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Durge Dude
Posted: Monday, December 21, 2009 8:04:26 AM
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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.
The Madman
Posted: Monday, December 21, 2009 8:19:15 AM
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Joined: 4/17/2008
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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
Durge Dude
Posted: Monday, December 21, 2009 8:21:16 AM
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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 Madman
Posted: Monday, December 21, 2009 8:23:02 AM
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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...?



Durge Dude
Posted: Monday, December 21, 2009 8:25:24 AM
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Joined: 12/7/2008
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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
The Madman
Posted: Monday, December 21, 2009 8:27:51 AM
Rank: Advanced Bloo Milk Member
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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
Durge Dude
Posted: Monday, December 21, 2009 8:35:15 AM
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Joined: 12/7/2008
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OK, thanks new tactic for me in my group then, muahahahaha!!!BigGrin well unless they see thisMad
JFisto
Posted: Monday, December 21, 2009 8:36:18 AM
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Joined: 3/1/2009
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I think that 10-12 is a good standard activation squad
trick624
Posted: Monday, December 21, 2009 8:41:39 AM
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Joined: 8/10/2009
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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.
The Madman
Posted: Monday, December 21, 2009 8:48:21 AM
Rank: Advanced Bloo Milk Member
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Location: Cincinnati, OH
Durge Dude wrote:
OK, thanks new tactic for me in my group then, muahahahaha!!!BigGrin well unless they see thisMad



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)
TK-4334
Posted: Monday, December 21, 2009 6:19:28 PM
Rank: Advanced Bloo Milk Member
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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.
Zalkrie
Posted: Monday, December 21, 2009 11:59:10 PM
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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.
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