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Squad-Building Challenge: Maximum Damage per Round (200 pts) Options
FlyingArrow
Posted: Wednesday, September 21, 2011 4:32:47 AM
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Design a 200-point squad that can deal the most damage in one round to an enemy with unlimited hit points.

* Faction rules.
* Any figures including epics are legal.
* Assume every attack roll is a 15, and the target has defense 1. (So, basically, every attack is a non-critical hit.)
* You may assume the target is activated or not, Droid or living, Sith, Mandalorian, etc. State your assumptions. Whatever status you assume for the target, assume that is its status for all attacks from all characters.
* Calculate your total damage and describe how you reach that total.
* You may choose whether the enemy makes or fails saves.
FlyingArrow
Posted: Wednesday, September 21, 2011 4:54:43 AM
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I don't expect this to be the winner, but here's a start:

--Max Damage--
35 Han Solo, Rebel Hero
22 Rodian Hunt Master
21 Jon "Dutch" Vander
19 Red Squadron Ace
13 Weequay Leader
84 Gonk Power Droid x7
6 Green Squadron Pilot

(200pts. 13 activations)

Going for the maximum damage in one round. Ace is boosted. Attacking for 70dmg per attack. Twin plus 7 Gonks = 16 attacks. 1120 damage from the Ace. 50 from the Green Sqd Pilot. 30 from Weequay. 20 from Dutch. 30 from Hunt Master. 30 damage from Han. 1280dmg total.
http://www.bloomilk.com/Squad/110210/max-damage
gwek
Posted: Wednesday, September 21, 2011 5:36:12 AM
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An entry for the Old Republic:

49 The Jedi Exile
33 Bastila Shan, Jedi Master
22 Rodian Hunt Master
15 Jabba, Crime Lord
13 Czerka Scientist
13 Weequay Leader
55 Jawa x11

(200pts. 17 activations)

My assumptions: Targets are unactivated, adjacent Droids, and my attackers don't need to move. Attackers other than Jawas can attack droids, but the rest remains the same.

If I've done this right, the Jawas have Double Twin (Czerka Scientist and Jedi Exile), for four attacks at 70 each:

10 base Damage
+20 from Ion Gun
+10 from Cunning Attack (Jabba)
+10 from Bastila Shan's Force ability
+10 from Deadeye (Rodian Hunt Master)
+10 from Mighty Swing (Weequay Leader)

For attacks at 70 each is 280 per Jawa. With 11 Jawas, the total is 3080 damage.

Jedi Exile: 40
Bastila: 0 (Force ability replaces turn)
Rodian Hunt Master: 80
Jabba: 100
CzerkSci: 100
Weequay Leader: 80

I believe that brings the grand total to 3480.

Respectable, but I'm sure there's some way the new Mace can top that on his own. :)




FlyingArrow
Posted: Wednesday, September 21, 2011 6:14:31 AM
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gwek wrote:

Respectable, but I'm sure there's some way the new Mace can top that on his own. :)


The new Mace requires Flurry to maximize damage, but the assumption for this challenge is that there are no critical hits, so he's pretty much useless for our purposes.

You can add in damage from Bastila if she goes last. Assume the Force ability activated in the previous round. Everyone benefits from it and then she attacks.
gwek
Posted: Wednesday, September 21, 2011 6:19:10 AM
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Good points. So add Bastila's 60 damage. 3550!
Archdeluxe
Posted: Tuesday, October 11, 2011 5:47:46 AM
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Infinite damage, under 100 points, in only a single turn!

51 Jorus C'Baoth
28 Sly Moore
10 Rodian Trader

Rodian gives Jorus grenades 10 at begining of game. The only assumptions are that the target is within 6 of Jorus, Jorus always fails the dominate save, and the enemy occasionally fails his grenade save. Infinite damage.
FlyingArrow
Posted: Tuesday, October 11, 2011 7:38:58 AM
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Well played!
gwek
Posted: Tuesday, October 11, 2011 2:08:20 PM
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What am I missing?
FlyingArrow
Posted: Tuesday, October 11, 2011 3:11:09 PM
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gwek wrote:
What am I missing?


Joruus grenades the enemy, who fails the save and takes 10 damage.
At the end of Joruus' turn, he grants a turn to Sly Moore.
Sly Moore dominates Joruus (who fails the save to allow the domination).
Joruus grenades the enemy, who fails the save and takes 10 damage.
At the end of Joruus' turn, he grants a turn to Sly Moore...

repeat ad infinitum. With this infinite recursion Sly Moore's turns never end, so he never dies. In practice, eventually Joruus would fail the Dominate save so it wouldn't be infinite damage, but it works according to the rules of this challenge.
gwek
Posted: Tuesday, October 11, 2011 5:26:23 PM
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An interesting concept, but I believe stacking rules would prevent it. I don't think Joruus could benefit from Dominate more than once during a single turn.

Arguably, you could try the same trick with a mix of Sly Moore and Bomarr Monks, but I think the damage output would ultimately be relatively low (assuming you were relying on grenades).
FlyingArrow
Posted: Wednesday, October 12, 2011 3:24:44 AM
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Maybe you're right... let's ask.
saber1
Posted: Saturday, October 15, 2011 6:05:43 PM
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Let me give it a shot. Hopefully I did this correctly. Assuming all targets are Fringe and each speeder strafes a target each of their 26 squares of movement...

28 Clone Trooper on Speeder (20 damage + Opp + Antilles CE = 40 Dam. x 26 = 1040)
28 Clone Trooper on Speeder (20 damage + Opp + Antilles CE = 40 Dam. x 26 = 1040)
28 Clone Trooper on Speeder (20 damage + Opp + Antilles CE = 40 Dam. x 26 = 1040)
28 Clone Trooper on Speeder (20 damage + Opp + Antilles CE = 40 Dam. x 26 = 1040)
21 Admiral Yularen (10 damage + Opp 20 + Twin = 60 Dam.)
20 Captain Antilles (10 damage + Twin = 20 Dam.)
18 Clone Commander Gree (20 Dam.)
13 Czerka Scientist (10 Dam.)
8 Mas Amedda (10 damage + Cunning = 20 Dam.)
5 Jawa (10 damage + Ion Gun + Opp + Twin = 80 Dam.)
3 Rodian Brute (10 Dam.)

Total = 4380 points of Damage in one turn. It may be possible, though I don't want to take the time to verify, to position the pieces in a way as to allow for the use of a Mouse Droid instead of Mas. If so, another Jawa can be added to up the potential damage to 4460.

saber1
Posted: Sunday, October 16, 2011 4:05:25 AM
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I found another one. This set up assumes that each target is adjacent to the attacker.

23 Commando Droid Captain (20 damage + 10 Roger, Roger + 10 Close-Range Targeting Comp. + Double = 80 Dam.)
18 Battle Droid Lieutenant (20 damage + 10 Roger, Roger + Double = 60 Dam.)
15 Battle Droid Sergeant (20 damage + 10 Close Range Targeting Comp. + Double = 60 Dam.)
13 Czerka Scientist (10 Dam.)
12 Gha Nachkt (10 damage + Twin = 20 Dam.)
3 (x39) Battle Droid (10 damage + 10 Roger, Roger + 10 Close-Range Targeting Comp. + Double + Twin = 120 Dam.)

Total = 80 + 60 + 60 + 10 + 20 + 4680 = 4910
sdexam
Posted: Tuesday, October 18, 2011 6:36:31 PM
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I assume it is talking 1 enemy as stated in the topic.

saber1 wrote:
I found another one. This set up assumes that each target is adjacent to the attacker.

23 Commando Droid Captain (20 damage + 10 Roger, Roger + 10 Close-Range Targeting Comp. + Double = 80 Dam.)
18 Battle Droid Lieutenant (20 damage + 10 Roger, Roger + Double = 60 Dam.)
15 Battle Droid Sergeant (20 damage + 10 Close Range Targeting Comp. + Double = 60 Dam.)
13 Czerka Scientist (10 Dam.)
12 Gha Nachkt (10 damage + Twin = 20 Dam.)
3 (x39) Battle Droid (10 damage + 10 Roger, Roger + 10 Close-Range Targeting Comp. + Double + Twin = 120 Dam.)

Total = 80 + 60 + 60 + 10 + 20 + 4680 = 4910


This one is impossible as well, as you cannot get all 42 units adjacent to one unit unless he is 7x7 base. If the targe is 7x7 base, then your 6 square limited SA cannot be used.

Try this

12 Gha Nachkt <- 1 pt less per non-unique droid (10 twin = 20)
15 (1 pt less) Battle Droid Sergeant <- +10 Damage (20 Double = 40)
13 Czerka Sci <- Twin (10 if move at last)
16 Gen Overseer <- Double for droids (10 if move at last)
3 (1 pt less x 48) Battle Droid ((Base 10 + Roger 10)<-Twin & Double <- no movement = 80 per Battle droid)
Total = 20 + 40+ 10 + 10 + 3840 = 3920
coffeebean
Posted: Wednesday, October 19, 2011 1:26:53 AM
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FlyingArrow wrote:
gwek wrote:
What am I missing?


Joruus grenades the enemy, who fails the save and takes 10 damage.
At the end of Joruus' turn, he grants a turn to Sly Moore.
Sly Moore dominates Joruus (who fails the save to allow the domination).
Joruus grenades the enemy, who fails the save and takes 10 damage.
At the end of Joruus' turn, he grants a turn to Sly Moore...

repeat ad infinitum. With this infinite recursion Sly Moore's turns never end, so he never dies. In practice, eventually Joruus would fail the Dominate save so it wouldn't be infinite damage, but it works according to the rules of this challenge.


this could work if you play with a 10 sided dice:)
saber1
Posted: Wednesday, October 19, 2011 2:23:25 AM
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sdexam wrote:
I assume it is talking 1 enemy as stated in the topic.

saber1 wrote:
I found another one. This set up assumes that each target is adjacent to the attacker.

23 Commando Droid Captain (20 damage + 10 Roger, Roger + 10 Close-Range Targeting Comp. + Double = 80 Dam.)
18 Battle Droid Lieutenant (20 damage + 10 Roger, Roger + Double = 60 Dam.)
15 Battle Droid Sergeant (20 damage + 10 Close Range Targeting Comp. + Double = 60 Dam.)
13 Czerka Scientist (10 Dam.)
12 Gha Nachkt (10 damage + Twin = 20 Dam.)
3 (x39) Battle Droid (10 damage + 10 Roger, Roger + 10 Close-Range Targeting Comp. + Double + Twin = 120 Dam.)

Total = 80 + 60 + 60 + 10 + 20 + 4680 = 4910


This one is impossible as well, as you cannot get all 42 units adjacent to one unit unless he is 7x7 base. If the targe is 7x7 base, then your 6 square limited SA cannot be used.

Try this

12 Gha Nachkt <- 1 pt less per non-unique droid (10)
15 (1 pt less) Battle Droid Sergeant <- +10 Damage (20 Double = 40)
13 Czerka Sci <- Twin (10 if move at last)
16 Gen Overseer <- Double for droids (10 if move at last)
3 (1 pt less x 48) Battle Droid ((Base 10 + Roger 10)<-Twin & Double <- no movement = 80 per Battle droid)
Total = 10 + 40+ 10 + 10 + 3840 = 3910


Your assumptions are that the enemy does not move during the round and that some Battle Droids aren't defeated during the round, thus creating more usable squares. It could be swapped or levitated. Also, did I misread the rules? Is there only one enemy unit? Rereading the rules, I suppose it does indicate 1 enemy unit. That obviously excludes my speeder squad, but with the assumptions of the enemy relocating mid-round to a rather convenient square adjacent to yet more BDs, my Sep squad should work. Oh, this also assumes it has more than an imaginary number of HP. The target has a base that allows all my units to base it at some point in the round and it has Flight and is made of pure gold.
sdexam
Posted: Wednesday, October 19, 2011 2:42:16 PM
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saber1 wrote:
sdexam wrote:
I assume it is talking 1 enemy as stated in the topic.

saber1 wrote:
I found another one. This set up assumes that each target is adjacent to the attacker.

23 Commando Droid Captain (20 damage + 10 Roger, Roger + 10 Close-Range Targeting Comp. + Double = 80 Dam.)
18 Battle Droid Lieutenant (20 damage + 10 Roger, Roger + Double = 60 Dam.)
15 Battle Droid Sergeant (20 damage + 10 Close Range Targeting Comp. + Double = 60 Dam.)
13 Czerka Scientist (10 Dam.)
12 Gha Nachkt (10 damage + Twin = 20 Dam.)
3 (x39) Battle Droid (10 damage + 10 Roger, Roger + 10 Close-Range Targeting Comp. + Double + Twin = 120 Dam.)

Total = 80 + 60 + 60 + 10 + 20 + 4680 = 4910


This one is impossible as well, as you cannot get all 42 units adjacent to one unit unless he is 7x7 base. If the targe is 7x7 base, then your 6 square limited SA cannot be used.

Try this

12 Gha Nachkt <- 1 pt less per non-unique droid (10 twin = 20)
15 (1 pt less) Battle Droid Sergeant <- +10 Damage (20 Double = 40)
13 Czerka Sci <- Twin (10 if move at last)
16 Gen Overseer <- Double for droids (10 if move at last)
3 (1 pt less x 48) Battle Droid ((Base 10 + Roger 10 + 10)<-Twin & Double <- no movement = 120 per Battle droid)
Total = 20 + 40+ 10 + 10 + 3840 = 3920


Your assumptions are that the enemy does not move during the round and that some Battle Droids aren't defeated during the round, thus creating more usable squares. It could be swapped or levitated. Also, did I misread the rules? Is there only one enemy unit? Rereading the rules, I suppose it does indicate 1 enemy unit. That obviously excludes my speeder squad, but with the assumptions of the enemy relocating mid-round to a rather convenient square adjacent to yet more BDs, my Sep squad should work. Oh, this also assumes it has more than an imaginary number of HP. The target has a base that allows all my units to base it at some point in the round and it has Flight and is made of pure gold.


The rules said that the target have Infinite HP with 1 Def and our attack roll is always 15. He could be something like a wall that cannot attack but with huge HP. Therefore my assumption is working.
For your case, please let me know how can you move before/after you use double attack without GMA.

If no. 1-5 are very well re-positioning to somehow all battle droids that can benefit to all effects and not moving, then:
1. 12 Gha Nachkt <- 1 pt less per non-unique droid (10 twin = 20)
2. 13 Czerka Sci <- Twin to others (10 or 0 depends on how he move into position)
3. 16 Gen Overseer <- Double for droids (10 or 0 depends on how he move into position)
4. 15 (1 pt less) Battle Droid Sergeant <- +10 Damage (30 or 0 depends on how he move into position)
5. 18 Battle Droid Lieutenant <- +10 Damage to adjacent (30 or 0 depends on how he move into position)
6. 3 (1 pt less x 42) Battle Droid ((Base 10 + Roger 10 + 10)<-Twin & Double <- no movement = 120 per Battle droid)

Min. damage Total = 20 + 120 x 42 = 5060
Max. damage Total = 20 + 10 + 10 + 30 + 30 + (120 x 42) = 5140
saber1
Posted: Wednesday, October 19, 2011 3:24:52 PM
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sdexam wrote:


The rules said that the target have Infinite HP with 1 Def and our attack roll is always 15. He could be something like a wall that cannot attack but with huge HP. Therefore my assumption is working.
For your case, please let me know how can you move before/after you use double attack without GMA.


How many can be adjacent to the AT-AT?
sdexam
Posted: Wednesday, October 19, 2011 3:42:54 PM
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saber1 wrote:
sdexam wrote:


The rules said that the target have Infinite HP with 1 Def and our attack roll is always 15. He could be something like a wall that cannot attack but with huge HP. Therefore my assumption is working.
For your case, please let me know how can you move before/after you use double attack without GMA.


How many can be adjacent to the AT-AT?


You are right, we can be on the target, I always thought that we have to surround the target.

Ok, then we have
1. 12 Gha Nachkt <- 1 pt less per non-unique droid (10 twin = 20)
2. 13 Czerka Sci <- Twin to others (10)
3. 16 Gen Overseer <- Double for droids (10)
4. 15 (1 pt less) Battle Droid Sergeant <- +10 Damage (20+10 double = 60)
5. 18 Battle Droid Lieutenant <- +10 Damage to adjacent (20+10+10 double = 80)
6. 3 (1 pt less x 42) Battle Droid ((Base 10 + Roger 10 + 10)<-Twin & Double <- no movement = 120 per Battle droid)

Damage Total = 20 + 10 + 10 + 60 + 80 + (120 x 42) = 5220
saber1
Posted: Wednesday, October 19, 2011 6:36:18 PM
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sdexam wrote:
saber1 wrote:
sdexam wrote:


The rules said that the target have Infinite HP with 1 Def and our attack roll is always 15. He could be something like a wall that cannot attack but with huge HP. Therefore my assumption is working.
For your case, please let me know how can you move before/after you use double attack without GMA.


How many can be adjacent to the AT-AT?


You are right, we can be on the target, I always thought that we have to surround the target.

Ok, then we have
1. 12 Gha Nachkt <- 1 pt less per non-unique droid (10 twin = 20)
2. 13 Czerka Sci <- Twin to others (10)
3. 16 Gen Overseer <- Double for droids (10)
4. 15 (1 pt less) Battle Droid Sergeant <- +10 Damage (20+10 double = 60)
5. 18 Battle Droid Lieutenant <- +10 Damage to adjacent (20+10+10 double = 80)
6. 3 (1 pt less x 42) Battle Droid ((Base 10 + Roger 10 + 10)<-Twin & Double <- no movement = 120 per Battle droid)

Damage Total = 20 + 10 + 10 + 60 + 80 + (120 x 42) = 5220


Yep, that's it right there. Not sure why I didn't go with the Gen Overseer. I remember looking at it when designing my max. dam. squad. Oh well.
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