attacktixrulz
30 Point Captain
Never mess with a jedi Pooch.
Posts: 211
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Post by attacktixrulz on Jul 29, 2006 10:14:41 GMT -5
I thought of this poll after thinking about the Chirpa discussion. If this idea has been touched before in another thread, move it then. I couldn't find anything like it. This poll is assuming that there are design flaws in the Attacktix lines. After voting, feel free to tell what you think are design flaws and how you specifically remedy them, for instance, using a rubber band to keep the targets down on the AT-RT.
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Post by Cona Chris on Jul 29, 2006 18:35:14 GMT -5
I try and make a house rule to avoid people getting an unfair advantage, such as the above post and the AT-RT targets.
We watch and if you clearly hit the AT-RT target, it counts as a hit, since there seems to be so many direct hits that just reset themselves so quickly.
We also play that the Republic Gunship must be facing in the direction when it shot it's missile (to avoid the old "turn it around" trick so that you can't hit the targets).
After the Ohio Tournament, I think I'll be adding a house rule where multiple Gold Base figures of the same character or 10-point Greedo would not be allowed. It seems that a team of Gold Ki-Adi-Mundis or Nute Gunrays has a real advantage over other teams. You can have every gold figure on your team if you want, just not multiples of the same guy.
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Post by superflytnt on Jul 31, 2006 12:39:52 GMT -5
I disagree. Jon won not nessecarily due to his 5 KAMs, but due to his superior skill in striking and his superior strategy. I had NO multiples other then battle droids and easily (mostly) got 2nd place. Remember that Mike had multiple Kit Fistos and Gold KAMs and got WHOOPED oh so badly. Aaron got 3rd due to poor strategy from his opponents and a LOT of luck on his part. I watched in awe as his other opponents took out his Grievouses and Bodyguards first rather than advancing on his Nutes and pummeling them 2-3 at a time until they were all dead, then focussing on his weak strikers. IMO, the major design flaws are in the figures themselves. The strikers such as Jedi Knights and ONI WANs have a very good design, with a 1-piece arm that bends incredibly well, where KAM, Yoda, Vader 16, and others have a quite poor design in that they have an attached arm that is prone to breakage. The gameplay factor of team-building is pretty solid, other than some figures being overpriced//underpriced vis-a-vis point value. A great example of that is the Jedi Knight and Obi Wan from S2 Starters. JKs should have been 20 points FOR SURE due to his strong strike, fast movement, and good Special, and Obi Wan S2-38 should have been 40 points due to his innate ability to stand up constantly. My final thought is this: on the AT-RT is that they SHOULD have designed it similarly to the gunship and Jabba, with detached targets that triggered a pop-up mechanism. Those leg pads, while well intentioned, are simply too weak and prone to accidental triggering while reloading. I've dsassembled mine, put in a delrin pressure-fit bushing, and that's solved the problem with both of mine (Gold IGS and original), but they still retain the propensity to be accidentally triggered while reloading and moving. There's my 2 cents!
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Post by Cona Chris on Jul 31, 2006 14:40:03 GMT -5
I disagree. Jon won not nessecarily due to his 5 KAMs, but due to his superior skill in striking and his superior strategy. I had NO multiples other then battle droids and easily (mostly) got 2nd place. Remember that Mike had multiple Kit Fistos and Gold KAMs and got WHOOPED oh so badly. Oh, I wasn't trying to take anything away from notacomputer - I'm not saying that he won just because his team had 5 KAMs. You still have to know how to play effectively and so forth, and man nota's striking ability is incredible. I think he'd of won even if his team was 10 stiff Royal Guards! I agree that you do have to know how to use the Gold KAMs correctly - I remember thinking early on in your match that you (superflytnt) would defeat Mike because he kind hung his stirkers back and didn't charge them all like nota did. I think given two opponents of equal skill who utilize strikers effectively, a team with many Gold KAMs and Jedis will win more often than lose when facing a team with no Gold KAMs. The Gold KAM's special power ratios are very high for the impact they provide. I've played against myself several times to see if I can beat a team of 5 Gold KAM's and haven't "won" yet. I'm sure there is a way or a team that can do it - I've just not run across it yet.
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AWOL
40 Point Warrior
Warning: Kissing Chihuahua On Head Causes Sporadic Pooping, Urination, and Biting
Posts: 820
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Post by AWOL on Jul 31, 2006 16:02:45 GMT -5
You know all of my house rules Attacktixrulz because, well, you help me make them up as we play. But I'm in the school of thought the believes that there can be no multiples of unique personalities in a single team (active and backups). Using multiples of uniques is highly highly discouraged. In computer-gaming language, it is newb! But I also will respect other house rules if I ever play anywhere outside of my home, no matter how much I disagree with them. When in Rome, do as the Romans do!
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Post by Cona Chris on Jul 31, 2006 20:49:27 GMT -5
I'm probably being "master of the obvious" here but I think the thing that makes the Gold KAMs and Gold Nute Gunrays so good is that their special power can be used on a like duplicate figure.
Thus, Gold Nute can bring back more Gold Nutes, and Gold KAM can enable other Gold KAMs for free attacks. If their special power gave another figure/class a boost, they wouldn't be nearly as powerful. But as they are, they are a force to be reckoned with.
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Post by Radar on Aug 1, 2006 4:36:40 GMT -5
Unless I'm playing a kid and letting them win...tournament rules are my house rules. Adults are pretty cool with tournament rules. Kids are usually cool when you let them fire 4 times per turn before moving or break any other combination of rules to make them smile.
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AWOL
40 Point Warrior
Warning: Kissing Chihuahua On Head Causes Sporadic Pooping, Urination, and Biting
Posts: 820
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Post by AWOL on Aug 1, 2006 7:23:20 GMT -5
Tournament rules are good for getting the basics down. Beyond that, I really don't have much use for them because it involves playing in a way-too small area and it's super easy to knock down anyone with practically any figure in that confined area, and makes getting multiple defeats too easy. It's simply not challenging. Me and Attacktixrulz almost always play using house rules in order to develop the game into something more challenging. We also like to use barriers (trenches, bunkers, etc.) in which you really need to be a good shot. While I can enjoy playing strictly tournament rules, I prefer a bit more challenge to my games. The nice thing about Attacktix is that so long as the mechanics remain simple, house rules can expand it to the potential that it should've been from the start. I'm all for not only fixing design flaws, but encouraging different iterations of play to bring out the best of a great game.
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