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thereisnotry wrote:Darth O wrote:Tint and I just had a game on Cantina. He ran Snowtroopers with one Zygerrian and Pellaeon, while I ran this:
--High Defensinition-- 55 General Obi-Wan Kenobi 40 Luminara Unduli, Jedi Master 35 Qui-Gon Jinn, Jedi Master 30 Barriss Offee, Jedi Knight 27 Lobot 9 R2-D2, Astromech Droid 3 Ugnaught Demolitionist
(199pts. 7 activations)
I brought in a Twi'lek Bodyguard and Figrin D'an with Lobot. Most of Tint's rolls were rubbish - he missed his first two shots against my bodyguard. Luminara had 32 defense in cover, but the Snowtroopers had +20 attack. All 14 of them. And while GOWK had MotF 3 from Qui-Gon, Pellaeon denied him his rerolls. I killed 5 troopers before losing my last piece.
+20 for 50, 14 times a round. I'm just gonna leave this here. Yep, this is true. Darth O played his squad well too; he used the BG and Figrin with good placement to protect R2 (who was my main target if possible). But there was just nothing he could do once he was out-activated and outmaneuvered (charging fire). What was interesting to me was that, while the Zygerrian was certainly helpful, it wasn't absolutely necessary--at least not in this matchup. That's because I didn't need to do any deepstrikes. I dropped QuiGon first, followed by Figrin, the BG, R2, and the Lobot/Ug fodder. That left Barriss, Lumi, and GOWK, whom Pelleon pretty much neutered. I took down Barriss (31 Def) despite having absolutely atrocious rolls for the entire end of a round; but she eventually did succumb. Then Lumi died to troopers who based her and GOWK made only a few SSM saves before dropping. So yeah, high-Defense jedi with Soresu and SSM...they just can't hack it vs Daala. They'd probably do ok vs Raxus Troopers (at +13) but it wasn't too hard to get my squad bonuses so that my Canadians (Snowtroopers) were shooting at +20 most of the time. However, I've just discovered a potential counter; the Sarlaac on Rancor Pit! lol You'd need to win the map roll, and then somehow you'd have to have some way of keeping the Sarlaac alive while all the troopers pummeled it at the end of the round. Ok, nevermind...that'll never work either, then. But it would be cool, since it could keep the troopers from moving to the other side of the board. This matchup proves very clearly that Daala smashes rock squad to bits. No doubt. This was not a good test for the Zygerrian - he wasn't very necessary to beat this squad. But most juiced up trooper squads beat rock squads. This matchup was all melee. It had no choice but to walk into the meat grinder. That many shots will eventually get through. In a balanced meta - there's always something that has the advantage over any squad to keep any one thing from being too dominant. The issue with Zygerrians are that they allow the INSANE deep strike that allows them to beat squads that would typically keep trooper squads in check - gallop, strafe, Unleash the Force, momaw, Kaan, etc. They can move so far as to have greater range than any of these. All you have to do is lock (or block) your squad in the back untill the end of the round then deep strike the key pieces (as Bronson demonstrated). You can get power through the roof with or without the Zygerrian, and that will beat rocks squads either way. But without the Zygerrian, mass killers come in and wipe the troopers out, because they can once again move further. Then Rock squads make their way back into the meta because they handle the mass killers better. We're back to having variety in the meta. I still think the Zygerrian is the bigger issue. It is what makes the Daala squads from one sided rock squad killers with a giant achilles heel - into a meta warping dominance that can handle any squad out there. Even the so called counters.
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EmporerDragon wrote:Just a thought, how would it affect things if Prideful instead granted a CE with the effect rather than just giving a straight buff? That messes with the other Prideful pieces who are all good (and really open things up for the OR and a bit for Mandos)...I don't think that is the best solution.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 8/26/2008 Posts: 602 Location: Kokomo, IN
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9x Gungan Artillerists, Boss Nass, Amidala (for mobile), R2 Astro, Tarpals, Momaw, Panaka, R7, Rodian Brute and 2 Ugnaughts. Maybe have a chance with double warthroat on a tow and swap.
Also, the suggestions are great. However, who is actually in charge and decides which if any are implemented? Needs to be a panel and not a single individual I think.
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Rank: Advanced Bloo Milk Member Groups: Member
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theultrastar wrote:Played a game against DieAndBeMetal tonight on Vassal, he ran YoBuck against Daala. Many of you have played Christian at tournaments and know he's a solid player. He won map roll, and he picked Theed as his map. This is the squad I ran...
Daala 27 Piett 20 Gary 16 Flim 15 Ozzel 11 Needa 11 Mas 8 R7 8 x2 Slaver 16 x 15 Raxus Prime x2 Uggie
I had right side of the map, he had left. First round he left R2 attached to Gen Sky, and Yobuck attached to Foul. I stuffed all of my troopers behind doors and then jammed the doors with 40hp pieces so Yoda couldn't get my Raxus troopers. I did a deep strike in the first round and took out R2.
At this point we're talking about the game, I tell him that I'm pretty confident I've won, and tell him there is no way I'm going to give him the Gallop. I'm going to keep all of my guys behind my door jams, wait him out, deep strike him to death. Christian agrees. We play it out. He goes for the Gallop, it's horrible. He kills one Raxus trooper. After he has activated all of his pieces, I unload, I kill Yobuck, Foul, and Gen Sky all in the same round. I had troopers to attack his other pieces with as well, but at this point, he was 100 percent sick of Daala and her antics, and quit the game.
So yeah game was over in 2nd round, I knew I was going to win after I got R2 in the first. And it was a NPE on both ends. Did this Yobuck squad have Panaka? It doesn't sound like it. If that's the case, then I'm not sure it really passes muster as a true test of Yobuck's ability to handle Daala (and I'm still not sure that Yobuck can do it anyway). If I'm playing Yobuck, I'd charge in to put damage on those 40hp pieces and swap him out for a brute, and then go for the big gallop next turn. I honestly don't see how Yobuck can be competitive without Panaka. However, as you demonstrated, all you needed was that one round to Slave Drive and kill R2 and start shooting at the exposed pieces, after which the game was largely decided (especially without Panaka).
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I realize I am too old for this game. My first instinct is "if 20+ activations are causing this much damage with these new pieces, then institute a cap on squad size."
30 activations? Might as well start playing Warhammer. :-/
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TimmerB123 wrote:But without the Zygerrian, mass killers come in and wipe the troopers out, because they can once again move further. Then Rock squads make their way back into the meta because they handle the mass killers better. We're back to having variety in the meta.
I still think the Zygerrian is the bigger issue. It is what makes the Daala squads from one sided rock squad killers with a giant achilles heel - into a meta warping dominance that can handle any squad out there. Even the so called counters. Exactly. Without the Zygerrian, I'm pretty sure that Yobuck could handle Daala fairly reliably; Yobuck has much more range than any trooper, and any trooper that tries to advance will get cut down by Yobuck. But with the extra range, the Daala player doesn't need to extend/expose himself at all; he just blocks, waits until the end of the round, and then runs a single trooper out to pour on the damage (the charge and the free Flim/Officer attacks). Yobuck can't handle that. Basically, without the Zygerrian you'd have this: --Daala beats tanks --Mass-killers beat Daala (potentially...needs testing) --Tanks beat Mass-killers It's the classic meta of Rock (tanks) Paper (Daala) Scissors (Mass-killers)...but it's still a very restricted version of that meta, since the Paper squads have both 1) huge damage and 2) excellent movement for all the troopers, which is rare for a paper squad.
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markedman247 wrote:I realize I am too old for this game. My first instinct is "if 20+ activations are causing this much damage with these new pieces, then institute a cap on squad size."
30 activations? Might as well start playing Warhammer. :-/ LOL! I love it. And actually I've always enjoyed most the formats with a capped squad size. However, that's a matter of personal preference, which is not good enough reason to make that change. It's not so much the activation count that's the problem...it's that more than half of those activations can move really far and pour out a disproportionate amount of damage.
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AceAce wrote:Also, the suggestions are great. However, who is actually in charge and decides which if any are implemented? Needs to be a panel and not a single individual I think. The Celestial Warrior is pretty much in charge of the official play documents. I'm in charge of the FAQ and Errata, though I've been having a few issues in keeping up with my responsibilities as usual. So far, the only errata I've had to do has been to fix either something that was left off, or to make something work as intended. Even then, I discuss it with the designers. This is really the only real game balance errata that is being discussed. I have my own opinions, but I'm not likely to implement just my own ideas.
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AceAce wrote:
Also, the suggestions are great. However, who is actually in charge and decides which if any are implemented? Needs to be a panel and not a single individual I think.
AS Scott said, it is pretty much him and Brad who would actually implement any such change. Many of us are having discussions here, on facebook, in chat, etc, and I'm sure in the next while (hopefully before regionals) we will have some substantial tourney results (frostycon and hamilcon) and even more play reports/results so that Brad/Scott can make a fully informed decision. And I am sure they will consider all input given and that whatever the solution is will make some people happy and some people unhappy as everyone has their ideas. I have every confidence that Brad/Scott will do what is best for the game.
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urbanjedi wrote:AceAce wrote:Also, the suggestions are great. However, who is actually in charge and decides which if any are implemented? Needs to be a panel and not a single individual I think. AS Scott said, it is pretty much him and Brad who would actually implement any such change. Many of us are having discussions here, on facebook, in chat, etc, and I'm sure in the next while (hopefully before regionals) we will have some substantial tourney results (frostycon and hamilcon) and even more play reports/results so that Brad/Scott can make a fully informed decision. And I am sure they will consider all input given and that whatever the solution is will make some people happy and some people unhappy as everyone has their ideas. I have every confidence that Brad/Scott will do what is best for the game. +1 These are good guys, and they do not act alone.
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thereisnotry wrote:Did this Yobuck squad have Panaka? It doesn't sound like it. If that's the case, then I'm not sure it really passes muster as a true test of Yobuck's ability to handle Daala (and I'm still not sure that Yobuck can do it anyway). If I'm playing Yobuck, I'd charge in to put damage on those 40hp pieces and swap him out for a brute, and then go for the big gallop next turn. I honestly don't see how Yobuck can be competitive without Panaka. However, as you demonstrated, all you needed was that one round to Slave Drive and kill R2 and start shooting at the exposed pieces, after which the game was largely decided (especially without Panaka). While you are right that it's not a true test, it does have some merit in that, not everyone will field the perfect Daala counter if they are thinking of something else. Sure, this was a specific test, but it's worth thinking that a squad would be less-anti-Daala in order to potentially deal with other squad types. Some merit. I'm also wondering about Yobuck in that what if the Daala player simply split his squad enough so that Yobuck can't reach them all. They've got so much range, they could get anywhere. In my last game against Daman, on Rhen Var, he had half his squad one way, half the other. Yeah, I get swap and protecting R2. Just thinking out loud. (Also, I've never actually run Yobuck!)
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kezzamachine wrote:thereisnotry wrote:Did this Yobuck squad have Panaka? It doesn't sound like it. If that's the case, then I'm not sure it really passes muster as a true test of Yobuck's ability to handle Daala (and I'm still not sure that Yobuck can do it anyway). If I'm playing Yobuck, I'd charge in to put damage on those 40hp pieces and swap him out for a brute, and then go for the big gallop next turn. I honestly don't see how Yobuck can be competitive without Panaka. However, as you demonstrated, all you needed was that one round to Slave Drive and kill R2 and start shooting at the exposed pieces, after which the game was largely decided (especially without Panaka). While you are right that it's not a true test, it does have some merit in that, not everyone will field the perfect Daala counter if they are thinking of something else. Sure, this was a specific test, but it's worth thinking that a squad would be less-anti-Daala in order to potentially deal with other squad types. Some merit. I'm also wondering about Yobuck in that what if the Daala player simply split his squad enough so that Yobuck can't reach them all. They've got so much range, they could get anywhere. In my last game against Daman, on Rhen Var, he had half his squad one way, half the other. Yeah, I get swap and protecting R2. Just thinking out loud. (Also, I've never actually run Yobuck!) That's a legit question. However, for example, if you are playtesting a V-Set piece but don't try to optimize the squads (both of them!) then the value or impact of that playtest really diminishes a lot, since one of the main purposes of playtesting is to assess the value and strengths/weaknesses of a piece in competitive play. You can learn some true things with a sub-par playtest, but you won't learn as much as you will from a top-quality playtest. That's why, if this Yobuck squad lacked Panaka, I said what I did: the results aren't as accurate or valuable as they would've been with Panaka. As for spreading out the Troopers...yes, that's exactly what I said before, about how to play against mass-kill squads. Yobuck/Lancer have limited range, and so if you spread out your guys enough they won't be able to take down enough of them to win. That's already one tactic the Troopers can use...but when you add in the fact that they have Charging, I'm truly not sure that spreading out like that would hinder their effectiveness anyway. The map will play the biggest role in that matchup.
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Maps will always play a big role. But if all you need is a locked room, it's pretty easy to find maps that foot that bill. Blocking Yodabuck is the way that might work for a round or 2. If you can use a map with a locked door AND a block, then all you need it to block him for 1 round, then go kill R2, then you can lock/unlock and kill at will at the end of the round.
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TimmerB123 wrote:Maps will always play a big role. But if all you need is a locked room, it's pretty easy to find maps that foot that bill. Blocking Yodabuck is the way that might work for a round or 2. If you can use a map with a locked door AND a block, then all you need it to block him for 1 round, then go kill R2, then you can lock/unlock and kill at will at the end of the round.
Exactly, which is why I'm still not sure that Yobuck can do the job, even with Panaka. And hey...even if you can't get R2, all you need are 3 shots with Snowtroopers (or 4 without Squad Firepower) to kill Yoda anyway; after that R2 won't make a difference.
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I think Yobuck can beat Daala certainly, but I also believe that it's going to depend on map, and placement. I don't think it's a sure victory for Yobuck, just based solely on how much ground the Imps can cover and still strike.
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I think Solo Charge or Prof Luke's Art Class would be good tests of whether Daala is breaking things. They are not pure rock (no huge tank or beat stick), pure paper (not a swarm), or pure scissors (no mass killers). Instead, they fit the mold of a large number of squads: 3-5 threats that are all "mid-range". 20-50 points each. No Lancer/Yobuck (who are really a category of their own), but they have Anakin Solo to damage a bunch of enemies at once, so that should be a threat to the troopers. That sort of squad should at least be able to have a game with Daala. Maybe not win more than half - maybe even only 20%. But I think it's a problem if Daala is 99-1 versus Solo Charge and every squad that fits the mold of 3-5 mid-range threats (even when one of the threats has Unleash the Force or something similar).
Yobuck and the Lancer should be able to beat Daala. I would assume there's some way to figure out how to beat Daala with them regularly. Maybe not win every time, but win more than half. The question is whether Tier 1 squads that aren't specifically built to beat Daala can compete against her at all. If they can't, then she's the bad sort of gatekeeper that severely restricts the meta.
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The squad I ran at GenCon (NPE Extreme) in my estimation would lose to a well played Daala/zygerrian squad if it has ozzel. This is due to the ZYGERRIAN SLAVER more than Daala.
Without the Zygerrian I think it becomes 60/40 for the lancer.
It is an issue when a "counter-squad" loses most if the time to something.
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urbanjedi wrote:Thrawn/Mas/Chief Chirpa/Ewok Cheiftan/Jabba CL. If you add Lobot and Ozzel you are at a very slim 128 pts. Add 20 ewoks/3 ugos/1 mouse to get to 200 plus lobot. 31 acts with Ozzel PLUS lobot should let you outactivate anything out there.
Ewoks all charge for 13/30 (just like Raxus assuming Daala were to lose the +10 damage). They are melee instead of shooty, but the addition of init control plus swap should make up for it I Think plus the fact that you get more of them. Thought maybe you could surprise someone with it. And I am sure there is room to max it out.
wouldn't disruptive kill this squad pretty easily? All of them are melee, so if you had someone with disruptive leading the charge (like Mandalore the Vindicated or Talon Karrde) wouldn't that be an autoloss? It probably would work against Daala, but i think if would do horribly against most other top squads. +13 attack is low, and they are melee to so if someone had a fringe reinforcement like the LIN droid, mines could kill all the ewoks before they even did damage.
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FlyingArrow wrote:I think Solo Charge or Prof Luke's Art Class would be good tests of whether Daala is breaking things. They are not pure rock (no huge tank or beat stick), pure paper (not a swarm), or pure scissors (no mass killers). Instead, they fit the mold of a large number of squads: 3-5 threats that are all "mid-range". 20-50 points each. I've heard that Dr Daman and Sharron (who was playing the NR squad, and who is NZ's most experienced Solo Charge player, winning a major with something similar back in 2011) have run the Solo Charge/Daala matchup a few times, and have been finding that Daala wins it fairly comfortably and reliably. For those of us not going to the big tournaments next weekend, but who want to contribute, what sort of tests should we be running? Just any decent squad? Builds we think have a chance at Daala? Or specific hate squads? I've heard Corran Horn suggested, so might give that a go.
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TheHutts wrote:For those of us not going to the big tournaments next weekend, but who want to contribute, what sort of tests should we be running? Just any decent squad? Builds we think have a chance at Daala? Or specific hate squads? I've heard Corran Horn suggested, so might give that a go. I second this. I myself am not a big competitive player, but I'm willing to help out. Any suggestions on how I might do that?
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