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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 7/29/2011 Posts: 1,766 Location: In a sinkhole on Utapau
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I have a basic idea, but, having never attended anything of a competitive nature (hoping to hit TN regionals next year! ), I don't really know how it works. Any info on what it is, how to attain it, and strategies for it etc. would be MOST appreciated
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Rank: Moderator Groups: Member
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Joined: 5/26/2009 Posts: 8,428
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The gambit area of the map is any square within 4 squares of the center of the map. The center of the map (on all maps but one) is a single point. On some maps, it is denoted with a circle to make it easier to find. From that dot, you move diagonally into one of the adjacent squares - that counts as "2" for moving diagonally. Then from there, move two more squares in any direction (ignoring terrain, including walls) and those 24 squares are the gambit zone. (I think it's 24.)
If at the end of any round you occupy the gambit zone with any mini with a cost of 5 or more, you gain 5 points toward the final score. The game is played to 200 (assuming you're using 200-pt squads). So if you occupy gambit for 5 rounds, the game will end even though you haven't killed the opponent's last few pieces (e.g. commanders hiding in the back). And if you occupy gambit considerably more than your opponent, you could win even though they kill more of your pieces than you kill of theirs. Gambit was introduced to force players to engage. Pre-gambit, the ideal strategy was often to kill one 3-pt enemy and then lock yourself in a room.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 7/29/2011 Posts: 1,766 Location: In a sinkhole on Utapau
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Oh, thanks! That's all very helpful; the only part I don't QUITE understand entirely is the exact amount of space. I'll have to work something into my squads to attain gambit obviously, now that I know more about it.
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Rank: Moderator Groups: Member
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Joined: 5/26/2009 Posts: 8,428
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pegolego wrote:Oh, thanks! That's all very helpful; the only part I don't QUITE understand entirely is the exact amount of space. I'll have to work something into my squads to attain gambit obviously, now that I know more about it. There are a few of maps that have gambit conveniently 'marked' by terrain features or artwork: Remote Listening Post Offworld Transport Facility Grand Atrium Cargo Docks Also, many of the map images here have the gambit area marked in red: http://swmresources.com/downloads/MapList%20January%202013.pdf
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 7/29/2011 Posts: 1,766 Location: In a sinkhole on Utapau
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Oh, great! Thanks again FA
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 7/29/2011 Posts: 1,766 Location: In a sinkhole on Utapau
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I don't quite understand what all the restricted lists and such mean... Is that Mos Eisley Junkyard map allowed at most tourneys and such? I haven't played on more than a handful of maps (all WotC), but that's probably my favorite so far; I operate REALLY well with my Droid squads from that top corner.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 12/26/2008 Posts: 2,115 Location: Watertown, SD
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pegolego wrote:I don't quite understand what all the restricted lists and such mean... Is that Mos Eisley Junkyard map allowed at most tourneys and such? Basically, the restricted maps are considered to be the most balanced, where multiple squad types can perform well and on either side. So, they are used for all high-level tournaments and most mid-level ones. They're also divided up into three lists to make it easier to prep for a tourney as a player only has to study how his team will perform from 12 positions (6 maps, 2 starting sides) rather than 36. Mos Eisley is on the standard list, which means it's a decent map, but it's imbalanced enough to not be considered tournament material. For instance, you say you perform well with your squad on the top corner, but how do you do when on the other side? Or with a more melee-oriented squad?
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 7/29/2011 Posts: 1,766 Location: In a sinkhole on Utapau
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EmporerDragon wrote:pegolego wrote:I don't quite understand what all the restricted lists and such mean... Is that Mos Eisley Junkyard map allowed at most tourneys and such? Basically, the restricted maps are considered to be the most balanced, where multiple squad types can perform well and on either side. So, they are used for all high-level tournaments and most mid-level ones. They're also divided up into three lists to make it easier to prep for a tourney as a player only has to study how his team will perform from 12 positions (6 maps, 2 starting sides) rather than 36. Mos Eisley is on the standard list, which means it's a decent map, but it's imbalanced enough to not be considered tournament material. For instance, you say you perform well with your squad on the top corner, but how do you do when on the other side? Or with a more melee-oriented squad? Ah, got it now I think. Yeah, I don't really know how I perform from the other side, because the only game I played where I was on that side, we had to quit quite early , and that's true, the squads I've beaten have been mostly Melee squads.
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Rank: Moderator Groups: Member
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Joined: 5/26/2009 Posts: 8,428
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As EmporerDragon said, the Restricted list is the list of maps that is used for tournaments. These maps are considered balanced in that no particular squad type or side of the map has too strong of an advantage.
The Restricted list is further broken down into 3 lists: A, B, and C. That is so that players can prepare for a tournament by studying just those 6 maps so it's not too overwhelming. The regional tournaments each used either Restricted-A, Restricted-B, or Restricted-C. GenCon used the whole Restricted list, though (A, B, and C).
The Standard list contains a number of maps that are probably balanced enough to be on the Restricted list (and in fact were there in the past), but they've been put on the standard list due to space restrictions on the restricted list. Others in the standard list are there because of minor balance issues. The Open list contains maps that have more severe balance issues.
The most common balance issues include left/right imbalance, being too wide open (and thus too shooter-friendly so melee can't do well), being too friendly to a Lancer (easy access to opposing commanders), too much of a particular terrain type, and to a lesser extent not enough space for large/huge figures. I don't think anything has ever been left off the restricted list for being too melee friendly.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 4/18/2008 Posts: 538 Location: Virginia
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He's also a cajun X-man.
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