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Galactic Escalation Squad Building Ideas/Tips Options
DarthMaim
Posted: Friday, March 7, 2025 11:03:39 AM
Rank: Advanced Bloo Milk Member
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Joined: 7/27/2008
Posts: 1,263
Location: Los Angeles, California
Greetings & salutations SWM community!

With GE Spring starting very soon, and the fact that we have this awesome and popular tourney that takes place 2 times a year, I thought, what a novel idea to brainstorm ideas, and ask for players advice on building fun and somewhat competitive squads for this ongoing tournament. Also keeping in mind that we don't want to tell people what we are running, but to sort of maybe discuss some of the strategies on what should be on your lower pt teams, on the way to your 350pt team. If you aren't participating in the tourney, or are, maybe post some advice, tactics, strategies, factions and squads that are strongest at 350, etc. One thing I have noticed from previous GE tournaments, is that some go ultra competitive in their squad building, and some just go for the "fun" experimental build. What I find intriguing, is the challenge of building an experimental squad, but getting it be be somewhat competitive, but also not having it be too weak, which leads to getting destroyed, which can draw out a 2-3 month period, where I regret and wish I made a more competitive squad. An Imperial credit, for everyone's thoughts..................

DarthMaim
Posted: Friday, March 7, 2025 11:16:30 AM
Rank: Advanced Bloo Milk Member
Groups: Member

Joined: 7/27/2008
Posts: 1,263
Location: Los Angeles, California
I'll start it off;

1. What are everyone's thoughts on the ideal minimum ( or range ) amount of points your 350pt squad should have? On some of my builds, I have struggled to get even close to 350. For example, I have a 329 pt team, a 332pt team, and a 338pt team. I understand that being too much under, could lead to you losing on pts, in a close match. What do you guys think?

2. For the purposes of Gambit, how important is trying to have a 5 pt mini at 100, an 8 pt mini at 150, a 10pt mini at 200, and an 18pt mini at 350? What do you guys think on that?
Hi-Fives
Posted: Friday, March 7, 2025 1:08:15 PM
Rank: Destroyer Droid
Groups: Member

Joined: 1/11/2024
Posts: 30
I generally try to get all the core pieces in the first 100 so the squad "Works" in the earlier rounds, and then I can just add stuff later.

When it comes to the 350 pt round, I usually don't even come close. I'm often about 20 points short, but I can basically use more expensive pieces to fill up the point total, or I can add things that actually help. My favourite part about this format is that you can make a bunch of other cool pieces work with the extra points. For example, the Vader Tarkin squad was a blast to play, but at 200 points, it just doesn't have it. At 350, however, it may have been enough to win. (I just forgot how to play well in the last game lol)

When it comes to gambit, I've found it hasn't changed it super dramatically with the cost increasing. Usually if I have someone in gambit, it's one of my main pieces so the 18 points isn't too hard to achieve. Of course, it all depends on the matchup and all that fun stuff, but on average I haven't had to worry about it too much so far.
UrbanShmi
Posted: Friday, March 7, 2025 1:34:52 PM
Rank: Moderator
Groups: Member , Moderator

Joined: 2/17/2009
Posts: 1,478
I honestly start with the idea at 350 and work from both sides. So I might have a plan for an upgrade, so I know that the squads leading up to 350 need to include a version of that character. Or I might just have come up with a cool combo. From there, I figure out which pieces are critical at 100, with 150 and 200 in mind. It's really just a question of what fits at each level. Or maybe I know I want to add more than 50 points in the middle rounds. I can plan to have those points banked

It's really a very back and forth process.
DarthMaim
Posted: Friday, March 7, 2025 2:08:15 PM
Rank: Advanced Bloo Milk Member
Groups: Member

Joined: 7/27/2008
Posts: 1,263
Location: Los Angeles, California
Hi-Fives wrote:
I generally try to get all the core pieces in the first 100 so the squad "Works" in the earlier rounds, and then I can just add stuff later.

When it comes to the 350 pt round, I usually don't even come close. I'm often about 20 points short, but I can basically use more expensive pieces to fill up the point total, or I can add things that actually help. My favourite part about this format is that you can make a bunch of other cool pieces work with the extra points. For example, the Vader Tarkin squad was a blast to play, but at 200 points, it just doesn't have it. At 350, however, it may have been enough to win. (I just forgot how to play well in the last game lol)

When it comes to gambit, I've found it hasn't changed it super dramatically with the cost increasing. Usually if I have someone in gambit, it's one of my main pieces so the 18 points isn't too hard to achieve. Of course, it all depends on the matchup and all that fun stuff, but on average I haven't had to worry about it too much so far.


Good takes. Thanks for responding. Glad I am not alone on the falling short of 350. You are right about the circumstances and situations of a particular matchup. I do think that gambit is just as important in this tourney as it is in any other one. I think that the higher the point total, the more important it does become ( ie; 100 pts doesn't usually at all come down to points-less minis, less interactions, less rolling, less strategizing etc. )
Mando
Posted: Friday, March 7, 2025 3:01:03 PM
Rank: Advanced Bloo Milk Member
Groups: Member

Joined: 10/14/2008
Posts: 1,451
Location: Chokio, MN
i usually start with a 100pt squad that has at least 2 solid attackers, some movement control and at least one piece with door control. i also try to upgrade pieces and be flexible with the way my squad can go, so as long as i have a core of pieces that work well i can adjust based on what i see. gambit is important so i try to have a "gambit getter" who can tank or be annoying to target. glad everyone enjoys this format so much! it has grown a lot since the beginning and its thanks to constructive feedback and suggestions on improvements that i credit with it being so successful, so I'd like to thank everyone who has been a part of this over the years!
DarthMaim
Posted: Friday, March 7, 2025 4:00:25 PM
Rank: Advanced Bloo Milk Member
Groups: Member

Joined: 7/27/2008
Posts: 1,263
Location: Los Angeles, California
Mando wrote:
i usually start with a 100pt squad that has at least 2 solid attackers, some movement control and at least one piece with door control. i also try to upgrade pieces and be flexible with the way my squad can go, so as long as i have a core of pieces that work well i can adjust based on what i see. gambit is important so i try to have a "gambit getter" who can tank or be annoying to target. glad everyone enjoys this format so much! it has grown a lot since the beginning and its thanks to constructive feedback and suggestions on improvements that i credit with it being so successful, so I'd like to thank everyone who has been a part of this over the years!


+1. BlooMilk BlooMilk BlooMilk
Mando
Posted: Tuesday, March 11, 2025 4:30:33 AM
Rank: Advanced Bloo Milk Member
Groups: Member

Joined: 10/14/2008
Posts: 1,451
Location: Chokio, MN
Not sure why or how it got locked, but the post in the Events forum for the GE Spring 2025 signup/info thread is locked...So I can't add any more posts there. Hopefully that will be unlocked soon so people can post if they are joining or if they have questions/comments. I have something that people will need to know that I'll post here and then repost when i can add it to the main forum:

A question was asked via bloomail: Can you bring in a character with reinforcements in the 350pt round. to answer the question: Yes

In our game standard 200pt games, we have a cap of 16 activations which includes activations added reinforcements. So i think it is fair to cap the activations at 19 for 350 since you are adding just 3 more pieces to the squad. I will post this in the forum to see what people think. It would be an issue if someone had a reinforcement piece brought in for round 4 and they are at 19 activations and then they bring in 7 more (ex: 6 uggie demo's and Kneesa) to get a massive advantage in out activating the opponent. I'd like to get everyones feedback on this if this is something people would feel is an issue or should be changed.

So to reiterate: you can add a reinforcement piece to your squad build from round 1 to 4. You need to keep the activation cap at 16 activations for round 3 and 19 activations for round 4. These caps include activations brough in via reinforcements.

Hope this is clear and makes sense
DarthMaim
Posted: Tuesday, March 11, 2025 11:18:49 AM
Rank: Advanced Bloo Milk Member
Groups: Member

Joined: 7/27/2008
Posts: 1,263
Location: Los Angeles, California
Mando wrote:
So to reiterate: you can add a reinforcement piece to your squad build from round 1 to 4. You need to keep the activation cap at 16 activations for round 3 and 19 activations for round 4. These caps include activations brough in via reinforcements.



+1.
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