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Trying out a Crix squad Want Opinions!!! Options
janiafel
Posted: Monday, April 12, 2010 7:18:21 AM
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Joined: 4/11/2010
Posts: 2
http://www.bloomilk.com/squads/View.aspx?ID=80833

--Crix's Commandos + Jax--
32 Bothan Commando x2
16 General Crix Madine
16 Jax Pavan
28 Veteran Rebel Commando x2
8 Mon Calamari Medic

(100pts. 7 activations)

This is a great combo squad. Crix provides Cunning +20 to the Vets and Bothans. The bothan's strategy is to move it's speed using Intuition, using Crix's Cunning, Deadeye, and Careful Shot so that they: Move 6 squares after Init, and when they activate they have +14 and 50 damage, use against any enemy that hasn't activated. The best way to guarantee all this is to win Initiative. Use the Mon Cal to stay by Crix, and use Jax however you deem best.

Please leave any constructive criticism

Jania Fel
The Celestial Warrior
Posted: Monday, April 12, 2010 12:22:17 PM
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Joined: 2/28/2009
Posts: 414
Elite Rebel Commandos are a much better option as they twin +11 for 30 and have door control built in as well as stealth.
dnemiller
Posted: Tuesday, April 13, 2010 7:33:18 AM
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I dont know how competitive you want this squad to be so if it is casual just ignore my comments.

I dont understand why you have so much cunning. If you are outactivating your opponent at 100 with 7 activations chances are you are not going to be getting a ton of cunning shots off.

also if Crix goes down then what?

I would try to maybe look and fit an oppritunist shooter in there. Whether Han or Lando. But it seems you just have too much on one side of the activation coin.
janiafel
Posted: Tuesday, April 13, 2010 8:59:33 AM
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Joined: 4/11/2010
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1. I don't have Elite RC's (I wish I did)
2. I was thinking that the Mon Cal could stay by Crix and heal when needed, and both could maybe hide far away while the Commandos could go ahead of them and if an enemy tried to move through to attack them they would get opportunity, though this all depends on which map you use.
Robin
Posted: Tuesday, April 13, 2010 11:09:13 AM
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Honestly this squad isn't that competative, it'll fall easily to a well organized 100 point team. I know you don't have the pieces, but i made an example for you of a rebel commando team, that will do good.

27 Luke Skywalker, Rebel Commando
16 Elite Rebel Commando x 2
16 General Crix M
14 General Rieeken
9 General D
Jonnyb815
Posted: Wednesday, April 14, 2010 2:44:36 AM
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Joined: 10/28/2008
Posts: 606
Really Robin you dont need dod in a cunning squad and I really dont know how much good Rieekan is at 100. I would use thoses points on a opp shooter(Lando or a TBSV) or two 7 point assassins.

joelker41
Posted: Wednesday, April 14, 2010 2:44:37 AM
Rank: Grand Master Yoda
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Joined: 9/13/2008
Posts: 508
Robin wrote:
Honestly this squad isn't that competative, it'll fall easily to a well organized 100 point team. I know you don't have the pieces, but i made an example for you of a rebel commando team, that will do good.

27 Luke Skywalker, Rebel Commando
16 Elite Rebel Commando x 2
16 General Crix M
14 General Rieeken
9 General D


Putting rieekan ansd dodonna in a 100 squad that doesn't rely on opportunist isn't competitive.

I would drop them for something more relevant.

No reason for dodonna in a 100 squad, same thingwould be accomplished with 3 ugos.
Robin
Posted: Wednesday, April 14, 2010 7:10:41 AM
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I disagree completly, general dodonna in my opionion is always needed in a rebel squad. How many charcaters activate is key to any team. General D is the best piece for number of activations, because you decided based on the situation if you want to activate either 1 or 2 people. That helps out more in 150 and 200 point games, however it is still very helpful in 100 points. As for General Rieekan, for only 14 points i give luke and the ERC evad, and the ERC mobile. In my opinion thats well worth 14 points. So for 23 Points i gets evade, mobile, and get to chose how many characters i activate a turn, in my opinion thats well worth 23 points anyday. However thats just my opinion, any everyone is intitled to theres.
billiv15
Posted: Wednesday, April 14, 2010 7:56:34 AM
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Joined: 4/4/2008
Posts: 1,441
Robin wrote:
However thats just my opinion, any everyone is intitled to theres.


First nothing wrong with having an opinion, and don't take my critique as criticizing you for making one, and arguing for it. Quite the contrary, take it as not a challenge, but as arguing for the counter points and their own merit. With that said:

Robin wrote:
I disagree completly, general dodonna in my opionion is always needed in a rebel squad.
Wow, do I disagree. So much so, that I will remind you and everyone else that I won Gencon in 2007 with a Rebel squad, without Dodonna, and he was released at that time. Robin here, won the Pax championship replacing my BG with Dodonna, but otherwise the same squad. Well, the reminder goes that in two different games in my tournament (87 people, so 7 rounds + 3 rounds single elim) I was disintegrated twice. I would not have won without the BG. There were also several times that the BG kept Han or Leia alive for the critical extra round, that Dodonna would not do.

Further points, your statement is a crutch statement if ever there was one, and it isn't true. Dodonna is not always needed. Sure, he can be helpful, but it depends completely on the local meta first and foremost, then also on what you are doing with the squad, and finally on your own playstyle and interests with the squad you are running. I would actually argue, that in the squad you listed, Dodonna and Reeikan are both a waste of points, because most 100pt competitive squads (which you made the claim that yours was), don't use primarily shooters. Further, those that are used, don't have accurate shot in many cases. Stealth already covers you more than enough, and having 7 activations in a cunning squad is more than enough to set up properly at the end of a round. You squad against the normal 100pt squads is overly crutched and not well maxed based on wasting 24pts that could have been used otherwise.

Robin wrote:
How many charcaters activate is key to any team.
Yes, this is true. But I'm not sure what it does to make your point. The key is understanding how many you actually need (meta decision) and at which point you've gone overboard with it and start wasting points.

Robin wrote:
General D is the best piece for number of activations, because you decided based on the situation if you want to activate either 1 or 2 people.
Yes, in terms of direct comparisons I agree, he is the best for the cost that exists. But this is a squad based game, and that point rarely matters in a significant way, even if technically it is in fact true.

Robin wrote:
That helps out more in 150 and 200 point games, however it is still very helpful in 100 points.
Meh, I don't think that's reflective of the current meta at either point level. Dodonna and Reeikan were key when wide open maps, and small point scores were the rage. Now that these have been addressed, and melee figures have gotten better, it doesn't matter nearly so much. You can take or leave Dodonna based on the build, not as some auto-inclusion. I've got plenty of top tier Rebel squads at all point levels that use only one of them, or neither.

Robin wrote:
As for General Rieekan, for only 14 points i give luke and the ERC evad, and the ERC mobile. In my opinion thats well worth 14 points.
I question why you need it. Now, you also get Recon and mobile, which I think are more helpful in most metas, but this is only "worth" it, if your meta suggests such. If your meta is based on Rex, Dash, Mando Scouts and melee, which the 100pt games I've played lately tend to be, Reeikan isn't necessary. R2ES gets you recon, adds more override, and is cheaper, and stealth keeps the ERCs protected well enough.

Robin wrote:
So for 23 Points i gets evade, mobile, and get to chose how many characters i activate a turn, in my opinion thats well worth 23 points anyday.
That's 1/4 of your 100pt squad. Tough pill to swallow for something that in many matchups will do 0. I've argued it's not worth it, unless your squad gets some bigger advantage out of it. I hardly see how a cunning based squad, benefits more from this combo, then say, adding Dash to the ERC/Crix squad. Your damage output significantly increases, you don't lose much defense, and you gain the blasteded if you do, blasteded if you don't forced decision on your opponent every round that is a well proven game winner.

I don't bring this up out of random thoughts either, this comes straight out of experience. 100pt squads shouldn't be spending points on unnecessary commanders, you are almost always better off with more offense, and more beef, no matter how cheap the commander seems to be. Heck, I rarely run CEs in 100pts at all, as generally speaking, beef is better.

And again, please take my criticism as a challenge only to the ideas presented, to show the other side of each issue, not as a critique of Robin as a player or person. Hope the OP finds these suggestions helpful.
Jonnyb815
Posted: Wednesday, April 14, 2010 7:57:47 AM
Rank: Advanced Bloo Milk Member
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Joined: 10/28/2008
Posts: 606
your squad is a cunning squad I dont get how dod is helping.

What about this.
So
Luke RC
ERCx2
Assassinx2
uggiex3
Crix
You can setup shoots with out dod like I have showed you in the squad above.
you have door openers other than dod and rieekan. the squad has 9 acts which should out act most 100 squads. I think this squad can still out act but gives you 2 more attackers. Yeah you lose the mobile/evade but I just dont think its worth it at 100.

as for the OP
what minis do you have that could work with Luke,Crix,bothan commandox2,

do you have a TBSV or a few 7 point assasins?
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