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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 4/14/2008 Posts: 126 Location: Indiana
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I've been looking around at Imperial Squads, especially with Mithrawn, and have noticed that a lot of folks don't care for using Ozzel competitively.
1. Why is this the case? I get that when things start happening you'd rather have two activations rather than one, but if you outactivate your opponent by 2-3 then you can essentially ignore Ozzel's restriction. 2. I have also seen folks talking about the "mid-round" swap vs. the end of round swap. With Mithrawn, why would the mid-round swap be better without Ozzel than the end-of round swap with him? Seems to me that you'd want to wait until all your opponent's figs have gone to maximize opportunist.
3. Are there any hard and fast rules on when you should use Ozzel and when you shouldn't? When I am building Imperial squads with Mithrawn, I always thought Ozzel was a no-brainer now maybe not.
Thanks in advance for your expertise.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 2/14/2009 Posts: 744 Location: Chicago
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I tend to use Grand Moff Tarkin in Imperial swaps. End of round swap in, attack, take init, attack again, swap out. It can be a crutch and grants just the one Opportunist but that's how I play it. I haven't used Ozzel with Mithrawn since just after the IE release. At my old LGS (before I moved) I didn't see much Ozzel in 2010.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 7/23/2009 Posts: 1,195
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Imperials suffer vs deepstrike, ozzel basicly handcuffs you vs yobuck or lancer. Ozzel kills you if you cant outact as well, there is nothing worse then only acting 1 per round and still getting outacted.
Dont get me wrong ozzel is a good piece you just flat out dont need him to have a good Imperial squad.
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Rank: Moderator Groups: Member
, Moderator, Rules Guy
Joined: 8/24/2008 Posts: 5,201
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Depends on how you are playing it. If you are playing a swap squad with a Vader, then the absolutely last thing you want is Ozzel. You will be able to swap him in rather easily, but then you face the killer decision. Next round, you cannot attack and then swap without heavy retaliation. Vader is going to take at least 1 turn of attacks, possibly 3 if you want to attack before you return to safety. B&B is a hit and run type squad, which you cannot do with Ozzel. He just doesn't fit well with a lot of the best Imperial synergies.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 4/14/2008 Posts: 126 Location: Indiana
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Weeks wrote:Imperials suffer vs deepstrike, ozzel basicly handcuffs you vs yobuck or lancer. Ozzel kills you if you cant outact as well, there is nothing worse then only acting 1 per round and still getting outacted. I do see the problem with vs deepstrike. Not only are all of your swap fodder in jeopardy, but when the gallop/lancer ends you can only move one piece in response either to attack or protect as best you can. In today's deep strike meta, I can see this being a huge drawback. I also see the problem of being outactivated, but I wonder if the inclusion of lobot might help there. You'd have the luxury of seeing your opponent's squad and the ability to adapt accordingly. Sithborg wrote:Depends on how you are playing it. If you are playing a swap squad with a Vader, then the absolutely last thing you want is Ozzel. You will be able to swap him in rather easily, but then you face the killer decision. Next round, you cannot attack and then swap without heavy retaliation. Vader is going to take at least 1 turn of attacks, possibly 3 if you want to attack before you return to safety. B&B is a hit and run type squad, which you cannot do with Ozzel. Could you play around this scenario? Swap in at the end of the round, inflict damage unabated, win init with Master Tactician and swap out at the beginning of the next round. You would give up another turn against on the enemy fig, but with figs like LV and Rex (via Palps SL) benifitting from opportunist and other CE's like IG Tarkin you could in most cases take out most figs and not have to attack again the next round...so you just swap out. Also, aside from the threat posted by deepstrike, would swapping shooters with GMA and Ozzel work where a melee fig would not? In this instance, you could shoot at the beginning of the next round and then mobile out. Even if you didn't win init (Enemy MT or NTMTO) you would have mobiled out of harms way the round prior anyway. Just a thought.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 2/14/2009 Posts: 1,450 Location: At the controls
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I'm new to the Imp faction, but why not use doors to control your own Ozzel? Keep him in a room with door open until you swap late in the round. Hit with you big gun and move ozzel off the door to isolate him. This allows you to bypass his CE next round for the big gun's attack and swap away. Am I reading this wrong?
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 12/26/2008 Posts: 1,233
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saber1 wrote:I'm new to the Imp faction, but why not use doors to control your own Ozzel? Keep him in a room with door open until you swap late in the round. Hit with you big gun and move ozzel off the door to isolate him. This allows you to bypass his CE next round for the big gun's attack and swap away. Am I reading this wrong? His commander effect isnt stopeed by doors. He has a boardwide commander effect that also cannot be disrupted.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 4/3/2008 Posts: 584 Location: Cincinnati, OH
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countrydude82487 wrote:saber1 wrote:I'm new to the Imp faction, but why not use doors to control your own Ozzel? Keep him in a room with door open until you swap late in the round. Hit with you big gun and move ozzel off the door to isolate him. This allows you to bypass his CE next round for the big gun's attack and swap away. Am I reading this wrong? His commander effect isnt stopeed by doors. He has a boardwide commander effect that also cannot be disrupted. Well, it can be disrupted, but only if you get your Disruptive piece within 6 squares of Ozzel.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 12/26/2008 Posts: 1,233
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LoboStele wrote:countrydude82487 wrote:saber1 wrote:I'm new to the Imp faction, but why not use doors to control your own Ozzel? Keep him in a room with door open until you swap late in the round. Hit with you big gun and move ozzel off the door to isolate him. This allows you to bypass his CE next round for the big gun's attack and swap away. Am I reading this wrong? His commander effect isnt stopeed by doors. He has a boardwide commander effect that also cannot be disrupted. Well, it can be disrupted, but only if you get your Disruptive piece within 6 squares of Ozzel. Not according to the Bounty Hunters Mini FAQ. Disruptive Q: How does Disruption interact with commander effects that don’t affect specific characters, like San Hill’s or Grand Moff Tarkin’s? A: These commander effects work normally. Q: If a commander is within 6 of the Disruptive character, is his commander effect completely suppressed? A: No. Disruptive affects characters trying to take advantage of the commander effects, not the character granting one. http://www.the-holocron.com/index.php?option=com_content&task=view&id=73&Itemid=55
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 4/4/2008 Posts: 1,441
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Hmm, how do I explain this? Serious question - you really need to be playing top level competitive play to get the answer to this. You need to have seen what people (like myself) will do to you when you try to run Ozzel and Thrawn, and you really need to have attempted the counter punch as the thrawn player and the back and forth of competitive play at the top levels in terms of strategy.
I've used Ozzel in swaps, knowing the inherent draw backs and problems, and in some situations, that's the way to go. Not in most however. Ozzel is better used with troopers - where he can sometimes bring you more - not as a swap set up. There are too many squads that can make you pay for running Ozzel, that it's better generally to learn how to maximize mid round swaps, act control, and your own squad build back up attackers than to run him in a primarily swap based squad.
But some things I've done, is try to get Ozzel disrupted - by running him right down the middle. Running him into gambit and killing opposing gambit collectors, etc. You can off him on occasion your self (hard to do, but a Kel Dor can help - although that's only rarely the right reinforcement choice.
No, you are generally better off with using his points on 2 brutes and a noble. But if you haven't seen how a competitive player makes you pay for Ozzel, then at least take a look at the placement of the imperial builds at Regionals thus far. Have those that made the top 4 used Ozzel or not? Doesn't really matter if it's shooter (Cad and Rex 501st seem to be the most popular) or melee or both. The both squads are the best, and they are the most well rounded without Ozzel. You can learn to play without activation control, especially if you build your squad right, but you can't deal with Ozzel against an opponent who knows how to beat you, and they will, generally easily barring a massive mistake.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 4/4/2008 Posts: 1,441
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countrydude82487 wrote:LoboStele wrote:countrydude82487 wrote:saber1 wrote:I'm new to the Imp faction, but why not use doors to control your own Ozzel? Keep him in a room with door open until you swap late in the round. Hit with you big gun and move ozzel off the door to isolate him. This allows you to bypass his CE next round for the big gun's attack and swap away. Am I reading this wrong? His commander effect isnt stopeed by doors. He has a boardwide commander effect that also cannot be disrupted. Well, it can be disrupted, but only if you get your Disruptive piece within 6 squares of Ozzel. Not according to the Bounty Hunters Mini FAQ. Disruptive Q: How does Disruption interact with commander effects that don’t affect specific characters, like San Hill’s or Grand Moff Tarkin’s? A: These commander effects work normally. Q: If a commander is within 6 of the Disruptive character, is his commander effect completely suppressed? A: No. Disruptive affects characters trying to take advantage of the commander effects, not the character granting one. http://www.the-holocron.com/index.php?option=com_content&task=view&id=73&Itemid=55 Keep reading. I don't specifically remember which update it was, but it was either errata'ed or the glossary changed about a year or so later to include disrupting the commander. The BH Checklist write up has been out of play for at least 3 years now. In fact, also from the Holocron, the complete glossary definition: Disruptive: Enemy commander effects have no effect (on enemies and allies alike) within 6 squares of this character. Characters within 6 squares cannot receive the benefits (or penalties) of enemy commander effects until they move out of range. An enemy commander within 6 squares has its commander effects suppressed until it moves out of range. (It still counts as a commander.)A character who starts its turn outside this range and whose speed is modified by a commander effect continues to move at that speed for the rest of its turn, even if it comes within 6 squares of this character. Conversely, a character that begins its turn within range cannot have its speed modified by an enemy commander effect for the rest of its turn, even if it moves farther than 6 squares from this character. I highlighted in bold the errata or update.
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Rank: Moderator Groups: Member
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Joined: 8/24/2008 Posts: 5,201
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I'm pretty certain that it was covered in the main FAQ and as billiv pointed out, the rulebook.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 4/14/2008 Posts: 126 Location: Indiana
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Quote:Hmm, how do I explain this? Serious question - you really need to be playing top level competitive play to get the answer to this. You need to have seen what people (like myself) will do to you when you try to run Ozzel and Thrawn, and you really need to have attempted the counter punch as the thrawn player and the back and forth of competitive play at the top levels in terms of strategy. Yep, there is no substitute for experience. Unfortunately, I have not had a lot experience at the upper levels of play, nor will I in the future most likely. Given that, I thought I might pick the brain of those who live in that environment to help me understand and get better. Thanks. Quote:it's better generally to learn how to maximize mid round swaps, act control, and your own squad build back up attackers than to run him in a primarily swap based squad...
You can learn to play without activation control, especially if you build your squad right Honestly, its this mid round swap and playing around activation control that I am having trouble picturing, given a squad centered around opportunist. I'll take a stab...so instead of waiting until the end of the round to maximize opportunist, maybe you use your swap pieces to get access to those figs who have already activated?
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Rank: Advanced Bloo Milk Member Groups: Member
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Exactly, midround swap are normally for getting your dude out of harms way, or trying to kill something early in the round so it cant hurt you later. Its normally a good tactic to kill something BEFORE it activates whenever you can, your opponent loses an activation it cant use that round and you wont get attacked by that piece.
Just because everyone has opp doesnt mean you should only attack when they do.
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Rank: Advanced Bloo Milk Member Groups: Member
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Basically, Ozzel is just when you want your squad to focus on Opportunist with end of round swap. If you want a normal squad, Ozzel just screws you over when you want to do mid-round swap and such.
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Rank: Advanced Bloo Milk Member Groups: Member
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Yes, I think people assume that just because Thrawn grants Opp, that they automatically have to use it everytime they attack.
I use Arica as the fodder/swarm killer and early damage shooter. Swap her in late (doesn't usually matter if your opponent has a lot left to act if you do it right), fire with cunning and opp at whatever you can barrage, if you time it right, odds are she survives to init, and you do it again right away. That's usually more than enough out of her to make up her points, and often can give you the activation lead, even if you don't have Ozzel against even the largest dodonna squads (stealth helps a lot).
Opp on melee also works as an AoO deterrent. For example, say you have Vader Scourge based with a 100 hp or so jedi. Hit him with Vader early, and your opponent can't afford to move away or attack you, effectively removing that figure from the game. Figures with twin like Arden Lyn (more on her in a minute), and Kir Kanos are great with Opp for this purpose. Base something that can't kill em, and look out.
Arden Lyn, Jarael, Kel Dors, Genoharradans, Juhani are great in these because they can be swapped mid round often without dying during your opponent's two activations. This can get your beat/shooter where it really wants to be to maximize damage.
Using multiple threats (I always say it has to be 3 or more in 200) works as well. You can then afford to sacrifice one early (for damage or fodder kills) and still win.
Figures with cunning are great options too as support, which makes Genoharradan's great figures for swapping. Cloaked means they often won't get killed on the run out, cunning means that they either have cunning or opp, and loner makes them particularly strong as a long range swapper. Just take an AoO from an opp, poison blade geno once and you will see what I mean :)
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Rank: Advanced Bloo Milk Member Groups: Member
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the consice answer is that if you run Ozzel you had better out activate any team that runs Dodonna.
If you run Ozzel and are out activated by NR or Rebel packing Dodonna you'll get crushed (assuming the rebel player is decent).
Its generally difficult for the Imperial Player to outactivate rebel factions that are made up of low to mid cost figs that don't require swappers or NR/rebel squads that run Gha.
If you take Ozzel and your outactivated you lose your mid round swap and you also lose your end of round swap. You actually lose any advantage you have by taking him and you hamstring your squad to moving one piece at a time. In a faction where the best mechanic is move/swap/hit (3 activations) running Ozzel is predictable to a fault unless you can do what you need to end of round.
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Rank: Advanced Bloo Milk Member Groups: Member
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yep, If you are outactivated with Ozzel you are normally toast.
IMO Imps are at that midpoint right now where in some matchups they need Ozzel to be successful and in others Ozzel is such a liability that you can't win with him. In all reality it is better to leave Ozzel on the bench and try and play through the bad matchups than to run him and end up getting outactivaded all day long against rebels/NR/San. Moving onlt 1 (in a swap based squad) just telegraphs exactly what you are trying to do too much.
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Rank: Advanced Bloo Milk Member Groups: Member
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wampafang wrote:Honestly, its this mid round swap and playing around activation control that I am having trouble picturing, given a squad centered around opportunist.
I'll take a stab...so instead of waiting until the end of the round to maximize opportunist, maybe you use your swap pieces to get access to those figs who have already activated?
There is tempo and then there is tempo. Your opponent has Mara Jade, Jedi. First thing in the round, she rolls over and tears apart your support piece (let's say Cad Bane for the sake of argument). If you don't have Ozzel, you could move a swap fodder adjacent (or near) to her, then swap in Vader to tear her apart next round. Or if the fodder is already there, swap and tear right now. But if you have Ozzel, that doesn't work. If you have to spend your one activation to move over, they'll move their Kyle or Han GH so that you can't swap in easily, and you absolutely don't get opportunist. If you spend it to swap in Vader, they can still roll over their disruptive piece so you don't get opportunist, and beat on Vader some to boot. Imagine another scenario - your opponent makes a mistake and leaves, say, Yobuck butt to the wind in the middle of the Jedi Academy map, between those two doors in gambit. You want to shoot him with super opportunist Cad Bane, but the door between him and you is closed. You're hosed. You have to waste your one activation to open that door, then Yobuck is swapped out and you get didly. Or imagine that scenario against Rebels. The speeder or something is in the same position, but they out activate you. You override the door open so Cad can shoot. They override it closed. You open it again. They close it again. In both cases Ozzel robs you of opportunities. I have used Ozzel quite a bit in TBSV builds, and he is incredibly useful in many ways, if and only if you outactivate your opponent. If you end up having, say, 8 more rounds than your opponent, which is not unreasonable, that's enough to override open a few doors, position your Czerkas, move the Vigos up, and blast the living daylights out of whatever is visible. If they outactivate you, though, you get none of that. Instead you have to plod along doing everything inch by inch, and your ability to respond to your opponent is hamstrung. More than once I have run him into gambit and basically just hoped my opponent would kill him. This actually happened at Gencon against Bill[iv15]. He laughed and left Ozzel alone, because he knew that Ozzel was hurting me more than helping me. Looking over some earlier responses, "predictable to a fault" really sums it up best. In exchange for a chance at having a long bloc of uninterrupted moves, you give up a large measure of vitality and flexibility.
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Rank: Advanced Bloo Milk Member Groups: Member
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Very illuminating discussion guys thanks. Completely changes the way I look at Ozzel now. Now to update some squads
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