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Big D
Posted: Sunday, January 16, 2011 3:07:13 AM
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Joined: 12/21/2010
Posts: 115
Hi guys, Ive been trying to find a new way to utilize all the copies of named Minis I have, and I think I figured it out.

1) Take 4 Versions of a named Character (Vader, Luke, Anakin, Obi etc.)
2) Now take (for each person playing the game type), 1 3x3 Tile and 1 10x8 Tile (preferably out of the Galaxy Tiles set).
3) Set your tiles up by connecting your tiles to your opponents Tiles
4) Take 1 Version of your Character (Vader, Luke, Obi etc.), and set him up within 2 squares of your Typical starting area (as if you were setting up on a normal map.)
5) Roll for Init as usual. Once a character is Defeated, the player who lost the character sets up in the same spot where they started, even if their character was defeated in the middle of the play area. The player who defeated the character still moves as normal, never having to return to Spawn, only if it has been defeated. So even if your character was defeated on your side of the map, your opponent can still rush you on your side of the map, so be ready to rumble.
6) Djem So and normal Djem So (Mastery included)do not work against each other, as games go for too long.
7) The character with the last piece standing wins. There is no point system, However, you should try to keep your matches within in an hour so you have time to rematch and regroup.

*Note*
YOU CANNOT USE 2 OF THE SAME VERSIONS OF A CHARACTER, I.E, You cant use 2 Lord Vaders and 2 Vader Jedi Hunters.
You Can Use: Lord Vader, Vader Unleashed, Vader Jedi Hunter and Vader Scourge

Ive tried this a couple of times, and when me and my friends roll for game type, we've picked this particular one often. Its a good way to make single strategies for Characters you don't normally play with, and even better strategies for the ones you do use!
Try it out and tell me what you think.
adamb0nd
Posted: Sunday, January 16, 2011 3:23:26 AM
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Joined: 9/16/2008
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I would assume that luke skywalker always wins, as there is no point limit, you would always default to the 115 point version, on top of 3 other very useful models.
FlyingArrow
Posted: Sunday, January 16, 2011 7:48:27 AM
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Joined: 5/26/2009
Posts: 8,428
GMLS vs AniCoN or Vader, Scourge is likely to result in death for both of them.
Big D
Posted: Sunday, January 16, 2011 12:09:05 PM
Rank: Advanced Bloo Milk Member
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Joined: 12/21/2010
Posts: 115
adamb0nd wrote:
I would assume that luke skywalker always wins, as there is no point limit, you would always default to the 115 point version, on top of 3 other very useful models.


I forgot to add that Djem So doesn't work against Djem So, mastery or normal.
Games take too long with Djem So Twins going at it.

So far, Luke has not done that well against Vader.
GMLS can almost go through 2 Vaders before he finally Falls.
Boba Fett and Obi have done pretty good, Especially GOWK.
TheHutts
Posted: Sunday, January 16, 2011 12:19:55 PM
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Joined: 6/23/2010
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Location: The Hutt, New Zealand
Quote:
Games take too long with Djem So Twins going at it.


You'd think Djem So would speed the game up?
Big D
Posted: Sunday, January 16, 2011 12:22:44 PM
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Joined: 12/21/2010
Posts: 115
Djem So Mastery vs. Djem So mastery would make the game take forever, and you would need a pencil and paper to keep with the Twins and actual Damage being dealt.
billiv15
Posted: Sunday, January 16, 2011 1:05:06 PM
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Big D wrote:
Djem So Mastery vs. Djem So mastery would make the game take forever, and you would need a pencil and paper to keep with the Twins and actual Damage being dealt.


It makes the game a great deal faster, and the saves are 50%, so it happens a great deal less than people believe. As soon as one character is dead (very unusual circumstance in most cases), the other player stops making the attacks.
Big D
Posted: Sunday, January 16, 2011 1:19:35 PM
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Joined: 12/21/2010
Posts: 115
billiv15 wrote:
Big D wrote:
Djem So Mastery vs. Djem So mastery would make the game take forever, and you would need a pencil and paper to keep with the Twins and actual Damage being dealt.


It makes the game a great deal faster, and the saves are 50%, so it happens a great deal less than people believe. As soon as one character is dead (very unusual circumstance in most cases), the other player stops making the attacks.

How do you resolve all of those Djem So Masteries with twin (Im lookin at you GMLS)?
I was under the impression that you would take damage only after each Twin from Djem was resolved.
Am I missing something? Someone help me out please!!!Blink
FlyingArrow
Posted: Sunday, January 16, 2011 1:25:08 PM
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Joined: 5/26/2009
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Cut & Paste of the step by step of what happens during an attack....

===

Here is the sequence of what happens during an attack, step by step. This order also applies to the use of other nonattack abilities, ignoring the parts that are specific to attacks.

1. Declare all legal targets for multiple targeting abilities like Blaster Barrage or Furious Assault.
2. Declare a target. If the attacker can choose from among several targets, declare which enemy to target. When attacking multiple targets designated in step 1, the character must still be a legal target when selected in this step.
3. Resolve effects that trigger when a character is targeted. Draw Fire comes into play on this step, effectively changing the target for the attack. (Draw Fire allows an attack to be diverted only if the attack follows the normal targeting rules. Thus, it can't divert the attacks of a Lightsaber Sweep or an attack of opportunity, because they don't use the targeting rules.)
4. When affecting multiple characters with a Force power like Force Burst or Force Lightning 2 for example, select one to affect.
5. Declare the attack, including combined fire, Careful Shot, Deadeye, and other abilities that must be declared before making the attack roll. The total bonus to attack, defense of the target, and possible damage (barring critical hits or later adjustments) should be declared and agreed upon before continuing.
6. Resolve abilities that occur before making the attack roll, like Pheromones.
7. Make the attack roll. You can spend Force points to reroll on this step, if necessary.
8. Resolve effects that occur when a character is attacked. For example, Sonic Attack takes effect as soon as the target is attacked, regardless of whether or not the attack hits, preventing the target from using Force powers (such as Lightsaber Deflect). If multiple effects are all triggered, use the simultaneous effects rule to determine the order in which they are resolved.
9. Determine the attack roll result. Some special effects trigger on the attack roll (such as Betrayal, Disintegration, and so on), while effects might stop the sequence entirely. However, if Disintegration is triggered, don't stop the sequence; it's resolved later unless the target is a huge or larger character in which case the damage is immediately converted to +40 damage. Effects that require a character to be hit do not take place yet.
10. Resolve effects that trigger when this character is hit. Some effects trigger (or can voluntarily be triggered) when the target is hit by an attack, such as Evade, Flurry, Lightsaber Block, Lightsaber Deflect, Lightsaber Reflect, and Lightsaber Riposte. (Force Points may be used to reroll saves on this step, if the character is still able to use Force Points during this turn.) If multiple effects trigger, use the simultaneous effects rule to determine the order in which they are resolved. You may see the results of one effect before resolving another, but no single effect may be resolved more than once. For example, a character can never Lightsaber Deflect the same attack twice. (Effects such as Flurry and Lightsaber Riposte begin new attack sequences that interrupt this sequence; resolve the new attack completely, then continue where you left off with the original attack.)
11. Resolve "when this character takes damage" effects. Some effects/abilities trigger (or can be voluntarily triggered) when the target takes damage, such as Shields and Bodyguard. Perform this step only if damage will be applied, using the simultaneous effects rule as necessary. If Bodyguard is being used, it must be resolved prior to other effects like Shields, Damage Reduction, and Dark Armor.
12. Calculate and apply the total damage and/or resolve Disintegration (if it was not converted to damage previously), and determine if the character is defeated. Resolve Avoid Defeat or any other "when defeated" effects that can prevent defeat in this step.
13. Resolve any remaining "when defeated" effects such as Impulsive Shot, Impulsive Sweep, Self-Destruct, Cleave, Rolling Cleave, Mon Mothma's commander effect, and so on. Use the simultaneous effects rule as usual. As in previous steps, Impulsive Shot and Impulsive Sweep can begin new attack sequences that interrupt this sequence; resolve the new attack completely, then continue where you left off with the original attack.
14. Remove the defeated character from the battle grid.
15. Resolve any non-damaging effects that have not yet triggered like movement from Force Push, or activation saves from Shockwave.
16. Resolve Twin Attack by returning to step 5 and repeating the remainder of the process (except this step.)
17. Resolve effects that affect multiple targets by returning to step 2 or affect multiple characters by returning to step 4 then selecting a character that has not been previously affected. If you reach this step and no characters are left to resolve, the procedure ends.
Big D
Posted: Sunday, January 16, 2011 3:28:37 PM
Rank: Advanced Bloo Milk Member
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Joined: 12/21/2010
Posts: 115
I think I get it.
As soon as one of the attacks from Twin Happen, apply the damage.
Trigger DSM regardless if you LS Def or not.
DSM hits the other character with DSM, apply the damage, and so the circle goes until one in dead.
I hope I read that right, either way, thank you Arrow.
FlyingArrow
Posted: Sunday, January 16, 2011 3:39:43 PM
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Joined: 5/26/2009
Posts: 8,428
Actually, the damage doesn't happen until *after* you do DSM.

Attack 1 starts... in step 10 DSM triggers. The first attack is suspended while the DSM is resolved. After the DSM is resolved (both attacks from GMLS and all Djem Sos that might result from them), then you apply the damage from Attack 1 in step 13. What you said earlier is right - you need pen and paper to keep track of Djem So Twin vs Djem So Twin.
Kaxel Vofer
Posted: Thursday, January 20, 2011 4:07:02 AM
Rank: Advanced Bloo Milk Member
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Joined: 4/7/2008
Posts: 377
Location: Mexico D.F.
I think is like the worse copy of the 3 3/4 version of the miniature game, so I don't like it, greettings.
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