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The Celestial Warrior
Posted: Sunday, October 9, 2011 3:32:17 AM
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Ok, it's that time of year again where I start looking at all the new maps to add to next years floor rules update. This thread will be for your playtesting results. Anyone with a playtest report can post here. YOU CAN ONLY POST OPINIONS OR THOUGHTS IF IT IS ACCOMPANIED BY A PLAYTEST. I am not afraid to report it as off topic.

The New Maps:

Chris West:

Mass Transit III

Matt Francella-Josh Derksen:

Remote Listening Post-Commercial Spaceport

Outlaw City-Sinkhole


Also being considered is a revert back to the old Soresu Style Mastery. Please abuse and put any reports here as well. Thanks.
Yoto_Yoto
Posted: Tuesday, October 11, 2011 7:26:08 AM
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Last weekend Lilly_Wan and I played two games on the new Remote Listening Post - Commercial Spaceport (1 game on each side). Both games used themed squads rather than very competitive ones.

The first was the Commercial Spaceport with my Cloud City Garrison (Vader CotS, Lando HoT, Lobot with 3 Ugnaughts & 3 Mice, Piett, and 8 501st Stormtroopers) vs. her pure Bounty Hunters squad (Boba Merc, IG-88 Assassin, Zuckass BH, 4-Lom, Dengar Hired Killer, R7 and Ugnaughts)

I took the right side and left Lobot & Piett in the enclosed building in the middle. My plan had been to use mobile attack to keep the Stormtroopers more or less safe and take pot shots for good damage (with opportunist, squad assault & firepower, and vader they shoot at +20 for 50 damage). Lilly_wan advanced in such a way as to make that very difficult and I ended up deciding that trading pot shots wasn't going to work (as my guys die to one mistake and hers don't) so I rushed the middle and just threw everything out in a mad rush to take los obscuring cover away from both of us. The stormtroopers dropped fast, but there were lots of them and they gunned down the bounty hunters before they were all dead.

Some highlights about the map: it felt balanced between left and right, I don't think there is much reason to worry about losing the roll off and getting stuck in a bad spot. It's gorgeous, the art style is great. The fountain in the center works well, it's partially a big barrier between left and right, but it also allows movement. We had some fun moments trying to pin down a flying intuitive Bobba who was lurking at the fountain. The corridors at the top and bottom of the map work well too, they're somewhat removed from the action in the center and I had to react to Lilly_Wan trying to sneak Dengar along the hallway to get behind me and assassinate Piett.

Bottom line is it worked great. The whole map got used, basically every part of it saw some combat. I would want to play a shooting squad vs. a melee squad on it before I made up my mind, but right now I would have no reservations about allowing it for tournament play.


The listening post worked less well. I had a swarm of Hoth Troopers (about 20 activations worth of Hoth and Elite Hoth troopers and commanders) against Lilly_wan's stealthed rebel commandos. I set up in the hanger bay on the right and that forced me to move into the adjoining 5x4 room. By the time I was in there Lilly_wan had taken control of the left hand doors which lead into the huge central room and both of us more or less just crashed into a big scrum in the middle. Dice were rolled, bodies were removed, but most of the map didn't see action and we were both basically funneled into an inevitable game of smash face in the center.

Had I deployed outside on the bottom I would have had to try to get in via a long thin corridor were I didn't like my odds. It would be too easy to get bound up in the corridor. Had I deployed outside on the top I would have had more room, but I'd still have a pretty linear path to follow.

I wouldn't mind it being on the approved tournament list, it's balanced, but I wouldn't use it much.

It isn't exactly a playtest, but from personal experience I'd support a Soresu revert. I got back into the game about 6 months ago and it was very frustrating trying to work it out. The card, the glossary, and the actual rule are all different. That's a real mess and a discouragement to new players. It's hard enough trying to get up to speed on ~1,000 cards without the rules being such a shambles. Card style Soresu is powerful, but if I was going to nerf things there would be plenty on my list before SSM. It seems odd to change the rules to nerf SSM but shrug and say "It is what it is" to Yobuck or Reikeen.
TheHutts
Posted: Tuesday, October 11, 2011 12:16:32 PM
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I've played a couple of games involving Darth Zannah recently - informal games against less experienced players, but I guess they still count. I played with her in one game against an Old Republic team (one with new Carth Onasi, Bastila, two JBM, a Seer), and one against her with an Old Republic team (a much less competitive one with new Carth Onasi, Master Thon, and new HK-47). In both games, she played alongside Traya, Atton Rand, Bandon, and Exar Kun DFS.

In the first game, we played Soresu Style Mastery as errata'd, only applying to non-melee. I don't think the other player did a very good job of concentrating his firepower on her, but she was still a pain to kill, only went down eventually because she ate 3 crits, and could only Force Bubble half of the damage on these. She definitely lasted long enough to allow Rand and Traya to put out lots of damage.

In the second game, we played Soresu Style Mastery as written. I got rid of Bandon in about two seconds, but then spent a couple of rounds trying to get rid of her, with the combined efforts of Carth Onasi, Hk-47, Master Thon, plus the extra +10 damage twin attacks from two Old Republic Senators only slowly whittling her down.

After playing those two games, I think she's a very strong piece even without Soresu Style Mastery applying to melee attacks, and would be pushing towards broken if it was changed for DCI. So I'd support not changing it.

By the same token, Flobi is pretty lame at top level at the moment the way he is (I reckon he'd need a cost of around 50 to be decent with SSM toned down), and GOWK could potentially be less broken than he was a couple of years ago. But Zannah would be too tough.
wannabe mexican
Posted: Friday, October 21, 2011 2:38:45 AM
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I played a game on Commercial Spaceport at the weekend. I found it to be a little too shooter friendly. I had trouble advancing my guys up to engage Captain Rex who kept darting out from the middle section. But there were also so many shooting lanes that could basically stretch the whole map. I would say, it favours the GMA shooters more, because I had trouble getting my guys in a position where they could get a good shot off at him without him running even further away. I don't recommend this be used in the restricted list.
jak
Posted: Friday, October 21, 2011 6:55:06 AM
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I think soresu is fine the way it is. It was developed to counter blaster attacks,so the way it is now is closer to cannon.
The Celestial Warrior
Posted: Friday, October 21, 2011 11:06:04 AM
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jak wrote:
I think soresu is fine the way it is. It was developed to counter blaster attacks,so the way it is now is closer to cannon.


That's partially incorrect and off-topic according to the rules posted in the first post. Mods please delete these two posts...
Sithborg
Posted: Friday, October 21, 2011 1:50:31 PM
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As to The Celestial Warrior's original post, this thread is not really for discussion, but for posting of playtest results. Further posts such as Jak's will be deleted. Feel free to start a seperate thread to discuss Soresue Style if you want, but this is not the thread to do it in.
jak
Posted: Friday, October 21, 2011 2:02:52 PM
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The Celestial Warrior wrote:

Also being considered is a revert back to the old Soresu Style Mastery. Please abuse and put any reports here as well. Thanks.

now I'm really confused,Confused
what exactly did I post that was so incorrect?
the facts came from wookieeapedia.
seriously, whats up?
Deaths_Baine
Posted: Saturday, October 22, 2011 6:40:28 AM
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jak wrote:
The Celestial Warrior wrote:

Also being considered is a revert back to the old Soresu Style Mastery. Please abuse and put any reports here as well. Thanks.

now I'm really confused,Confused
what exactly did I post that was so incorrect?
the facts came from wookieeapedia.
seriously, whats up?



they only want play testing results to back up your opinions on these topics. not facts from canon or anything else, just actual game play results to back them up.
Echo24
Posted: Monday, October 24, 2011 4:24:27 AM
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I played 2 games on Outlaw City this weekend. I played a Naboo Pilot Deathshot squad (specifically this one: http://yqs243-site0001.maxesp.net/Squad/110815/naboo-pilots-2-0 ).

First game I set up in the bottom right, my opponent set up in the bottom right. He was playing Bastila, Kavar, Carth, Jaq, Saul Karath, an R7, and some Mouse/Uggie fodder. I sent a few pilots around the top to get shots off, but most of the game was shooting through the center of the map after the 3 doors in the bottom half were either blown up or overriden open. He beat me fairly handily (Bastila makes my squad absolutely awful Sad )

Second game my opponent played Panaka, Mas, Mace LotLS, AniSTAP, Qui Gon JT, R2-AD, Klatooinian Captain, and fodder. He set up in the bottom right this top, so I set up straight across in the bottom left. He moved into the center room with those same doors towards the bottom (the ones that are directly in a row), and I was able to open the two on my side and start firing through. Since I outactivated him by a good bit I still had all of my Pilots left to shoot by the time he was done and the doors were opened, and was able to kill R2, his Klatooinian Captain, and AniSTAP all in round 1. He was able to get Mace and Quigon in there, but they took so much damage from killing my guys they didn't last long.


If the center door of the set of 3 at the bottom of the map were a wall instead of a door, I think this map would be great. As is, it's way too open because it's just doors. A squad like Lancers or Yobuck have the completely open way across the top, or they just have to open those 3 doors and that's another way through. I have yet to actually play Yobuck/Lancer on the map, but they make me hesitate on this map. Overall it's really strong and I've enjoyed playing on it the few times I have (these two, Mystery Map at Gencon, and I played it once when we did our sealed event for R&R), those three doors giving really easy access across the map worries me, though.
ecs05norway
Posted: Monday, October 24, 2011 4:37:01 PM
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Opponent in recent games used Darth Zannah and insisted Soresu Mastery be played as written, not as erratta'ed. His army: New!Revan, Zannah, Atton/Jaq, GamblerHan, and R7's and Ugnaughts for filler. Mine was a fairly shooty-heavy Mando squad with Mandalore the Preserver, a Tactician and Captain, plus Scout, Gunslinger, and Troopers.

Zannah got herself into blocking position on a door and took on all comers, supported by Jaq popping in and out of cover. After half my squad was defeated with only 20 HP damage done to Zannah and none to any of his other pieces, I conceded.
Deaths_Baine
Posted: Tuesday, October 25, 2011 7:13:39 AM
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ecs05norway wrote:
Opponent in recent games used Darth Zannah and insisted Soresu Mastery be played as written, not as erratta'ed. His army: New!Revan, Zannah, Atton/Jaq, GamblerHan, and R7's and Ugnaughts for filler. Mine was a fairly shooty-heavy Mando squad with Mandalore the Preserver, a Tactician and Captain, plus Scout, Gunslinger, and Troopers.

Zannah got herself into blocking position on a door and took on all comers, supported by Jaq popping in and out of cover. After half my squad was defeated with only 20 HP damage done to Zannah and none to any of his other pieces, I conceded.



Well the only problem with this is that soresu works against shooters as it is.sorry that it worked out that way though it is never fun when people make every single save.
Deaths_Baine
Posted: Tuesday, October 25, 2011 7:22:52 AM
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Well, me and Ultrastar test played soresu as it is written today. He used Zannah, Aton, and revan, I used a vader agent of evil squad with 4 501st legion stormtroopers filler, and thrawn that grants opp. ZanInah was really good but did not seem broken or anything. He killed all four of my stormtroopers two with zannah and two with aton. Zannah negated a lot of damage but once she ran out of force points she did not seem any worse then a lot of other defensively designed characters. I killed aton and zannah and he had killed a total of 6 501st storm troopers, when we decided to replay a scenario that occured in our game. Honestly we may not have finished the game in one hour, but it would of been pretty close. I think that with zannahs low damage output it would be ok to change soresu back for her, but until we have some more test reports about how Kenobi plays out in the new era of minis I can not give an opinion about them.

I would say that i believe if zannah had mettle she would be to good with mettle and bubble but the way it stands I would have no problem with it.
Boris
Posted: Wednesday, October 26, 2011 4:00:21 AM
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Mettle is a light side power so no worries there as long as I have anything to say about it. :)

As for testing, do you feel like you would have defeated Zannah earlier in the game if she couldn't do anything about melee attacks?
Deaths_Baine
Posted: Wednesday, October 26, 2011 8:03:04 AM
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Boris wrote:
Mettle is a light side power so no worries there as long as I have anything to say about it. :)

As for testing, do you feel like you would have defeated Zannah earlier in the game if she couldn't do anything about melee attacks?



For sure I do, There was a point in the game where I could of easily swapped adjacent to her and since she was activating My vader could of used sith rage 2 and been hitting her for 50 a pop, sure she could of bubbled both attacks but she would of still taken 60 damage and then the next round she would of died no problem. I honestly don't think it makes her too powerful because of her lack of damage output, but I could see where with the ability to take no damage from all attacks and being able to force bubble what you do manage to do to her, it may make the game take longer then an hour to reach 200 points, that would be my biggest problem with changing it back.
Boris
Posted: Friday, October 28, 2011 8:50:01 AM
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I built a squad with the R&R Mace, Captain Rex, Bardan Jusik (who gets Greater Mobile Attack from Rex), R2, and filler and ran it against a Sith squad that included Zannah. Mace would have wiped her out in 1-2 turns without allowing her to use SSM against him. Our games never went longer than 45 minutes.

The more Force powers and melee/GMA characters that get added, the more important the ability to prevent all attacks will be, IMO.
spryguy1981
Posted: Sunday, October 30, 2011 11:08:54 AM
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I've ran several playtest games on both Outlaw City and even more on Sinkhole, now granted my tests on Sinkhole have been with Epic 500 squads, but they can at least give someone a read.

I've played Epic on Sinkhole now 5 times, and I've found that the person coming from the hangar side is at a slightly bigger disadvantage than the person coming from the opposite side, due to having to use more circumtous routes to keep hidden, therefore taking a little bit longer to get engaged, while the person on the other side has more room to hide. I do feel that the map is good for at least Standard, I would have to playtest more standard squads on it for me to formulate an educated opinion for restricted, but I can see it having a chance.

Outlaw City on the other hand is definitely a winning map for me. Both sides have a nearly equal approach to the center, and there are enough doors and such to make you think twice about how you choose to move. I have ran both Thrawn, and non-swap on this and the range is still incredible for both. I would give this a nod towards restricted because it has good hiding places and a good "strategy" to it.

I have my opinions on SSM based on playing it both ways, but I will PM those or something due to the nature of my data.
wannabe mexican
Posted: Saturday, November 5, 2011 12:57:58 AM
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I just played a game on Jabba's Palace with a GOWK squad to test SSM.

GOWK
Saesee Tinn, Jedi Master
Anakin on STAP
Klatooian Captain
TBSV
Doombot
Caamasi
2 Uggies

vs

Han Scoundrel
Luke Commando
Princess Leia
Lobot
Troop Cart
Yoda of Dagobah
Fodder

Funnily enough SSM only really came into play in the last couple of rounds when GOWK faced off against Luke. I needed to use it 3 times and made each save. BUT, I only had one force point and only rerolled twice to get it. It stopped him taking lots of damage. But I don't think it was in any way broken in this case, mainly because his FPs were depleted.

I don't think changing it back will affect the Obis much. The main problems would concern Zannah.
Weeks
Posted: Saturday, November 5, 2011 4:49:57 PM
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what i ran
--Whorm and guys that shoot good--
27 Lobot
20 General Whorm Loathsom
20 T-Series Tactical Droid
36 A-Series Assassin Droid x2
48 IG-86 Assassin Droid x3
14 Captain Mar Tuuk
12 Gha Nachkt
8 Battle Droid Officer
3 Ugnaught Demolitionist
12 Mouse Droid x6

(200pts. 18 activations)

what he ran

Gowk
Yobuck
panaka
clone filler

on rancor pit.

Yoda ran deep and did some good damage to my droids but was killed quickly by sheer droid firepower. With yoda gone I screened gowk into submission and pounded on him with most of my shots. He took over 300 damage to bring him down but he did fall as my squad put out an obscene amount of damage. SSM is extremely annoying but focusfire killed it just like anything. Match didnt take but 30 minutes to play. It felt like 15 of that was "i hit" "saved" "ok, twin....i hit" "failed save, rerolled and saved" but it went quickly. Had yoda done a little more damage gowk could have had a shot to kill everything.
The Celestial Warrior
Posted: Wednesday, November 9, 2011 10:07:57 AM
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