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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 7/9/2008 Posts: 4,729 Location: Chicago
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gholli69 wrote:What about Using Revan Sith Lord, Wyrlock, Lord Kaan, lobot, Atton Jaq, and a Klat. Capt. You bring in 2 Zygerrains and a Mynock and 2 uggies with lobot, then use the Zygerrians to get the flying mynock past any "walls" right to Dalaa and whoever else is close and then drop Kaan in to bomb the commanders and neuter the troopers. Sure, this works is you out activate Daala with Sith. But you can't.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 10/14/2008 Posts: 1,410 Location: Chokio, MN
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TimmerB123 wrote:
No attack - but it is the best Caedus squad out there. Won the Chicago regional and placed higher than any other Caedus squad at GenCon.
It is a head scratcher that everyone thinks of Caedus with Malgus or Zannah is the best way to go. It feels like a no brainer to me that having a higher activation Caedus squad that can bring in a swoop bike and has powerful, nasty guns is a much better way to take advantage of Sith Battle Manipulation. You can pull out commanders or key pieces from ACROSS THE BOARD and light them up. Much better than melee. I don't care how much damage negation you have - you have, you need a good offense to win star wars miniatures games.
Back to the topic at hand - though I think it IS the best Caedus squad I've seen (by a good margin), it still gets clownstomped by Daala squads. End of round 1 they can go in and kill Jaq, or BOTH of the Galactic Alliance Special Guards. Or go the easy way and go in and kill Lobot and the Swoop round 1. That is if you don't want to just go in and kill Caedus straight up (attack, free attack from Flim, win init, attack again). If you bring the MTB with Caedus, then you just kill the tech first.
I came in second place in the Wisconsin Regional with Caedus/Zannah. It is a very good squad. Using SBM you can group people up to use Zannah's corruption on them. As for the Daala dilema at hand i think maybe the main issue is that their attack is way to high, otherwise most tank squads would be able to handle the troopers. +20 attack is just plain crazy good. Its much different if Caedus has to go against +9 attack rather than +20. Why the Snowtroopers were given access to such a high attack is beyond me.
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Rank: Advanced Bloo Milk Member Groups: Member
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Mike Moore Smuggler wrote:How about the elite scout trooprer build? Both the lancer and YoBuck don't have enough damage to take them out in 1 run plus it relies less heavily on the slaver I guess it's worth checking? If some of the other suggested changes got made (eg dropping charging fire +10 to charging fire, rapport, zygerrians), Elite Scout Troopers wouldn't be too badly affected. Right now I wouldn't run them, as I think they get clownstomped by the 4 point Troopers with more activations and masses of damage a lot of the time, but if you take those out, they're still pretty good.
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Rank: Moderator Groups: Member
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Joined: 5/26/2009 Posts: 8,428
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TheHutts wrote:Mike Moore Smuggler wrote:How about the elite scout trooprer build? Both the lancer and YoBuck don't have enough damage to take them out in 1 run plus it relies less heavily on the slaver I guess it's worth checking? If some of the other suggested changes got made (eg dropping charging fire +10 to charging fire, rapport, zygerrians), Elite Scout Troopers wouldn't be too badly affected. Right now I wouldn't run them, as I think they get clownstomped by the 4 point Troopers with more activations and masses of damage a lot of the time, but if you take those out, they're still pretty good. I think the Elite Scout Troopers are pretty close to a standard Tier 1 build. They slot in nicely against other Tier 1 builds. Daala's potential 'brokenness' comes from insane range and cost:power ratio. The Elite Scout Troopers do the same damage as the 4-point snowtroopers but get less mobility and a lot more survivability. Good squad - Tier 1 even. But I don't think it's broken (and hopefully it isn't because if it is, Daala probably has to simply be banned).
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 5/21/2009 Posts: 171
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gholli69 wrote:What about Using Revan Sith Lord, Wyrlock, Lord Kaan, lobot, Atton Jaq, and a Klat. Capt. You bring in 2 Zygerrains and a Mynock and 2 uggies with lobot, then use the Zygerrians to get the flying mynock past any "walls" right to Dalaa and whoever else is close and then drop Kaan in to bomb the commanders and neuter the troopers. Reven swaps himself out. So you would have to get Reven past the walls. And depending on what build (Paleon) then the bomb would never work anyways because of his bubble.
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Rank: Moderator Groups: Member
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Mando wrote:As for the Daala dilema at hand i think maybe the main issue is that their attack is way to high, otherwise most tank squads would be able to handle the troopers. +20 attack is just plain crazy good. Its much different if Caedus has to go against +9 attack rather than +20. Why the Snowtroopers were given access to such a high attack is beyond me. The Snowtrooper Commander was never really used before so he was probably overlooked, but he's the key to the super-high attack (and he's a WotC piece). He gives snowtroopers +4 and Squad Assault: +8 attack total. The Snowtrooper Officer makes Squad Assault usable. +20 is crazy good... good enough that it may be better to just take the +16 and get 9 more Snowtroopers (by dropping Piett/Opportunist and GARY/Cunning). Notice that the other scrub troopers are left maxing out around +12/13 attack (+4 with a Needa reroll). Maybe we should ban the Snowtrooper Commander.
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billiv15 wrote:If it's not Yodabuck, GenSky, Panaka and Dash with Lobot and R2, don't bother testing. Forgive me if I am mistaken (since I don't play competitively), but isn't that the definition of a broken squad? The fact that only one squad has even a chance to beat it, and that any other squad just isn't worth playing? Because that sounds pretty broken to me.
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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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SignerJ wrote:billiv15 wrote:If it's not Yodabuck, GenSky, Panaka and Dash with Lobot and R2, don't bother testing. Forgive me if I am mistaken (since I don't play competitively), but isn't that the definition of a broken squad? The fact that only one squad has even a chance to beat it, and that any other squad just isn't worth playing? Because that sounds pretty broken to me. SkyBuck has proven to be the best Yobuck squad over a long period - even though I think Weeks did well at GenCon one year with Rex instead of Dash and no Lobot. It's all WOTC pieces too; it's a one of the small handful of WOTC squads that stomp all over most of the other WOTC pieces, and caused a very restricted meta at the end of WOTC production. Up until now, the top tier WOTC squads have been able to compete with v-set squads, apart from like changes in the meta. For example Mara Jade Jedi wasn't as effective during Regionals in 2012 when every man and his dog was playing Mace Legacy of the Light Side, whose Force Absorb neuters Mara and Anakin. The Daala/Zygerrian combo is the first thing that feels like it might cause a huge power leap/meta shift that makes some previously good squads unplayable, although we're still testing that.
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SignerJ wrote:billiv15 wrote:If it's not Yodabuck, GenSky, Panaka and Dash with Lobot and R2, don't bother testing. Forgive me if I am mistaken (since I don't play competitively), but isn't that the definition of a broken squad? The fact that only one squad has even a chance to beat it, and that any other squad just isn't worth playing? Because that sounds pretty broken to me. That's why I suggested playing it against last season's Tier 1 builds. The matches should be real matches - not a complete stomping. Well maybe 1 or 2 squads get totally stomped. The meta rotates somewhat at times, but if only 1 or 2 even stand a chance, then that's a problem. PLAY REPORT I just played a GGDAC/Single Lancer versus Daala (Pellaeon, 10 snows, 2 raxus, czerka, 3 zyg). Neither squad was optimized, but Daala was closer to optimized than the Lancer squad. Out-activates 25-20 - neither brings Ozzel/San Hill. Played on Alien Warzone (Vong-Coruscant from JC Map Pack 5). Daala sets up outside. Squad is split with half of the squad in each of the 'strafe safe' hallways on either side of the map. Both sides move forward first round. Center door is locked first round. Second round, Lancer strafes. Takes out 7 troopers but dies immediately. He got more than he should have because the troopers should have been split up more. The poggle bombs get launched out and several of them do damage or take out the scrubs. One of them (pawned) catches a trooper. The remaining troopers get some shots on GGDAC, Sidious, IG-86 so that all 3 are down to 10 or 20hp. All trooper followers are defeated. The commanders clean things up. The Zygerrians played no major role in the match. Positioning helped, but no uber-deep strike. Considered one attempt on Poggle, but there were too many closed doors in the way. Not sure how helpful it is to have a report of suboptimal squads played with mediocre play by some knucklehead (me). But there you have it. My take-aways... more troopers is better. This was a 12 trooper build. 15-18 would have been better at the expense of some tech/commanders. NPE Extreme would win against the Daala build I used. Dr Daman's Raxus deep strike would have been able to catch it first round if he out-activated by enough.
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SignerJ wrote:billiv15 wrote:If it's not Yodabuck, GenSky, Panaka and Dash with Lobot and R2, don't bother testing. Forgive me if I am mistaken (since I don't play competitively), but isn't that the definition of a broken squad? The fact that only one squad has even a chance to beat it, and that any other squad just isn't worth playing? Because that sounds pretty broken to me. I think what Bill was saying is that if you are play testing a Yoda on Kybuck squad against a Daala squad that it needs to be that specific Yoda-buck squad because that is the best of that type. Skybuck is a proven squad that can match up against other tier 1 squads. If you tweak a Yoda-buck squad to try and optimize it against Daala then it's a waste of time because it is only going to be optimized for that match up instead of being the most balanced to face other Top squads too.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 5/12/2012 Posts: 456 Location: Kokomo, IN
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just play tested my idea of the revan/kaan deep bomb and found out the hard way that Jake and Tim are correct that A:Revan swaps himself and can't get there, and B:Without out activating the Dalaa squad you can't get the Mynock far enough without places to land hidden from the troopers on the way. If you switched out Revan for the Sith Sidious that lets you swap it might be viable on the right map, but still unlikely without the edge in activations which as Tim pointed out, you're not going to get running Sith. I also realized that almost none of the Imp Commanders would be killed outright by the bomb unless they fail the save, and that probably makes it to risky a proposition anyway. I have seen lightning used against the snowtrooper build and it seems like some sort of direct damage area effect may be something that could be tried as they have to stay at least reasonably close together to get the squad bonuses. I know Ace Ace mentioned using gungan artillerists and tarpals, might be interesting to try that or a nightsister sithwitch build.
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Rank: Advanced Bloo Milk Member Groups: Member
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why not make a vset counter? (kinda like Disciplined Leader defended against Batilla): like a Special Ability, Guerrilla Warfare: (If this character is the last character you activate this round, your opponent can only activate 4 more characters that haven't activated this round. Any other characters after 4 are considered activated this round.) Its flavorful, and would fix the outactivating problem. A character with this ability would need to be at least 50 points.
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Rank: Advanced Bloo Milk Member Groups: Member
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Theory crafting, but I wouldn't give the Gungans much of a chance. The Imperial player might have to play carefully, but can still probably hang back, outactivate, send a couple of deep strikers in each round, and trade for a bigger piece each time. If there was a good movement breaker for Jar Jar on Kaadu, maybe it would work, but otherwise it feels like you're relying on mistakes from your opponent (bunching pieces for big Cestas or for a big Jar Jar run). Interested to hear reasons I might be wrong though.
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TheHutts wrote:Theory crafting, but I wouldn't give the Gungans much of a chance. The Imperial player might have to play carefully, but can still probably hang back, outactivate, send a couple of deep strikers in each round, and trade for a bigger piece each time. If there was a good movement breaker for Jar Jar on Kaadu, maybe it would work, but otherwise it feels like you're relying on mistakes from your opponent (bunching pieces for big Cestas or for a big Jar Jar run). It seems to me like they would just send a Raxus on a deep strike to take out Tarpals in the first round or so. After that, the match would pretty much be over.
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Rank: Advanced Bloo Milk Member Groups: Member
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The good thing about Tarpals is that his commander effect is rangeless, so you can lock him in a room, which makes him hard to get at. As opposed to the Republic deathshot squads, where a door has to be opened somewhere or the squad has to be tweaked to use a Mouse Droid or two.
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Double Cestas could do well. But the player would have to really know how to run Jar Jar correctly, and I didn't see that done well very often. Jonny was pretty solid at it, perhaps best I'd seen.
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How do you think this squad would perform against Daala?: http://www.bloomilk.com/Squad/135540/battle-on-the-plains-of-nabooI'm sure there are better Gungan squads out there, of course.
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Joined: 9/23/2008 Posts: 1,487 Location: Lower the Hutt, New Zealand
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How would original Jar-Jar go? Bahahahaha!
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SignerJ wrote:TheHutts wrote:Theory crafting, but I wouldn't give the Gungans much of a chance. The Imperial player might have to play carefully, but can still probably hang back, outactivate, send a couple of deep strikers in each round, and trade for a bigger piece each time. If there was a good movement breaker for Jar Jar on Kaadu, maybe it would work, but otherwise it feels like you're relying on mistakes from your opponent (bunching pieces for big Cestas or for a big Jar Jar run). It seems to me like they would just send a Raxus on a deep strike to take out Tarpals in the first round or so. After that, the match would pretty much be over. with my Raxus squad, I'd back myself to be able to deep strike jar jar and use flim for a second shot at him. After that it should be pretty easy pick of any gungans.
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Dr Daman wrote:SignerJ wrote:TheHutts wrote:Theory crafting, but I wouldn't give the Gungans much of a chance. The Imperial player might have to play carefully, but can still probably hang back, outactivate, send a couple of deep strikers in each round, and trade for a bigger piece each time. If there was a good movement breaker for Jar Jar on Kaadu, maybe it would work, but otherwise it feels like you're relying on mistakes from your opponent (bunching pieces for big Cestas or for a big Jar Jar run). It seems to me like they would just send a Raxus on a deep strike to take out Tarpals in the first round or so. After that, the match would pretty much be over. with my Raxus squad, I'd back myself to be able to deep strike jar jar and use flim for a second shot at him. After that it should be pretty easy pick of any gungans. that can be negated.
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