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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 4/23/2008 Posts: 907 Location: Central Pa
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Here in Central Pa this new format has caught on. We've had several events in our group utilizing this format, the goal being to play the Epic figures in a skirmish game. What I'd like to know is has anyone else been playing this? If so, do you play with any restrictions? (Map list, Epic figure limits, CE limits, gambit point value, time limit, etc.) If so, why do you think the restrictions work/don't work? Currently in our group we've been pretty open but, in keeping with the spirit of utilizing the Epic figures, the one restriction we have made is to require at least one Epic per squad.
I'd appreciate anyone's input, particularly those who have played using this format.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 12/26/2008 Posts: 1,233
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well i played 500 points, Minimum 1 epic, up to 3 commanders,Tempo control commander effect could not reduce the number of activations, but they could increase them (capt. mar tuuk, Tarkin, and their type), and 16 activations.
IT wasn't too bad the matches lasted about 90 minutes, which is pretty good considering the amount of points. The problems we had though was that with the limit of 3 commanders most of the squads were beat stick heavy and didn't have alot of thought put it. It was great to see some of those old pieces being played, but i thought that 4 or even 5 commanders would still be reasonable. Now as to the 16 activations i think it was helpful in bringing in some powerful pieces that rarely see play, like emperor palpatine sith lord, and a great combo of Darth Sidious(sith), and revan for double swap. I personally think the restriction could be upped to say 18 or even 20 without too much of a problem, especially if you add in 1-2 commanders. The lack of tempo control (or rather reduction) kept the game going at a good pace and until everyone started taking out pieces everyone was equal in activations so it took that part of of the game which was actually nice. that and knowing that you wouldn't have to deal with it helped. For naps we used the standard map list, which was good and bad depending on how heavily melee your squad was.
Honestly though if i could change anything from how the matches went i would add a few activations and add 1-2 commanders.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 8/23/2008 Posts: 175 Location: New York
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We play 300 pt. One epic. All normal rules apply.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 2/25/2011 Posts: 806 Location: Wisconsin
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Our group did a 400 point skirmish with the only restriction being that we were limited to a max of 1 Epic figure per squad. We did not have an activation limit that night however we typically do have them for skirmishes that large (somewhere in the 14 to 16 range depending on point total).
We've been trying out different Epic formats so I imagine it will be a little bit until we get back to one that large. It was a lot of fun though!
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 10/21/2008 Posts: 267 Location: E-town PA
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As a player in Darth_Jim's group I gotta say I enjoy the format. Requiring an epic is key though because of the "lesser" factions like the OR who have cheaper pieces. They would have a more difficult time being competitive trying to reach 500 points without that requirement.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 12/18/2008 Posts: 153
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Epic really isn't a new format, it's been around about as long as Dynamic Duo has been. It's just that it hasn't had a lot of attention until now. The new Epic cards had a lot to do with it.
The 3-commander limit adds a layer of strategy to the game that is very needed at that point level, because the commanders are costed for 100-200 pt. play. The higher the point value, the more broken many commanders can become.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 2/26/2009 Posts: 1,382 Location: Detroit, Mi
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I love these types og games. It's always fun to swith it up a little. We play the 500 pt then limit the activations. we sometimes do just one Commander Effect. Between this format which allows you to use higher pt characters and the royal Rumble format, we havent played a regular game in quite a while. I love the change and the variations on it!
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 4/23/2008 Posts: 907 Location: Central Pa
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Thanks to everyone for their posts so far. We've also had a good discussion on Facebook, which centered around what Dennis pointed out, commander limits. I really want to put as few restrictions on the event as possible, but don't want to restrict the meta, either. How do you think no commander limits will impact the games? (That question is not just for Dennis... anyone interested please feel free to pipe in.)
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 12/26/2008 Posts: 1,233
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Darth_Jim wrote:Thanks to everyone for their posts so far. We've also had a good discussion on Facebook, which centered around what Dennis pointed out, commander limits. I really want to put as few restrictions on the event as possible, but don't want to restrict the meta, either. How do you think no commander limits will impact the games? (That question is not just for Dennis... anyone interested please feel free to pipe in.) i think that you will realy get 2 effects from not having a commander limit. 1. you will see factions with a ton of powerful commander effects rise in power. they will be able to get some of the most breakable combos and you might have some extremely heavy commander games with 1 or 2 shooters and beats benefiting from alot of commanders and gaining a ton of bonus's. 2. you will see a rise in old republic using bastila, jedi master. And i think because of this you will see alot of imperial squads with grand admiral thrawn and pelleon so that more people can be in the force bubble. Also with a rise in bastila you will see a rise in vong squads to stop her power which will make the LAH combo even better against them.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 12/26/2008 Posts: 1,233
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and 1 other thing i would like to add. I think a commander limit like 4 or even 5 would work with this format, but i do understand that you are trying to put as few restrictions as possible. Now another good idea is a limit of 3-4 not including your epic piece, since most of them already have commander effect it makes it semi difficult to build with only 2 other commanders around them.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 2/26/2009 Posts: 1,382 Location: Detroit, Mi
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countrydude82487 wrote:Darth_Jim wrote:Thanks to everyone for their posts so far. We've also had a good discussion on Facebook, which centered around what Dennis pointed out, commander limits. I really want to put as few restrictions on the event as possible, but don't want to restrict the meta, either. How do you think no commander limits will impact the games? (That question is not just for Dennis... anyone interested please feel free to pipe in.) i think that you will realy get 2 effects from not having a commander limit. 1. you will see factions with a ton of powerful commander effects rise in power. they will be able to get some of the most breakable combos and you might have some extremely heavy commander games with 1 or 2 shooters and beats benefiting from alot of commanders and gaining a ton of bonus's. 2. you will see a rise in old republic using bastila, jedi master. And i think because of this you will see alot of imperial squads with grand admiral thrawn and pelleon so that more people can be in the force bubble. Also with a rise in bastila you will see a rise in vong squads to stop her power which will make the LAH combo even better against them. Totally agree on this. The Vong are extremely difficult to beat in this format. The LAH combo is devestating in this format... and from personal experience, a little frustrating. Ive tried a few different things though and am not ready to give in and play Vong Exclusively. I'm sure there are good ways to counter but this squad is tough to face!
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 12/26/2008 Posts: 1,233
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qvos wrote:countrydude82487 wrote:Darth_Jim wrote:Thanks to everyone for their posts so far. We've also had a good discussion on Facebook, which centered around what Dennis pointed out, commander limits. I really want to put as few restrictions on the event as possible, but don't want to restrict the meta, either. How do you think no commander limits will impact the games? (That question is not just for Dennis... anyone interested please feel free to pipe in.) i think that you will realy get 2 effects from not having a commander limit. 1. you will see factions with a ton of powerful commander effects rise in power. they will be able to get some of the most breakable combos and you might have some extremely heavy commander games with 1 or 2 shooters and beats benefiting from alot of commanders and gaining a ton of bonus's. 2. you will see a rise in old republic using bastila, jedi master. And i think because of this you will see alot of imperial squads with grand admiral thrawn and pelleon so that more people can be in the force bubble. Also with a rise in bastila you will see a rise in vong squads to stop her power which will make the LAH combo even better against them. Totally agree on this. The Vong are extremely difficult to beat in this format. The LAH combo is devestating in this format... and from personal experience, a little frustrating. Ive tried a few different things though and am not ready to give in and play Vong Exclusively. I'm sure there are good ways to counter but this squad is tough to face! iin epic skirmish format it is easier to take them out, or at least take one of them out at a time, Mostly because you can have powerful shooters and beats by the dozen to help against them. a good accurate shooter will be the bane of them in the epic format.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 4/23/2008 Posts: 907 Location: Central Pa
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Boris wrote:Epic really isn't a new format, it's been around about as long as Dynamic Duo has been. It's just that it hasn't had a lot of attention until now. The new Epic cards had a lot to do with it.
The 3-commander limit adds a layer of strategy to the game that is very needed at that point level, because the commanders are costed for 100-200 pt. play. The higher the point value, the more broken many commanders can become. Yes, if anyone is misinterpreting that I created this format, I actually read somewhere online someone was doing this and it looked like fun. I just think that the Epic pieces are a lot of fun, and simply limiting their play to Epic Duos isn't giving them the time on the table they deserve. Granted, Epics in a skirmish setting should never be taken as seriously as our championship at 200, but maybe we can add a fun event at GenCon if we can flesh out these parameters.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 7/26/2009 Posts: 85 Location: Eugene, Oregon
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this past weekend we played this format but limited to 14 characters instead of 16. Which allowed less support and tech pieces and more characters to go out and kill stuff. There was no commander limit but nobody had more than 4. My Imperial Swap Squad (vader epic) and the OR squad both went undefeated. only 1 game finished in time (1:30) but i put this more at inexperinced players then not so we only got 2 rounds in becasue of a late start.
It was alot of fun and I really want to play against the Bastila/Kavar/Thon Squad (with hoth)
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 2/25/2011 Posts: 806 Location: Wisconsin
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Azavander wrote: It was alot of fun and I really want to play against the Bastila/Kavar/Thon Squad (with hoth)
When running Hoth you need some Accurate shooters (Mira, Boba BH, Zuckuss, etc). Absolutely wicked combination.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 12/26/2008 Posts: 1,233
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Galactic Funk wrote:Azavander wrote: It was alot of fun and I really want to play against the Bastila/Kavar/Thon Squad (with hoth)
When running Hoth you need some Accurate shooters (Mira, Boba BH, Zuckuss, etc). Absolutely wicked combination. yeah i agree. Carth Onasi, Old Republic Soldier, and echani handmaidens with atris also are great to add in. Thon just give you a great movement breaker with them though.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 2/2/2011 Posts: 131
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http://www.bloomilk.com/Squad/111390/EditSquad made for this format. Although, I liked the idea of BB:BH in the squad. Might want to change it up for him lol.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 12/26/2008 Posts: 1,233
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DieAndBeMetal wrote:http://www.bloomilk.com/Squad/111390/Edit
Squad made for this format. Although, I liked the idea of BB:BH in the squad. Might want to change it up for him lol. the link isnt working
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 6/23/2010 Posts: 3,562 Location: The Hutt, New Zealand
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 2/25/2011 Posts: 806 Location: Wisconsin
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DieAndBeMetal wrote:http://www.bloomilk.com/Squad/111390/Edit
Squad made for this format. Although, I liked the idea of BB:BH in the squad. Might want to change it up for him lol. Overall looks like a fun squad and would be pretty tough. If it was me I would try and find a way to at least get Mira in there. Nothing against Jaq Rand but I would prob want her over him to take full advantage of the Furious + her Accurate + Twin (move up to 12 squares and shoot every enemy twice that you can get line of sight to).
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