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Post by Radar on Sept 8, 2005 1:06:15 GMT -5
I really like the concept of attacking your own characters. If there's a group of (stupid) Jedi in front of you (that underestimate the power of the dark side) use armored Vader to launch a clone trooper at them. It might (with a little practice) knock a few of them over, and if you get lucky, he'll survive and you can shoot with him at point blank range. -Radar
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Post by Yaggleberry Finn on Sept 8, 2005 8:16:07 GMT -5
A few days ago I played a game where I decided to employ the Attacktix Bowling (TM?) strategy. I was using two Count Dookus and six clone troopers. If you're a good shot, it's a pretty fun strategy, and even if you're a horrible shot it's fun to try at least once. You simply have a clone move up next to Dooku, and then have Dooku let him fly! In a 100 point game your opponent can't have a huge figure grouping, so a direct hit splits them apart fairly well, and it will usually take out one or two of the figures. Of course if you miss, your opponent just laughs in your face. And that can be tough to take when it's a six year old
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Lonestar
30 Point Warrior
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Posts: 666
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Post by Lonestar on Sept 8, 2005 9:08:06 GMT -5
Of course if you miss, your opponent just laughs in your face. And that can be tough to take when it's a six year old Yeah, and they really seem to have picked up the knack for doing that in your face celebration well.
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Post by Radar on Sept 8, 2005 10:29:01 GMT -5
Another thing I enjoy is learning just how far you need to be away from any given striker and get that close to them. I find that my opponents take the bait, move in, then panic because they know they're figure's going to get "shot in the face" (my favorite thing to say while playing Attacktix), so they end up wasting both their attacks on long shots trying to knock down my figure from awkward angles. And of course, next turn I kill a Jedi or Wookie. -Radar
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Post by Radar on Sept 8, 2005 13:57:51 GMT -5
Another stragety I employ is knowing when to group or seperate my figures. When my opponet is all the way across the table, I find it best to stay in formation, but once in a while they get a striker in range of my figures. I find it best to seperate my figures by some distance before that happens. It may be bad to be in a group when a striker hits, but it's worse to be in domino formation. Keep your figures far enough apart so that it is difficult to aim them at each other. -Radar
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lordsecutor
20 Point Trooper
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Post by lordsecutor on Sept 8, 2005 22:37:28 GMT -5
yeah, its important to know when to "clump" and when to "spread". My latest strategy has been to "clump" half way across the field, then split them up to give my opponent too many targets to look at. "Go ahead, take those 2 out, but then I'll take these out." Kind of loss is gain thing.
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Post by Radar on Sept 12, 2005 1:41:55 GMT -5
Here's one I read on a different thread, move your AT-RT and a striker up to a cluster of your opponents figures and unload on them, if you miss them, use our striker to topple your AT-RT on top of them. -Radar
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Post by redemptionrocks on Sept 12, 2005 10:52:41 GMT -5
I like the idea of kamakazie people...like grabing a clone with the r. dropship and droping it into a batch of your ops figures
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Post by nosithru on Sept 12, 2005 23:53:51 GMT -5
dang thats a good idea ...it almost feels unfair though...whats does everyone else think of this idea....also i havent tried this yet but if you could pick up a at-rt with the dropship is this legal? think of the mess that would create when dropping it
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Post by Radar on Sept 13, 2005 1:37:45 GMT -5
That would be cool, but you would have to be playing a high point game. It would also be interesting to see what happens if you dropped (literally) your AT-RT on your opponents, but that's probably not what the Republic Gunship was intended for. Still, it's be funny. -Radar
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Post by valoisian on Sept 13, 2005 9:20:27 GMT -5
It may have been mentioned above, but is this a legit strategy (within the rules). Can you move a striker right up against a shooter that's already moved? I was messing around last night and had a clone shooter move and that side's move turn was over. The other side moved Agen right up to the clone shooter. The clone shooter had no way of shooting Agen that close due to the size of his gun/missile. In my mind, that's the way it should be as you don't bring bazookas to a knife fight.
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Post by Radar on Sept 13, 2005 11:29:08 GMT -5
I'm not sure I understand. To clarify, one side reloads, moves then attacks, then the other side reloads, moves and attacks.
During your turn; first you reload, then all the figures you control get to move up to their alloted spaces, then two different figures get to attack.
If the shooter moves and fires, he's done that turn, the opponent gets his turn in which he can move and attack. If the striker missed; the clone (on it's turn) can turn around, move backwards (4 spaces as allowed by it's movement #) and then fire as one of the two attacks alloted per turn.
I hope that helped to clarify.
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Post by valoisian on Sept 13, 2005 11:39:25 GMT -5
Yep...that makes it a lot clearer as for some reason I'd been playing like player one move/player two move/player one attack/player two attack. I now see the error of my ways.
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Post by Radar on Sept 28, 2005 3:46:12 GMT -5
Here's a great strategy if you can pull it off. Shoot your opponent in the eyes. On your first turn, you get two shots, he should have about 2 eyes...depending on how many times this strategy has been employed against him. Disable your opponents primary targeting mechanism and then just play a defensive shooting strategy, easy as pie. Scratch that, probably not a good plan. You might be able to talk your way out of the first shot...but the second would be a little difficult. -Radar ;D
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Post by greyelephant on Sept 28, 2005 7:28:49 GMT -5
Scratch that, probably not a good plan. You might be able to talk your way out of the first shot...but the second would be a little difficult. -Radar
So, you're saying that if anyone ever wants to play you then they had better bring an eye patch? ;D
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