RegisterDonateLogin

Always keep refrigerated. In carbonite.

Welcome Guest Active Topics | Members

my, how the change has changed Options
Chargers
Posted: Sunday, June 28, 2015 2:48:56 AM
Rank: Advanced Bloo Milk Member
Groups: Member

Joined: 9/1/2008
Posts: 818
Location: Wisconsin
This was in the WI Regional thread. I've pulled it here to open the topic up for discussion.

atmsalad wrote:
Bryan (Darkdracul) and I are driving back and were just talking about your squad. We both wish that was the kind of squad we could play and be competitive with. A balanced squad of a couple of shooters and a couple of beat sticks.


Yes, the game has shifted a lot. Years ago, you could field a squad like this and do well. But the game has shifted to squad construction. Don't get me wrong, you still have to play well. But without the 'deck building' side, you likely won't fair well.

I love how the v-sets have balanced the factions and opened up a variety of squad styles within the rock-paper-scissors environment. Years ago you didn't see the variety of winning squads that you do today.

But I also miss the simpler days where playing was the bulk of the game.
DarkDracul
Posted: Sunday, June 28, 2015 12:05:23 PM
Rank: Advanced Bloo Milk Member
Groups: Member

Joined: 4/18/2008
Posts: 1,098
Location: Kokomo
Chargers wrote:
Yes, the game has shifted a lot. Years ago, you could field a squad like this and do well. But the game has shifted to squad construction. Don't get me wrong, you still have to play well. But without the 'deck building' side, you likely won't fair well.

I love how the v-sets have balanced the factions and opened up a variety of squad styles within the rock-paper-scissors environment. Years ago you didn't see the variety of winning squads that you do today.

But I also miss the simpler days where playing was the bulk of the game.


It is better that we now have a variety of winning squads and playable factions. However, when you look at the tier 1 squads they are all the same. (paper~scissors) High activation, tech dependent, huge movement breaking, and generally with an overpowered scissors option. I would argue that the squadbuilding aspect of the game (at least for tier 1) is dead. It's all just variants on one of the same NPE extreme squad archetype.

Tier 2 is ripe and bursting with squad building possibilities. We"ve seen many examples of those "out of the box" creative squads at various regional events this year. A couple of them can even win with the right match ups. Lilywan is the prime example of a highly skilled player who has ran very creative squads this year and done well. But so far no one has been able to squad build anything better for Teir 1 than the archetype that abuses the game mechanics.

Player skill should play a factor in the outcome of games and not be trumped by squad building. Then lady luck should have the final say. Most of us would like to think we have a good chance of winning if we play really well. Sadly that is not always the case...
atmsalad
Posted: Sunday, June 28, 2015 12:05:32 PM
Rank: Advanced Bloo Milk Member
Groups: Member

Joined: 7/26/2011
Posts: 951
Chargers wrote:
Yes, the game has shifted a lot. Years ago, you could field a squad like this and do well. But the game has shifted to squad construction. Don't get me wrong, you still have to play well. But without the 'deck building' side, you likely won't fair well.

I love how the v-sets have balanced the factions and opened up a variety of squad styles within the rock-paper-scissors environment. Years ago you didn't see the variety of winning squads that you do today.

But I also miss the simpler days where playing was the bulk of the game.


Personally I like the deck building aspect to the game. The thing I am not a fan of is that you either have to play Kybuck(always has been good and always will be), Naboo(Don't get me startedCursing), durge and asaj(v-set 6RollEyes), Grevious on TW Bike(v-set 6RollEyes), Daala(v-set 6RollEyes) or double swap(just received a boost from Imp Gov in 9Confused) in order to keep up with the field.

To often games between these squads comes down to a last minute point advantage, in round 4, as the last piece moves, after the hour has already been up for 20 minutes. What ever happened to getting 10 rounds in and being given slow play warnings? With these squads, with the exception of yobuck, slow play is expected any time they face each other, and the nature of the squads encourage it... Also, with the majority of squads having a paper aspect, in order to have enough activations(18-26) to keep up, super scissors pieces have a "don't leave home without them" quality.

That being said, I have been told horror stories about the meta constriction of the "dark times". When you had to play GOWK or a direct counter. When snow speeders abused poorly made maps and were king, or when black and blue reigned supreme. When it comes to those fledgling era's I think that we are leaps and bounds better off, but that doesn't mean the game should stay where it is either. My fear is that in order for us to "get back to the basics" power creep will have to happen more than it ever needed to...
TheHutts
Posted: Sunday, June 28, 2015 2:57:11 PM
Rank: Advanced Bloo Milk Member
Groups: Member

Joined: 6/23/2010
Posts: 3,562
Location: The Hutt, New Zealand
I really like this fingersandteeth post from 2013:

Quote:
There are fundamental mechanics in this game that are very strong.

Activations (squads with Dodonna, San, Ozzel or a large amount of cheap grunts that can do things)
Movement breakers (swap, tow, levitate, SBM, master lift, free CE moves/attacks)
Mass killing (strafe, gallop, war throat, burst, UtF, blaster barrage)
Damage Negation (Soresu mastery, parry, evade etc)

I would also characterize them in those order of strengths. You can beat tempo control with speed, mass killing and damage negation (its the republics forte after all) but its hard and tempo control with movement is about as tough as things get.

WotC did far more with each of those than the Vsets ever have (damage negation is up to debate because of Zanna but GOWKS mettle really makes a better supplement of MotF2 soresu mastery than Lightsaber defense expert).

Vsets for the most part have just tried to fill in the gaps, there have been miss-steps along the way but the core mechanics of the big 5 factions have been untouched and should remain so.

When the central tenets of the main factions become weak verses the V sets, the Vset will have jumped the shark and failed in their design. However, its very hard to do because these central mechanics are very very tough.


I think the game's always been intrinsically like that - rewarding going last, massive movement etc. Even in the 2012-3 season, which was probably the most open the meta's been, we saw Thrawn swap dominating New Zealand. It's very tough to beat Thrawn if it out-activates you and you don't have a way to kill activations quickly.

Probably the biggest shift since the 2012-2013 season is that the Damage Negation is a lot weaker - with Talon Kardde, improved Vong, and Daala with Pellaeon around, it's very risky to run Jedi. Jedi used to be able to stand up to some of the paper/scissors builds, but now it's a risk to bring them with so much Jedi hate around. The same things being strong has also taken a bite out of Bastila, who kept some CEs under control, but she doesn't do much against Vong or Fringe.

There are already some promising signs for next season - Aves in particular shuts down abusive tech in a really neat way, Obi-Kin might have an interesting impact, and the balance team will look at some stuff (there's been support for a floor rule change removing 2 point pieces, which will help curtail some of the activation squads).

I also think your list of tier 1 squads shows how much WOTC mechanics still dominate the game. Daala is certainly a big exception as she introduces a largely new squad type, and the Imperial Governor arguably pushes Thrawn further than it needed to go, but a lot of the other key mechanics are from WOTC pieces. San Hill plus Gha Nachkt are probably the most abusive parts of the top Seperatist squads and Mon Mothma/Yularen is a nasty combo just waiting for some good pieces to go with it.
DarkDracul
Posted: Sunday, June 28, 2015 6:43:56 PM
Rank: Advanced Bloo Milk Member
Groups: Member

Joined: 4/18/2008
Posts: 1,098
Location: Kokomo
TheHutts wrote:
I really like this fingersandteeth post from 2013:

Quote:
There are fundamental mechanics in this game that are very strong.

Activations (squads with Dodonna, San, Ozzel or a large amount of cheap grunts that can do things)
Movement breakers (swap, tow, levitate, SBM, master lift, free CE moves/attacks)
Mass killing (strafe, gallop, war throat, burst, UtF, blaster barrage)
Damage Negation (Soresu mastery, parry, evade etc)

I would also characterize them in those order of strengths. You can beat tempo control with speed, mass killing and damage negation (its the republics forte after all) but its hard and tempo control with movement is about as tough as things get.

WotC did far more with each of those than the Vsets ever have (damage negation is up to debate because of Zanna but GOWKS mettle really makes a better supplement of MotF2 soresu mastery than Lightsaber defense expert).

Vsets for the most part have just tried to fill in the gaps, there have been miss-steps along the way but the core mechanics of the big 5 factions have been untouched and should remain so.

When the central tenets of the main factions become weak verses the V sets, the Vset will have jumped the shark and failed in their design. However, its very hard to do because these central mechanics are very very tough.


I think the game's always been intrinsically like that - rewarding going last, massive movement etc. Even in the 2012-3 season, which was probably the most open the meta's been, we saw Thrawn swap dominating New Zealand. It's very tough to beat Thrawn if it out-activates you and you don't have a way to kill activations quickly.

Probably the biggest shift since the 2012-2013 season is that the Damage Negation is a lot weaker - with Talon Kardde, improved Vong, and Daala with Pellaeon around, it's very risky to run Jedi. Jedi used to be able to stand up to some of the paper/scissors builds, but now it's a risk to bring them with so much Jedi hate around. The same things being strong has also taken a bite out of Bastila, who kept some CEs under control, but she doesn't do much against Vong or Fringe.

There are already some promising signs for next season - Aves in particular shuts down abusive tech in a really neat way, Obi-Kin might have an interesting impact, and the balance team will look at some stuff (there's been support for a floor rule change removing 2 point pieces, which will help curtail some of the activation squads).

I also think your list of tier 1 squads shows how much WOTC mechanics still dominate the game. Daala is certainly a big exception as she introduces a largely new squad type, and the Imperial Governor arguably pushes Thrawn further than it needed to go, but a lot of the other key mechanics are from WOTC pieces. San Hill plus Gha Nachkt are probably the most abusive parts of the top Seperatist squads and Mon Mothma/Yularen is a nasty combo just waiting for some good pieces to go with it.


I agree that the v-sets have weakened Damage Negation. In 2012~2013 characters with damage negation like; Caedus, Thon, Gowk, Revan & Zanna were prevalent and effective. 2014~2015 it's been all about running, gunning and strafing. I think 2016~2017 we'll start to see more balanced squad types, the kind most people enjoy playing, becoming more competitive. Perhaps not fully Tier 1 but not getting wiped out in 2 rounds within 20 minutes.

Something missing from fingersandteeth's list: Initiative Control (Mtb, Master Tactician, Sense the Future, Recon.. ect.)
Going first proved to be such an advantage during the WOTC days that the first phase of each round was eventually reduced to one.

The v-sets have only strengthened the power of going first. The newest tier 1 squads; Double Swap, Durge on Speeder, and Grevious on tsmeu-6 w/ Snipers all benefit greatly from going first. You can't bring in an MTB against san hill, so a lot of squads can be SOL. This is another area that should be looked at more closely by the designers.









TheHutts
Posted: Sunday, June 28, 2015 7:00:23 PM
Rank: Advanced Bloo Milk Member
Groups: Member

Joined: 6/23/2010
Posts: 3,562
Location: The Hutt, New Zealand
DarkDracul wrote:
Something missing from fingersandteeth's list: Initiative Control (Mtb, Master Tactician, Sense the Future, Recon.. ect.)
Going first proved to be such an advantage during the WOTC days that the first phase of each round was eventually reduced to one.


In some ways it's almost part of Activations, right? It often works best in squads that outactivate anyway - you need enough activations to utilise MTB, and Thrawn likes to out-activate as well. Kind of like the rich getting richer.

Another thing that maybe belongs on the list alongside Damage Negation is maybe Damage Response? It should probably have a better name, but I'm thinking about abilities like self-destruct, death shots, and Lightsaber Combat Expert that hurt the initial attacker. Often they're less effective than the top 3 abilities as they're responsive, so you have to wait for your opponent to initiate, plus there are often things that shut them down like disruptive, superstealth, or whatever.
DarkDracul
Posted: Sunday, June 28, 2015 8:20:39 PM
Rank: Advanced Bloo Milk Member
Groups: Member

Joined: 4/18/2008
Posts: 1,098
Location: Kokomo
TheHutts wrote:
In some ways it's almost part of Activations, right? It often works best in squads that outactivate anyway - you need enough activations to utilise MTB, and Thrawn likes to out-activate as well. Kind of like the rich getting richer.

Another thing that maybe belongs on the list alongside Damage Negation is maybe Damage Response? It should probably have a better name, but I'm thinking about abilities like self-destruct, death shots, and Lightsaber Combat Expert that hurt the initial attacker. Often they're less effective than the top 3 abilities as they're responsive, so you have to wait for your opponent to initiate, plus there are often things that shut them down like disruptive, superstealth, or whatever.

Perhaps both fall under the category of activations but ini control pieces were not listed.
I have always viewed controlling the start of the round separately from controlling the end of the round.

It's kinda like we are on the same planet but I think you're standing upside down on it.
fingersandteeth
Posted: Monday, June 29, 2015 5:30:43 AM
Rank: Advanced Bloo Milk Member
Groups: Member

Joined: 4/2/2008
Posts: 522
Location: Chicago
DarkDracul wrote:


Something missing from fingersandteeth's list: Initiative Control (Mtb, Master Tactician, Sense the Future, Recon.. ect.)
Going first proved to be such an advantage during the WOTC days that the first phase of each round was eventually reduced to one.

The v-sets have only strengthened the power of going first. The newest tier 1 squads; Double Swap, Durge on Speeder, and Grevious on tsmeu-6 w/ Snipers all benefit greatly from going first. You can't bring in an MTB against san hill, so a lot of squads can be SOL. This is another area that should be looked at more closely by the designers.




Yeah, i did omit putting that mechanic in there and it was an error on my part, although i do think that init control is less of an issue when the team with it isn't out activated, so i tend to lean towards it being part and parcel of the activation game.

I mean, that's not all she wrote on the subject but one reason for the issues surrounding gha and Poggle is that they have easy access to the MTB and they naturally out activate. If you aren't out activating the opponent then the MTB really isn't much of an option in my opinion. Its likely you'll take damage before using it and if you start to lose activations then it becomes really problematic for the MTB player

Init was a bigger deal in WtC days because of the 2 activations in the first phase as opposed to the 1 activation we have now.
The Vsets have added some top of the round power with the mando tactician, surprise attacks and attacks during the init phase but these generally don't come in high activation squads unless your really trying to push factions that don't use high activations too well. There is also a greater number of pieces that can do a huge amount of damage to masses of figs in one turn but that also existed before with the Lancer.

One reason i want to omit 2 point figs is to reduce the power of activations. I don't think it will do much other than remove gha and poggle from a lot of builds that they are just there for activations to drive the MTB engine. Not having an answer to the MTB is one way of losing in the build stages and its presence takes a lot of squads off the table.

Ideally, those with high activations would not have much init control and vice versa but WotC gave us a fringe piece that encourages high activations and gives init control. They also worded it so that one of the activation factions has a built in counter to it.

So its an issue that design constantly struggles with.
DarkDracul
Posted: Monday, June 29, 2015 8:48:22 AM
Rank: Advanced Bloo Milk Member
Groups: Member

Joined: 4/18/2008
Posts: 1,098
Location: Kokomo
fingersandteeth wrote:
Init was a bigger deal in WtC days because of the 2 activations in the first phase as opposed to the 1 activation we have now.
The Vsets have added some top of the round power with the mando tactician, surprise attacks and attacks during the init phase but these generally don't come in high activation squads unless your really trying to push factions that don't use high activations too well. There is also a greater number of pieces that can do a huge amount of damage to masses of figs in one turn but that also existed before with the Lancer.

The v-sets have jumped the shark on init control IMHO. Winning init and going first has become way more powerful than in the WOTC days. (ex. Double swamp, durge on speeder and bx/grevious) About as bad as the 2 acts in the first phase days. I feel the only reason Init control is being overlooked now is because the higher act squads have always owned it and because it's just getting 1 turn. The higher act squads are winning before the rolls for ini are made. So 1 turn first phase is no big dealRollEyes
fingersandteeth wrote:
Yeah, i did omit putting that mechanic in there and it was an error on my part, although i do think that init control is less of an issue when the team with it isn't out activated, so i tend to lean towards it being part and parcel of the activation game.

I do think it's an issue that teams that out-active own the Init Control in this game. They get to control the end of the round because they built a high activation squad and they control the start of the round because they can afford to run MTB. It adds too much insult to injury.

This game needs more incentives for players to run lower activation squads. Players of lower act squads who struggle to survive just to see the next round should have a better gimmick letting them go first.



fingersandteeth wrote:
One reason i want to omit 2 point figs is to reduce the power of activations. I don't think it will do much other than remove gha and poggle from a lot of builds that they are just there for activations to drive the MTB engine. Not having an answer to the MTB is one way of losing in the build stages and its presence takes a lot of squads off the table.
+1 totally support this.

fingersandteeth wrote:
Ideally, those with high activations would not have much init control and vice versa but WotC gave us a fringe piece that encourages high activations and gives init control. They also worded it so that one of the activation factions has a built in counter to it.

So its an issue that design constantly struggles with.
Stop being a bunch of puss and fix it already. hahaFlapper
TheHutts
Posted: Monday, June 29, 2015 1:46:04 PM
Rank: Advanced Bloo Milk Member
Groups: Member

Joined: 6/23/2010
Posts: 3,562
Location: The Hutt, New Zealand
How would a 10 point Lobot reinforcement option that gives Fringe Reserves 10 on an initiative roll of 1 work? It might be enough to curb the Muun Tactic Broker - if you use Tactics Broker, your opponent can make up the activation difference very quickly. I'm sure there's a downside I haven't thought of, but just putting it out there.
Deaths_Baine
Posted: Monday, June 29, 2015 2:03:27 PM
Rank: Advanced Bloo Milk Member
Groups: Member

Joined: 5/31/2010
Posts: 1,628
how about a piece that says, if your squad contains, or while your squad contains less then 12(?) activations or does not include a piece with act control you score an additional five gambit points per round.
CorellianComedian
Posted: Monday, June 29, 2015 2:05:14 PM
Rank: Advanced Bloo Milk Member
Groups: Member

Joined: 8/30/2014
Posts: 1,055
Those last two ideas are quite interesting. I think they definitely have potential.
DarkDracul
Posted: Monday, June 29, 2015 3:06:37 PM
Rank: Advanced Bloo Milk Member
Groups: Member

Joined: 4/18/2008
Posts: 1,098
Location: Kokomo
TheHutts wrote:
How would a 10 point Lobot reinforcement option that gives Fringe Reserves 10 on an initiative roll of 1 work? It might be enough to curb the Muun Tactic Broker - if you use Tactics Broker, your opponent can make up the activation difference very quickly. I'm sure there's a downside I haven't thought of, but just putting it out there.


I don't like the idea of giving factions who already have cheap access to ini control (Master Tact, Tact+, Sense the Future, Recon, ect..) the ability to nerf opponents from controlling ini. Especially, since most of them have cheap tempo control and swarmy squads to begin with.

Any fringe piece would need to be 21-30 points and something you include in your build.
I think it should apply only when squadbuilding a lower activation squad. less than 8-12 acts
Also, it should effect you as well as your opponent. To prevent future or unforeseen abuse.

I could see it being an init control force power.. so it's somewhat limited.
A "Never tell me the odds" that effects you as well as your opponent... and maybe a +2 or +4 to init rolls in addition.

However, I don't think the "Fringe" faction will need it after Aves communication officer comes out.
A better way to go would be to put such an ability on a piece(s) with affinity for only the factions that need it.
(Sith, New Republic, Old Republic.. ect.) Factions who do not have access to cheap init control, tempo control or swarmy squad types.
DarkDracul
Posted: Monday, June 29, 2015 3:16:57 PM
Rank: Advanced Bloo Milk Member
Groups: Member

Joined: 4/18/2008
Posts: 1,098
Location: Kokomo
Deaths_Baine wrote:
how about a piece that says, if your squad contains, or while your squad contains less then 12(?) activations or does not include a piece with act control you score an additional five gambit points per round.
No, we need new abilities that provide incentives for players wanting to run lower activation squads...NOT things to punish other players who want to run higher act squads.
Amadeus
Posted: Monday, June 29, 2015 3:31:22 PM
Rank: Advanced Bloo Milk Member
Groups: Member

Joined: 2/14/2014
Posts: 144
I don't much like the idea of any given piece affecting gambit since that's a game mode specific thing. Not everyone plays with gambit and if stuff is balanced around its existence it can cause troubles.
DarkDracul
Posted: Monday, June 29, 2015 4:45:13 PM
Rank: Advanced Bloo Milk Member
Groups: Member

Joined: 4/18/2008
Posts: 1,098
Location: Kokomo
Amadeus wrote:
I don't much like the idea of any given piece affecting gambit since that's a game mode specific thing. Not everyone plays with gambit and if stuff is balanced around its existence it can cause troubles.

Lower act squads (Rocks) have characters that potentially can "king of the hill" the gambit zone.
I personally don't think that's a bad thing. However, I think gambit points without having to go to map center is a bad idea. Players don't need more reasons to keep from moving pieces forward.
atmsalad
Posted: Monday, June 29, 2015 5:22:01 PM
Rank: Advanced Bloo Milk Member
Groups: Member

Joined: 7/26/2011
Posts: 951
DarkDracul wrote:
Deaths_Baine wrote:
how about a piece that says, if your squad contains, or while your squad contains less then 12(?) activations or does not include a piece with act control you score an additional five gambit points per round.
No, we need new abilities that provide incentives for players wanting to run lower activation squads...NOT things to punish other players who want to run higher act squads.


I have to agree with Bryan on this point. Also, certain maps could abuse that mechanic. For instance on jabbas palace you can both be in gambit without actually engaging. It gives you an advantage strategically and can force then to have to come to you. Act control may not be loves by all, but it does add a lot to several factions flavor and I think to hate it out of the game would be in poor taste.
Deaths_Baine
Posted: Monday, June 29, 2015 6:08:06 PM
Rank: Advanced Bloo Milk Member
Groups: Member

Joined: 5/31/2010
Posts: 1,628
atmsalad wrote:
DarkDracul wrote:
Deaths_Baine wrote:
how about a piece that says, if your squad contains, or while your squad contains less then 12(?) activations or does not include a piece with act control you score an additional five gambit points per round.
No, we need new abilities that provide incentives for players wanting to run lower activation squads...NOT things to punish other players who want to run higher act squads.


I have to agree with Bryan on this point. Also, certain maps could abuse that mechanic. For instance on jabbas palace you can both be in gambit without actually engaging. It gives you an advantage strategically and can force then to have to come to you. Act control may not be loves by all, but it does add a lot to several factions flavor and I think to hate it out of the game would be in poor taste.



Is it any worse the fringe moving in and out of gambit with talon, or basically any piece with intuition that can get on gambit then move out. I know Bronson used that talon gambit trick to great effect during the tournament
atmsalad
Posted: Monday, June 29, 2015 6:49:43 PM
Rank: Advanced Bloo Milk Member
Groups: Member

Joined: 7/26/2011
Posts: 951
Deaths_Baine wrote:
atmsalad wrote:
DarkDracul wrote:
Deaths_Baine wrote:
how about a piece that says, if your squad contains, or while your squad contains less then 12(?) activations or does not include a piece with act control you score an additional five gambit points per round.
No, we need new abilities that provide incentives for players wanting to run lower activation squads...NOT things to punish other players who want to run higher act squads.


I have to agree with Bryan on this point. Also, certain maps could abuse that mechanic. For instance on jabbas palace you can both be in gambit without actually engaging. It gives you an advantage strategically and can force then to have to come to you. Act control may not be loves by all, but it does add a lot to several factions flavor and I think to hate it out of the game would be in poor taste.



Is it any worse the fringe moving in and out of gambit with talon, or basically any piece with intuition that can get on gambit then move out. I know Bronson used that talon gambit trick to great effect during the tournament
One big difference is we both can score the same amount of points, so simply by doing that, as long as your opponent is scoring gambit as well, wont give you a points lead. I know intuiting like this bothers some people, but it is not much different than hiding a cloaked figure in gambit either. Also, if you are using tactics like that, than you tend to be playing for 2 point wins. With the 3-2-1 scoring system you can not play for 2's and expect to make top 4's or top 8's for that matter.

It is a bothersome and ab-usable mechanic, but your wasting its potential if you are only using it in order to gain a points lead. That would be like moving boba AFH into gambit at the end of the round, then winning init and swapping him out at the beginning. It just seams like a huge waste to me...
Deaths_Baine
Posted: Monday, June 29, 2015 9:00:31 PM
Rank: Advanced Bloo Milk Member
Groups: Member

Joined: 5/31/2010
Posts: 1,628
atmsalad wrote:
Deaths_Baine wrote:
atmsalad wrote:
DarkDracul wrote:
Deaths_Baine wrote:
how about a piece that says, if your squad contains, or while your squad contains less then 12(?) activations or does not include a piece with act control you score an additional five gambit points per round.
No, we need new abilities that provide incentives for players wanting to run lower activation squads...NOT things to punish other players who want to run higher act squads.


I have to agree with Bryan on this point. Also, certain maps could abuse that mechanic. For instance on jabbas palace you can both be in gambit without actually engaging. It gives you an advantage strategically and can force then to have to come to you. Act control may not be loves by all, but it does add a lot to several factions flavor and I think to hate it out of the game would be in poor taste.



Is it any worse the fringe moving in and out of gambit with talon, or basically any piece with intuition that can get on gambit then move out. I know Bronson used that talon gambit trick to great effect during the tournament
One big difference is we both can score the same amount of points, so simply by doing that, as long as your opponent is scoring gambit as well, wont give you a points lead. I know intuiting like this bothers some people, but it is not much different than hiding a cloaked figure in gambit either. Also, if you are using tactics like that, than you tend to be playing for 2 point wins. With the 3-2-1 scoring system you can not play for 2's and expect to make top 4's or top 8's for that matter.

It is a bothersome and ab-usable mechanic, but your wasting its potential if you are only using it in order to gain a points lead. That would be like moving boba AFH into gambit at the end of the round, then winning init and swapping him out at the beginning. It just seams like a huge waste to me...


Yeah and since we both get same amount of gambit no one has a reason to engage.
Users browsing this topic
Guest


Forum Jump
You cannot post new topics in this forum.
You cannot reply to topics in this forum.
You cannot delete your posts in this forum.
You cannot edit your posts in this forum.
You cannot create polls in this forum.
You cannot vote in polls in this forum.

Main Forum RSS : RSS

Bloo Milk Theme Created by shinja
Powered by Yet Another Forum.net.
Copyright © 2003-2006 Yet Another Forum.net. All rights reserved.