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Post by YodaBreaker on Sept 29, 2005 23:55:44 GMT -5
lordgravesmythe and I were trying to settle a disagreement about which team we liked better, and we ended up posting a few sample games here. It became obvious that given identical teams, we achieved very different results, largely due to the different ways in which we play. I wonder if anyone else would like to join in similar exercises (which I propose to call "Master Battles"), in which we each take teams, then play them against each other for one to three games (either with you playing both sides, or you playing one side and a friend playing alternate sides for the each game). In this way, we can figure out what kinds of teams work best for whom, helping us to answer that age-old question: "What's the best tournament team?" For this week, I'd enjoy it if people would try lordgravesmythe's "WONDERFUL WORLD OF WOOKIEES" [2 Wookiee Commandos (WC1 and WC2), 1 Wookiee Scout (WC), and 1 Chewbacca (Ch)] vs. my "BATTLE ARMY OF THE REPUBLIC" [1 Starter Kenobi (SK), 1 Starter Vader [SV], and 4 Republic Clone Troopers (CT1, CT2, CT3, CT4)]. For this, let's play by Hasbro's rules strictly. Line 'em up on the starting line of a 3 foot x 3 foot playing field, grind a figure and guess the color of the wheel to get initiative, then battle! It would be best if you could note the moves somewhat like we did here. so that we can all understand the games better. After you're finished, PM me a team that you'd like to see in the next installment of Battle Masters! Preference for team selection will be given to those who actually play out and note their games well. I'd like this to run for a week or two (depending on how many submissions there are) to give people time to play around with this and see how they like it.
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Post by YodaBreaker on Sept 29, 2005 23:57:39 GMT -5
Here's lordgravesmythe's entry: ________________
I just ran a game using the setup and strategy you gave:
Wookiees won the grind and went first.
Turn 1: W: Scout 6 to left flank; C1, C2 6 to form in front of Chewie; Chewie 3 to brace C1/C2; ATTACK: C1 defeats OWK (White), OWK replaces T4; C2 miss. R: T1, T2, T3 to form and advance 4; OWK advance 12 toward C2; DV advance 12 toward C1. ATTACK: T1 miss; T2 miss.
Turn 2: W: S further to left flank; C1 and C2 split and each move 6; Chewie remain in position. ATTACK: C1 miss; C2 miss. R: OWK move 12 to C2; DV move 12 toward C1; T1, T2, T3 advance 4. ATTACK: OWK defeats C2 (black); T1 miss.
Turn 3: W: S move 6 behind DV; C1 move 6 to split DV and OWK; Chewie move 10 to close on OWK. ATTACK: S defeats DV (black); C1 defeats OWK (white); OWK replaces T3. R: T1, T2 advance 4; OWK advance 12 to C1. ATTACK: OWK defeats C1 (white), C2 returns to play; T1 miss.
Turn 4: W: C2 advance 6. ATTACK: S miss, C2 defeats T1 (black). R: OWK move to Chewie; T2 advance 4. ATTACK: OWK defeats Chewie (not really, Chewie spun but didn't go down, but for the sake of argument because you're a better striker....) (black); T2 miss.
Turn 5: W: S move 6 toward OWK; C1 move 6 to flank OWK and maintain range of fire on T2. ATTACK: S defeats OWK (white), OWK replaces T2; C1 defeats OWK.
Decided to try another game, giving the Republic the initiative.
GAME 2:
Republic goes first.
Turn 1: R: Troopers form entwined wedge; DV moves 12; OWK moves in behind Troopers. ATTACK: T1 glances off C1; T2 miss. W: C1, C2 advance 5; S advance 6 to left flank. ATTACK: C1 miss, C2 hits trooper formation, none fall.
Turn 2: R: DV advance 12 toward C1; Troopers, OWK advance 4. ATTACK: DV not in effective range and his hit with tip of saber doesn't topple C1; T4 hits C2 but does not defeat C2. W: No moves. ATTACK: A very upset C1 blows DV's head off (defeats DV) (black); C2 hits trooper formation, none fall.
Turn 3: R: Formation moves forward 4. ATTACK: T1 miss, T2 miss. W: S move 6 to flank left; C2 move 6 to flank right; C1 move 5 up centerline; Chewie move 10 to become even with S and C2 and support C1 (directly behind). ATTACK: C1 defeat T3 (black), C2 defeat T1 (black).
Turn 4: R: T2, T4 reform in front of OWK. ATTACK: T2 glances off C1, T4 defeats Chewie (!) (black). W: C1 move 6 to left advance; C2 move 6 to right advance; S move 6 to left advance. ATTACK: C1 defeats T2 (black), C2 hits exposed OWK but does not defeat him.
Turn 5: R: T4 move 2 to C1; OWK move 10 to C2. ATTACK: T4 defeats C1 (black), OWK defeats C2 (white) (return C1 to play). W: S moves 5 to point blank on T4, C1 moves 5 to advance right. ATTACK: S defeats T4 (black), C1 glances off OWK.
Turn 6: R: OWK moves 12 to S (C1 out of range). ATTACK: OWK defeats S (black). W: C1 moves 6 to close range behind OWK. ATTACK: C1 defeats OWK (white) (no effect).
Had C2 not been white or if C1 hadn't defeated OWK that last time, then the Republic probably would have won (with or without the lucky kill on Chewie).
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Post by YodaBreaker on Sept 29, 2005 23:58:52 GMT -5
And here's mine (with a preliminary attempt at some analysis at the end):
OK, here's my data (with Wookiees going first both times, and everyone starting up on the starting line). For each of these, the two pairs of Clones (CT1-CT2, CT3-CT4) are started on either side of the strikers with their launchers interleaved (one facing left, the other facing right). Starter Kenobi and Starter Vader likewise have their sabers at each others' backs (Starter Kenobi faces front, Starter Vader faces back).
GAME 1 (Operation Immortality)
Turn 1 W: WS 6 to left flank, WC1 and WC2 close in front of Ch (Ch's paw behind C1). WC2 misses SK, WC1 hits SK and SV but does no real damage. SK-SV march up 6, CT1 moves 4 to point his gun over SK's left shoulder, R: CT2 moves 4 behind CT1, CT3 moves 4 to point his gun over SV's left shoulder, CT4 moves 4 behind CT3 and interleaves his gun with CT2. CT3 fires at WC1's chest and misses; CT1 fires at WC1's base, hits, and makes WC1 fall (black).
Turn 2 W: WC2 moves <1 in front of Ch, Ch turns sideways, WS moves 3 further to left flank. WS fires at CT3's base, clips it, but CT3 does not fall. WC2 fires at CT1 and scores a toppling headshot (black). R: SK-SV move up 4. CT2 moves 4 to aim over SK's left shoulder; CT3 moves up 4 to aim over SV's left shoulder. CT4 fires at WS's base and clips it, but does no damage; CT2 hits WC2's base and moves both him and Ch <1.
Turn 3 W: WS moves forward 2 on left flank, WC2 and Ch stay put. WS fires at CT2, hits, knocks it out of formation but does not knock it down; WC2 hits CT2 in the back but doesn't knock it down. R: SK moves 9 next to WS, SV moves up 4, CT3 moves in front of SV's saber, CT2 and CT4 move behind CT3 and SV, respectively, and interleave their guns and missiles. SK thwaps WS (black) into WC2 (white) and Ch (black), knocking all three Wookiees down. WC1 comes back into the game. CT3 shoots at WC1's (white) chest medallion and knocks its down. WC2 comes back into the game.
Turn 4 W: WC2 moves 3 Tix left, directly in front of SK, and about 10 Tix away. WC2 fires at SK's (white) chest and drops him. SK replaces CT4. R: SV-SK rejoin in front and move 4; CT3-CT2 move 4 directly behind SV-SK, guns pointed over the strikers' left shoulders. CT2 fires at WC2 and misses; CT3 fires at WC2, hits his base, but WC2 stays up.
Turn 5 W: WC2 stays put. WC2 fires at SV, hits his base and scoots CT2 back 1, but he doesn't fall. R: SV moves 12 right next to WC2. SK moves 3 forward, with CT3 moving 3 right behind SK, and CT2 moving 4 right next to CT3. SV strikes WC2 down (white). WC1 comes back in. Can't the Republic team catch a break? CT3 fires at WC1 and misses.
Turn 6 W: WC1 moves 3 to the left so that his missile is pointed right at SV's head. WC1 caps SV in da head (white). SV replaces CT2. R: SK moves 8 right next to WC1. CT3 moves 4 straight ahead. SV moves 12 to be on the right side of W's starting line (from W's perspective). SK thwaps WC1 (black). "How uncivilized," mutters SK.
GAME 2 (Operation Sitting Duck)
Turn 1 W: WC1 and WC2 move in front of WS and Ch (with Ch's paw cupped around WS's back). There they will all stay...until called for. WC2 fires at CT2 and drops him (black); WC1 fires at CT1 and only rattles its base a little. R: SK-SV march up 5, CT1 marches 3 and touches bases with SK again, CT3 marches 3 and touches bases with SV again, CT4 marches 4 and straddles its base between CT1-CT3, laying his gun along CT1's back. CT1 fires at WC1's base and scoots him and WS back <1; CT3 fires at the W group and misses wildly.
Turn 2 W: All Ws reform so that bases are touching and stay put. WC1 fires at SV and scoots CT3 out of formation; WC2 fires at SV, hits his base, but does nothing else. R: The whole Republic team advances 4. CT3 fires and hits WS through WC1's legs but only spins WS around; CT1 shoots at WC1 and hits it, scooting it <1 to the left.
Turn 3 W: All Ws reform so that bases are touching and stay put. WC2 fires at CT1 and knocks him over (black); WC1 fires at CT3 and hits SV's base instead. R: The Battle Army of the Republic advances 4, with CT4 replacing CT1 at SK's left shoulder. CT3 and CT4 fire at WS and barely nick his base each time.
Turn 4 W: All Ws reform so that bases are touching and stay put. WC1 fires at SK and knocks him back 1 out of formation; WC2 fires at SK but grazes CT3's base. R: SK-SV reforms and advances 4, CT3-CT4 advances 4, this time interleaving their guns behind the two strikers to provide them support for them so that they're not taken out in the endgame. The Grand Army of the Republic passes. Or flips SK and SV's sabers as if they were middle fingers.
Turn 5 W: Sensing that the strikers are a bit too close, the formation breaks. WC1 moves 6 diagonally left toward the Republic, WC2 moves 6 diagonally right toward the Republic, WS moves 6 full left, Ch moves 6 full right. WC1 fires at CT4 and knocks him down (black); WC2 fires at SK, hits his chest, but he stays up. R: SK advances 6 right next to WC2, SV advances 6 right next to WC1, CT3 advances 4 straight ahead. SV takes out WC1 (white – D'oh!) and WS (black). SK takes out WC2 (black) and Ch (white- D'oh!).
In both cases, the Republic won with both strikers still alive and one Clone Trooper left. Had the order of attack execution been reversed on the last Republic attack in Game 2, it could have been a different game, indeed. However, it wasn't.
As I see it, the key differences between the way you played and the way I did were as follows: a) I kept SK and SV grouped together in the frontline of the group. b) I varied the way the Wookiees moved (or didn't). c) I advanced the Republic strikers to attack only when I knew they could hit their targets (in the last scenario, Chewbacca was still 2 Tix short of being able to reach the Republic group). d) I killed multiple Wookiees with each strike, when possible.
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Post by redemptionrocks on Sept 30, 2005 2:05:37 GMT -5
"SV takes out WC1 (white – D'oh!) and WS (black). SK takes out WC2 (black) and Ch (white- D'oh!)." If memory serves after sk kills wc1 and ws the abilites activate. Idk about anyone else id use Ws 1st then pull it back....Basicaly he would have had 2 shots with the WS and if they had killed SK and SV, no matter how unlikely. Leaving a striker *im gonna assume with 2 77% one is gonna activate* vs the wookie scout. And probly kill it. Same result...alot less pieces left. I will test oon my table idk if its 3 feet but I am bored. I will play 2 games and post as u have. ty. ALso not to act stupid but how many ticks in 3 feet? Game 1. of my illegal tableness playign against6 self. republic force won 1st move so no republic defensive formations. Order of republic figures. *left to right* CT1, CT2, Sk, Sv, Ct3,Ct4. wookie formation: *from right to left.* WC 1and 2 next to eachother guns on each side of the head. Chewie next to them with claw arm behind scout. Turn one R:CT1 and CT2 out 4 clix striaght forward. SK moves behind them with saber for support. Ct3 and Ct4 out 4 clix inter weave guns. SV behind them for support. Shot one with Ct2, cliped scouts gun, No result. Ct2 shot hit WC2's base and sent him off the table(black) W: WS move to the diagonaly left 6 clix. WC2 forawrd 6 clix with CH behind him with his paw suporting. WS shot and miss. WC2 shot and hit Sv's base for a 1 click push backwards Turn 2 R: reload, Same move as above. Ct1 shoots and hits Wc2's base For a small movement. Ct2 fires and hits Ws' base and knocks him over(black) W: reload. Move CH 9 clix to the right. Wc2 6 clix to the left. Wc2 attacks and hits Sv's base for a knock down(white, SV replaces CT4) Turn 3 R: reload. Move SK towards CH 12 clix*space about 6-8 clix*. Move cCT1-2 4 clix Towards CH. Move Ct3 4 clix at WC2. Move Sv 12 clix towards Wc2. *about 6 click space inbetween* W: reload. Wc2 to Sv 6 clix and at Point blank range*. CH 10 Clix to SK and now at melee range. Wc2 fires and shoots Sv down(white. Sv replaces ct3). CH attacks and knocks SK down (white. SK replaces ct1.) Turn 4. Sk moves 3 clix to touch CH with his lightsaber. SV moves 7 clix to touch Wc2 with lightsaber. Sv attacks Wc2 and knocks down (black). SK attacks CH and kills him (black). Republic wins. Stratgies used. Republic. use Cts to advance to a close position for easier respawns. Protect clones till at least 12 clix in. Then break and attack with stikers moving Cts as fast as they can with them, Using them as SK and Sv fodder. Wookies. After the kill ok 1 of my Wcs I desided to advance with my group and use as suggested before Ws for bait. Sadly the Ws fell quickly also *STUPID BAD BALANCE* So I had to split my guys up to avoid becoming striker bait. Then move CH in while Wc2 drew fire. Game 2 *in case of tie i will play a third* Wookies go 1st Wookie order. right to left. Wc1, CH, Wc2, Ws Republic formation CT1-Ct2 guns interweaved SV saber behind them. Ct3-Ct4 guns interweaved SK saber behind them. Turn one W: Wc1-2 up 4 clix CH behind for support. Ws 6 clix to the left. Wc1 shot and hit the base of Ct3 bringing it down (black). Wc2 shot and knocked down Ct4 (black). R: Ct1-2 4 clix forward, SK and Sv move to use thier sabers to support. Ct1 shot and hit Wc2 base and bounced off. Ct2 shot hit chewies base and moved him out of formation. Turn 2. W: reload. WS 6 clix forward, CH back into formation. Wc1 shot hit CT1and moved SV saber back> WC2 Hit Svs Base to No damage. R: Reload. Ct1-2 4 clix forward, SK and Sv move to use thier sabers to support. Ct1-2 shot and hit Wc1 Moving him slightly out of formation. Turn 3 W: reload. Ws 6 clix forward. Wc1 back into formation. Wc1 shot and knocked down Ct2 (black). Ws shot and hit SK's base to No damage. R: Reload. SK 12 clix to behind Ws, Looks like I shall bowl for wookies...with a wookie! Ct1 4 clix forward. Sv 12 clix diagnol right. Sk Strikes and WS down (black). Ct1 fires and hits Wc1 spinging him to no avail. Turn 4 W:Reload. Break formation being the jedi's closeness. Wc1 6 clix towards Sv. Wc2 moves 6 clix towards SK. Chewie moves 10 Clix up the middle towards Ct1. Wc1 fires and kills Sv (black) Wc2 fires and kills SK (white, SK replaces Ct1.). R: Move 2 clix forawrd to touch CH. SK strikes and kills CH and moves Wc 2 (white). W: From ability. Reload. Move Wc2 toward SK 6 clix. Wc2 fires and kills SK(white Do'h). Stratagies. Wookies: Kill the clone support instead of SK and SV. Cts smaller bases made them easier to kill leaving two strikers with no respawns and using CH ability to Get more shots. WIll do game 3 when i wake up.
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Post by YodaBreaker on Sept 30, 2005 7:18:26 GMT -5
"SV takes out WC1 (white – D'oh!) and WS (black). SK takes out WC2 (black) and Ch (white- D'oh!)." If memory serves after sk kills wc1 and ws the abilites activate. Yeah, this is why I think it'd be good to have clarification from Hasbro as to who gets to choose when special powers activate. If one were to go by a simple order of battle action, WC2's would activate first because he fell down first, so I used that to determine the order of special power activation. Granting that some figures have more or less sensitive Tixers than others, it seems that there's about 1 Tix per inch, so that from the initial positions, you'd have to cross about 32 Tix for a striker to reach other figures that have stayed precisely on the starting line. Nice job with your post!
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Post by redemptionrocks on Sept 30, 2005 14:33:55 GMT -5
I still gotta play one more game but i will play when i am more awake. Also I would like to see this game played. 10 BDs vs. 10 Cts *all one side repub or sep.* Game3 (the final showdown...or wookie slapdown * republic 1st. Line up. Ct1-2 SK. SV, Ct 3-4 Wookies: chewie *hand behind Wc1* Wc1-2 with guns interweaved. WS on end Turn 1. R: ct1 4 clix forawrd with Ct2 behind using gun for support. Same move with Ct3-4. Sk 12 click curve to the left. SV 12 clix curve to the right. Ct1 shoots and hits wc1 to no avail. Ct3 shoots and misses. W: Ws diagnal 6 clix to the right. WC1-2 6 clix forward. CH behind them for support. Wc1 fire and miss Wc2 fire hit ct3 no damage. Turn 2 R: Reload. Repeat clone movements in turn 1. Sk and Sv 12 clix forward. Ct1-2 fires and hits wc1 to no damage. W:Reload CH back 4 clix. Wc1 6 clix ttowardf Sk. Ws 6 clix toward SV. WS fires and hits SV to no avail. Wc1 fires and kills SK (1/2 back 1/2 white so moves bak 1 click, white. Sk replaces ct1) Turn 3 R: reload. Move SK 12 clix to wc1. SV 3 clix to Ws. Ct1 4 clix forward. Ct3 4 clix forward. ct4 behind him with gun. SK attacks and knocks dow n Wc1 (black) Sv strikes kills Ws (black) W: Ch 3 clix forward. Wc2 6 clix toward Sk. Wc2 fires and knocks down SK (white, replace CT1) turn 4. R: Sk 12 clix toward Wc2. SV 12 clix towards CH. SK strikes and kills wc2 (black)) SV attacks and kill CH (white. DO'H) Republic wins. Personal opinion : Both teams are evenly matched. The 1st round shots matter alot. Strengths: R: Ezier aiming. Semi better speed with SK and SV. High effect probaility. Able to pin people back near the starting lines. W: Effects work uber well together. Two large missles for easy dispatching of cheap troops or heavier figures. Chewie sacrafices are great if you are in need extra attacks to knock out people who are advancing too quick. Weaknesses: R: Troopers are the base of the squad. Sadly they are extremely slow. IF the troopers are knocked out in the early game the strikers become alot less deadly expecialy if the strikers are the reason the Cts died. Which means your strikers are at most 8 tix from the starting line *assuming each striker was killed turn 1 and 2*. W: Wc's ability only works when a wookie is gone...and if they are killed before anything else the abilities don't help. Ws' ability al most never activates and it just there for cannon fodder. I believe a better idea imo would be another chewie for more attacks and another striker. Over all very fun. I am Thinking A wookie squad *either all 4 or wc1-2 ch1-2* And A droid team *G.g. 1-2, GBG 1-2, SBD or BD1-2.*
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Post by redemptionrocks on Oct 1, 2005 0:19:31 GMT -5
I play you can ...do we have an official ruling here?
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Post by YodaBreaker on Oct 1, 2005 13:40:09 GMT -5
I play you can ...do we have an official ruling here? The CD that comes with the starter set says: "Attackback allows you to move and attack with a listed figure you have in play." "Shootback allows you to attack with a listed figure you have in play." There's no mention of not being able to use a figure that's already attacked in this text, so I'd say that by the strict wording of the rule (particularly, its lack of qualifying language like "unless that figure has already attacked this turn"), the player can use any of his or her figures to perform the Attackback or Shootback. I acknowledge that the text for these powers also talks about an "eligible figure," but the term "eligible figure" is used in describing the effects of all special powers, including things like Sacrifice, the use of which has no bearing on having previously attacked with that figure or not. Thus, the "eligible figure" language seems to refer more to the figure listed on the base as being affected by the power, rather than by some other game mechanics. Also, Star Wars blasters are based on real submachine guns, suggesting that they're capable of multiple shots per second (as much on-screen footage demonstrates - e.g., the initial boarding of Tantive IV or the jail break scenes in EpIV). It's not like we're talking about flintlocks or similar technology (except, perhaps, in the case of the guns the Tusken raiders use).
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Post by dfgrayb on Oct 1, 2005 16:44:03 GMT -5
YB, If I ever get to enter in to a Tournament, I have been thinking that it would be a good team to play a #16 Armored Vader with 6 x 10 point BD, and have 5 BD in Backup's. What would be a fair team to put this up against to play out a Master Battle. Cool Thread.
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Post by YodaBreaker on Oct 1, 2005 19:39:16 GMT -5
This is a toughie, and it depends on how you think you could fight back against a swarm. Basically, I see two main ways in which you could do this: a) come back with a swarm of your own or b) come back with figures who can make multiple kills at once to equalize the numbers.
For a), perhaps a squad of 7 Clone Troopers and a Starter Kenobi (or maybe even a Yoda, if you wanted to take your chances with taking out Vader and leaving it as a shooting match).
For b), an all-Jedi striking team, with fast strikers in the front to breeze past Vader to hack away at the Battle Droids (or to launch Vader into them with a well-placed strike), and a couple of slower strikers bringing up the rear to engage Vader (or again, using Yoda as Vader-bait).
At any rate, my strategy for playing against a team like this would probably either involve using Vader's speed against him by tossing him back into his Battle Droids with a hard strike or sending a couple of advance strikers up to take out multiple Battle Droids at once to punish Vader for staying back and taking away his ability to activate his special power.
If you can contribute even one game to the current series, I'd be intrigued to try your proposed team out in the near future!
ETA: See redemptionrocks's post below for a team that might be particularly suited for b).
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Post by redemptionrocks on Oct 1, 2005 20:16:09 GMT -5
My idea for a combat team was. Yoda,windu,agen,KAM 2 12 movers 2 10s 2 rally abilities 1 recover ability and then.....yoda.... orrr.... if series 2 is allowed 10 jedi knights....
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Post by YodaBreaker on Oct 23, 2005 20:54:52 GMT -5
I figure it's time for the next installment of the Master Battles series, in which we each take teams, then play them against each other for one to three games[/u] (either with you playing both sides, or you and a friend playing alternate sides for each game). In this way, we can figure out what kinds of teams work best for whom, helping us to answer that age-old question: "What's the best tournament team?" For this week, I'd enjoy it if people would try a variant of a Droid Army team that redemptionrocks proposed (and that Yaggleberry Finn and lordgravesmythe have endorsed mightily) against a team of Sith apprentices with supporting Clone Troopers. I call it: GRIEVOUSLY GOOD 2 Series 1 General Grievous (GG), 4 Series 1 Grievous Bodyguards (GB) vs. SITH APPRENTICES 1 S1 Vader #16 (AV), 1 Count Dooku (CD), 4 Separatist Clone Troopers (CT) Let's play by Hasbro's rules. Line 'em up on the starting line of a 3 foot x 3 foot playing field (we'll go by QSG rules here, rather than tournament rules), grind a figure and guess the color of the wheel to get initiative, then battle! It would be best if you could note the moves somewhat like we did here. so that we can all understand the games better. After you're finished, PM me a team that you'd like to see in the next installment of Battle Masters! Preference for team selection will be given to those who actually play out and note their games well. I'd like this to run for a week or two (depending on how many submissions there are) to give people time to play around with this and see how they like it. Here's my couple of games (both with GRIEVOUSLY GOOD going first): INITIAL SETUP ___1 foot___CT1-CD1-CT2 CT3-AV1-CT4___1 foot___ | | | 2.67 ft | | | ___1 foot___GB1-GG1-GB2 GB3-GG2-GB4___1 foot___ GAME 1 Turn 1 G: GG1, GG2 move forward 1 Tix, with 2 GBs forming up behind each GG to make triplets. GG1 shoots at CD's base and knocks him back 1 Tix. GG2 shoots at CD's chest and knocks him down (black). S: AV moves forward 14 Tix. CT1 moves diagonally right 4 Tix, CT4 moves diagonally left 4 Tix, CT2 moves left 2 Tix, and CT3 moves right 2 Tix to form a 2x2 formation with CT1 and CT4's guns pointed toward the GG triplets, and CT2 and CT3's guns interleaved. CT4 fires at GB2's chest, hits GG1's base, and scoots GG1 back <.5 Tix. CT1 shoots at GB3 and misses. Turn 2 G: GG1 triplet moves diagonally left 3 Tix. GG2 triplet moves diagonally right 6 Tix. GG2 shoots at AV's back and moves him back 1 Tix. GG1 shoots at AV's side and spins him around a bit. S: AV moves 14 Tix diagonally left to rest between GG2-GB4. CT 2x2 formation moves 4 Tix right. AV knocks the entirety of the GG2 triplet off the table (only GB3 white). GG1 turns around and fires at AV's back, but the bolt deflects off AV's upturned cape. CT4 shoots at GB1's chest and knocks it back <1 Tix. Turn 3 G: GG1 triplet moves 6 Tix toward S's starting line. GG1 shoots at AV's base and knocks AV back <1 Tix. S: AV moves 14 Tix diagonally left to rest between GG1-GB2. AV strikes GG1 triplet off the table (GG1 white - d'oh!). GAME 2 Turn 1 G: GG1 and GG2 form triplets with their closest GBs again. GG1 triplet travels a total of 6 Tix diagonally left, and GG2 triplet travels a total of 6 Tix diagonally left. GG1 fires between CT1-CD, knocking CT1 off the table (black). GG2 fires between CT3-AV, knocking CT3 off the table (black). S: AV moves 12 Tix diagonally right, and CD moves diagonally left 12 Tix, nestling himself behind AV. CT2 moves left 4 Tix, and CT4 moves left 4 Tix, nestling himself behind CT2. CT4 fires at GB3 and misses. CT2 fires at GB1's base and knocks it back <.5 Tix. Turn 2 G: GG triplets stay put. GG1 fires at CT4 and knocks him down (white). CT2 fires at GB1's chest and knocks it back <.5 Tix. GG2 fires at CT2 and knocks him off the table (black). S: AV moves 12 Tix diagonally right to nestle between GG1-GB2. CD moves 12 Tix diagonally left to nestle between GG2-GB4. AV knocks GG1 triplet off the table (GG1, GB1 white). GB4 moves 1 Tix and strikes CD down in place (white). CD stands back up, but GB3 is there in 3 Tix to knock him down again (black). GG2 fires at AV's chest plate and kocks him down (white - d'oh!). ANALYSIS The GRIEVOUSLY GOOD team is so named for a reason. The GG triplets may have been able to break up with the same effect. However, it was probably good that they stay together until either a) a striker threatened (like in Game 1, it may have been better for GG1 triplet to break up after AV took out the GG2 triplet) or b) there were no more shooters available to threaten from a distance (which would have been the case if Game 2 had gone into Turn 3). It's also quite difficult to beat when it has initiative, though it's beatable if the troopers aren't taken out to power AV's special power. The SITH APPRENTICE team would likely benefit substantially from advantage, as the CTs can form up earlier to prevent their wholesale slaughter. Also, a more accurate shooter than I might have had better luck getting down a GB or two (though this might have also activated one of the GGs, which could wreak havoc on some exposed strikers). However, one would also likely have to get the strikers out in front early to make this team really smoke (and only AV has much of a chance of surviving a GG bolt). However, having to advance both strikers on the GG triplets to have a prayer of ending the game puts them at a substantial disadvantage if and when the Droid Army special powers kick in (leaving the Sith strikers wide open for point-blank attacks).
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Post by Phoenix on Oct 27, 2005 11:05:52 GMT -5
Joe and I played your Grievously Good and Sith Apprentice teams last night - (2 games) and we switched teams after the first game to keep it fresh. Excuse me all if my recordings aren't as in depth as they should be !
GAME 1
Turn 1: Sith team goes first: Vader moves 14 tix to the center, Dooku 12 tix, Troopers 4 tix each. 2 shots from the right flank troopers bring a left most Bodyguard down (not white! d'oh)
Grievous team: Grievous' all move 6 tix to the center, bodyguards move 8 tix to flank in front of the Grievous' for his protection. First Grievous shoots down Darth (white! stands back up), Second Grievous grazes Dooku, no kill.
Turn 2: Vader moves over to Grievous on left which has one bodyguard, smakes them both down. Grievous is WHITE, BG not. The second grievous, thus activated, shoots and kills Dooku (NW). Left lead trooper shoots for bodyguard and misses.
Grievous team moves: Bodyguard on right moves to vader and his weak swing can't bring him down. Grievous shoots lead clone trooper and kills him (NW).
Turn 3: Vader moves and kills second Grievous in center of board (NW). Trooper shoots bodyguard and misses.
Grievous bodyguard thus attempts to kill vader again but his cape is up and he bounces back up after a strong hit.
Turn 4: Joe decimates my team with a healthy strike from Vader (NW anyway).
Winner: Sith Team!
GAME 2
Turn 1: Sith team goes first. Vader and Dooku both move 12 tix to the center, in defensive position with each other (well so I thought, d'oh!). Troopers all move 4 tix. Trooper on far most left shoots and grazes middle bodyguard, the trooper in the middle shoots him again and brings him down. Yes! (NW).
Grievous moves 6 tix toward Dooku/Vader in middle. Bodyguards move 6 and cluster together in a defensive position. Grivous shoots and hits Vader (What!) and he's White (whew!). Second Grievous shoots and kills Dooku (NW- d**n).
Turn 2: Vader moves 8 tix and strikes down Grievous (NW). Shoot bodyguard w/right most clone trooper and just spin him.
Grievous shoots Vader, he dies (but white), he stands back up. Bodyguards are not in close enough position yet to hit troopers - were not moved on this turn from their defensive positions.
Turn 3: Vader kills last Grievous (White!).
Activates his bodyguard which kills one of my clone troopers (White! - free move and attack for separtist)
I in turn shoot a bodyguard and kill him (NW).
Joe's other bodyguard activation misses the kill on another trooper (d**n defective Bodyguard!)
My other regular turn I shoot and miss a bodyguard.
Grievous' regular turn: bodyguard misses trooper, bodyguard misses Vader!
Turn 4: Vader kills bodyguard that tried to strike him (W, doesn't matter). TRooper shoots and kills last bodyguard.
Final thoughts: The Sith team was the clear victor in our two games, mainly because the variants to our bodyguards really hurt the Grievous team. We used two of the soft-legged ones and they just cannot strike down anything unless they are in a certain position which I've yet to master. Even the strong bodyguard has to be in a certain position to get a full strike and I find that a good ol' striker is better than them anyday. Honestly, I do not like the Grievous team - once you're grievous' are defeated your team is toast IMO. That Sith team is rockin' and I think that is clearly the better team just because their special powers are very potent - of course it's a gamble to rely on them but I think in a tournament it would be worth it. Being that I'm a good shot too, the troopers are great for long range.
Fun scenario!
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Post by YodaBreaker on Oct 27, 2005 20:16:13 GMT -5
No worries about your level of detail; it's quite readable and reconstructable Seems like you had some different experiences with the Grievously Good team than others...at least in part because you're a darn good shot with those Clones, Phoenix! And I love how Vader's cape let him spin back up in Game 1; that must have been a maddening moment for you! Those bendy Grievous Bodyguards are maddening, indeed, with their springy strikes.
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Post by Yaggleberry Finn on Oct 29, 2005 0:10:10 GMT -5
Whew, this takes a while! My Armored Vader came up lame during the fight, so I wasn't able to carry out a second game yet.
Setup like this: CT1-CT2-AV1-CD1-CT3-CT4
GB1-GB2-GG1-GG2-GB3-GB4
(guns and strikers interwoven in groups of two)
Sith Apprentices go first:
Turn 1 S: AV moves up the middle 14 tix, CD moves in 12 tix behind AV. Clones split into 2 groups of 2, and move 4 tix diagonally left or right, respectively. C4 fires and misses GB4, C3's shot only nudges GB4. G: GB1 and GB4 move out 10 tix diagonally left and right, respectively. GB2 and GB3 do the same, except moving only 4 tix. GG1 moves left 3 tix, GG2 moves back 1 tix. This is to spread out, not allowing AV a huge sweeping kill. GG1 - fires and drops AV (WHITE). GG2 - fires and drops CD (BLACK)
Turn 2 S: All CT move together to form basic 2x2 formation. AV moves 13 tix to GB4. AV attempts to send GB4 into GB3 and perhaps GG2, but only drops GB4 (WHITE). At this point, it is noted that AV's arm is tearing open at the inside of the elbow, and he will require a substitute striker (Starter Kenobi) if he gets another attack. CT2 glances a shot off of GB1. G: GG2 moves 6 tix toward AV. GG1 moves 6 tix diagonally left. GB1 moves in behind GG1, GB2 stays put, GB3 moves 3 tix backwards behind GG2. GG2 hits AV, but only spins him. GG1 fires and brings down AV (WHITE).
Turn 3 S: Clone formation moves forward 4 tix. AV moves 11 tix to GG1. (Substitute) Striker Kenobi sends GG1 into GB1 and GB2, dropping all three (ALL BLACK). CT glances a shot off of GG1. G: BG3 moves up next to AV. GG1 moves 6 tix forward. BG3 sends AV flying into the Clone formation, dropping AV (WHITE) and C4 (BLACK). GG1 fires and knocks down AV (BLACK!)
Turn 4 S: Clones form up in a triplet, moving forward 4 tix. CT1 and CT2 each glance a shot off of GG1. G: GG1 drops back 6 tix. BG3 moves 10 tix, bringing him right behind GG1. GG1 drops CT1 (WHITE) - CT1 hits but does not bring down GG1.
Turn 5 S: Clones form up side-by-side. Both spin GG1, but that's all. G: GG1 and BG1 move forward 6 tix, with BG1 still standing right behind GG1. GG1 drops CT2 (WHITE) - CT1 fires and bumps GG1 a bit out of his defensive positioning.
Turn 6 S: CT1 moves diagonally right 4 tix. CT1 fires and brings down GG1 (BLACK) G: BG1 moves forward 10 tix, just close enough to drop CT1 (BLACK)
The Sith Apprentices benefitted a great deal from their special powers. Once AV was out of the way, I thought it was over... but the CT was able to bring down GG1 and make it close! Only a Grievous Bodyguard was left at the end. Once AV is glued and ready to go, I'll try a second game with Grievously Good getting the initiative instead.
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