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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 7/7/2009 Posts: 224
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So which piece do YOU think is the best door control mini (be it, Satchel Charge, Door Gimmick, Over Ride or Shatter Beam) and why?
Outside of the almost required 3 point Uggie for Satchel Charge my favorite door blower has to be the Juggernaut War Droid, with Flight and Mobile he can open doors at distances uggies would never reach in a turn or two and open up shooting lanes for your squad...plus I think he's an underrated piece who can throw your opponent off if they aren't paying attention to the fact that you indeed DO NOT have any uggies on your squad and catch them off gaurd when they forget you can smash a door across the board they jsut set piece near thingking they were safe. Plus he is a decent shooter with Sonic Stunner too, which is a nifty SA to catch your opponent off guard too... They're worth 6 uggies HP wise and only give up the cost of 3 (I rounded down) uggies add with that Mobile and I don't have to worry about an almost auto 3 points for my opponent after I blast the door. Typically 1 JWD is enough for blowing doors but running 2 can really open things up (see what I did there? lol), but I wouldn't put any more than that into MY squad. largest down side he is faction restricted unless you use Kazdan or Wat Tambor and roll those 5, 10, 15, 20's to bring them in, next is the droid SA which restricts his ability to benifit from CE's unlike the 3pt Evading Mobile Uggies I have come to love to hate! (blast you General Rieekan!) but otherwise for me I'd have to go with this mini for my #1 door control piece.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 7/19/2011 Posts: 211
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im still kinda partial to t3-m4. i know he is 17 points, but his attack has cleared out a few 10hp guys for me and the flamethrower 20 has even won me a few close games. i was having a hard time putting damage on GMLS 1 game and t3-m4 was able to put 80 damage on him before getting killed in the effort:)
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Rank: Moderator Groups: Member
, Moderator, Rules Guy
Joined: 8/24/2008 Posts: 5,201
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Still can't beat the ol' Uggie. We were worried about how the counter to Override was going to happen, but a 3 pt fig was the way to do it. Of course, that was when we only had to worry about Double Override. It can get a bit rediculous now, with the R7.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 2/4/2009 Posts: 303
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I'd narrow it down to three: Uggie, R7, and if you're Rebel the Elite Rebel Commando. The Uggie if you just want to make sure you have open doors. The R7 if you actually want some control over those door. The ERC if you want a pieces that can do something more than door control/speed bump.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 6/23/2010 Posts: 3,562 Location: The Hutt, New Zealand
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There's no reason not to have an Ugnaught in your squad ever - or at the very least the option to bring one in with Lobot. But it might as well be in your base squad, because I don't think there's any squad or map where an Ugnaught won't be potentially helpful. If you don't have one, you risk losing control of the game.
R2-D2 Astromech Droid is the best piece with door control though - a total bargain at 9 points, and helps define the way Republic plays.
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Rank: Rancor Groups: Member
Joined: 7/22/2011 Posts: 33
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I've always held the opinion that door control is a punk-ass way to play. I can't envision any significant SW character cowering behind a door...ever. Stand up and fight!
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Rank: Moderator Groups: Member
, Moderator, Rules Guy
Joined: 8/24/2008 Posts: 5,201
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J.L. Robert wrote:I've always held the opinion that door control is a punk-ass way to play. I can't envision any significant SW character cowering behind a door...ever. Stand up and fight! "Shoot the blast doors, kid" Anyway, door control is more then just locking a door closed. Doors were a unique aspect of the game, vs DDM. Keeping doors open is an important factor in the game, even without Override.
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Rank: Moderator Groups: Member
, Moderator
Joined: 5/26/2009 Posts: 8,428
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R2-AM is the best door control piece, but it's more for his movement breaker than his door control.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 1/16/2009 Posts: 74
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Imperial Engineer.
LOL
R2D2, Astromech Droid by a landslide. His ridiculous utility and cost-effectiveness is rivaled only by Mas Ameda and Mouse Droids.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 7/19/2009 Posts: 178 Location: Earth
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I would say Lobot from UH.
The Ability of override AND bringing EVEN MORE door control is just crushing.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 1/9/2010 Posts: 243
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J.L. Robert wrote:I've always held the opinion that door control is a punk-ass way to play. I can't envision any significant SW character cowering behind a door...ever. Stand up and fight! Exactly, Luke and Leia would never have jammed a door and hid behind it while trying to rope across the chasm, that would just be cowardly! And Luke and Vader's fight in Empire definitely was not directed by door control! There are many ways door control is used in the films so I wouldn't be so dismissive of it. Game mechanics aside (and Sithborg is right there) it had a big effect on the Star Wars storylines so should rightfully have a place in the miniatures game. Now, all we need is some kind of mechanic/special ability to close a door when the rancor is standing in the doorway lol...
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 7/19/2011 Posts: 211
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Lobotnik wrote:Now, all we need is some kind of mechanic/special ability to close a door when the rancor is standing in the doorway lol... that would be sweet, maybe a save of 6 to get out of the way before it closes. maybe figures adjacent to a door when it is blown up take 10 damage.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 7/7/2009 Posts: 224
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coffeebean wrote:Lobotnik wrote:Now, all we need is some kind of mechanic/special ability to close a door when the rancor is standing in the doorway lol... that would be sweet, maybe a save of 6 to get out of the way before it closes. maybe figures adjacent to a door when it is blown up take 10 damage. that would practically make satchel charge self-defeating for uggies and human engineers
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 7/26/2010 Posts: 1,390 Location: Florida
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Lobotnik wrote:J.L. Robert wrote:I've always held the opinion that door control is a punk-ass way to play. I can't envision any significant SW character cowering behind a door...ever. Stand up and fight! Exactly, Luke and Leia would never have jammed a door and hid behind it while trying to rope across the chasm, that would just be cowardly! And Luke and Vader's fight in Empire definitely was not directed by door control! There are many ways door control is used in the films so I wouldn't be so dismissive of it. Game mechanics aside (and Sithborg is right there) it had a big effect on the Star Wars storylines so should rightfully have a place in the miniatures game. Now, all we need is some kind of mechanic/special ability to close a door when the rancor is standing in the doorway lol... Not to mention I'm certain nute gunray never would use a measly door to stop some jedi. Luke absolutely stopped shooting at vader in episode 4 because a he wanted to, not because the door closed And lastly, certainly, at about 2 minuets in to the first movie there was never a door closed to stop storm troopers from advancing, that would be absurd!
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Rank: Moderator Groups: Member
, Moderator
Joined: 5/26/2009 Posts: 8,428
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Darthbane53 wrote:Lobotnik wrote:J.L. Robert wrote:I've always held the opinion that door control is a punk-ass way to play. I can't envision any significant SW character cowering behind a door...ever. Stand up and fight! Exactly, Luke and Leia would never have jammed a door and hid behind it while trying to rope across the chasm, that would just be cowardly! And Luke and Vader's fight in Empire definitely was not directed by door control! There are many ways door control is used in the films so I wouldn't be so dismissive of it. Game mechanics aside (and Sithborg is right there) it had a big effect on the Star Wars storylines so should rightfully have a place in the miniatures game. Now, all we need is some kind of mechanic/special ability to close a door when the rancor is standing in the doorway lol... Not to mention I'm certain nute gunray never would use a measly door to stop some jedi. Luke absolutely stopped shooting at vader in episode 4 because a he wanted to, not because the door closed And lastly, certainly, at about 2 minuets in to the first movie there was never a door closed to stop storm troopers from advancing, that would be absurd! "Close the blast doors! Open the blast doors!"
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Rank: Moderator Groups: Member
, Moderator
Joined: 3/17/2009 Posts: 256
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Across the entire game: R7 - lets you open and close doors, fairly cheap, tough little droid, it's Fringe so it can be in any army, and it's not unique. Honestly, I think every starter should have included a generic R2 or R5 painted in a color scheme unique to the set. R7 is the closest we ever got to that.
On a faction by faction basis, yes, some factions have door control options I'd take first, like R2 Astromech and the Elite Commando.
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Rank: Uggernaught Groups: Member
Joined: 6/20/2011 Posts: 34
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I'm gonna go with the the OP and say the JWD. Shatterbeam is so much more useful than satchel charge, and your piece won't get shot to bits after using it.
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Rank: Rancor Groups: Member
Joined: 7/22/2011 Posts: 33
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Lobotnik wrote:J.L. Robert wrote:I've always held the opinion that door control is a punk-ass way to play. I can't envision any significant SW character cowering behind a door...ever. Stand up and fight! Exactly, Luke and Leia would never have jammed a door and hid behind it while trying to rope across the chasm, that would just be cowardly! And Luke and Vader's fight in Empire definitely was not directed by door control! There are many ways door control is used in the films so I wouldn't be so dismissive of it. Game mechanics aside (and Sithborg is right there) it had a big effect on the Star Wars storylines so should rightfully have a place in the miniatures game. Now, all we need is some kind of mechanic/special ability to close a door when the rancor is standing in the doorway lol... Regardless, it's a BS tactic that all but forces people to play with specific pieces. That cuts down on creativity...I want to build 200-point squads, not 197-point ones with an Ugnaught. I have better things to do than play sit and wait. I have more fun playing a game of solitaire. Apparently, since people still use these tactics, the old gambit rules don't work. What's needed is that kind of solution.
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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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I like Doombot because of the added benefit of tow cable. Next I like the R-7 for the cost, Then Lobot , the Clobot. My Favorites.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 6/23/2010 Posts: 3,562 Location: The Hutt, New Zealand
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J.L. Robert wrote: Regardless, it's a BS tactic that all but forces people to play with specific pieces. That cuts down on creativity...I want to build 200-point squads, not 197-point ones with an Ugnaught.
I have better things to do than play sit and wait. I have more fun playing a game of solitaire.
Apparently, since people still use these tactics, the old gambit rules don't work. What's needed is that kind of solution.
Playing a couple of Ugnaughts means that you can stop your opponent pulling override on you. You can blow up some doors and get the game moving along. To have a decent squad, you need at least 10-12 activations at minimum, so chucking in a couple of 3 point Ugnaughts really doesn't limit your options much....
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