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Squad Size explosion Options
markedman247
Posted: Saturday, June 14, 2014 7:53:10 AM
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Joined: 5/14/2008
Posts: 2,063
I'm tempted come back for the Vassal tourney but I need to get into playing shape (ie: no 1+ minute per phase), but I find it daunting with the fact there are 20+ activation squads. When I last played, 12-15 were the max.

So:
1) are there effective low activation squads?
2) what is the current activation average?
3) anyone else disconcerted to the leap in the numbers of activations?

Thank you.
UrbanShmi
Posted: Saturday, June 14, 2014 8:21:56 AM
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Joined: 2/17/2009
Posts: 1,446
Swarms are definitely making a comeback at the moment, and I would expect that trend to continue through the rest of the regional season.

However, my top-4 squad in Chicago has 10 activations in the base squad (usually added 3-4 more with Lobot and Marn's Bribery, so still likely to be outactivated), so it's definitely possible to compete with fewer than 20 activations. You just need to come to the event knowing you're likely to be outactivated and having a plan to deal with that (as much as possible). Obviously, you have to have some way to even out the activations in that case, so whenever swarms proliferate, you start to see mass killers like Strafe and Gallop come back. There are other strategies to deal with it, of course.

I don't know if there is a current "activation average"--I suppose The Hutts could speak to that, he's the guy with all the stats LOL

I'm definitely not thrilled to see the super-high activation squads coming back--I like to build around 2-3 midlevel melee beats, exactly the type of squad that tends to struggle against swarms. However, I'm happy to see a meta in which lots of different squad types can all flourish. We have a very cyclical meta, at the moment, so I'm sure my preferred type will come back around.
Minijedi
Posted: Saturday, June 14, 2014 8:51:24 AM
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Joined: 5/6/2013
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yeah the only major problem with swarms is that the units generally lack in defenses, so they rely on abilities like stealth to keep them alive.. and if you want to be a real jerk, throw together a rebel squad with han rebel general and drop him to stormie armor... furious assault with accurate, and they all die
Sthlrd2
Posted: Tuesday, June 17, 2014 6:52:46 PM
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Joined: 5/21/2009
Posts: 171
Minijedi wrote:
yeah the only major problem with swarms is that the units generally lack in defenses, so they rely on abilities like stealth to keep them alive.. and if you want to be a real jerk, throw together a rebel squad with han rebel general and drop him to stormie armor... furious assault with accurate, and they all die


Lol. That's if the lousy +8 can hit anything, maybe others have better luck with rolling but whenever I play Han stormy, I can't hit anything.
SignerJ
Posted: Tuesday, June 17, 2014 8:06:30 PM
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Joined: 1/2/2012
Posts: 746
Sthlrd2 wrote:
Minijedi wrote:
yeah the only major problem with swarms is that the units generally lack in defenses, so they rely on abilities like stealth to keep them alive.. and if you want to be a real jerk, throw together a rebel squad with han rebel general and drop him to stormie armor... furious assault with accurate, and they all die


Lol. That's if the lousy +8 can hit anything, maybe others have better luck with rolling but whenever I play Han stormy, I can't hit anything.


Is there some way to boost his Attack higher in the New Republic (brought in via Jaina)?
TheHutts
Posted: Tuesday, June 17, 2014 8:28:04 PM
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Location: The Hutt, New Zealand
The only option that I can think of in either faction is Jon 'Dutch' Vander plus Lando to give him +4 +10 against adjacents. Bothan Spymaster or Wicket for traps are probably his best options.

Rebels and New Republic aren't very good at attack boosts - you can't even use Celeste and Watto since he's a commander.
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