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Post by webhead817 on May 29, 2006 14:49:45 GMT -5
So last time we learned you could end up with a whooping 25 figures in play in a standard 100 point tournament game.
This week we pose a new question:
What is the highest number of total Tix your figures could move in a single turn?
Conditions: Standard 100 point squads with 50 point backups. Any legal team building configuration. Any currently released figures (SW, SW2, SW3).
Please support your answers with a breakdown of what figures are involved, how they came to be in play if they didn't start in play, etc.
Example: 40 10 Clone Troopers on Squad, each moves 4 'Tix for a total of 40 'Tix of movment.
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Post by YodaBreaker on May 29, 2006 17:44:48 GMT -5
Well, if we're going to assume that we're talking about the maximum movement of an initial squad, I believe that 9 Series 2 Grievous Bodyguards + 1 green-windowed R2-Q5 would yield the largest number of Tix from the starting line: 126 (24 Tix * 1 figure + 12 Tix * 8 figures + 6 Tix * 1 figure).
If, however, you want to factor in a single special power movement as part of a "turn," then replace two of the Bodyguards with a starter Imperial Officer, which would yield 24 additional Tix of movement for your Bodyguards if he's the only one to bite it for a total of 132 Tix (24 Tix * 1 figure + 12 Tix * 6 figures + 6 Tix * 2 figures + 24 Tix for the two Charging Bodyguards).
Nevertheless, if you have a team of 2 gold-based Ki-Adi-Mundis, 3 Jedi Knights, 2 S2 Grievous Bodyguards, and an R2-Q5, you could squeeze out many more Tix from two special power activations. Move all of your figures with R2-Q5 having a green window, for a total of 96 Tix (24 Tix * 1 figure + 12 Tix * 3 figures + 10 Tix * 3 figures + 6 Tix * 1 figure). Your opponent, being scared of Ki-Adi-Mundi (instead of his special power!), knocks down one of your gold-based Kis, allowing your other Ki-Adi-Mundi and two Jedi Knights 32 additional Tix of movement (12 Tix * 1 figure + 10 Tix * 2 figures), though Ki-Adi-Mundi may just jog back and forth in place for his 12 Tix to keep him in range of a potential striker attack. Assuming your opponent has any figures left, s/he then knocks down the other Ki-Aid-Mundi in suicidal rage, giving three of your remaining Jedi Knights another 30 Tix of movement (10 Tix * 3 figures). Thus, you'd have 96+32+30 = 158 total Tix!
But if you want to assume some wacky number of Tix involving the conjuction of many special power outcomes, each of which are highly improbable individually (see the previous riddle for such an exercise), you could postulate your opponent starting with 10 S2 Grievous Bodyguards and you starting with a Medic Droid, S2 Bossk, 4 S2 Grievous Bodyguards, and R2-Q5. Have your opponent play that s/he can knock only down your S2 Bossk and assume Bossk's special power window has been painted all white so that you always take control of the attacking Bodyguard. Don't attack any of your opponent's figures and keep Rallying Bossk back into play with the Medic Droid. When your opponent is down to one Bodyguard and your Bossk is standing, you'll have 188 Tix if R2-Q5's window is green (24 Tix * 1 figure + 12 Tix * 12 figures + 8 Tix * 1 figure + 6 Tix * 2 figures).
Of course, if you want to do the above including special power activation as a possibility, replace your opponent's starting team with one that consists of 2 gold-based Ki-Adi-Mundis, 3 Jedi Knights, and 3 S2 Grievous Bodyguards; keep your starting team as described in the previous example. Rinse, lather, and repeat the Capture-Rally cycle as above, except have all your opponent's Jedi be the attackers who are Captured, along with one of the S2 Bodyguards. When your opponent has only two Bodyguards left, s/he decides to make the Kis pay in the way described above. Assuming that R2-Q5 is green and Bossk is up at the beginning of your turn, you'd have (24 Tix * 1 figure + 12 Tix * 6 figures + 10 Tix * 3 figures + 8 Tix * 1 figure + 6 Tix * 2 figures) = 146 Tix + 62 special power Tix = 208 Tix!
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Post by Radar on May 29, 2006 18:43:41 GMT -5
That's roughly what I'm figuring, but what about forcing your opponent to force push your figures?
Also, "your figures" are those that you control or own?
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Post by YodaBreaker on May 29, 2006 21:22:25 GMT -5
The problem is that Force Push requires you to use 20 or 30 points for a single figure, and you only gain four or six Tix in return. Thus, I think that Force Push would be a relatively poor investment for total Tix counts, compared to capturing figures.
For example, I could have two Jedi Knights for 20 Tix of movement instead of one Kicker Kenobi with 12 Tix of movement and 4 Tix of special power movement.
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Post by webhead817 on May 29, 2006 21:24:41 GMT -5
Any figures you control at any point in the game is fair game, and you can assume that your opponents team is legal, and that the game will progress in some way as to maximize your movement on a single turn, either yours or your opponents.
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Post by Radar on May 29, 2006 23:04:34 GMT -5
Right, but what if your opponents were using force push figures? If you slapped your own Gold Ki-Adi-Mundi into your opponents force pusher, your knights move a bunch and your opponent forces you to move some more.
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Post by YodaBreaker on May 29, 2006 23:54:05 GMT -5
True, but is it better to have knock down an opponent's figure and have one of your force's figures moved four or six Tix, or to capture the figure that would attack (which would have at least 10 Tix of movement, given the current speed allotted to Force Push figures now) and let it run out its full number of Tix on your side? I tend to think that the latter is much more advantageous, though if you've got a breakdown to suggest how the Force Push is better numerically, I'm all eyes.
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Post by Radar on May 30, 2006 16:08:39 GMT -5
Yeah, I think you're right.
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