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Post by greyelephant on Oct 4, 2007 15:56:37 GMT -5
A shot can cure that. Sometimes.
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Post by superflytnt on Oct 4, 2007 17:07:14 GMT -5
Avoidance is the key....hence the need for a guard. I do particularly like Tom Collins made with Qui-Gon Jinn, although Tanqueray Jinn is preferable. As far as Ponda Babas go, I wasn't aware that babas were being measured in Ponds now, except at birth. I could go for a good Yoda too, I always liked Slim Whitman.
Alright...sorry for the distraction.
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Post by attacktixman on Oct 6, 2007 10:11:41 GMT -5
As much as we like Qui Gon and want Lando because they deserve at least one Tix rendition, we're really looking forward to the Gammorrean Pig Guards because there is a hungry Rancor waiting to gobble them up!
Gotta admit, the BH's - Zuckuss, Ponda Booba & Dengar- should really round out the Bounty Hunter class and make for some fun game play.
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Post by greyelephant on Oct 6, 2007 19:32:19 GMT -5
Actually I would still like to see 4-Lom, Zam Wessel, and Arya Sing. Then I feel BH's are rounded out. What is Zuckess w/o 4-Lom? I keep thinking about 2 Qui Gon's, 5 Tion Medons, and 2 At-St drivers. What is the strategy to beat them? That's tough because Tion can bring Qui Gon back into play. Very formidable!
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Post by YodaBreaker on Oct 6, 2007 19:50:00 GMT -5
I keep thinking about 2 Qui Gon's, 5 Tion Medons, and 2 At-St drivers. What is the strategy to beat them? That's tough because Tion can bring Qui Gon back into play. Very formidable! Fast strikers, heavy launchers, and high-powered weenie figures. Squee-Gee's likely going to need to stay back, lest he be attacked and deprive his team of his effect. Thus, the heavy launchers. Fast strikers then either intersperse themselves between Tion Medons to limit multiple knockdowns or breeze by the gaunt ones entirely en route to knocking down Squee-Gees. Once both Squee-Gees are knocked down, use strikers to achieve multiple knockdowns against Tion Medons. Rinse, lather, repeat as many times as Squee-Gee comes back into play - for which you'll likely need a lot of weenie figures, preferably with good attacks to help take down multiple Medons. Save the AT-ST Drivers for last, as they've only got small missiles, and their special powers mean precisely zero once the Tion Medons are cleared from the playing field. All of this is predicated on Squee-Gee's Strikeback working on something other than Republic or Leader figures (which I'd hope to heaven it doesn't, given the way most effects don't seem to target the same figures as that figure's special power). If it does - well, then this strategy might bite the big one. Then again, based on the official answer about "incidental contact" when figures are under protection of Evade or other such powers and effects, one could also fling Tion Medons into Squee-Gees to knock 'em down at a distance. "Does this rule allow for instances where the spirit of the rule can be broken, but the letter of the rule followed? Sure." Here's one such instance: Tion Medon may be able to go back to the spot from whence he was flung, but the damage against Squee-Gee is done on the first two attacks - and the rinse, lather, repeat comes in again. Maybe beating this sort of team is why the rule is the way it is about Evade figures and the like. I dunno.
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Post by greyelephant on Oct 6, 2007 20:03:43 GMT -5
I can't see you being legally able to strike Tion before Qui is gone.
But you are right, speeding past Tion is the key. Qui has to stay at home (starting line) most likely the whole game. You need R2-Q5 and send GBG racing past Tion.
Now if I was playing with the Qui Gon team.
I would put both Qui Gons in the same area. This way you can limit your opponents ability to get to him with strikers. Then I would keep 2 Tion's back with my Qui Gon's as bodyguards. Work the other 3 up with At-St's in tow. I feel this way if your first wave of Tion's miss the runners your second wave should be able to step up and take them out.
QG QG TM TM AT AT
TM TM TM
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Post by superflytnt on Oct 6, 2007 20:09:12 GMT -5
HUH? How would keeping QuiGon (take me away....) x2 in the same area be a DEFENSE? I could, in my second turn, advance my 3 JKs and OWKS2S up, kill them both by sacrificing Ki Adi Gold, then you die. 3 Attackbacks for my Jedis (and both your QGJs dead as elvis) will leave me a lot of room for dooming you.
JK JK JK JK KAM(G) KAM(G) OWKS2 BD BD BD BD DESTROYER
You're curtains.
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Post by YodaBreaker on Oct 6, 2007 20:15:46 GMT -5
I can't see you being legally able to strike Tion before Qui is gone. According to our committee rules, I'd agree with you. According to Hasbro's "Ask the Expert" rules (which Brett confirmed), it'd be legal, as best as I can tell. Or it makes 'em a bigger target for launchers - and much easier for a single striker that gets by to take 'em both out with a single strike Boy, now this is a place where the "Evade" ruling from the 'bro actually saves some headaches. What if I fling the AT-ST Driver into Squee-Gee and knock him down but happen to knock down Tion Medon, too (for this case, let's assume that the targeting really is irrelevant)? Do we try to adjudicate as to whether Squee-Gee wouldn't have been knocked down if not for the flight of Tion Medon into him? What if the AT-ST Driver really did hit Squee-Gee, too? Ick arises with the committee rule then, unless we assume it applies only to the first attack target. HUH? How would keeping QuiGon (take me away....) x2 in the same area be a DEFENSE? I could, in my second turn, advance my 3 JKs and OWKS2S up, kill them both by sacrificing Ki Adi Gold, then you die. 3 Attackbacks for my Jedis (and both your QGJs dead as elvis) will leave me a lot of room for dooming you. Hmm...well, thinking about this, I'm thinking that one thing that could save the Squee-Gee/Medon Offensive is going first. Each Medon spanks one JK into a non-KAM Jedi. Even if it's Starter 2 Kenobi that gets knocked down, he gets knocked back too far to make a gold KAM sacrifice worth it on your second turn. Still, I'd probably keep the Squee-Gees apart. Stacking them along the starting line makes them a bigger target for the heavy launchers. Stacking them one in front of the other means the strikers have to advance 2 fewer Tix to reach one of 'em and thus send the whole house of cards crashing down. Plus, I think he's assuming that having the second wave of Tion Medons in front of the Squee-Gees would make 'em immune to figure-flinging attacks.
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Post by greyelephant on Oct 6, 2007 20:26:29 GMT -5
I would have to say that if AT-ST is thrown into Tion, Tion should stand back up.
Hows this:
QG QG AT AT TM TM
TM TM TM
This COULD limit your ability to THROW/SLING figures at QG. I am not sure how this could play out, but it looks to me that arguments could be fought over this one.
How the heck are your JK's going to reach me on your first turn? My QG's are still at my starting line. Your JK's couldn't get close enough fast enough.
Swarm is the trick, though. Brining figures from front and side to confuse QG-TM team. THEN maybe sacrifice KAM to bring on the hitters.
You can't do it on your initial attack, there is NO WAY.
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Post by YodaBreaker on Oct 6, 2007 20:36:48 GMT -5
I would have to say that if AT-ST is thrown into Tion, Tion should stand back up. I'd say the same thing - but what if AT-ST Driver is thrown into Tion Medon, who's then tossed into Squee-Gee? Or even worse, AT-ST Driver is thrown into a Tion Medon/Squee-Gee complex in which the two are touching or in really close proximity? Ick. I think I'd be OK standing Squee-Gee up too, in the first case, but not in the second, on account of the whole "obvious target" issue. Then again, what if an argument breaks out over whether any part of the AT-ST Driver hit Squee-Gee? Ick. That, too Now the strikers make a run for the right side of the playing field and try to fling one AT into one QG - rinse, lather, repeat. But still...wow. That's why he said "in my second turn"
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Post by greyelephant on Oct 6, 2007 20:43:15 GMT -5
That's why he said "in my second turn" |
Missed that one, opps. I'd say the same thing - but what if AT-ST Driver is thrown into Tion Medon, who's then tossed into Squee-Gee? Or even worse, AT-ST Driver is thrown into a Tion Medon/Squee-Gee complex in which the two are touching or in really close proximity? Ick.
I think I'd be OK standing Squee-Gee up too, in the first case, but not in the second, on account of the whole "obvious target" issue. Then again, what if an argument breaks out over whether any part of the AT-ST Driver hit Squee-Gee? Ick. |
I would have to agree on both instances. The problem I see with the QG-TM team is that you end up trying to protect QG more so than TM. Seems like it should have been the other way. Swarm is the key IMO. If you send enough you should win. Leave a BG at each end of your opponents starting line so if he brings in QG from TM special, you should be able to knock him out fast again. However, this is all irrelevant if QG's special "strike back" ends up being "all striker figures get a free move and attack". Good lord I sure how Hasbro didn't do something THAT stupid!
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Post by greyelephant on Oct 6, 2007 20:48:16 GMT -5
You know what? I just remembered QG is a W-class. Easy to fix this debate. Just add GG w/ Lightsabers and subtract your opponents QG.
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Post by YodaBreaker on Oct 6, 2007 20:50:33 GMT -5
Easy to fix this debate. Just add GG w/ Lightsabers and subtract your opponents QG. Yup I just hate this solution (because I think S2 Striker Grievous is brokenly undercosted), and it makes S2 Striker Grievous the Band-Aid for yet another team.
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Post by greyelephant on Oct 6, 2007 20:54:42 GMT -5
Oh, I agree, he should have been 30 points. But, with that said, it is what it is. I know I will be enlisting at least one on my team. But like I said, if QG special is something along the lines of "all strikers attack" then he will be something special indeed.
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Post by superflytnt on Oct 6, 2007 21:39:09 GMT -5
R2-Q5 and a swarm of GBGS2s would kill Calgon before Tion could polish his white dome. 3 turns is all ya get.
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