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Theorycrafting Contest #7: Max Damage Per Squad Options
FlyingArrow
Posted: Tuesday, September 9, 2014 4:30:40 PM
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Joined: 5/26/2009
Posts: 8,428
I just built a few Glass Cannon squads. This challenge is to take your Cannon squad to the extreme. Build your squad and crunch all the numbers yourself. This is how your squad will be judged: Max damage per round from attacks for the whole squad.

Use a 200 point squad. Add up the total damage your squad can do in one round. You can include all bonuses: Cunning, Opportunist (but not both Cunning and Opportunist for the same character), Jedi Hunter, Ion Gun, etc. Critical hits can do infinite damage with Flurry Attack, so in your calculations assume all attacks can hit, but there are no critical hits.


Your opposing squad consists of just one character (so Strafe and Gallop won't help much - they each get only one attack):

Damage Sink, Cost 200
Hit points: 1000000000000
Defense: 1
Attack: 0
Dmg: 10

On each turn, you may choose to consider this character activated or unactivated.
On each turn, you may choose to consider this character as having a Force rating or not to have one.
On each turn, you may choose to consider this character to be Unique or non-Unique.
On each turn, you may choose to consider this character as either living or non-living.
Etc... same sort of thing for other potential damage boosts.

You can also take any Protective boosts as long as the relevant character is in the squad.
And imagine his base is whatever size you want it to be... Huge or even Colossal if you want.

Whatever squads you build will certainly have impressive damage output, but it is likely to be situational, and the squads won't have much in terms of defense or movement breakers, so don't expect these squads to be very competitive. I'll post my most recent glass cannon squad to get things started. I'm sure you can beat it easily, though.

(This contest ends Tuesday, 9/16 at 11pm Eastern)
FlyingArrow
Posted: Tuesday, September 9, 2014 4:36:45 PM
Rank: Moderator
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Joined: 5/26/2009
Posts: 8,428
--Crystal Bazookas--
55 Xizor, Head of Black Sun
32 Talon Karrde, Information Broker
27 Lobot
18 Falleen Black Sun Bodyguard
16 Chiss Captain
15 Jabba, Crime Lord
16 Nikto Pirate x2
12 Klatooinian Black Sun Thug x2
9 Mouse Droid x3

Preferred Reinforcements:
(Lobot) 13 Czerka Scientist
(Lobot) 7 Aqualish Assassin

(200pts. 15 activations)
http://www.bloomilk.com/Squad/143456/crystal-bazookas

Xizor is 30 x 2 = 60dmg
Talon is 20dmg
Lobot is 20dmg (Talon's CE + Deceptive)
Falleen is 50 dmg x 4 = 200dmg
Chiss is 30dmg x 4 = 120 dmg
Jabba CL is 50 dmg (Talon, Cunning, Mighty Swing)
Nikto is 30 dmg * 4 = 120 dmg
Nikto is 30 dmg * 4 = 120 dmg
Klat is 30 dmg * 4 = 120 dmg
Klat is 30 dmg * 4 = 120 dmg
Czerka is 30 dmg
Aqualish is 40 dmg * 2 = 80 dmg

SUM: Max of 1060 damage per round.
TheHutts
Posted: Tuesday, September 9, 2014 5:27:12 PM
Rank: Advanced Bloo Milk Member
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Joined: 6/23/2010
Posts: 3,562
Location: The Hutt, New Zealand
--Max Damage--
20 General Whorm Loathsom
16 Geonosian Overseer
15 Battle Droid Sergeant
12 Gha Nachkt
135 Battle Droids x 45
(199pts. 49 activations)

45 Battle Droids @ 80 damage each (double/twin/roger roger) = 3600 damage
Geonosian Overseer = 10 damage
Whorm = 10 damage
Battle Droid Sergeant = 20 damage
Gha Nachkt = 10 damage
Total = 3650 damage

I drew a diagram and I think I can fit in up to 63 battle droids within 6 of the 3 commanders/pseudo-commanders.
FlyingArrow
Posted: Tuesday, September 9, 2014 5:30:26 PM
Rank: Moderator
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Joined: 5/26/2009
Posts: 8,428
Don't forget Gha.
TheHutts
Posted: Tuesday, September 9, 2014 5:31:22 PM
Rank: Advanced Bloo Milk Member
Groups: Member

Joined: 6/23/2010
Posts: 3,562
Location: The Hutt, New Zealand
I just tinkered with my build some more - I realised that the Geonosian Overseer was cheaper too.
TheHutts
Posted: Tuesday, September 9, 2014 5:46:58 PM
Rank: Advanced Bloo Milk Member
Groups: Member

Joined: 6/23/2010
Posts: 3,562
Location: The Hutt, New Zealand
What are the rules on adjacency as a bonus? I don't think I can get my whole squad adjacent and within 6 squares of all my commanders, so it's probably not worth packing the Lieutenant here?

--Max Damage--
19 Battle Droid Lieutenant
16 Battle Droid Sergeant
16 Geonosian Overseer
13 Czerka Scientist
13 Techno Union Combat Engineer
120 Jawa * 24

Jawas can do 200 damage each, with Ion Gun + 20, Double, Twin, Roger Roger, and Close Range Targeting = 4800 damage
Three guys doing ten, two doing 20
Total = 4870.
FlyingArrow
Posted: Tuesday, September 23, 2014 7:37:54 AM
Rank: Moderator
Groups: Member , Moderator

Joined: 5/26/2009
Posts: 8,428
Winner: TheHutts!

I'll just assume everyone is still busy building with the latest Vset right now. The last round of Theorycrafting had more participation in the late fall when things died down some. So I'll try again later.
Deaths_Baine
Posted: Tuesday, September 23, 2014 8:01:11 AM
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Joined: 5/31/2010
Posts: 1,628
I tried but hutts posted that monstrosity and I couldn't find anyway to do more damage.....
TheHutts
Posted: Tuesday, September 23, 2014 3:52:15 PM
Rank: Advanced Bloo Milk Member
Groups: Member

Joined: 6/23/2010
Posts: 3,562
Location: The Hutt, New Zealand
TheHutts wrote:

--Max Damage--
19 Battle Droid Lieutenant
16 Battle Droid Sergeant
16 Geonosian Overseer
13 Czerka Scientist
13 Techno Union Combat Engineer
120 Jawa * 24


I looked at this again, and in this build I could swap out the Battle Droid Lieutenant for Jabba Crime Lord, get an extra Jawa, and not have to worry about adjacency. I think it would take it up above 5000 damage.

--Max Damage--
16 Battle Droid Sergeant
16 Geonosian Overseer
15 Jabba, Crime Lord
13 Czerka Scientist
13 Techno Union Combat Engineer
125 Jawa * 25
3 Rodian Brute
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