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Rank: Moderator Groups: Member
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Joined: 5/26/2009 Posts: 8,428
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I just made a bunch of squads from my collection to run with some friends (let them choose from some pre-made squads). Comments on all are welcome. They're near the top of the 'recent squads' list right now.
I don't have enough of the 'standard' pieces to give every squad ugnaughts and mice, for example, so some squads don't even have any door control at all.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 5/2/2009 Posts: 262 Location: Washington
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Honestly of the squads i looked at (your Sith, OR, and Imperial) the only one of them looked that looked like it could stand up to a beating was the OR squad. It can be nice sometimes to just have your squads ready in separate boxes but if it prevents you from building better squads dont do it. For you sith squad you need to replace the Jensaarai Defender for something different, maybe a Lobot CLO and a Dash Rendar RS you cant pawn them but it gives you a better ranged piece and the chance for reserves. For your Imperial squad i would pull Thrawn and put in Dash Rendar RS and a Uggie which would give you a really good shooter and some door control.
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Rank: Moderator Groups: Member
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Joined: 5/26/2009 Posts: 8,428
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Sorry if I was unclear - I just want these to be balanced against themselves. The friends I'll play with don't know the game and will use my pieces. Also, I don't expect them to build their own squads. I just want to have a variety of relatively equal pre-made squads from which they can choose. This is just for one event.
None of the squads are super-powerful because important fringe pieces (Dash, Jarael, Mice, uggies) are spread out among them. I expect that the Rebel squad will be the best just because Riekaan is pretty incredible.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 2/4/2009 Posts: 303
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My opinion my not matter much but this is how I see those squads breaking down at a core levels:
Imperials: Scarry when I see the swap potential with the big Vader and a Mouse Droid to help move him around quickly. With 9 pieces it also out activates most of the other squads. This looks like an actual squad someone may try at a tournament granted it needs door control.
Republic: YoBuck may be be murder on opposing fodder but otherwise it just looks like a random collection of faction appropriate minis.
Rebel: Maybe the fewest activations but also filled with high quality and rare pieces. Some scarry potential in there.
New Republic: Nice pieces but nothing really special although I wonder what Jagged is doing in there.
Old Republic: Just kill this squad. You have a couple little Fringe synergies working but the OR pieces don't help enough.
Sith: Defense/Pawn synergy can work so this really isn't so bad when looking at its muscle. The support needs some help however and looking at some of the other bands I'd pull a five point shooter for the Caamasi Diplomat.
Seperatists: I like the two big melee pieces put again the support could use a touch of help. I'd take that Caamasi Diplomat from the Sith and put it in this squad to give your Jedi some mobile cover to approach the enemy.
Droids: It looks pretty and like a squad you may expect but the problem is simply that all the pieces are relatively sub-standard.
My first choices would be the Rebels or Imperials and my last choice would be the OR squad.
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Rank: Moderator Groups: Member
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Joined: 5/26/2009 Posts: 8,428
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Thanks for the comments. I'm just looking for balance - not strength in any squad by competitive standards.
For most of the builds, I just grabbed a couple big pieces, looked for a little bit of synergy and filled in with scrubs. Looks like I have a couple squads that are overpowered, though.
I think I'll split the Rebels into two squads to dilute the power some. Make one a commandos squad, and give the main characters some scrubs for support.
I'll move the mouse away from the Imperial squad and probably give it to the OR-Fringe squad (and switch it from OR to some other faction). Or maybe give the mouse to the Droid squad.
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Rank: Moderator Groups: Member
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Joined: 5/26/2009 Posts: 8,428
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Here are the modified squads. The OR/fringe mercenary/Black Sun squad is gone.
--150 Partition - Republic-- 51 Yoda on Kybuck 24 Qui-Gon Jinn, Jedi Trainer 15 Elite Clone Trooper Commander 13 Clone Trooper Commander 13 Heavy Clone Trooper 10 Human Force Adept 18 Clone Trooper x2 5 Youngling
(149pts. 9 activations)
--150 Partition - Separatist-- 49 Darth Tyranus, Legacy of the Dark Side 43 Asajj Ventress, Separatist Assassin 27 HK-50 Assassin Droid 15 Crimson Nova Bounty Hunter 7 Duros Scout 5 Caamasi Noble 4 Peace Brigade Thug
(150pts. 7 activations)
--150 Partition - Separatist Droids-- 43 General Grievous, Supreme Commander 26 HK-50 Assassin Droid 19 Bodyguard Droid 13 Techno Union Warrior 12 Gha Nachkt 18 Super Battle Droid x2 7 R4 Astromech Droid 10 Rocket Battle Droid x2 2 Mouse Droid
(150pts. 11 activations)
--150 Partition - New Republic-- 50 Han Solo, Galactic Hero 27 HK-50 Assassin Droid 26 Yuuzhan Vong Ossus Guardian 25 Leia Skywalker, Jedi Knight 13 Galactic Alliance Scout 9 General Dodonna
(150pts. 6 activations)
--150 Partition - Imerial-- 71 Darth Vader, Legacy of the Force 32 Thrawn (Mitth'raw'nuruodo) 13 Shadow Stormtrooper 16 Sandtrooper x2 8 Scout Trooper 10 Stormtrooper x2
(150pts. 8 activations)
--150 Partition - Rebel Commandos-- 32 Bothan Commando x2 16 Elite Rebel Commando 16 General Crix Madine 14 Dressellian Commando 14 General Rieekan 42 Veteran Rebel Commando x3 11 Rebel Commando Pathfinder 5 Rebel Trooper
(150pts. 11 activations)
--150 Partition - Rebel-- 38 Obi-Wan Kenobi 28 Luke Skywalker, Hoth Pilot Unleashed 27 Han Solo, Smuggler 15 Crimson Nova Bounty Hunter 13 Rebel Officer 10 Rebel Honor Guard 9 R2-D2 with Extended Sensor 5 Bith Rebel 5 Rebel Trooper
(150pts. 9 activations)
--150 Partition - Sith-- 57 Darth Sidious, Sith Master 45 Jensaarai Defender 23 Sith Lord 13 Kel Dor Bounty Hunter 7 Duros Scout 5 Bespin Guard
(150pts. 6 activations)
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 7/6/2009 Posts: 1,632 Location: Desintegrating some Djem So Sucka!
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i think these are great balanced squads. especially if yer friends arent going to build the squads. i do the same thing with my buddies who arent too familiar with squads theyve never ran before. Good Job Arrow.
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Rank: Moderator Groups: Member
, Moderator
Joined: 5/26/2009 Posts: 8,428
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Thanks. Played tonight - only played with one other player, though. I thought it would be more than that. He chose the Rebel commandos and I took the Ventress/Darth Tyranus Separatist squad. I won, but it came down to the last die roll. He needed a 6 to kill the HK-50 but rolled a 2. Other than the HK-50, all I had left was Ventress. He still had 3 commandos, Rieekan, and the Rebel Trooper.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 2/4/2009 Posts: 303
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My opinions on the revised squads:
Republic: HATE the Force Adept and would rather see a couple more Younglings or even another Clone. Yobuck single handedly can destroy some of the other squads in a single activation when using Galloping attack. Except for the misplaced Fringe piece it doesn't look so bad.
Separatist: I still like the two big darksiders but it is the low activation squad.
Droids: Lots of activation potential but all of it dies easily.
New Republic: I don't recall all the changes but it can have its moments. Putting Dodonna it there meas this band still gets the last word in.
Imperial: Didn't this lose an activation? It can still function as a Black-n-Blue swap squad although no so effectively with the removal of the mouse and lost activations. Watch out for Yobuck.
Commando: The new squad is definitely my favorite. It may lack a single piece of offensive power but its commanders do wonders for the squad and it is a large squad with few pieces that can be ignored. Being one of the two squads with Override and door control in general gives it a big step up. If you put in another ERC and/or a Squad Leader for Super Stealth this could be a very dominating recreational squad.
Rebel: Your other squad with Override style door control. It is definitely the uniques which give this squad its power. I don't recall all the details about the original but those three amigos can certainly do some damage.
Sith: Six guys, ouch. The Jensaarai may be the only defense you have against range but if you can get close this could hurt.
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