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Roque Saber wrote:Ok, that clarifies a lot. Being a relatively inexperienced player myself, I usually tend to split my forces (especially since I almost always play with Mas). Thanks for the input, I'll have to work on that. ;) That is one of the big hills for new players to get over and I think it has to do with a mismatch in expectations of what works in real life military tactics compared to game tactics. In some cases, these two different types of tactical perspectives are aligned, but frequently they are not. For example, military history has taught many tactical thinkers that splitting forces can be a good plan, because you don't want to put all your eggs in one basket. A single grenade kills your whole squad if they are bunched up. There are game mechanics that work that way in SWM, but that strategy is counter-productive to the damage concentration requirements of winning. Splitting your forces does you no good if you need to have all of your figures hitting the enemy simultaneously to eliminate them. Splitting up your game pieces reduces your ability to concentrate fire on certain areas of the field. The keys to victory in a tactical GAME are very different than what actually works in real life tactical situations.
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billiv15 wrote:DarthReeves wrote:--Boba Bounty extra attack-- 62 Boba Fett, Bounty Hunter 49 The Jedi Exile 54 Jedi Battlemaster x2 18 Twi'lek Black Sun Vigo 5 Caamasi Noble 6 Mouse Droid x2 3 Rodian Brute 3 Ugnaught Demolitionist
(200pts. 10 activations)
Boba clears everything away then triple attacking battlemasters clean up the rest. Still worth it to have Boba BH with extra attacks. Any activation issues will be fixed in the first round after you cap their fodder. Except you will do much better with Cad Bane in Boba's place, for cheaper. For that matter, Dash, Atton, Czerka is also better. You are spending 80pts to get Boba to an accurate shooting Cad Bane. That's hardly worth it. I know if given the option to spend 24pts on a commander (who did nothing else mind you) simply to give Cad Accurate shot, there is no way I would do it. I'd just save the points, use Cad, and get the extra 2 shots per round instead. Especially since those extra points likely get me Dash in there as well. You tell me, which build is better. Yours? Or the following? --Exile Interference-- 54 Cad Bane 49 The Jedi Exile 28 Dash Rendar, Renegade Smuggler 54 Jedi Battlemaster x2 6 Mouse Droid x2 9 Ugnaught Demolitionist x3 (200pts. 10 activations) I can see that but- 1- I don't own Cad Bane or Dash Rendar so I don't make squads with them 2- This is a post about Boba Fett, not about which twin mobile person is the best. Boba Fett has way more hit points than Cad or Dash AND if I'm playing someone who is evading all of my shots then I can flame thrower him or her right in the face as opposed to Cad who would just keep shooting and shooting whilst there is no damage done. The flame thrower and disintegration are totally worth it in my opinions. Plus I take more stock in my mobiling black sun vigo with oppurtunist 20 than I do with Bane. 80 hit points? I just can't see it working for me. I need something more real, republic credits are no good here. heh
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Roque Saber wrote:So you're playing the Jedi Hunter for JH? Unless you're playing him as a loner, the QM will have a +13 attack (less damage against Jedi, though). Another question I have is how you will keep the Scouts and GS's within 6 of the Czerka. It always seems difficult to play with a Czerka because you can't really spread out unless you give up Twin. You don't always need twin. Jedi are a very present concern in 200, in particular Flobi and GOWK. The Mando JH would be a meta choice against melee pieces. As the the question of needing the +4 or not, the answer is also found in terms of meta. With a +13, I will hit even the toughest of targets with about 50%. Considering I have 18 shots per round, that's an average of 9 hits. Combine that with Boba shooting twice, and I'm in fine shape in terms of damage output. Against lesser targets, I'll be hitting at about a 75% chance, and that's more than enough. The JH provides better interference, because of the nasty hits, and nasty AoO's when I base a force user. I really don't want to charge a QM out there for interference too often. So the role is different. The question is really, which has more overall value. I tend to prefer the options I have with the JH. I've got nothing against the QM, although I wouldn't choose it. Same with the Czerka vs Captain. I have little trouble keeping my czerka alive, and the Captain dies with about the same regularity anyways against good opponents. The difference is one costs me 13, and the other 24. I get a nearly free TBSV for the trade, and all it really costs me is the ability to spread out. But I don't really need/want to do that anyways. Very few figures require that I shoot 4X to kill. And by the time I'm shooting the big dogs, I have little trouble grouping up to do so. That's kinda standard play in most cases. You need to be able to protect your pieces in most situations, and spreading out rarely allows you to do that. Quite the contrary, it often let's your opponent flank one/two of your pieces alone, rather than the opposite (as Mike already explained). So hopefully that explains it.
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DarthReeves wrote: 2- This is a post about Boba Fett, not about which twin mobile person is the best.
I understand, and your statement was the Boba BH was best because you can give him extra attack. I disagree. I find Boba MC and Boba Merc to be better options in squads. Virtually anything Boba BH can do can be done more economically in other ways. This has been true for quite a while, but it's even more true in today's game. I've been arguing this since the A&E days mind you. Boba BH was the best shooter in the game until the release of Princess Leia and Obi FS. Since that day, he hasn't been the top dog. DarthReeves wrote:Boba Fett has way more hit points than Cad or Dash Um no. Let's do the comparison. Boba + TBSV vs Dash and Cad (assuming the Exile is in the squad). Boba TBSV - 80pts 160hps 2 activations with Evade 1 easy kill, 1 difficult 140 dmg max output 6 shots direct damage option of flame 20 within 6 5% chance to disintegrate Cad Dash - 82pts 150hps 2 acts with evade 1 medium kill, 1 difficult 240 max dmg 12 shots 0 direct damage Further, your easy kill will not be doing much damage, because that puts him at risk. And of course he will be the early target with only 40hps, and removing greater mobile from Boba. Killing Cad or Dash does not take away from the other. That makes the greater damage potencial from the second pair, even stronger in terms of what the two will average in an actual game. Second, having 12 shots vs 6 decreases the odds that the dice make the game, and that too increases damage output, decreases bad luck, and improves your odds against evade/Soresu (SSM)/deflect/defense to land damage. DarthReeves wrote:AND if I'm playing someone who is evading all of my shots then I can flame thrower him or her right in the face as opposed to Cad who would just keep shooting and shooting whilst there is no damage done. Really.... So you are going to move within 6 of my figure to hit me for 20, rather than base and ignore evade altogether??? That's a very weak argument. Further, I can't remember the last time Boba's flame was useful in a game I've played. It almost never comes into play. If your Boba is that close to my pieces, it's dead already. Other than as a random, last ditch effort, it's hardly worth noticing. DarthReeves wrote:The flame thrower and disintegration are totally worth it in my opinions. As to disintegration, well that's just not my experience with the ability. But at less competitive levels of play, I understand why someone would say that. DarthReeves wrote:Plus I take more stock in my mobiling black sun vigo with oppurtunist 20 than I do with Bane. Interesting. So you prefer 2 shots at a max of +13, vs 6 shots at +16. As to the comment about mobile, well they both have GMA, so that's irrelevant. DarthReeves wrote:80 hit points? I just can't see it working for me. I need something more real, republic credits are no good here. heh In most games, the difference between 80 and 120hps on a shooter is almost nothing. Especially in an interference squad like the one we are debating. If you are attacking Cad or Boba in either build, then you are near them. Both die quite quickly in that situation. just for the record, I don't usually attack Boba in games I play against him unless it's either early on (and completely safe to do so), or at the point in the game when I can outright kill him off within a round or 2 at most. The same is true of Cad, because if you do not, his damage output will wreck you. The point of making this comparison, is to show that Boba BH is highly desired, and though of, but in real competitive play, he isn't that great. In today's game, you are far better off with either Boba Merc, or Boba MC. To be honest, I haven't used Boba BH in a game in over 3 years, I just always have better options in squad building overall. As to how many times I've faced him, well that's countless. How many times have I lost to a disintegration? Exactly 1 time. How many times have I had a figure disintegrated? Not sure, but it's well over 10 games I'm sure. It's just not that hard to deal with when you are prepared, and know what you are doing. And when he doesn't disintegrate something key early in a game or at a critical moment late, he is overcosted.
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Now, just imagine how bad he would've been if he didn't have Accurate like he was supposed to...
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Sithborg wrote:Now, just imagine how bad he would've been if he didn't have Accurate like he was supposed to... Easy, just play a game or two with Han of Hoth :)
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billiv15 wrote:[quote=DarthReeves] 2- This is a post about Boba Fett, not about which twin mobile person is the best. I understand, and your statement was the Boba BH was best because you can give him extra attack. I disagree. I find Boba MC and Boba Merc to be better options in squads. Virtually anything Boba BH can do can be done more economically in other ways. This has been true for quite a while, but it's even more true in today's game. I've been arguing this since the A&E days mind you. Boba BH was the best shooter in the game until the release of Princess Leia and Obi FS. Since that day, he hasn't been the top dog. DarthReeves wrote:Boba Fett has way more hit points than Cad or Dash Um no. Let's do the comparison. Boba + TBSV vs Dash and Cad (assuming the Exile is in the squad). Boba TBSV - 80pts 160hps 2 activations with Evade 1 easy kill, 1 difficult 140 dmg max output 6 shots direct damage option of flame 20 within 6 5% chance to disintegrate Cad Dash - 82pts 150hps 2 acts with evade 1 medium kill, 1 difficult 240 max dmg 12 shots 0 direct damage Further, your easy kill will not be doing much damage, because that puts him at risk. And of course he will be the early target with only 40hps, and removing greater mobile from Boba. Killing Cad or Dash does not take away from the other. That makes the greater damage potencial from the second pair, even stronger in terms of what the two will average in an actual game. Second, having 12 shots vs 6 decreases the odds that the dice make the game, and that too increases damage output, decreases bad luck, and improves your odds against evade/Soresu (SSM)/deflect/defense to land damage. DarthReeves wrote:AND if I'm playing someone who is evading all of my shots then I can flame thrower him or her right in the face as opposed to Cad who would just keep shooting and shooting whilst there is no damage done. Really.... So you are going to move within 6 of my figure to hit me for 20, rather than base and ignore evade altogether??? That's a very weak argument. Further, I can't remember the last time Boba's flame was useful in a game I've played. It almost never comes into play. If your Boba is that close to my pieces, it's dead already. Other than as a random, last ditch effort, it's hardly worth noticing. DarthReeves wrote:The flame thrower and disintegration are totally worth it in my opinions. As to disintegration, well that's just not my experience with the ability. But at less competitive levels of play, I understand why someone would say that. DarthReeves wrote:Plus I take more stock in my mobiling black sun vigo with oppurtunist 20 than I do with Bane. Interesting. So you prefer 2 shots at a max of +13, vs 6 shots at +16. As to the comment about mobile, well they both have GMA, so that's irrelevant. Ok I mean to say I'd take the Bith over Dash, not Cad. My bad on that one. I think dash is the most over-rated piece in the game personally. I see your points, and they are valid. However in my experience I've killed a lot more people and hit that disintegration more often than I probably should. I guess it's all a matter of how he's used. The fact that flame thrower hits character AND adjacents is important to factor in. Also, even without the extra attack. A twin for 40 will do quite a bit to the commanders hiding in the back. I guess what I"m saying is that it comes down to play style and I've found success and a lot of natural 20's with the BH. The cost just isn't that much of a factor. I like to know that no matter what i'm shooting at ya twice.
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Dash is overrated in the fact most see him as reliably doing 80 dam. I don't expect that, but still use him a lot, because I plan on him doing 40 dam on average.
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Sithborg wrote:Dash is overrated in the fact most see him as reliably doing 80 dam. I don't expect that, but still use him a lot, because I plan on him doing 40 dam on average. I don't even expect that from him, but i still use him from time to time. I prefer to give him some kind of attack boost because of his low base stat, but anyways he's well worth his points in my oppinion. As for Boba Fett, i would definitely pick Mercenary! He's a great tactical piece and very fun to play. I have a Boba Fett, Bounty Hunter but i've honestly never used him. I think he's too expensive for what he does, and there's always been better options. Some day maybe his time will come..
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Biggsy wrote:Sithborg wrote:Dash is overrated in the fact most see him as reliably doing 80 dam. I don't expect that, but still use him a lot, because I plan on him doing 40 dam on average. I don't even expect that from him, but i still use him from time to time. I prefer to give him some kind of attack boost because of his low base stat, but anyways he's well worth his points in my oppinion. Slightly off topic, but I'll still say a word. I tend to agree. Dash without some kind of boost is barely worth 28pts. But that's the great thing about his cost, and being fringe. Alone he is ok, but you can boost him in almost every faction. I consider giving him extra attack roughly = to a +4 (although the math actually prefers extra). Let's assume a defense of 20 (roughly average between cover, CEs, etc.). 4 shots at +14 = 75% chance to hit and 20% chance to crit per activation. That's an average of roughly 62dmg per activation 6 shots at +10 = 50% chance to hit and 30% chance to crit for an average of roughly 63.3 dmg per activation. Further, the more shots you take in a game, the more the damage averages even out to the percentages. So 6X shot vs 4X shot is superior based on average, and tactics. It's small, but it's worth noting. And now, just so you can all see how changing the defense of the target affects the choice, let's assume a defense of 25. 4 at +14 = 50% chance to hit and 20% chance to crit per act = 42dmg per 6 at +10 = 30% chance to hit and 30% chance to crit per act = 39.3dmg per 30def now 4 at 14 = 25% per shot and 20% per act = 22dmg per 6 at 10 = 5% per shot and 30% per act = 6.3dmg per and finally 15d 4 at 14 = 95% and 20% = 78dmg per 6 at 10 = 80% and 30% = 99.3dmg per You can clearly see that somewhere around 22-23defense on the target, prefers the +4. Anything less prefers the extra attacks. Further, considering the extra attacks also allow you additional tactics in terms of shooting different figures, killing multiple in a turn, that most targets have 80 or less hps (where a 6 shooting Dash generally is more likely to land 80 than a 4 shooting), and the ability to better take away the randomness of the dice, extra attack is generally preferred. Seems odd, I know, but that's what the numbers say :) Now, if you can give him a +4 and force points, you increase the odds and damage potencial further, which is why Dash is a preferred figure with Malak and HoloSid, or Dark Woman and Qui-Gon JT. He's also a great figure with Exile, GOWK and Flobi as well for these very reasons. As for other factions right now, he's not usually worth 28 as a Rebel or in NR (although NR with Leia/Jagged can be ok, but not great). Imperials are interesting, as he works well with Jagged, but little else in the faction. As for Vong, he has little synergy, and his limited roll (being a support shooter), is largely replaced by Cad Bane, especially in 200 with Nom. So oddly, Dash' best factions are in order: Republic Sith Old Republic New Republic Imperial Vong (No strong synergy, but useful as they lack shooters, and his cost allows him) Rebel (No strong synergy, but ok here just in a support role. Other figures fit his role). Mando/Sep (no real synergy for these two)
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billiv15 wrote:Biggsy wrote:Sithborg wrote:Dash is overrated in the fact most see him as reliably doing 80 dam. I don't expect that, but still use him a lot, because I plan on him doing 40 dam on average. I don't even expect that from him, but i still use him from time to time. I prefer to give him some kind of attack boost because of his low base stat, but anyways he's well worth his points in my oppinion. Slightly off topic, but I'll still say a word. I tend to agree. Dash without some kind of boost is barely worth 28pts. But that's the great thing about his cost, and being fringe. Alone he is ok, but you can boost him in almost every faction. I consider giving him extra attack roughly = to a +4 (although the math actually prefers extra). Let's assume a defense of 20 (roughly average between cover, CEs, etc.). 4 shots at +14 = 75% chance to hit and 20% chance to crit per activation. That's an average of roughly 62dmg per activation 6 shots at +10 = 50% chance to hit and 30% chance to crit for an average of roughly 63.3 dmg per activation. Further, the more shots you take in a game, the more the damage averages even out to the percentages. So 6X shot vs 4X shot is superior based on average, and tactics. It's small, but it's worth noting. And now, just so you can all see how changing the defense of the target affects the choice, let's assume a defense of 25. 4 at +14 = 50% chance to hit and 20% chance to crit per act = 42dmg per 6 at +10 = 30% chance to hit and 30% chance to crit per act = 39.3dmg per 30def now 4 at 14 = 25% per shot and 20% per act = 22dmg per 6 at 10 = 5% per shot and 30% per act = 6.3dmg per and finally 15d 4 at 14 = 95% and 20% = 78dmg per 6 at 10 = 80% and 30% = 99.3dmg per You can clearly see that somewhere around 22-23defense on the target, prefers the +4. Anything less prefers the extra attacks. Further, considering the extra attacks also allow you additional tactics in terms of shooting different figures, killing multiple in a turn, that most targets have 80 or less hps (where a 6 shooting Dash generally is more likely to land 80 than a 4 shooting), and the ability to better take away the randomness of the dice, extra attack is generally preferred. Seems odd, I know, but that's what the numbers say :) Now, if you can give him a +4 and force points, you increase the odds and damage potencial further, which is why Dash is a preferred figure with Malak and HoloSid, or Dark Woman and Qui-Gon JT. He's also a great figure with Exile, GOWK and Flobi as well for these very reasons. As for other factions right now, he's not usually worth 28 as a Rebel or in NR (although NR with Leia/Jagged can be ok, but not great). Imperials are interesting, as he works well with Jagged, but little else in the faction. As for Vong, he has little synergy, and his limited roll (being a support shooter), is largely replaced by Cad Bane, especially in 200 with Nom. So oddly, Dash' best factions are in order: Republic Sith Old Republic New Republic Imperial Vong (No strong synergy, but useful as they lack shooters, and his cost allows him) Rebel (No strong synergy, but ok here just in a support role. Other figures fit his role). Mando/Sep (no real synergy for these two) I've never looked that much into the numbers but it's actually nice to know. I usually play Dash with Malak and HoloSid but the Dark Woman/Qui-Gon combo is looking interesting. I might try that out some day. Also worth mentioning is the R4 astromech and Treadwell droids as well as Wicket, helping him hit a little better. Back to Boba Fett, this thread just inspired me to work on a mando squad so i can try out Mercenary Commander. He's an amazing piece, but i tend to overlook the 'lesser' factions when i build squads.
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billiv15 wrote:Cad Dash - 82pts 150hps 2 acts with evade 1 medium kill, 1 difficult 240 max dmg 12 shots 0 direct damage
Additional note: Cad has Stealth.
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klecser wrote:Roque Saber wrote:Ok, that clarifies a lot. Being a relatively inexperienced player myself, I usually tend to split my forces (especially since I almost always play with Mas). Thanks for the input, I'll have to work on that. ;) That is one of the big hills for new players to get over and I think it has to do with a mismatch in expectations of what works in real life military tactics compared to game tactics. In some cases, these two different types of tactical perspectives are aligned, but frequently they are not. For example, military history has taught many tactical thinkers that splitting forces can be a good plan, because you don't want to put all your eggs in one basket. A single grenade kills your whole squad if they are bunched up. There are game mechanics that work that way in SWM, but that strategy is counter-productive to the damage concentration requirements of winning. Splitting your forces does you no good if you need to have all of your figures hitting the enemy simultaneously to eliminate them. Splitting up your game pieces reduces your ability to concentrate fire on certain areas of the field. The keys to victory in a tactical GAME are very different than what actually works in real life tactical situations. I don't agree with you at all. I split my team up just as much as i kept them together, so i have to wonder what your talking about? First off its better to split your team up when your against a melee attacker if you have shooters because then its harder for that melee piece to get everyone. The only good reason to kept everyone together is if they need to be within 6 squares and if its a group of melee attackers. It's not good to have a group of shooter all right next to each other. Its beeter to have your melee attackers up where your shooter can still help them out, yet there not close to them. I'm a experienced player, im no newbee and i hate to kept my group in one tight unit. Rogue i have to strongly disagree with you it's good to have your team split up in a certain way. Im not saying you should have all your peices in different rooms, however i usually have two different groups, i usually have them within line of sight. If you play against a good player rogue they could easily stall your big group of people that are all bunched together and simpiliy move another squad behind you. That causes you to fight from both sides, which is never going to end good. I think that for new players your right it's bad to split up players, however if you know what your doing, you can become even more dangerous by knowing the strenghts of your squad and what they can take on,without falling. I'm curious to see what other SWM players think, do you agree with me or do you agree more with rogue?
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Granted, it all depends on squad synergy and maps. But I can tell most of the time, keeping your forces split will just as likely leave you vulnerable to the bulk of the other squad. I know there have been a lot of times that I have regretted splitting up my squad, since the other part was unable to react quickly enough to what my opponent did.
It was definately the biggest thing I learned at the Lansing Championship.
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Robin wrote:klecser wrote:Roque Saber wrote:Ok, that clarifies a lot. Being a relatively inexperienced player myself, I usually tend to split my forces (especially since I almost always play with Mas). Thanks for the input, I'll have to work on that. ;) That is one of the big hills for new players to get over and I think it has to do with a mismatch in expectations of what works in real life military tactics compared to game tactics. In some cases, these two different types of tactical perspectives are aligned, but frequently they are not. For example, military history has taught many tactical thinkers that splitting forces can be a good plan, because you don't want to put all your eggs in one basket. A single grenade kills your whole squad if they are bunched up. There are game mechanics that work that way in SWM, but that strategy is counter-productive to the damage concentration requirements of winning. Splitting your forces does you no good if you need to have all of your figures hitting the enemy simultaneously to eliminate them. Splitting up your game pieces reduces your ability to concentrate fire on certain areas of the field. The keys to victory in a tactical GAME are very different than what actually works in real life tactical situations. I don't agree with you at all. I split my team up just as much as i kept them together, so i have to wonder what your talking about? First off its better to split your team up when your against a melee attacker if you have shooters because then its harder for that melee piece to get everyone. The only good reason to kept everyone together is if they need to be within 6 squares and if its a group of melee attackers. It's not good to have a group of shooter all right next to each other. Its beeter to have your melee attackers up where your shooter can still help them out, yet there not close to them. I'm a experienced player, im no newbee and i hate to kept my group in one tight unit. Rogue i have to strongly disagree with you it's good to have your team split up in a certain way. Im not saying you should have all your peices in different rooms, however i usually have two different groups, i usually have them within line of sight. If you play against a good player rogue they could easily stall your big group of people that are all bunched together and simpiliy move another squad behind you. That causes you to fight from both sides, which is never going to end good. I think that for new players your right it's bad to split up players, however if you know what your doing, you can become even more dangerous by knowing the strenghts of your squad and what they can take on,without falling. I'm curious to see what other SWM players think, do you agree with me or do you agree more with rogue? Just for clarification, I was the one being taught. Klescer was the teacher. ;) Like Sithborg said, it's all situational. We're were talking about Mandos, who rely on being able to concentrate their heavy damage. In their case, it is better to keep your units together (I order to gain the previously mentioned concentration).
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Robin wrote:klecser wrote:Roque Saber wrote:Ok, that clarifies a lot. Being a relatively inexperienced player myself, I usually tend to split my forces (especially since I almost always play with Mas). Thanks for the input, I'll have to work on that. ;) That is one of the big hills for new players to get over and I think it has to do with a mismatch in expectations of what works in real life military tactics compared to game tactics. In some cases, these two different types of tactical perspectives are aligned, but frequently they are not. For example, military history has taught many tactical thinkers that splitting forces can be a good plan, because you don't want to put all your eggs in one basket. A single grenade kills your whole squad if they are bunched up. There are game mechanics that work that way in SWM, but that strategy is counter-productive to the damage concentration requirements of winning. Splitting your forces does you no good if you need to have all of your figures hitting the enemy simultaneously to eliminate them. Splitting up your game pieces reduces your ability to concentrate fire on certain areas of the field. The keys to victory in a tactical GAME are very different than what actually works in real life tactical situations. I don't agree with you at all. I split my team up just as much as i kept them together, so i have to wonder what your talking about? First off its better to split your team up when your against a melee attacker if you have shooters because then its harder for that melee piece to get everyone. The only good reason to kept everyone together is if they need to be within 6 squares and if its a group of melee attackers. It's not good to have a group of shooter all right next to each other. Its beeter to have your melee attackers up where your shooter can still help them out, yet there not close to them. I'm a experienced player, im no newbee and i hate to kept my group in one tight unit. Rogue i have to strongly disagree with you it's good to have your team split up in a certain way. Im not saying you should have all your peices in different rooms, however i usually have two different groups, i usually have them within line of sight. If you play against a good player rogue they could easily stall your big group of people that are all bunched together and simpiliy move another squad behind you. That causes you to fight from both sides, which is never going to end good. I think that for new players your right it's bad to split up players, however if you know what your doing, you can become even more dangerous by knowing the strenghts of your squad and what they can take on,without falling. I'm curious to see what other SWM players think, do you agree with me or do you agree more with rogue? Generally speaking, it is worse for a new player to spilt his figures up then to keep them together, simply because engaging half a army with a full army simply will not work when fighting over a central objective. *gambit.* The game is simply not stratigic enough on a lower level for it to make a difference. Long as thers good commanders, the +4 defence granted by cover and engaging is the only real thoughtful encounters. Would you go all the way around to nagate that +4 defence? Probably not really, as it's better to crank out more shots against a army then it is to take a turn or 2 cycling around to get a better angle. Now if there were addition objectives in the game, such as the warhammer 40,000 game mode where when time is called, whoever holds the most uncontested areas wins or just multiple gambits, then perhaps the moves would work as it's no longer a single objective nessiary to win the game, hence it would be more importent to fight over multiple areas as opposed to one. Flanking will work effectively on occation as long as the army as a whole can keep it's fire concentrated. Or a unit simply can't work in a given situation. Shooters and melee being a good example. Or support unit and fighting groups. Otherwise, the stratgic element is too focused on single charcters to actually work. Plus I think the turns being carried out in unision also reduces the effectiveness of such moves, where massive unit swings are less effective as they can fight back at the same time.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 8/23/2008 Posts: 175 Location: New York
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Splitting up your squad is one of the worst things to do in this game. By "splitting" I mean that neither group is able to really support the other. Having a few figures a few squares away from the "core" group is not splitting.... After all, this is a "skirmish" game, not an "army" game. In a skirmish game you're playing a squad, squads work best when they work together functioning as a single force to achieve a single goal. Armies are made up of lots of squads and therefor can be split up to achieve any number of goals. When I see my opponent split his squad up I look for the weakest group and try to exploit it as fast as I can. By the time they realize the mistake it's often to late. I'm keeping all my Fetts.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 6/6/2008 Posts: 104
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When we say "splitting", we mean splitting to parts of the map where one group cannot support the other. This is a common mistake by new players. We DON'T mean that people should bunch them together in a tight group. That should have been clarified for newer players. Wysten and Joe did a good job of explaining some of the specifics. Thanks for addressing that lack of clarity Robin.
There are also specific squads (swap squads, high mobility squads) that can function well when split up, but these are CALCULATED deep strikes by experienced players and not something that new players usually attempt with much success. It is easy to get in trouble by over-extending yourself.
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