate 3 instead of 1. I'd make it so it affected all players tempo control though, so a person can't just sit back with their Dodonna and watch their opponent's San Hill suffer from a caffeine overdose.
Amadeus
Posted: Tuesday, April 29, 2014 8:15:54 PM
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Joined: 2/14/2014
Posts: 144
I haven't had any competitive play experience, and pretty much only do WOTC play with friends, but from my experience:

Likes:
- Manuevering pieces - I like needing to find the best positions, controlling chokepoints, and trying to anticipate my opponents next move.
- Satchel Charge and Door Gimmick - This is the door control I like, risky move but could pay off. It promotes fast play, instead of slow play like override often does, and with satchel charge gets those ugnaughts up close
- Effects that help out commanders - One of my favourite pieces to play is Imperial Governor Tarkin, since he gives Extra Attack to my commanders, who I want to be up at the front fighting alongside my normal stormtroopers. It feels flavourful, like a chain of command, and makes those minor commanders less frail than they sometimes can be.
- Splash - In tight corridors with lots of figures, players have to strike a balance between maximum unit efficiency and splash avoidance from grenades/missiles/flamethrowers etc.
- Combining fire - Sacrifice acts for a more powerful attack. Spotter makes things interesting too.

Dislikes:
-Strafe Attack (I've only seen it on Basilisk War Droid) - It's the #1 thing I've had complaints on, and unless you directly plan to counter it, hard to deal with when the strafer already has high speed.
-Override - Promotes slow play or annoying chase-the-door games. I want to fight, not lock myself in. Thankfully satchel charge fixes some of this but its not always available to me in a game.
-Booming Voice - Never played with it, glad I don't. It makes your squad feel more like a squad when they have to stick together, and I like that you at least have a chance to take out the commander in a risky move, unlike board-wide ones which stay hidden in a closet in the back usually. That's not to say board-wide commander effects are wrong, some should just stay close-range.
- 100point play's devaluation of synergy - I know nobody ever plays 100 points, but that's what we always play because of collection restrictions, and a good beatstick will almost always beat commanders working with grunts at this level
- Reserves - Too much luck involved, and the reserve pieces I've run into so far opt to hide in the back


Opinion on Tempo Control:
I have San Hill, and he is a very interesting piece to use in a match. My experience with that kind of tempo control has been good, however I realize this likely does not hold in the competitive scene
FlyingArrow
Posted: Tuesday, April 29, 2014 8:33:59 PM
Rank: Moderator
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Joined: 5/26/2009
Posts: 8,428
EmporerDragon wrote:
Patience...

Continue discussion here: http://www.bloomilk.com/Forums/default.aspx?g=posts&t=14125
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