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Different Ways to Play Options
FlyingArrow
Posted: Monday, January 25, 2010 5:29:42 AM
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In another thread (http://www.bloomilk.com/Forums/Default.aspx?g=posts&t=4893), the topic of different ways to play came up. The focus is usually on DCI, but it's interesting to think about how some figures become much more powerful in different play formats.

For example:

* The one that prompted this thread... in a battle-to-the-death, anyone with reserves becomes much more powerful (e.g. Supreme Chancellor Palpatine).
* In Tile Wars, anyone with disruptive becomes a lot more powerful. In particular, Kyle Combat Instructor is a lot better because there's also a lot more melee combat in Tile Wars.
* In melee only, Anakin CoN becomes a lot more powerful.

What other pieces see their usefulness drastically changed in specific non-DCI formats?
dperron
Posted: Monday, January 25, 2010 7:04:32 AM
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one way my friends and I enjoy playing is as follows:

Select a piece from your squad and roll 2 D20. Start at any corner and count up the amount of 1 die, and across the amount of the other. This is where that piece starts the game. Select the next piece and rotate clockwise to the next corner. Roll both dice again. Repeat until every piece is on the map.

This adds an element of separation for your team AND allows for almost instantaneous combat. The more players the better in this format.

Hope at least some of you try it out and enjoy it.
FlyingArrow
Posted: Monday, January 25, 2010 7:12:22 AM
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dperron wrote:
one way my friends and I enjoy playing is as follows:

Select a piece from your squad and roll 2 D20. Start at any corner and count up the amount of 1 die, and across the amount of the other. This is where that piece starts the game. Select the next piece and rotate clockwise to the next corner. Roll both dice again. Repeat until every piece is on the map.

This adds an element of separation for your team AND allows for almost instantaneous combat. The more players the better in this format.

Hope at least some of you try it out and enjoy it.


Sounds like fun but also sounds like you could get really unlucky and get slaughtered easily even if you have the stronger team. Have you found that any pieces in that format are particularly stronger or weaker than they are in a normal game?
Demosthenes
Posted: Monday, January 25, 2010 7:18:29 AM
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I'm a fan of any game where I don't have to throw in the ubiquitous and obligatory uggies and mouse droids. I prefer to go out and have fun fighting someone, not run 4 uggies around opening and closing doors.
FlyingArrow
Posted: Monday, January 25, 2010 7:52:38 AM
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Demosthenes wrote:
I'm a fan of any game where I don't have to throw in the ubiquitous and obligatory uggies and mouse droids. I prefer to go out and have fun fighting someone, not run 4 uggies around opening and closing doors.


Problem is that there are so few options for those last few points and you need extra activations. An activation-neutral game would be interesting. Dynamic Duo is basically that. What about the Nifty Nines... exactly 9 activations in a 200-point game. You might still have a mouse or ugnaught but it's not necessary anymore since you wouldn't get any extra activation out of it anyway.

swinefeld
Posted: Monday, January 25, 2010 8:01:58 AM
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Tile Wars opens up a lot of interesting stuff:

Loda is always a pain, but with everything bunched up his force abilities are an order of magnitude more potent.

Likewise, the Hologram Veers, Nyna and Scout Troopers combo is far more potent.


Any type of kill 'em all format:

Darth Sion + HoloSid is more worth the risk when you can't lose on kill points + gambit alone.


just some quick thoughts...
Squid89
Posted: Monday, January 25, 2010 9:10:26 AM
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In Tile Wars, I've found:
-- The IG-Lancer droid can be absolutely brutal (especially with Separatist SAs and CEs).
-- Mas Amedda is basically worthless in that format.
-- Rakghouls have a much better chance of surviving to attack so become more useful.
joelker41
Posted: Monday, January 25, 2010 9:26:42 AM
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We sometimes do Master and Apprentice as a format.

200 points, the apprentice can be from any faction and the master's (they have to be linked via Wookiepedia) faction is used.

Needless to say I won't be running Grand Master Luke and Yoda of Dagobah with Rieekan for a while.

That just wasn't nice.Laugh
ChadB
Posted: Monday, January 25, 2010 10:17:04 AM
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joelker41 wrote:
We sometimes do Master and Apprentice as a format.

200 points, the apprentice can be from any faction and the master's (they have to be linked via Wookiepedia) faction is used.

Needless to say I won't be running Grand Master Luke and Yoda of Dagobah with Rieekan for a while.

That just wasn't nice.Laugh


I second this format. It's one of my favorite additional ways to play.

Next time I'd be tempted to play Flobi with GMLS so I could get access to R2, AD for Luke.

Hardly any activations, but it could be fun.
mercenary_moose
Posted: Monday, January 25, 2010 10:21:17 AM
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Listen to the Star Wars Miniverse podcast show; they usually discuss a cool game format every week.
Dead horse
Posted: Monday, January 25, 2010 10:49:39 AM
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Colossus: 200 points, 90 points on each team MUST be huge characters. I've never done this but I remember hearing about it on here. Sounds like fun, especially since nobody uses huges in competitive play except for Luke's Snowspeeder.
yggral
Posted: Monday, January 25, 2010 11:03:29 AM
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play with the map so you set up on the longer room not he end and a 200pt force action begin in the first round
FlyingArrow
Posted: Monday, January 25, 2010 11:40:02 AM
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Thanks for the suggestions. I think I might have chosen the wrong subject for the thread. I'm not really looking for new play options so much as looking at how those options affect the value of different pieces.
countrydude82487
Posted: Monday, January 25, 2010 6:45:24 PM
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actualy we have done a 300pt game where at least 200 points must be huges. Also in melee only(Unless you are facing vong) Grand master luke is pretty powerful.

ANother one we have tried we titled a "CLONE BATTLE" we play a match usualy around 250-300 pts where you ignore unique and faction requirements for that unique. You must have at least 1 other character who counts as a character to use them though.(IE you cannot just have 1 luke in your squad.)ALso they have to be different copies(IE not 2 grand master lukes). we usualy dont do it often, but it is fun every once in a while. Especialy giving some of the powerful lukes renewal, and some of the extra attack you can give. THe Biggest catch is that everyone has to be unique.
countrydude82487
Posted: Monday, January 25, 2010 6:50:48 PM
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FlyingArrow wrote:
Thanks for the suggestions. I think I might have chosen the wrong subject for the thread. I'm not really looking for new play options so much as looking at how those options affect the value of different pieces.


sorry just read that part. KAzdan paratus is also pretty powerful in last man standing. i guess realy anyone with reserves. Also scion does pretty good with ho9lo sid.(this is the format we usualy play so that we dont have to worry about gambit either.)

another format that can get some pretty broken possibilities is Dark side/light side. i mean getting canderous with 10 attacks and everyon being mandalorian is pretty good, especialy when you give some of the other hard hitters accurate.
Darth O
Posted: Tuesday, January 26, 2010 11:11:13 AM
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My friend and I play this format:

First, we combine our collections and arrange them into factions. Then, we each roll a d20 for factions. Here's the table:

1,2: Old Republic
3,4: Sith
5,6: Republic
7,8: Seperatists
9,10: Rebels
11,12: Imperial
13,14: New Republic
15,16: Fringe
17,18: Mandalorians
19,20: Yuuzhan Vong

Next we roll for points. Usually, the best is:

1-5: 100
6-10: 125
11-15: 150
16-20: 200

Finally, we roll for the map. We arrange all our maps ( currently at 8 different, not including our doubles such as Endor etc.). Then we take turns to remove a map from the options, e.g. I don't feel like playing on Nelvaan, so I take it out. This leaves us with 5 double-sided maps ( one of us removes 2) which we then roll for.

1-10: Tops of maps 1-5
11-20: Bottoms of maps 1-5

This way makes you think outside the box, especially when you consider we don't have mouse droids, ugnaughts, cad, doombot, etc. Each faction has at least one good figure to base a squad around.

OR: Vodo, Captain, JBM
Sith: Bane, Exar, Naga, Nihilus
Republic: GOWK, Ani, Jedi (and CoN), SC Palps, Gungans ( inc. Tarpals)
Seps: GGDAC, Dooku of Serenno, CS Maul, B3
Rebels: Luke HP, Han in STA, Leia HC, Snowspeeders, basically half my collection lol
Imperial: Sentinels, ER Fel, AT-STs, Vader SOTJ
NR: GMLS, Gen Wedge, Shado Vao
Fringe: Boba, Jolee Bindo, Geno Assassins, IG-86s, Lando DS
Mandos: Mandalore the Indomitable, Basilisk, and most of the non-uniques
Vong: not much here, 103 points. Jedi Hunter I guess lol

So you really don't want Vong basically, but apart from that, we are generally happy with what faction we get. BigGrin

Any thoughts on who works best here, fire away!
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