|
Rank: Advanced Bloo Milk Member Groups: Member
Joined: 12/7/2008 Posts: 685 Location: a galaxy far far away
|
Would some one tell me why as many as 11 activations in a 200 point squad isnt that many. In the group I play with that many activations has you way out activating your opponent. It is common for as few as 3 activations in a 200 point squad to be seen and do well in my group.
|
|
Rank: Advanced Bloo Milk Member Groups: Member
Joined: 4/17/2008 Posts: 254 Location: Cincinnati, OH
|
Durge Dude wrote:Would some one tell me why as many as 11 activations in a 200 point squad isnt that many. In the group I play with that many activations has you way out activating your opponent. It is common for as few as 3 activations in a 200 point squad to be seen and do well in my group. in a way you have already answered you own question in the larger meta (National standard) you'll find that having a higher activation count is almost essential to the core of your squad building as much as Commander effect synergy is in my local Meta in Cincinnati, 11 is about right... but not exactly great
|
|
Rank: Advanced Bloo Milk Member Groups: Member
Joined: 12/7/2008 Posts: 685 Location: a galaxy far far away
|
Well, I know, but I just dont understand that, why so many, 11 dudes is a lot if figures to field, I dont mean anything offensive, just curious.
|
|
Rank: Advanced Bloo Milk Member Groups: Member
Joined: 4/17/2008 Posts: 254 Location: Cincinnati, OH
|
further if what you have works for you in your "local meta" GREAT! enjoy it
but so you understand, when you recieve crtiques it's mostly based on what is a general understanding of the National Meta
"we" mostly assume you want to take your squad to the highest level possible that's why you are offering it up to the COMmunity at large, right...?
|
|
Rank: Advanced Bloo Milk Member Groups: Member
Joined: 12/7/2008 Posts: 685 Location: a galaxy far far away
|
well, true, I dont mean just me, its really just about any one on here that gets told that from what I see, I was curious. Thanks
|
|
Rank: Advanced Bloo Milk Member Groups: Member
Joined: 4/17/2008 Posts: 254 Location: Cincinnati, OH
|
Durge Dude wrote:Well, I know, but I just dont understand that, why so many, 11 dudes is a lot if figures to field, I dont mean anything offensive, just curious. the way the characters and builds are now- you want to try to take all the oppurtunity for your opponent to damage you away from them by out-activating them 11 characters is equal to 5-6 activation "sets"... before intiative is rolled again you want your opponent DONE, or nearly done activating before you even start to unload on them
|
|
Rank: Advanced Bloo Milk Member Groups: Member
Joined: 12/7/2008 Posts: 685 Location: a galaxy far far away
|
OK, thanks new tactic for me in my group then, muahahahaha!!! well unless they see this
|
|
Rank: Advanced Bloo Milk Member Groups: Member
Joined: 3/1/2009 Posts: 236
|
I think that 10-12 is a good standard activation squad
|
|
Rank: Advanced Bloo Milk Member Groups: Member
Joined: 8/10/2009 Posts: 469 Location: 719
|
depends on the squad you're facing IMO. 11 may not be much however limiting/choicing yourself to one activation at a time, with 11 may not be so bad. Also if you're "low" activations can eliminate some of your opponents like with maybe a Kybuck or something like that, then the risk/reward for low activations may be worth it.
|
|
Rank: Advanced Bloo Milk Member Groups: Member
Joined: 4/17/2008 Posts: 254 Location: Cincinnati, OH
|
Durge Dude wrote:OK, thanks new tactic for me in my group then, muahahahaha!!! well unless they see this now having said all this- I would be remis if I didn't also tell you becaus of this, a system of Slow play has evloved... which I think is where you think it's what a lot of older players don't like about the game now... so the next rules update will likely do some mechanical things to the game play to reverse the Slow play trend change the list of maps that allow for turtling/stalling- opting for "Quicker maps" make it so characters must Count for 5 (Kill)points to be able to collect "Gambit" points(Rule 622)
|
|
Rank: Advanced Bloo Milk Member Groups: Member
Joined: 6/5/2009 Posts: 239 Location: Germany
|
11 acts isn´t enought for me. My builds need the out activation. so i like to play 11 -14 acts in 150 point format ... i need a lot more than 11 acts in 200 pt. Best 150 pt. Squad i´ve ever created has 16 acts.:)
I never play a squad without activation control. (Ozzel, Dodonna, Hill ...) with the exeption of a Republic Swap Squad.
|
|
Rank: Advanced Bloo Milk Member Groups: Member
Joined: 5/23/2008 Posts: 314 Location: Abingdon, MD
|
It also has a lot to do with the skill level at your local meta. I have never lost against someone at 200 points when they were playing three 'tough' characters and I had 11-14 average characters. Out activating someone assures that you are getting opportunist off every round, and if you have activation control, you are getting cunning and opportunist in the same round every round. 11 activations is not bad with the right squad, but if you can out activate your opponent, you have an advantage in the game.
|
|
Guest |