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Daala squads = Broken??? Options
urbanjedi
Posted: Wednesday, February 12, 2014 9:45:31 PM
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Finally built Dave's squad so I could move some pieces around the board and ran through a couple of games with myself.

Ran through against 4 different squads just to see what it looked like.

Against double lancer (peaceful city/muun): Lancer struggled because if they can keep Daala safe, the lancers are too fragile to stand up to even 1 hit from anything, so even if the lancer could get off really good strafes (5 or more guys) that still leaves multiple guys left over to handle sid and the IG86 (which just takes a won init to kill without losing anything). This really, really depends on map, because on say Muun there is nowhere to hid Daala (or alot of the other guys that can keep them safe).

Against old school Yobuck (peaceful city/Asteroid base): brought in r7 and 4x rodians. Fared much better. Yobuck CAN take a shot and you can swap in more stuff to kill dudes (Dash or Skywalker) or some of your fodder if you really want. It isn't straightforward as you do need to be able to get off at least 2 gallops depending on how they set up. On asteroid base they can block up most of the entrances with 30+ hp dudes so that yoda can't clean sweep everything on his first go, but depending on which way yoda comes in, taking out those commanders can be huge.

Against Handmaidens (peaceful city/Jabba's palace): Handmaidens couldn't really compete at all. even winning init every round didn't help much. Managed to take out most of the troopers in the end but couldn't handle the commanders or the other support. The fact that Daala could trade 5 troopers for 1 handmaiden really meant that the handmaidens didn't stand a chance. Didn't play this out on Jabba's palace (just peaceful city), but I don't think map would change much at all.

Against Homicidal Mace (Peaceful City/Cantina): GOWK/Mace seems the way to go. Brought in Momaw and a Jawa with Lobot. Imps took out Dr. E at the end of the first round, and then won init and took out Momaw. I actually misplayed this as I mistakenly protected R2 (and not Momaw) but it didn't really matter. Started eating troopers. Foul at the sled and a trooper. Mace ate some troopers, GOWK ate a trooper, even the jawa (from lobot) ate a trooper. Mace ate another with reflect (+ reroll) and took some damage. Next round used Mace to eat some more troopers and Needa bit it trying to help a trooper get damage through while Mace was a normal 22 D. Mace ate another trooper with Reflect and failed his other reflect save to take more damage. Then took some more damage but not dead yet. Foul ate another guy. GOWK ate another guy. Rep won init and Mace ate some more guys. Commanders were finally able to start combining fire to finish off Mace and start working on Foul. Foul/GOWK/Jawa all ate more dudes. Troopers were nearly gone but still had the commanders to worry about. The Slavers got some damage through on GOWK and Foul finally died, but all the troopers were dead and one of the slavers was dead. GOWK won init to finish off the other slaver and then it was GOWK against the commanders. GOWK cleaned up without too much trouble (down to 60HP).

Had I set it up correctly I think it would have gone even better as I think I could have taken out at least 3 troopers (maybe more with Momaw and made it a faster and easier game. Overall the saves (Reflect/SSM) were pretty balanced and were about 50/50 like they should be.

I also think that if the Daala squad is outactivated it could be in for some trouble. I think Stealth and Blue could do a number on it (Blaster Barrage at the end of round followed by another at the top of the round all needing 6s to kill the raxus). The problem is that if you put in Ozzel you have to either take out 3 troopers or take out Needa. While I don't think Needa is key by any means, he is more useful than he looks plus Ozzel makes some matchups (yobuck specifically) that much worse.

I certainly want to play some more games with Daala against other stuff before I fully come down on this issue, and maybe I can get some actual games in against UrbanShmi (or Tim B or Jake K or someone), and I certainly know that we will discuss this more at FrostyCon in another week and a half and I know I will take a squad or 2 to play against people there in order to try and get a my own handle on whether I think Daala (or any of her components) are borken or not.
FlyingArrow
Posted: Wednesday, February 12, 2014 10:18:27 PM
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GOWK and Mace are one reason I think snowtroopers are stronger. Higher attack and more damage. Momaw didn't do anything in your game apparently but with 20 hp he needs two war throats to kill snowtroopers.
urbanjedi
Posted: Wednesday, February 12, 2014 10:31:14 PM
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what does a snowtrooper squad look like? I already felt like I was tight on points so don't really know where you find the points for the snow commander. I suppose you could drop Needa and something for him. But then you still don't have act control. Very interesting indeed.
FlyingArrow
Posted: Wednesday, February 12, 2014 10:42:28 PM
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With snowtroopers you can drop piett and gary because you get the squad abilities. A couple Raxus for deep strikes but they won't hit as hard.

This is the core, but there are many ways you could go beyond this:

27 Admiral Daala
13 Czerka Scientist
13 Snowtrooper Commander
12 LIN Demolitionmech
11 Snowtrooper Officer
8 Mas Amedda
8 R7 Astromech Droid
8 Zygerrian Slaver
8 Raxus Prime Trooper x2
32 Snowtrooper x8

(140pts. 18 activations)

Here is one option. Maybe drop Flim and/or Czerka for Pellaeon/Ozzel. What's ideal? That's still up for debate, but the core above already gets the Snowtroopers to +16/40dmg (30 more on a Twin). Maybe you still take Piett/GARY after all for +20/50 (40 more on a Twin). Maybe you take no more commanders and max out with over 20 troopers.

--New Daala Snowtroopers--
27 Admiral Daala
15 Flim
13 Czerka Scientist
13 Snowtrooper Commander
12 LIN Demolitionmech
11 Snowtrooper Officer
8 Mas Amedda
8 R7 Astromech Droid
16 Zygerrian Slaver x2
14 Bothan Saboteur x2
8 Raxus Prime Trooper x2
52 Snowtrooper x13
3 Ugnaught Demolitionist

(200pts. 28 activations)

As someone else mentioned, Snowtroopers would probably lose to a Raxus Prime deep strike swarm just because with more raxus primes you can repeatedly strike at the back near the commanders and will probably outactivate, but a snowtrooper version takes along only a couple deep strike options in exchange for more consistent and bigger damage output overall.
FlyingArrow
Posted: Wednesday, February 12, 2014 10:53:50 PM
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Put me in the camp to do something about it now instead of waiting for regionals. I have had a lot of fun playing Daala. (Maybe too much fun if you ask Andy.) But I can't think of a good way to beat it and if I did it would be a hate squad. I guess that's the definition of a restricted meta. I kind of assumed other people would beat it with ABM, Lancers, etc. But it doesn't seem to be panning out that way.
Dr Daman
Posted: Wednesday, February 12, 2014 10:57:07 PM
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This is the squad that I've been almost completely dominating my fellow save 11ers

--Daala in Her Prime--
27 Admiral Daala
20 Admiral Piett
16 Grand Admiral Rulf Yage
15 Flim
13 Stormtrooper on Repulsor Sled
11 Captain Needa
8 Mas Amedda
8 R7 Astromech Droid
16 Zygerrian Slaver x2
60 Raxus Prime Trooper x15
6 Ugnaught Demolitionist x2

(200pts. 27 activations)

This is ALL about deep-striking at any time I feel like i can gain the upper hand and a massive number of shots following it up. Against Kez's Naboo Troopers squad, it was the Stormtrooper on Repulsor Sled that did the damage with a second round move to kill Mon Mothma. Against The Hutts it was Flim giving my guys the extra shot and a sheer overwhelming number of shooters. Against Sharron playing solo charge, it was a combination of the both. I got rid of Ganner with a few deep strikes then overwhelmed everything else.

I agree that this is probably not the optimum Daala build, but as sharron said, it has yet to be beaten or really tested in any way. I told Kez that playing Daala was an NPE for me as I gained no satisfaction from winning that game. Sure, I capitalised on his mistake by Kez and that's what this game is about, but what I don't like about her is that it takes almost no strategy to run her squads. I now feel that in the current meta in NZ, I have to run her (or perhaps a counter) or I'll probably lose (and as people who know me will tell you, I HATE to lose). If I build a competitive squad now, then I have to factor in all variants of Daala squads and its too hard to come up with anything that can compete with that.
TheHutts
Posted: Wednesday, February 12, 2014 11:03:23 PM
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Thanks very much for doing all that testing, Jason!

I do agree with Flying Arrow's assessment that the Snow Troopers are better in some matchups, with their higher attacks (and 20hp vs 10hp). I think Dr Daman's build handles other things better - that movement helps against things like Lancer, and it probably beats most other Daala squads.

The build I used against Darth Moore on Sunday had access to Ozzel (I swapped out GARY for him). I was able to defeat Stealth and Blue (the Morrigan version) easily.
--Snow Swarm--
27 Admiral Daala
20 Admiral Piett
16 Admiral Gilad Pellaeon
16 Grand Admiral Rulf Yage
13 Snowtrooper Commander
11 Snowtrooper Officer
8 Mas Amedda
9 Ugnaught Demo * 3
8 R7 Astromech Droid
8 Zygerrian Slaver
8 Raxus Prime Trooper x2
56 Snowtrooper x14
(200pts. 28 activations)

I think it's weaker than FlyingArrow and Dr Daman's builds above, but access to Ozzel is a useful adjustment in some metas.

I don't think any Daala build can handle everything, but I think if you have multiple Snow Trooper/Raxus builds floating round with good players in tournaments, I think they're going to dominate overall, restrict the meta, and cause NPEs for otherwise solid squads.
FlyingArrow
Posted: Wednesday, February 12, 2014 11:10:57 PM
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Dr Daman,

Did you ever find that a 3rd Zygerrian would be useful? With 3 and Flim you can run 48 squares in one round, which basically means you can hit anything if you out-activate the enemy enough. You can pretty much do that anyway just by moving forward safely the first round and then using 2 Zygerrians to move 36, but against a Lancer squad you may need to hit the Lancer round 1 before it strafes. Or hit R2AM first round.

I did it a couple times but have also found that the third Zygerrian wasn't needed many rounds. Two probably is the sweet spot.

(For 48 squares, start all 3 Zygerrians and the shooter together. Two Zygerrians drive the shooter and the 3rd Zygerrian. The 3rd moves forward 6 and drives the target past him. Then Flim lets the 3rd Zygerrian drive the shooter again. Followed by charging fire.)
FlyingArrow
Posted: Wednesday, February 12, 2014 11:18:18 PM
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TheHutts wrote:
Thanks very much for doing all that testing, Jason!

I do agree with Flying Arrow's assessment that the Snow Troopers are better in some matchups, with their higher attacks (and 20hp vs 10hp). I think Dr Daman's build handles other things better - that movement helps against things like Lancer.


Yes, Jason, thanks so much for the testing!

TheHutts, note that the squad I posted above has all the range that Dr Daman's squad has. It just can't do it repeatedly, and the Raxus Prime is only +9/30 instead of +13/40 (+17 with reroll). But 2 Raxus Primes, 2 Zygerrians, and Flim has the same reach. I haven't felt the need to deep strike more than once or twice per game. Although versus Daala in a mirror match it would be more important, which is why I do think all Raxus is better in the mirror match. Go back and hit all the commanders back there one after the other.

I think the toughest squadbuilding decision is Flim or Pellaeon. Flim is so powerful for deep strikes but Pellaeon is so powerful to let you swap in/out all the other useful commanders as needed.
TheHutts
Posted: Wednesday, February 12, 2014 11:24:13 PM
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To be pedantic, Dr Daman's build does also have the Repulsor, and his Raxus are attacking much higher (cunning/opportunist, and access to Needa). But yours does have some deep strike power too.

I'd much rather see a decision before Regionals. But there are two big tournaments coming up next weekend (FrostyCon and 222 point HamilCon in New Zealand), so there's no need to make decisions before seeing how Daala goes there.
urbanjedi
Posted: Wednesday, February 12, 2014 11:28:31 PM
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we certainly need more data at this point. I mean is this just a case of Daala being a true tier one squad and we just don't know how to properly deal with it at this point? or is there something truly overpowered that may require some action. We have certainly been down this road before from Boba, BH to GOWK to Bastilla to Poggle, etc.

Dr Daman, have you ever played it against a Yobuck squad? or a corran horn squad? or Gowk/Mace? Any of the things that on paper should give it problems? I read your report about the naboo, and would def like to explore that more to see if it was just a mistake by Kez or if Daala beats Naboo pretty regular.
FlyingArrow
Posted: Wednesday, February 12, 2014 11:32:27 PM
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TheHutts wrote:
To be pedantic, Dr Daman's build does also have the Repulsor, and his Raxus are attacking much higher (cunning/opportunist, and access to Needa). But yours does have some deep strike power too.


Oh definitely agree with you. Not nearly as much power (atk/dmg), just equal range. In particular, the lower stats on the Raxus Primes in my build mean it might not manage to kill the Lancer once it gets there. That's a good argument to take another boost for a deep strike.

In any case, what do you think should be done? (if anything)
urbanjedi
Posted: Wednesday, February 12, 2014 11:34:41 PM
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yeah frostycon should be interesting, and even if there isn't much Daala in the main event, there should be plenty of time to try and get a few games in with and against her.

urbanjedi
Posted: Wednesday, February 12, 2014 11:36:14 PM
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FlyingArrow wrote:
TheHutts wrote:
To be pedantic, Dr Daman's build does also have the Repulsor, and his Raxus are attacking much higher (cunning/opportunist, and access to Needa). But yours does have some deep strike power too.


Oh definitely agree with you. Not nearly as much power (atk/dmg), just equal range. In particular, the lower stats on the Raxus Primes in my build mean it might not manage to kill the Lancer once it gets there. That's a good argument to take another boost for a deep strike.

In any case, what do you think should be done? (if anything)



Depends on what the actual problem is. Easiest way would be to do something with the slaver. Maybe even as little as making it fringe allies instead of anyone. It really depends on which part of the potential problem is actually the problem.
TheHutts
Posted: Thursday, February 13, 2014 1:10:01 AM
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As a scenario, say we had 40 competitive squad options before Daala (that's a total guess). If 2-3 of them can handle Daala relatively easily, another 7-8 can hold their own, and Daala wipes the floor of the other 30, is that enough to say that Daala is having a negative impact? Even if she isn't beating everything and won't go and win every Regional (and a squad that's neither purely Daala nor anti-Daala still has the chance to sneak through and win), if she's taking enough other squads out, is it better if she's dealt with in some way? I think we have seen so far that the things that she can beat, she can beat very convincingly.

I know it's a dangerous precedent, and we don't want to just adjust published pieces just because some people are finding them too strong, but if banning or suspending/then/errata'ing a problematic set of pieces (Daala or Zygerrian) makes the whole tournament season more enjoyable and open, I think it should be strongly considered.

In NZ we like to follow American rules and procedures as much as we can. But we've seen Daala do well at 100 (back in September last year), place 3 squads in the top 4 at 150, and so far dominate at 200 in the Hutt Regional and in recent practice games. If she dominates HamilCon next weekend as well, I think we would start to think about making changes to provide an environment in LowerHuttACon (200 points) in April/May so that our players can get on with enjoying the squads they want to play. It's obviously not just my decision, and I have to answer to Dr Daman as NZ overlord and consult with everyone else, but as tournament organiser it's definitely something I'd consider. I just haven't been thinking much about the v-set 7 stuff, because right now I don't think there's much in there that can stand up to Daala.
Darth_Jim
Posted: Thursday, February 13, 2014 4:38:28 AM
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I haven't played with or against Daala yet. I didn't plan on using her, since I've moved off of Imperial for awhile. In just looking at results in NZ, she's pretty much rendered what I have been working on useless. I agree with Andy's post, as well as the quotes from Sharron and Ultrastar. I wanted to put that out there first since I'm known as an Imperial player.

Lets be careful what we say about bans before studying play results. We still have more NZ games to play, as well as FrostyCon before the regional season hits. Although I have traditionally been against bans, Ultrastar has a point about the fragility of the game now, so I think that word has to be on the table as well as errata. But for now, lets do some more studying. The NZ guys know the game and their meta is pretty consistent with ours, so their take on this piece should have a great degree of weight in the decision as to how to respond.

The other thing we need to remember is that there are some players that have put a lot of their time and energy into developing Daala squads. Lets not render all of their work useless...maybe just give them a retooling task. Flying Arrow's post breaking down how specific pieces interact with each other in my opinion is where we should start studying.
TimmerB123
Posted: Thursday, February 13, 2014 6:09:12 AM
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So how are these squads handling doors? I mean doors that don't have an easy LoS in the enemies backfield. Commander bunkers if you will.
theultrastar
Posted: Thursday, February 13, 2014 6:15:45 AM
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TimmerB123 wrote:
So how are these squads handling doors? I mean doors that don't have an easy LoS in the enemies backfield. Commander bunkers if you will.


The squad actually has great door control. There is and r7, and if you have to blow a door, those Zygerians, can slave drive the Uggies, you can travel 18 and blow a door. Not too shabby.
billiv15
Posted: Thursday, February 13, 2014 6:16:31 AM
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I'd do something like this.
27 Admiral Daala
16 Grand Admiral Rulf Yage
15 Flim
13 Stormtrooper on Repulsor Sled
12 LIN Demolitionmech
11 Snowtrooper Officer
20 Veteran Snowtrooper x2
8 Mas Amedda
8 R7 Astromech Droid
16 Zygerrian Slaver x2
8 Raxus Prime Trooper x2
40 Snowtrooper x10
6 Ugnaught Demolitionist x2

(200pts. 26 activations)

And while this would have the best chance against Yoda on Kybuck, I'm still not sure it's a sure winner. I think Yoda is the foil to all of these Daala squads. This would also handle the mirror match well against RPs.

And I'm seriously considering upgrading the Repulsor Sled to a Speederbike. Strafe would be pretty nice in this.
TimmerB123
Posted: Thursday, February 13, 2014 6:21:21 AM
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theultrastar wrote:
TimmerB123 wrote:
So how are these squads handling doors? I mean doors that don't have an easy LoS in the enemies backfield. Commander bunkers if you will.


The squad actually has great door control. There is and r7, and if you have to blow a door, those Zygerians, can slave drive the Uggies, you can travel 18 and blow a door. Not too shabby.


Running 18 to blow a door isn't enough without swap or flight/wall climber. Obviously this is only an issue on certain maps, but I am talking about a door all the way in the enemies backfield without LoS. Bothan Spynet is a good example.
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