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sammyrocker5150
Posted: Monday, May 14, 2012 12:25:03 AM
Rank: Massassi Sith Mutant
Groups: Member

Joined: 5/8/2012
Posts: 15
Location: Appleton, W
Hey everybody!

Playing my first match tomorrow (actually played a few turns last week and basically get it) Im playing a buddy who is definately been playing this for years.

Here's the scoop, he's either New Republic, which is DEFINATELY hard from what I understand, leia and wedge being killer pieces, he loves Kel-Dor as well. Or it could be Old Republic, in which im assuming will be heavy on force usage.

I've came up with a squad to fight New Republic and I chose Imperial. I have about 30 pieces so far, basically just for this faction, and to use the Emperor's order 66 to get Rex and Gree in there:

Star Wars® Miniature Inventory Squad

Squad Name: tuesday 1
Squad Faction: Imperial
Squad Value: 300


# Set Name Faction Cost HP Def Att Dam
-- ----- ------------------------------------ ------------ ---- --- --- --- ---
59 RotS Emperor Palpatine, Sith Lord Imperial 62 130 20 15 20
28 501st Clone Trooper Republic 13 20 14 8 20
28 501st Clone Trooper Republic 13 20 14 8 20
30 CotF Mas Amedda Republic 8 30 14 3 10
38 Univ Grand Admiral Thrawn Imperial 37 80 18 12 10
7 ClWar Captain Rex Republic 33 70 16 12 20
29 Dash Rendar, Renegade Smuggler Fringe 28 70 15 6 10
39 KOTOR Echani Handmaiden Fringe 23 40 15 7 10
39 KOTOR Echani Handmaiden Fringe 23 40 15 7 10
39 KOTOR Echani Handmaiden Fringe 23 40 15 7 10
9 ClWar Commander Gree Republic 20 60 14 11 30
33 Talz Chieftain Fringe 16 60 17 9 10


Squad Commander Effects

Emperor Palpatine, Sith Lord
Your squad may contain characters with Order 66.
Grand Admiral Thrawn
Non-Unique followers within 6 squares get +3 Attack and +3 Defense. At then end of this character's turn, 2 allies within 6 squares of this character may switch positions. The 2 allies that can be switched must have the same base size.
Captain Rex
Allied characters with Order 66 within 6 squares gain Greater Mobile Attack.
Commander Gree
Allied characters are treated as having the same name as each other, only for purposes of special abilities whose name contains Squad.Followers within 6 squares gain Squad Assault (+4 Attack while 3 allies with the same name as this character are within 6 squares).
Talz Chieftain
Non-Unique Fringe followers within 6 squares get +4 Attack and +10 Damage against non-Unique enemies.

Im kind of thinking to fight his evade and Greater Mobile Attack with a whole lot of shots down range as well!

I noticed that the squads section is a bit stale on comments. With a billion squads going up all the time i can understand that. So im coming to the forums for a little sage advice! I have some more imperial pieces, force users, and other order 66 pieces. Let me know!

Cheers!
R5Don4
Posted: Monday, May 14, 2012 12:45:33 AM
Rank: Advanced Bloo Milk Member
Groups: Member

Joined: 3/27/2008
Posts: 832
First off, welcome to the game. You probably should play a much smaller game than 300, for your first game but if that's what you will be playing, I'd suggest using some V-set (sets DotF, R&R, Vengeance, Battle of Theed and Cantina Brawl) pieces (there are 202 units) in your squad, you can print the cards and use proxy minis- I'm thinking Atris in particular with your Echani's.
Another thing completely overlooked in your squad is some form of door control. You need a character or two with Satchel Charge, Override, Door Gimmik, Door Shatter.
As you know your friend will be playing infinity evade (Leia & Wedge) this squad will need to get adjacent to your opponent when attacking. If you do shoot from a distance use Thrawn's Ysalarmi to give the shooter Force Immunity so that they will only be able to make 2 Evade rolls not 3.
Also don't get discouraged if you get completely clownstomped, hopefully your friend will do his best to tell you what you're doing wrong as you do it and teach you how to play. Good luck.
sammyrocker5150
Posted: Monday, May 14, 2012 12:58:21 AM
Rank: Massassi Sith Mutant
Groups: Member

Joined: 5/8/2012
Posts: 15
Location: Appleton, W
Thanks! As much as I think its great the community has created Virtual sets, my friend and his acquaintances do not play with them. I totally overlooked door control! I will definately fix that!

As far as strategy, from what I understand, New Republic with Wedge and Liea, including Kel-Dor's and Antarian's seems to be tough to beat.
EmporerDragon
Posted: Monday, May 14, 2012 2:18:39 AM
Rank: Advanced Bloo Milk Member
Groups: Member

Joined: 12/26/2008
Posts: 2,115
Location: Watertown, SD
I'd say your biggest problem is that you're trying to fit too many different squads into one larger squad. Drop either the chieftain and the echani or Palpatine and the clones, then focus on the remainder. As one big squad works much better than several subgroups with little synergy. This is especially true when you get outside the normal game parameters point-wise (anything over 200).

If you believe that you'll be facing Leia/Wedge/Kel-Dor/Rangers, try to have some ways to cause direct damage like Lightning or Grip. Having somebody with Accurate Shot will also help as well, as that would allow you to pick off priority targets (For example, detonating the Kel Dors when they aren't in your face). With Thrawn, Jawa Scavengers make good choices. Either version of Zuckuss would do well too.

FlyingArrow
Posted: Monday, May 14, 2012 11:16:12 AM
Rank: Moderator
Groups: Member , Moderator

Joined: 5/26/2009
Posts: 8,428
It's hard to make suggestions without knowing what you have available. As mentioned, to combat Leia/Wedge/Kel Dors, you'll want direct damage and accurate shooters. Also, pieces with extra speed is good to get adjacent so you can avoid the evade/rerolls. (Remember that evade is only active when attacked by non-adjacent characters.)
R5Don4
Posted: Monday, May 14, 2012 1:53:30 PM
Rank: Advanced Bloo Milk Member
Groups: Member

Joined: 3/27/2008
Posts: 832
sammyrocker5150 wrote:
Thanks! As much as I think its great the community has created Virtual sets, my friend and his acquaintances do not play with them. I totally overlooked door control! I will definately fix that!

As far as strategy, from what I understand, New Republic with Wedge and Liea, including Kel-Dor's and Antarian's seems to be tough to beat.


If they don't play with the Vsets, well that makes it pretty easy to call what will beat them. If you guys only play with the Wizards stuff, here is your shopping list to make winning Imperial, Rebel and Republic squads:

Lobot
Treadwell x 2
Ugnaught Demolitionist x 4
R7 Astro-Mech x2
Luke's Snowspeeder
Han Solo Smuggler
Princess Leia (A&E)
Luke Rebel Commando
General Dodonna
Elite Rebel Commando
General Crix Madine
General Riekien
R2-D2, with Extended Sensor Scope
Juno Eclipse
Deena Shan
Ferus Olin
Luke's Landspeeder
Obi Wan Kenobi Force Spirit
Arica
Emperor Palpatine
Imperial Sovereign Protector
Thrawn (Mithrauodo)
Lord Vader
Cad Bane
Imperial Dignitary
Amaman Scout
Gha Nacht
Camaasi Noble x 4
Mouse Droid x 3
Gran Raider x 2
Rodian Brute x 4
Darth Vader Scourge of the Jedi
Admiral Ozzel
Grand Moff Tarkin
R2-D2 Astromech Droid
General Obi Wan Kenobi
Czerka Scientist
Plo Koon Jedi Master
Mon Mothma
Yoda on Kybuck
General Skywalker
Captain Panaka
Storm Commando x 2
Moff Nyna Calixte
General Veers
Wicket
R4 Astromech
Zuckuss, Bounty Hunter
Jawa Scavenger
sammyrocker5150
Posted: Monday, May 14, 2012 5:18:59 PM
Rank: Massassi Sith Mutant
Groups: Member

Joined: 5/8/2012
Posts: 15
Location: Appleton, W
Great tips everyone! I only have about 25 miniatures so far, basically just for an imperial squad, some fringes, and a ton of order 66 characters. I could definately go for some better synergy ditching enchani and talz to go for more order 66 guys. I also have cade skywalker bounty hunter. He's huge points but splash could help with kel-dor. I also have vader jedi hunter and emperor on throne, emperor's hand, dash rendar, jaraih syn, as well as Imperial sentinal for some big up close damage and decent speed. I think I'll either go for better synergy order 66 wise to get alot of shots downrange, or go with more of a force synergy with emperor on a throne as my base.

Thanks everyone!
EmporerDragon
Posted: Monday, May 14, 2012 6:49:06 PM
Rank: Advanced Bloo Milk Member
Groups: Member

Joined: 12/26/2008
Posts: 2,115
Location: Watertown, SD
With what you have, I'd say stick with the Order 66 guys for now. Vader, JH is still a good figure, but in a point game of that size, you're better with a commander Vader who could enhance the rest of the squad, like Lord Vader or Vader, Legacy of the Force.

Do you have a Felucian Stormtrooper Officer? His CE can stack with Thrawn's, giving your trooper followers +7 defense while in cover, which helps cover their biggest weakness.

Admiral Piett would help as well, as he gives all troopers Opportunist. Use him, Thrawn and Rex with some Clone Troopers with Repeating Blasters, and you've got units that can pop out and make 4 attacks against an activated enemy at +15 attack/30 Damage, then retreat back out of sight.
sammyrocker5150
Posted: Monday, May 14, 2012 7:24:37 PM
Rank: Massassi Sith Mutant
Groups: Member

Joined: 5/8/2012
Posts: 15
Location: Appleton, W
EmporerDragon wrote:
Do you have a Felucian Stormtrooper Officer?



No, but i have an Elite clone trooper commander which gives all order 66 +4 defense.

I remembered I owned tarkin who gives all my commanders (almost everyone) a bonus cumulative attack. This is the route i may go. P.S. I'm using mini manager program and didnt add to my squad an r7 and some demo's for door control so i will be dropping a solider for that.


Star Wars® Miniature Inventory Squad

Squad Name: tuesday 4
Squad Faction: Imperial
Squad Value: 300


# Set Name Faction Cost HP Def Att Dam
-- ----- ------------------------------------ ------------ ---- --- --- --- ---
59 RotS Emperor Palpatine, Sith Lord Imperial 62 130 20 15 20
5 501st Legion Clone Commander Republic 15 50 16 10 10
28 501st Clone Trooper Republic 13 20 14 8 20
30 CotF Mas Amedda Republic 8 30 14 3 10
28 501st Clone Trooper Republic 13 20 14 8 20
5 501st Legion Clone Commander Republic 15 50 16 10 10
38 Univ Grand Admiral Thrawn Imperial 37 80 18 12 10
7 ClWar Captain Rex Republic 33 70 16 12 20
29 AlEmp Imperial Governor Tarkin Imperial 22 50 14 5 10
9 ClWar Commander Gree Republic 20 60 14 11 30
5 501st Legion Clone Commander Republic 15 50 16 10 10
10 ClWar Elite Clone Trooper Commander Republic 15 30 18 10 10
5 501st Legion Clone Commander Republic 15 50 16 10 10
5 501st Legion Clone Commander Republic 15 50 16 10 10


Squad Commander Effects

501st Legion Clone Commander
Followers whose name contains 501st get +10 Damage against enemies with Force ratings.

Grand Admiral Thrawn
Non-Unique followers within 6 squares get +3 Attack and +3 Defense. At then end of this character's turn, 2 allies within 6 squares of this character may switch positions. The 2 allies that can be switched must have the same base size.

Captain Rex
Allied characters with Order 66 within 6 squares gain Greater Mobile Attack.

Imperial Governor Tarkin
Allied commanders within 6 squares gain Extra Attack (On its turn, this character can make 1 cumulative extra attack instead of moving).

Commander Gree
Allied characters are treated as having the same name as each other, only for purposes of special abilities whose name contains Squad.Followers within 6 squares gain Squad Assault (+4 Attack while 3 allies with the same name as this character are within 6 squares).

Elite Clone Trooper Commander
Followers with Order 66 within 6 squares get +4 Defense.
sammyrocker5150
Posted: Monday, May 14, 2012 7:25:42 PM
Rank: Massassi Sith Mutant
Groups: Member

Joined: 5/8/2012
Posts: 15
Location: Appleton, W
long story short my non-unique clones are getting plus 7 defense with plus 7 attack as well as greater mobile. thrawn swapping will help as well, as most my shooters are either double or twins.
FlyingArrow
Posted: Monday, May 14, 2012 7:37:07 PM
Rank: Moderator
Groups: Member , Moderator

Joined: 5/26/2009
Posts: 8,428
Unfortunately, the Elite Clone Trooper's commander effect doesn't stack with Grand Admiral Thrawn's, so the troopers are only at +4 defense.

The rule is that same-name abilities don't stack (unless the ability explicitly says that it does). Similarly, straight bonuses from commander effects do not stack - you only get the greater of the two bonuses. So the troopers get +4 defense from the Elite Clone Trooper Commander since it's greater than the +3 granted by Grand Admiral Thrawn. They would be at +7 attack, though, as long as they have 3 allies within 6 squares. That's because Gree's commander effect grants them Squad Assault, and Squad Assault (a named ability) would stack with Grand Admiral Thrawn's straight +3 bonus.

sammyrocker5150
Posted: Monday, May 14, 2012 7:55:41 PM
Rank: Massassi Sith Mutant
Groups: Member

Joined: 5/8/2012
Posts: 15
Location: Appleton, W
Thanks bud! Ive only known of this games existance for 6 days so I'm a sponge waiting for knowedge!
StevenO
Posted: Monday, May 14, 2012 9:08:22 PM
Rank: Advanced Bloo Milk Member
Groups: Member

Joined: 2/4/2009
Posts: 303
On the topic of stacking command effects I'll point out that the +3 attack that Thrawn provides would not stack with the +4 bonus Talz Chieftain can provide.
EmporerDragon
Posted: Monday, May 14, 2012 9:48:54 PM
Rank: Advanced Bloo Milk Member
Groups: Member

Joined: 12/26/2008
Posts: 2,115
Location: Watertown, SD
Tarkin + Rex is a good, solid combo. It also makes Gree pretty decent. If you've got Bacara or either of the Codys, they'd do well in there too. Same would go for Twi'lek Black Sun Vigos, especially when benefiting from a Czerka Scientist.
sammyrocker5150
Posted: Monday, May 14, 2012 11:12:59 PM
Rank: Massassi Sith Mutant
Groups: Member

Joined: 5/8/2012
Posts: 15
Location: Appleton, W
Thanks! Like I said, after knowing of this game for 7 days now, for every clever thing i think of, I learn 2 things I do wrong, and probably 3 things that I didnt. Gotta say this forum rocks and definitely brings a new player up to speed fast!

I am feeling just a tiny bit confident in being semi competitive. I know my opponent, who got me into the game, doesnt use anything for door control, so if i get some of that going it can definitely benefit!
EmporerDragon
Posted: Monday, May 14, 2012 11:28:33 PM
Rank: Advanced Bloo Milk Member
Groups: Member

Joined: 12/26/2008
Posts: 2,115
Location: Watertown, SD
sammyrocker5150 wrote:

I know my opponent, who got me into the game, doesn't use anything for door control, so if i get some of that going it can definitely benefit!


Yeah, having no door control is a death sentence for most competitive games.
R5Don4
Posted: Wednesday, May 16, 2012 2:09:27 PM
Rank: Advanced Bloo Milk Member
Groups: Member

Joined: 3/27/2008
Posts: 832
Any update on how your games went Sammy?
sammyrocker5150
Posted: Wednesday, May 16, 2012 8:39:36 PM
Rank: Massassi Sith Mutant
Groups: Member

Joined: 5/8/2012
Posts: 15
Location: Appleton, W
Don! I almost won!

We are not only epic Star Wars fans but also big beer geeks as well. So after a handful of imperial stouts and the like the game was in my favor. He brought out a old republic squad with antarian rangers, some Kel dor as well as some attack droids of some kind. He also whipped out malak, which gave him his only commander effect.

I was surprisingly doing very well with all my shooters massively stat boosted. By the time he took out my four 501'st peons I took out 7 minis. At that point Rex made a huge attack on a female jedi he had leaving her with 10 HP and into retreat. The game was basically going to be me with all my commander effect pieces intact, and half HP on Vader Sith Apprentice and the Emperor. He, with antarian rangers with a full health malak.

He started to get a bit desperat, attacking wide open to force things along which was fine by me. He put malak into the open as well as almost killing the emperor and Vader using his remaining two almost dead battle droids.

I was to drunk to realize he was going to do lightning 2 with malak to Rex, tarkin, and Sev all in cover. I retaliated with vader and the emperor instead because it was an appropriate time to yell I will kill them! That was my singular bad move and it cost me the game. Malak took out sev Rex and tarkin. I could have most likely killed him on that turn if I noticed with rex as well as gree, who could have used greater mobile attack and his two extra attack from tarkin. I then conceded as I had basicaly lost. He was shocked he won actually!

My lineup actually changed drastically. An express package from coolstuffinc never shipped, thankfully they refunded me. So with literaly minutes to make a squad i borrowed an ugnaught demolitionist and vader sith apprentice for his Commander effect, and to pair nicely with the Emperor.

All in all, I was dissapointed at my halfhearted, low synergy squad; but considering at the time i had about 20 or so mini's, and he has about $2500 worth, I am super excited to be playing every tuesday!

Thanks to all you guys jumping into this thread by the way! Got me up to speed very quickly and highly competitive as a first timer!

next week im light side. I made a rebel and republic squad that im both working on!
R5Don4
Posted: Thursday, May 17, 2012 12:57:17 AM
Rank: Advanced Bloo Milk Member
Groups: Member

Joined: 3/27/2008
Posts: 832
Well congrats on the almost win. Great recap. He couldn't have gone easier on you than playing WotC OR with a single CE. Was Thrawn anywhere near the action when the Force Lightning blow happened? If so you guys made a big mistake because everyone within 6 of him are Force Immune. I'd be interested in seeing what the squad you actually played and played against were.
sammyrocker5150
Posted: Thursday, May 17, 2012 2:20:08 AM
Rank: Massassi Sith Mutant
Groups: Member

Joined: 5/8/2012
Posts: 15
Location: Appleton, W
No thrawn was not. His six was outside by one. His squad was a jumble, however were more about having fun than building good squads. For me, however, I get a rush making a squad that all fits, no matter how bad I am at the game lol.
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