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crazybirdman
Posted: Thursday, June 17, 2010 5:07:08 AM
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Squadbuilding question; What are you looking for, or what do you do differently when you are building a squad at the different point levels?
Wysten
Posted: Thursday, June 17, 2010 7:49:03 AM
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Joined: 11/12/2009
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At 100 points, Due to reduced chance of Yobuck encounter, I would probably run more low health units. a basic Senate Commando template, 1 of the captain and 3 commandos comes under 89 points which have burtal firepower and enough room for tech. Even though they take damage, the possible 60 each is deadly. Or a whormsome squad based around fringe shooters.

Otherwise I would use OR battle masters with shooter support since they are really effective sheild. Just with shooters generally being really strong, my tactics would be about overwheming figure power with little reguards to mobility. Squads would be small, but typically consist of 2/4 batters, then a overide figure or/and uggies.


At 150 points, I tend to use the extra points to include commanders that normally don't have that great individal clout. Such as GOWK, Freedom Nadd, General Grevious. This is also the bare minimun that I would expect to see Yobuck and other, charcter centric squads with 1 to 2 small support damagers, Activations get more importent, typically ending up around 10.


200 is pretty much the same as 150 to me, only depending on the squad, figures and commander numbers are beefed up or activations. This is also the strongest area for droid armys and other, commander effect centralised, as they can afford Grevious, lancer and IG's while maintaining healthy activations. Squad here 11/13 activations, but these can potencially be as high as 17 in some exceptional cases. Rebels effectively have 24 activations average due to Donnonna.


In short, for me at least:

100: Bare bonds squads, commander effects are of not great importence, figure quaility is vital.

150: The focus changes greatly to a few figures that are boosted via commander effects and Activation food.

200: Same as above, only the extra 50 points allows more firepower and activations to be pushed in. Which allows squads with more expensive commander effects to really take advantage. Activations are of paramount importence. Basically, this is a bigger 150, the mentality changes little, you can just simply afford to put more aggressive units in.
greentime
Posted: Thursday, June 17, 2010 9:59:58 AM
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Joined: 5/23/2009
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What we have seen at the regionals is that 200 point squads live and die around activation control. So far every champion at the big regionals has had Dodonna/San/Ozzel or Yobuck/Lancer; either a piece that grants activation control, or a piece that plows through the cheap fodder (or the commander himself) to even things up. That's because at 200 you have enough points to build very high damage combos, and having enough unopposed activations to set them up is incredibly valuable. Look at the most recent winner in Kokomo - it was a Thrawn squad with Ozzel that could go up to 25 activations. The basic plan was to maneuver Cad Bane into taking a huge end-of-round shot with Opportunist and/or a beginning of round Blaster Barrage with Arica to clear fodder and just generally pile up damage. His opponent in the championship game was a squad with Nute Gunray and UH Lobot that had 26 activations (and San Hill).

At 150, Rebels really come to the front. With Han Smuggler and AE Leia/Bothan Nobles, they have a huge damage source that doesn't cost many points, and with Rieeken they have a big edge against other shooting squads.

At 100 I think raw HP and damage is the way to go. Stuff like Darth Bane does well because he is hard to kill and can unleash massive amounts of pain. Because it is so wide-open spending much on commanders that don't boost your damage directly is usually a mistake.
kezzamachine
Posted: Thursday, June 17, 2010 12:17:22 PM
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Joined: 9/23/2008
Posts: 1,487
Location: Lower the Hutt, New Zealand
Well, I'm rather green when it comes to the legitimate tactics of the game - I'd be really interested to see how I went in an actual-factual tournament(!) but living in the NZ means that I'm a gazillion miles away from GenCon or anything of the like... buuut, I am currently ranked #1 amongst the little group of 17-18 of us (yes, we have a ranking system...) so I might be able to add somethin'...

100: I basically try new pieces and combos that I've been mulling over. It usually involves one central piece that I want to run and then I fit the rest of the folk around that. Its usually a big piece too. That kind of tactic is where we all are at the moment. The uber-construction of a squad without the use of an uber-character, we haven't quite got there yet...

150: I like using a couple of big pieces and commanders to augment it. Usually I approach a squad with a 'tactic' I'd like to play rather than a piece I'd like to play, and set it around that. We don't play much 150 at the mo, but I expect we'll be doing heaps more this year.

200: A bigger, freer version of 150... I try and get in a big piece, some smaller pieces with a ton of sting, a coupl'a commanders... in the end, its probably a hodge-podge of 100 and 150, my squad is constructed around a 'player' and a 'tactic'.

Anyhoo, that's the way we roll in the Hutt.
Darth O
Posted: Thursday, June 17, 2010 1:24:27 PM
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Joined: 6/30/2009
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Location: New Zealand ( kind of by Australia)
Well, like ^Kez^ I live in NZ, so I have officially played with exactly 5 people ( including the two newbies that joined in to make it 4-way).

100: Beatstick + support = fun :D

150: This is the most serious point level really. Too big to muck around with useless stuff, yet too small to fit the best combos. For me, it will really depend on faction. Sith: Work around Bane/Exar with Fringe. Republic: Usually based around SC Palpatine with Recon piece(s) and some good shooters ( Argyus + Senate/Repeating Blaster Clones or Gelagrubs). Seperatist: Just have fun with either GG or Whorm and let Wat Tambor stock up droids with CLObot. Rebel: Basically, Snowspeeders, Han in STA, Leia, HC, Bothan Noble, with commandos chucked in. Or maybe a fun Ithmander squad. Imperial: Thrawn, Arica, Potty Palps. NR: Either GMLS with little support or Wedge with Shado Vao and Jolee Bindo with good mobilin' evadin' filler. Mandos: Mandi and captain + commandos :)

200: This is where the fun is :D I'll generally just go crazy with potential combos. Some of my favourites: (1) Quadruple/Twin B3s. 3 of them. with 30 damage. indeed.
(2) 3 or 4 Rebel Snowspeeders moving 32 squares then twinning. IN THE SAME TURN!! Then come back to life with Leia, HC.
(3) Double/Twin Commanders with IG Tarkin and a Czerka.
(4) Flobi + Argyus + Senate peoples + Rodian HM for Deadeye. Hoping to add General Windu to this for 8 attacks for my Commandos and Elite Senate Guards. Mwahahahaha!!!

I just have fun basically ;)
nerfherderpictures
Posted: Thursday, June 17, 2010 2:02:32 PM
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Joined: 10/20/2009
Posts: 175
for 100 point squads id go with the old republic because they have cheap characters that arre insane like cay queldroma

at 150 i give it to rebels or yobuck

at 200 there are many combos out there i took my Power of the Gungan squad to regionals and took second
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