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Ideas for start squads? Options
Zeack_the_wolf(travis)
Posted: Tuesday, March 18, 2014 4:14:49 AM
Rank: Ugnaught Demolitionist
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Joined: 4/22/2009
Posts: 3
So I'm trying to get my room mates into the game, I have plenty of figures, but I'm trying to think of good balanced squads for each faction excluding Vong for them to pick from, any ideas on what we should do for starter games?
TheHutts
Posted: Tuesday, March 18, 2014 12:38:03 PM
Rank: Advanced Bloo Milk Member
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Joined: 6/23/2010
Posts: 3,562
Location: The Hutt, New Zealand
How many points are you thinking? It's probably easier to start with something like 100 or 125.

Are you using v-sets?
Amadeus
Posted: Tuesday, March 18, 2014 3:42:40 PM
Rank: Advanced Bloo Milk Member
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Joined: 2/14/2014
Posts: 144
We regularily have new people try out SWM on our games nights. Normally we do 100 points, and set them up with some mid-level beatsticks like HK-47, Lando DS, 4-LOM, or E522 and some troopers with a basic commander (Like felucian stormtrooper officer). Generally I let them pick which faction they want to play. I've also done all-beatstick squads with low amounts of activations (Darth Nihl and Sith Heavy Assault Droid).

Last game we had a new guy and set him up with a nice mix of units, (Stass Allie, Captain Panaka, Star Corps trooper, clone trooper, HK-47). He performed well, and there wasn't too much to keep track of. Don't go for too much crazy synergy as that can be harder to pull off, but try to have some commanders in there. I would have liked to put a buffing commander in there instead of Panaka but that was more of a collection issue on my part.
Zeack_the_wolf(travis)
Posted: Wednesday, March 19, 2014 1:46:30 AM
Rank: Ugnaught Demolitionist
Groups: Member

Joined: 4/22/2009
Posts: 3
No v-sets and I was thinking 100-150 And ah okay.
jak
Posted: Wednesday, March 19, 2014 6:27:19 AM
Rank: Advanced Bloo Milk Member
Groups: Member

Joined: 10/17/2010
Posts: 3,681
Location: Beggers Canyon Tatooine
--starter--
63 Hoth Trooper with Repeating Blaster Cannon x3
21 Houjix
21 Rebel Captain
12 Kaminoan Medic
16 R7 Astromech Droid x2
14 Twi'lek Scout x2
3 Ugnaught Demolitionist

(150pts. 11 activations)

use the houjix to keep blaster cannon alive, the heal houjix. with scouts, cannons are +12 for 20, 3x twin



--classic rebel--
49 General Solo
30 Chewbacca, Rebel Hero
29 Luke Skywalker, Jedi
20 Princess Leia
9 R2-D2 with Extended Sensor
8 Obi-Wan Kenobi, Jedi Spirit
5 C-3PO, Ewok Deity

(150pts. 7 activations)



EmporerDragon
Posted: Wednesday, March 19, 2014 7:17:41 AM
Rank: Advanced Bloo Milk Member
Groups: Member

Joined: 12/26/2008
Posts: 2,115
Location: Watertown, SD
Stick with earlier sets (RS-Universe) to prevent them from getting overwhelmed, then slowly introduce more sets as they get used to them. Try to have at least one commander and one force user per squad. 1-2 lower end Stealth characters would also be a good idea so they can understand the mechanic, but not declare it broken. Avoid introducing Door control and Tempo control until they have several games under their belt. Similarly, avoid Reinforcements and Reserves until they have a gist of who's good and who's not.

Finally, when you get to the point where they are building their own squads, try to have them avoid crutch characters like Mas, Boba BH, and GOWK. Many rookies, when introduced to those characters can quickly become either overly reliant on them or become a one-trick pony. On your side, try to use lower tier characters to balance out the skill gap, so while they're toying around with Darth Vader, you're bringing Bail Organa to the field.
jak
Posted: Wednesday, March 19, 2014 8:28:23 AM
Rank: Advanced Bloo Milk Member
Groups: Member

Joined: 10/17/2010
Posts: 3,681
Location: Beggers Canyon Tatooine
--starter--
53 Darth Vader, Imperial Commander
60 501st Legion Stormtrooper x6
24 R7 Astromech Droid x3
4 Gran Raider
9 Ugnaught Demolitionist x3

(150pts. 14 activations)
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