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darthbinks1
Posted: Sunday, January 5, 2014 10:17:03 AM
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If I play with out the v-sets, is GOWK considered to be ineligible? Are there any other players in the wotc set that are ruled to be ineligible as well?
TheHutts
Posted: Sunday, January 5, 2014 10:27:03 AM
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He was banned during 2009, but was reinstated sometime in 2009/2010 with Soresu Style Mastery only working against non-melee attacks. Then in 2012, Soresu Style Mastery was restored to as it is on the card for tournaments. However, if you're not playing v-sets, you're possibly better to house rule Soresu as working against non-melee only. The v-sets have bought in more direct damage options, so SSM is a bit more manageable (although still very strong).

The only restriction on WOTC pieces that I'm aware of it that Boba Fett Bounty Hunter's Disintegration is suppressed for Dynamic Duos.

darthbinks1
Posted: Sunday, January 5, 2014 10:32:11 AM
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TheHutts wrote:
He was banned during 2009, but was reinstated sometime in 2009/2010 with Soresu Style Mastery only working against non-melee attacks. Then in 2012, Soresu Style Mastery was restored to as it is on the card for tournaments.

The only restriction on WOTC pieces that I'm aware of it that Boba Fett Bounty Hunter's Disintegration is suppressed for Dynamic Duos.



o.k. thanks. But, was the 2012 ruling assuming people were using v-set cards at that point or was it in the scope of only using wotc figures and cards?

Also, why are there rulings/restrictions for tournament play but not to be instituted when I play my friends in my house? Basically, I want to play non-vset swm as accurately as possible with family and friends and am obviously exploring what is and is not allowed when using non-vset builds.
TheHutts
Posted: Sunday, January 5, 2014 1:17:48 PM
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All official US (and New Zealand) tournaments that I've heard about since 2011 have used the v-sets. IMO, it's great that you're sticking to the floor rules, and trying to play as legitimately as possible.

The GOWK/Soresu was just my opinion - other people might think differently. He was dominating the game to such an extent in 2009, that almost everyone was basically playing a GOWK squad or an anti-GOWK squad to compete. I can't come into your lounge and stop you using full Soresu Style Mastery with GOWK, but I think that's one instance where I'd suggest following the 2010 rules rather than the 2013 rules, given that you're not using v-sets.
TheHutts
Posted: Sunday, January 5, 2014 1:25:17 PM
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Also, do you know about the Floor Rules and Map Lists - you can download them from here: http://swmresources.com/
darthbinks1
Posted: Sunday, January 5, 2014 1:36:35 PM
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I think I have them, I'll take a look. I just wasn't sure what rules where for v-set play, which figures were deemed illegal, did wotc recognize the problem with GOWK and make him illegal, why is rigid removed for tournament play and not everyday play, a moderator said that there where some rules that were intended to be released by wotc, but never where because the game stop being produced ?

Basically, I want to view wotc swm at this point like monopoly. A completed game played by the most correct rules that exist for play with only wotc pieces.
FlyingArrow
Posted: Sunday, January 5, 2014 1:41:00 PM
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TheHutts has it exactly correct.

At the end of WotC, GOWK was 'nerfed' for tournaments so that SSM only worked for non-melee attacks. The Vsets have more viable direct damage options (which makes GOWK less dominant) so SSM reverted to what the card says. If you aren't playing with Vsets, you may want to play with SSM nerfed.

Making SWM a 'completed' game isn't a bad idea, but because it was so widely played, dominant strategies are known, so squadbuilding is less important if you're playing a standard format (unless you just want variety and aren't so concerned with winning).
TheHutts
Posted: Sunday, January 5, 2014 1:44:45 PM
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I think following the current Tournament Floor Rules should work for you, with the GOWK exception - that's the only instance I can think of where only playing WOTC-only would make a significant difference.
urbanjedi
Posted: Sunday, January 5, 2014 1:56:29 PM
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When WOTC stopped producing minis, every piece was legal for tourney play. SSM had been changed so that it only worked on non-melee attacks. You could walk up to GOWK with any melee dude and kill him in about 2 turns or so.

SSM was changed back to match the card for a couple of reason. The primary reason being the change of the National Champs from 150 pts to 200 pts. With more points, there were many more options to be able to defeat GOWK. At 150 pts it was nearly impossible to kill GOWK in a 1 hr timed game unless you specifically had an anti-gowk squad (lots of direct damage, Lord Vader, etc). It also made for less confusion as there were many tourney both while he was banned and while SSM was nerfed that people played him incorrectly, or didn't know he was banned, etc. Now it works like it originally did when released by WOTC.


Also, when WOTC left there were exactly 6 maps that were legal for high end tournament play

Ravaged Base
Throne Room
Rancor Pen
Bespin
Jedi Temple
Muun Grand Plaza

Throne Room and Jedi Temple have since been removed because they can be very abusive. Muun was removed for quite a while (for fear of the lancer) and was recently brought back to the tournament level map list.


The designer of the WOTC game (rob watkins) changed how the first phase worked long before WOTC left the scene so that whoever goes first only activates one character in the first phase of the game. It never made it into the rule book but is mentioned in some parts of the FAQ (I know it is talked about in regards to Grand Moff Tarkin and Marr Tuuk as they can allow you to move more than 1 in the first phase because of the way their CEs work).


If I recall correctly, for a very long time rigid was ignored in "sealed" events and eventually that restriction was changed to ignored in all tournaments.

FlyingArrow
Posted: Sunday, January 5, 2014 3:46:19 PM
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Depending on which way you want to go with GOWK (and how big your collection is), you could easily make up all the top level squads, put them in a box and have a 'boardgame' that you play out of the box with pre-made squads.

With GOWK nerfed, the top squads were:

Black N Blue variants (Thrawn/Lord Vader)
Solo Charge (Mara Jade, Ganner, Anakin Solo, and a Disruptive piece)
Lancer/Sidious
Skybuck
Rebel Commandos/Princess Leia/Han Smuggler/Luke RC


Put those 5 together and you have an out-of-the-box boardgame. The other minor factions (Vong, Mandos, Sith, OR) did not have competitive builds.

Or if you play SSM as it is on the card, GOWK dominates and anti-GOWK becomes the other thing to play.

GOWK/JWMs/Rex or Dash
Rebel Push squads (Yoda of Dagobah plus Force Push 4 pieces)
Lord Vader + Thrawn (from above)
(Plus the other above squads to the extent that you think you can avoid GOWK)

So add a couple other squads to the mix with GOWK.


Or... do something different. Nerf GOWK, ban Yoda on Kybuck and IG-Lancer. Those 3 pieces produce a lot of auto-wins against other squads. If you ban/nerf those three, a bunch of other squads become viable. (Many squads fail because they can't handle a Strafe or Galloper or they can't deal with the SSM and super-high defense GOWK provides.) Other squads not listed here will still have to be able to deal with the other top squads, of course. You'd get a bunch more viable squads and perhaps most importantly you'd make squadbuilding something with value again since that particular 'meta' hasn't been completely explored. (Although the ones listed above are still likely to come out near the top.)



(Someone will correct me, I'm sure, if I've omitted something.)
urbanjedi
Posted: Sunday, January 5, 2014 4:39:02 PM
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Actually I think if you took out Strafe/Gallop you would probably want to take out Temp Control (Ozzel, Dodonna, San) as well as Strafe/Gallop was part of what kept act control in some sort of check.
darthbinks1
Posted: Sunday, January 5, 2014 4:43:00 PM
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Thank-you. You all have been very helpful. I am going to print these post out and keep with my miniatures to know who to omit and who to allow when building squads.
darthbinks1
Posted: Sunday, January 5, 2014 4:44:50 PM
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So, If took nothing out and used all wotc pieces, then only a few squads could ever win, right?
TheHutts
Posted: Sunday, January 5, 2014 4:46:15 PM
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urbanjedi wrote:
Actually I think if you took out Strafe/Gallop you would probably want to take out Temp Control (Ozzel, Dodonna, San) as well as Strafe/Gallop was part of what kept act control in some sort of check.


Maybe movement breakers as well? The "major" factions have most of the good ones (Luke RC, Ganner, R2 Astromech, Thrawns, Sidious), and I think they'd still dominate even if tempo and gallop/strafe were gone. It's kind of silly how five factions got movement and tempo/strafe, and most of the other factions got neither (although Sith got Sorcery and some expensive movement breakers).

darthbinks1 wrote:
So, If took nothing out and used all wotc pieces, then only a few squads could ever win, right?


That's generally accepted wisdom, which was borne out by big Regionals/GenCon in 2010. There were five basic squad archetypes, and it was hard to win outside of them - Republic used Yobuck/Panaka, Imperials used Thrawn and Lord Vader or Cad Bane, Rebels used Dodonna, Rieekan, and Princess Leia, and Crix/Luke Rebel Commando/Elite Rebel Commandos/Han Smuggler were all popular as well, New Republic used Ganner/Mara/Dodonna/Kyle or Han, Seps used Sidious/Lancer. You can see the 2010 results in there - http://www.bloomilk.com/Forums/default.aspx?g=posts&t=9647 - there is one weird Republic squad that's quite unconventional, but otherwise the range of top WOTC squads is generally represented there.

And in GenCon 2010, the top squad outside the main five squad archetypes came 22nd -
55 Yoda
46 Saesee Tiin, Jedi Master
33 Captain Rex
8 Mas Amedda
18 Jar Jar Binks
23 Jarael
5 Rodian Diplomat
3 Ugnaught Demolitionist
3 Ugnaught Demolitionist
3 Ugnaught Demolitionist
3 Ugnaught Demolitionist

scruffyhan
Posted: Sunday, January 5, 2014 6:10:58 PM
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Gencon 2010, these were simpler times.
FlyingArrow
Posted: Sunday, January 5, 2014 6:26:27 PM
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If looking for a box set to just treat Star Wars Miniatures as a boardgame, I'd rather just not ban anything and take the current meta. Build a squad for each faction. Simply take this year's GenCon top 8 (7 factions represented so make a choice on New Republic), add in TINT's Mandos (regional winner) and the best Vong you can think of. And then add Talon Karrde/Embo from Vset6 for a pure Fringe squad. Ten squads - but of course lots of Vset pieces.
scruffyhan
Posted: Sunday, January 5, 2014 6:41:01 PM
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FlyingArrow wrote:
Simply take this year's GenCon top 8



hold on right there. Star Wars Minis was represented at Gencon this year? Get the hell out of here. What booth? I didn't realize Wizards still had their hand down Star Wars pants.
TheHutts
Posted: Sunday, January 5, 2014 6:44:23 PM
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Since 2010, it's been run by the players - no wotc involvement, and v-sets all legal (otherwise people would have got bored of the meta a long time ago - the board game analogy is a really good one).
scruffyhan
Posted: Sunday, January 5, 2014 6:45:35 PM
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Can someone tell me where you all were set up at? I'm curious to know if I passed by and just didn't notice.
darthbinks1
Posted: Sunday, January 5, 2014 6:55:18 PM
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FlyingArrow wrote:
If looking for a box set to just treat Star Wars Miniatures as a boardgame, I'd rather just not ban anything and take the current meta. Build a squad for each faction. Simply take this year's GenCon top 8 (7 factions represented so make a choice on New Republic), add in TINT's Mandos (regional winner) and the best Vong you can think of. And then add Talon Karrde/Embo from Vset6 for a pure Fringe squad. Ten squads - but of course lots of Vset pieces.


Yah, I'm trying to avoid using v-set.
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