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What makes a good squad? Options
Segastorm
Posted: Friday, February 18, 2011 12:02:00 PM
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Joined: 4/9/2010
Posts: 658
Location: West Bend, Wisconsin
Just curious as what you have to say,...and I want to improve my squads.
engineer
Posted: Friday, February 18, 2011 2:14:42 PM
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Joined: 4/19/2008
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Location: Kalamazoo, MI
What point total? DCI game?
Segastorm
Posted: Friday, February 18, 2011 2:21:42 PM
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Joined: 4/9/2010
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Location: West Bend, Wisconsin
200 points, and yes, DCI.
qvos
Posted: Friday, February 18, 2011 2:44:29 PM
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Joined: 2/26/2009
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Location: Detroit, Mi
There's so many things that make a good team. There have been some excellent articles written . I think Swmgamers has them archived. Activation control, Synergy, door control, Movement breakers, as well as picking a map that your team can take advantage of. Then, hoping you win the roll of the dice to play on your map. Being able to be competitive against the majority of teams being played is important too.
This is not even scratching the surface but its a start.
wannabe mexican
Posted: Friday, February 18, 2011 6:30:02 PM
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Joined: 1/10/2010
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Making sure you have minis that help, support, synergise and work well together is also important in good squad building.
Weeks
Posted: Saturday, February 26, 2011 12:01:21 PM
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Joined: 7/23/2009
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Promote Synergy! (like a boss)

Squads that do well have a gameplan for every matchup and their pieces all synergize with each other. Most competitive squads need to plan at LEAST for these

#1 vs Activation Control, what will I do?
#2 vs Disruptive, what will I do?
#3 vs Evade, what will I do?
#4 vs Gallop/Strafe, what will I do?
#5 vs Master Tacticion/Swap, what will I do?

If you have a plan for those 5 you got all your main bases covered.
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