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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 12/2/2009 Posts: 1,686 Location: New York, Albany Just south of Darth Maul's House
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Everybody knows about Nom-bombs correct? Well I was just looking at the Gonk Power Droid, wondering how I could turn it into a bomb in the midst of my enemy's. After a little thought it occurred to me that I could try several strategies. So I'm wondering if anyone had tried this yet? Walk a Gonk into and enemy formation and then blow it up. Get it adjacent to one, or more than one enemy character then target said enemy with a grenade. If your attack hit's then the Gonk would have to make a save or self destruct causing an additional 20 points of damage to said enemies. Now I realize that an experienced player might figure out what your attempting and kill it before you can get it in place. However I think this could be doable. Now I realize they only have 4 speed. Marching it into the enemies squad would take a long time. So maybe use a Rebel Troop Cart to transport it across the map. You could use the Nikto Gunner on Desert Skiff and set 2 of them within walking distance of the enemy. Then shoot something that does splash damage to set off the Self Destruct 20. Anyway, I was just curious if anyone ever tried this or not. So if you have please share your Gonk Bomb story and tell us how it worked out for you. I'm thinking I will try this strategic dirty little trick on my son or brother the next time we have a match.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 12/26/2008 Posts: 2,115 Location: Watertown, SD
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No, they're too slow and too fragile, so you'll waste too many points trying to even set it up, and you'll do practically no damage to boot.
If you want bombs that aren't of the Nom variety, use Kel Dors or Ugnaughts.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 6/30/2009 Posts: 1,389 Location: New Zealand ( kind of by Australia)
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I prefer Kel Dor Bounty Hunters. They have Stealth and 40 HP so they can get there quicker and alive-er :) SD 40 is also that little bit sweeter....
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Rank: Moderator Groups: Member
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Joined: 1/30/2009 Posts: 6,457 Location: Southern Illinois
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I don't have any stories of doing this, but my thought would be to use Levitate to place the Gonk, then follow up with some type of area damage.
I agree with the other posters that Keldors are a much better buy for bombs. They are reliable attackers that can be boosted nicely, for only 1 point more than the Gonk. Give your opponent the lose/lose choice of taking AoO's from them or possibly eating the SD damage. There are quite a few options in different factions for making this work...
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 12/2/2009 Posts: 1,686 Location: New York, Albany Just south of Darth Maul's House
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Darth O wrote:I prefer Kel Dor Bounty Hunters. They have Stealth and 40 HP so they can get there quicker and alive-er :) SD 40 is also that little bit sweeter.... quicker and alive-er Ya I figured it would work better with Kel Dor's. Plus the damage output would be higher. I was thinking that with the Gonk's, your opponent might not be as suspicious of them. If he or she see's Kel Dor's they could guess your strategy right away. But if they see Gonk's they might not give them a second thought Or might not see them as a threat. You could play it off like your using the Gonk's Power Coupling. (Extra attack SA) Then spring the self Destruct 20 on them. Cost wise they aren't that effective. But maybe as a secondary strategy they might have a chance. Kel Dor's are way better choices by far. My main thought was finding a second purpose for a mini that isn't used that often. @ swinefeld, "Levitate to place the Gonk, then follow up with some type of area damage." Now that's an idea, I like that one. Ugnaught Boss Bomb's. I forgot about that CE, thanks EmporerDragon! I now have visions of my next swarm squad. I'll name it Uggie Death! Muawhahahaha
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 2/26/2009 Posts: 1,382 Location: Detroit, Mi
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A while back my opponent had a about 6 Gonks . He placed them wrong and his strategy backfired when I was able to destroy the majority of his team in one activation. The danger of course being then as you try to move a gong in position. Your opponent can kill Your Gonk and hurt any adjacent teammates. I also feel the Kel-dor is a better option.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 12/2/2009 Posts: 1,686 Location: New York, Albany Just south of Darth Maul's House
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qvos wrote:A while back my opponent had a about 6 Gonks . He placed them wrong and his strategy backfired when I was able to destroy the majority of his team in one activation. The danger of course being then as you try to move a gong in position. Your opponent can kill Your Gonk and hurt any adjacent teammates. I also feel the Kel-dor is a better option. Ya this strategy can easily backfire, no doubt's there. You'd have to be smart in the placement of Gonk's. Keeping them in cover until the time is right. Kel-Dor's are the way to go for sure. Though the Ugnaught swarm bomb squad might have a decent chance. I'll try all three out just for the fun of it. But the Kel-Dor squad definitely has the best chance of success and the highest output damage wise.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 6/21/2008 Posts: 288
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OK, running with your idea, and knowing that this is a fun squad and not a "I'll beat everyone" squad, how about this:
Rebel Troop Cart Nym Gonk probably Riekkan to give Troop Cart and Nym Evade.
The idea is to have Nym and Gonk board the cart and run it into enemy lines with Speed 8. Disrupt and Self Destruct will count from the edge of the cart. If you base a lot of your opponents minis, they will take 30 damage AoO's from Nym to move away, or if they don't move away they can take the SD20. Use Power coupling to give Nym an Extra attack. Admittedly there are better and cheaper Disruptors in the Rebel faction, but not many of them can soak up the SD20. I know, this is expensive and relatively fragile, so take it for what it's worth. Also the cart not having Flight will make it more difficult to pull off.
Take it, leave it, tweak it, I don't care. I'm just offering a suggestion for your idea.
The other idea I had was a Skiff, Thrawn/Mas, and a Dactylian, but I'm not sure how effective that would be, and that gets even more expensive as well.
Either way, have fun with it. :)
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 12/2/2009 Posts: 1,686 Location: New York, Albany Just south of Darth Maul's House
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hothie wrote:OK, running with your idea, and knowing that this is a fun squad and not a "I'll beat everyone" squad, how about this:
Rebel Troop Cart Nym Gonk probably Riekkan to give Troop Cart and Nym Evade.
The idea is to have Nym and Gonk board the cart and run it into enemy lines with Speed 8. Disrupt and Self Destruct will count from the edge of the cart. If you base a lot of your opponents minis, they will take 30 damage AoO's from Nym to move away, or if they don't move away they can take the SD20. Use Power coupling to give Nym an Extra attack. Admittedly there are better and cheaper Disruptors in the Rebel faction, but not many of them can soak up the SD20. I know, this is expensive and relatively fragile, so take it for what it's worth. Also the cart not having Flight will make it more difficult to pull off.
Take it, leave it, tweak it, I don't care. I'm just offering a suggestion for your idea.
The other idea I had was a Skiff, Thrawn/Mas, and a Dactylian, but I'm not sure how effective that would be, and that gets even more expensive as well.
Either way, have fun with it. :) Oh ya, it's always about the fun. Awesome, Thanks a lot for the strategy tips hothie! Excellent idea's, I like your thought process.
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Rank: Moderator Groups: Member
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Joined: 5/8/2008 Posts: 2,220 Location: East Coast
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Another fun idea: use Sidious with Pawn. Run a bunch of Ugs (with a Boss for SD) up to an enemy at the end of the round (easily done with San), then Pawn the last one and run it up like the Urukai in LOTR: TT. Watch him detonate after taking the 10dam!!! Auto damage without rolling a dice. You can even mix in a Kel Dor or two...
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 12/2/2009 Posts: 1,686 Location: New York, Albany Just south of Darth Maul's House
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imyurhukaberry wrote:Another fun idea: use Sidious with Pawn. Run a bunch of Ugs (with a Boss for SD) up to an enemy at the end of the round (easily done with San), then Pawn the last one and run it up like the Urukai in LOTR: TT. Watch him detonate after taking the 10dam!!! Auto damage without rolling a dice. You can even mix in a Kel Dor or two... Sweet! Thanks for the idea huk.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 12/2/2009 Posts: 1,686 Location: New York, Albany Just south of Darth Maul's House
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@ hothie, hey bud I just noticed I don't own a Nym mini. Who else would be useful in his stead? I have a Kyle with Disrupt. But then I'd have to use a New Rep squad. No Rieekan there or Troop cart. I'll make several different version's of these idea's and go from there. :) Please keep the idea's coming. Can't wait to try these out tonite!
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 6/21/2008 Posts: 288
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Another thing to consider:
with any "Bombs" strategy, the one thing that many people forget is that they have to have a "trigger." If your opponent can just run away from your bomb and take an aoo, they likely will in order to set the bomb off without taking the SD damage. Especially if you're trying to use a Gonk as a bomb, your opponent will run away from it without any consequences because it doesn't do any damage, so it can't make an aoo. Grenades, Missiles, Flamethrower, various Force Powers, Muun Tactics Brokers are all devices that can be used as triggers, which is another reason I included Nym before, his Grenades act as a trigger to set the bomb off before your opponent can run away from it.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 6/21/2008 Posts: 288
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If you're running NR, use Garm if you have him to bring in a troop cart. KKJBM is a good substitute for Nym in this case, for Disrupt, Lightning, and/or Grenades. Or if you have Ganner, Levitation will work fine, too.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 12/2/2009 Posts: 1,686 Location: New York, Albany Just south of Darth Maul's House
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hothie wrote:Another thing to consider:
with any "Bombs" strategy, the one thing that many people forget is that they have to have a "trigger." If your opponent can just run away from your bomb and take an aoo, they likely will in order to set the bomb off without taking the SD damage. Especially if you're trying to use a Gonk as a bomb, your opponent will run away from it without any consequences because it doesn't do any damage, so it can't make an aoo. Grenades, Missiles, Flamethrower, various Force Powers, Muun Tactics Brokers are all devices that can be used as triggers, which is another reason I included Nym before, his Grenades act as a trigger to set the bomb off before your opponent can run away from it. Yes thanks hothie, that has been a nagging doubt for me. What trigger I should be using. With Grenades 10 there is still the chance that the Gonk makes a save of 11 and doesn't detonate thus giving the enemy a chance to out distance the limited speed of the Gonk. And run for the hill's evading my Gonk Bomb. :( And then the fact that Gonk's don't have an attack. Much less and AoO. For a Gonk Bomb squad, I'm thinking that with my opponent distracted by trying to avoid my Gonk's. That they will be using up activations. And that I should have a second or third fall back strategy in place to take advantage of any misplay's they might make. So even if the Gonk Bomb's don't cause any significant damage they might at least give me a chance to position better attacking mini's. Who could be doing lots of damage!
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 12/2/2009 Posts: 1,686 Location: New York, Albany Just south of Darth Maul's House
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hothie wrote:If you're running NR, use Garm if you have him to bring in a troop cart. KKJBM is a good substitute for Nym in this case, for Disrupt, Lightning, and/or Grenades. Or if you have Ganner, Levitation will work fine, too. Awesome! Cool beans, I have all three of those mini's, Thanks hothie. When this is all said and done I'll have a version of Gonk Bombs or Uggie Bombs for every faction.
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Rank: Moderator Groups: Member
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Joined: 5/8/2008 Posts: 2,220 Location: East Coast
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Consider using Tarpals in Republic combined with Cesta, Missiles, Grenades, and Flamethrower. I personally perfer Flamethrower. Reason being, I created a squad using Kel Dors and old Boushh. I placed two Kels next to my opponents main threat and got Boushh within 6 for the grenades. The main threat took the damage but both Kels made their saves! The threat then backed away and blasted the one Kel, blowing them both up. So...lesson learned: do not rely on saves! Use old Bossk with Flamethrower instead.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 6/30/2009 Posts: 1,389 Location: New Zealand ( kind of by Australia)
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Separatists turn: Have a B3 Ultra Battle Droid or 2, and stand them in front of a Kel Dor BH, letting him use Stealth. With Mar Tuuk, you can activate the Kel Dor, running him up to an enemy, then you can still use both B3's in the same phase. They both do their Flamethrower 20 and then you have 80 auto damage on the chosen enemy :) If you have multipe Kel Dors, repeat the process until all your enemies are boomed.....
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 12/2/2009 Posts: 1,686 Location: New York, Albany Just south of Darth Maul's House
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Cool, thanks for the tip's and strategy suggestions guys! Please keep them coming fella's.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 12/2/2009 Posts: 1,686 Location: New York, Albany Just south of Darth Maul's House
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Ok, here goes my first attempt at a low cost Gonk Bomb Squad. Now keep in mind this is just a rough draft so I can see what this will cost me points wise. --Imperial Gonk Bombs-- 32 Thrawn (Mitth'raw'nuruodo) 25 Dark Trooper Phase III 23 Nikto Gunner on Desert Skiff 12 Gonk Power Droid 8 Muun Tactics Broker (100pts. 5 activations) http://yqs243-site0001.maxesp.net/Squad/Details/895212 modes of transport, 2 triggers and 1 bomb at 100 points. Seems pretty expensive, but Thrawn is always useful. That and a way of transporting 2 mini's across the map fairly quickly is nice as well. So I have 23 points for transportation, 12 point bomb and an 8 point trigger. 43 total points just for those 3. In a 200 point game that leaves me with 150+ it fill out the rest of the squad. Plus these are all Fringe points so this could fit in any squad. Now with a Dark Trooper Phase III that would give me a secondary trigger with high hit points. Able to take a hit or two before being destroyed. Also with Thrawn in there that would provide secondary transport. Just in case the skiff goes down in flames. I which case I would need more than one Bomb. But like I said this is just a rough draft, I'll work at fine tuning this. Huk's Bossk with Flamethrower would be a better primary or secondary trigger. B3 Ultra Battle Droid would work quite well in a CIS squad. I have three of those.
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