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Post by Cona Chris on May 30, 2006 18:53:55 GMT -5
The best team that I have come up with is "Team Tusken". It's made up of:
Tusken Warlord (30 pts) 2 Tusken Snipers (20 pts) 3 Tusken Raiders (30 pts) R2-Q5 (10 pts) Imperial Officer (10 pts)
The Tusken Warlord is so hard to knock down - you can bring in the raiders behind the Warlord and then on turns when R2-Q5 spins green you can move the Raiders 16 tix! Usually after the first turn, 16 tix is just about enough to get to anywhere on the board.
Hold the officer back to protect R2-Q5 and all the special powers work together (since the Tuskens all align nicely and the officer and R2-Q5 can bring back defeated troopers).
Sometimes I've used a Jawa instead of the imperial officer since the Jawa is hard to knock down and is a better defender for R2-Q5. Plus you might be able to bring a Jawa Warlord into play!
This is easily my best team so far - I like it better then a S1 Grievous + Bodyguard team.
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awesomejedi
40 Point Warrior
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Posts: 807
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Post by awesomejedi on May 30, 2006 23:11:42 GMT -5
Nice Thinkning! 1 mc very nice team!
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recondo
20 Point Trooper
And knowing is half the battle...
Posts: 99
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Post by recondo on May 31, 2006 0:52:49 GMT -5
Ya know.. Yodabreaker & I have been talking about this.. in truth? I am not sure that any specialized team can regularly handle almost any team of 10 10-pointers. It might be the 1 "flaw" in the game. Try it.. take your best possible specialized team (meaning combos with figures having whatever different point costs, etc) & play them against 10 Jedi Knights.. or 10 clones.. or 10 Jawas (slow.. no great power.. small shooter.. but darn hard to knock over!).. or 10 battle droids.. or even a mixed combo of 10-point attackers, etc, & honestly play out a bunch of battles (play just as sharply with both teams). I bet most people will find that their 10 10-point army.. whatever it may be.. will win a majority of the time. I say "flaw" only because its a high % way to win, regardless of your skill level. There is a kid (my son's buddy) who comes to our house to play attacktix a lot & he's really NOT good.. lol. He can't hit anything fron longer ranges & he has no strategy.. just lines his figures up, yet he wins more often than not. Why? Because he ALWAYS picks 10 10-point figures. Always. lol.. it actually gets kinda boring to play the kid because he refuses to play with anything else, but regardless.. the kid wins. Sometimes I wonder if there shouldn't maybe be a point AND figure limit... i.e. (off the top of my head) "100 points and 6 figures max", etc. I know that this would cut down on the amount of combos in the game, and I am not necessarily in favor of that aspect, but it would probably result in forcing people to come up with better/more unique combos.. vs a mindless selection of a 10 10-point team. Thoughts?
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Post by malform on May 31, 2006 6:22:25 GMT -5
The best team that I have come up with is "Team Tusken". It's made up of: Tusken Warlord (30 pts) 2 Tusken Snipers (20 pts) 3 Tusken Raiders (30 pts) R2-Q5 (10 pts) Imperial Officer (10 pts) The Tusken Warlord is so hard to knock down - you can bring in the raiders behind the Warlord and then on turns when R2-Q5 spins green you can move the Raiders 16 tix! Usually after the first turn, 16 tix is just about enough to get to anywhere on the board. Hold the officer back to protect R2-Q5 and all the special powers work together (since the Tuskens all align nicely and the officer and R2-Q5 can bring back defeated troopers). Sometimes I've used a Jawa instead of the imperial officer since the Jawa is hard to knock down and is a better defender for R2-Q5. Plus you might be able to bring a Jawa Warlord into play! This is easily my best team so far - I like it better then a S1 Grievous + Bodyguard team. I do like this team, but if Im not mistaken, it adds up to 160 points. Also, I completely agree with recondo's point on the 10 10 pointers. I have on several occasions played a 10 battle droid team, and it is easily one of my favorites. Its never been a dead lock on winning with it, but you will definitely win more than you loose.
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Post by webhead817 on May 31, 2006 7:46:23 GMT -5
Regarding the 10 x 10 pointers...is the problem possibly that all of the figures can move each turn, even though you can only get two attacks? I think I would rather see the number of moves limited (to say 4) than a restriction on team building.
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Post by Cona Chris on May 31, 2006 11:44:48 GMT -5
Sorry for any confusion, my "Team Tusken" adds up to 100 points... the Tusken Raiders and Snipers are 10 points each, so I put their total to the side (e.g. 3 Raiders are 30 points, and so on).
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Post by webhead817 on May 31, 2006 15:01:24 GMT -5
Team Double Double
2 x 40 pt. Destroyer Droid (SW/19)2) [80]
2 x 10 pt. Grievous Bodyguard (SW/6)2) [20]
No Back-Ups.
This is a very straight forward team. The idea is simple, get four small missle attacks per turn with the two Destroyer Droids. I recomend the overhand shot with them, it makes them a littlle more spread out of a target, but much easier to aim. The Grievous Bodyguards do three things...they harass opponents strikers, provide additional Droid Army figs to trigger the DD specials, and can provide a Shootback special for the DD when they bite the dust. If you can get one Rescue AND one Shootback in a game and your aim is middling to good, I think you should be able to take on hordes of weenies.
(Traditionally...weenies are the little guys in games...in Magic they might be a 1/1 or 2/2 creature, in HeroClix they might be any generic fig...in Attacktix any 10 pointer, especially non-unique characters, would tend to be a weenie. As in teenie weenie.)
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recondo
20 Point Trooper
And knowing is half the battle...
Posts: 99
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Post by recondo on May 31, 2006 15:34:23 GMT -5
Sorry for any confusion, my "Team Tusken" adds up to 100 points... the Tusken Raiders and Snipers are 10 points each, so I put their total to the side (e.g. 3 Raiders are 30 points, and so on). Its a good team & i think right up there with some of the more deadly ones.. its pretty much the same team I pimped earlier (except that I am a fan of having 2 Tusken Warlords so they can self-sustain each other if need be), but for the same reasons you listed. The addition of R2-Q5 is interesting though man.. I might try that out. I just wish that he affected every figure on your team (like R2-D2 is able to do), not just troopers.
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Post by YodaBreaker on May 31, 2006 17:46:26 GMT -5
The best team that I have come up with is "Team Tusken". It's made up of: Tusken Warlord (30 pts) 2 Tusken Snipers (20 pts) 3 Tusken Raiders (30 pts) R2-Q5 (10 pts) Imperial Officer (10 pts) The Tusken Warlord is so hard to knock down - you can bring in the raiders behind the Warlord and then on turns when R2-Q5 spins green you can move the Raiders 16 tix! Usually after the first turn, 16 tix is just about enough to get to anywhere on the board. From the strategy you're describing, here's what I might do to defeat this team: 1) If you keep the Raiders and Warlord groups, I'd use a striker to flatten the group. It probably wouldn't knock the Warlord back too far, but it would at least get rid of the main striker threats. There's a risk that a Tusken Sniper would get a free attack, but their small missiles would make them less of a threat that way. After the fast-moving melee group is decimated, I'd strike down the Tusken Snipers, then the Warlord again (if he's still up), leaving the 10-point guard and R2-Q5 for last. If a Tusken's going to come back, I want him back early 2) If you spread the Warlord and Raiders out, the Raiders would be rather vulnerable to launcher attacks. I'd concentrate on taking out the Raiders, then the Snipers, then the Warlord, then the guard and R2-Q5. Oh, and hope that R2-Q5 doesn't come up white Keep in mind that you'd be able to move only one of the Raiders 16 Tix if R2-Q5 is green. This is a pretty good team, as it features a lot of figures, the mix of figures forces your opponent to think hard about the formations s/he wants to use - and when, and the special powers (largely) interact well. Personally, I'd keep the Jawa on the team to guard R2-Q5 (with a Jawa in backups) because a) it's harder to knock down than the Imp Officer, b) its special power could work for you, even if it's one of the last figures on the field for you, and c) it's thematically kinda cool to have a Jawa as the guardian of a droid. However, even with that team, I don't believe that you could bring a Jawa Warlord into play if the Jawa's special power window comes up white. When a special power refers to a figure of any Class (Star Wars or Attacktix), the symbol for that class is always included (to my knowledge) in the text of the special power. When it refers to a single named figure, no symbol appears (because individual figures don't have their own symbols). Thus, I read the Jawa's special power as allowing you to bring in a 10-point Jawa figure specifically, not any Jawa-class figure. Cool - glad you've found a fun new team!
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awesomejedi
40 Point Warrior
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Posts: 807
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Post by awesomejedi on May 31, 2006 21:05:47 GMT -5
Here we go with the name debate again.......... About the figures name being in the label. I have no sides.
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Post by webhead817 on Jun 1, 2006 22:57:32 GMT -5
I hereby dub thee...The 0D Man! Erm, eh hem. You say JA-wa, I say ja-WA... Where was I? Oh yeah... Compare the Jawa's Special Powers and the Jawa Warlords special power to say, the Tusken Sniper. Notice how when a SP refers to a Star Wars Class, it uses the logo and the name, but when it refers to a name of a character, like say Wedge and X-Wing Pilots, it uses only the Name in a color or bold or whatever. In other words, both the Jawa and Jawa Warlords power works only on the Jawa figure, not the Jawa Warlord figure, by name.
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Post by superflytnt on Jun 9, 2006 12:58:54 GMT -5
Nah, the best in my book is: 2x Luke Skywalker (series 3 striker) (60pts) 2x Rebel Trooper (20 pts) 1x 20 point Captain Antilles Series 3 (20pts)
Luke runs up on them and gets killed and back up twice whilst Antilles who has 6 moves runs up behind him (using him as cover from afar). Then rebels split up moving forward and at 45 degrees away from the center. That keeps Mr. Skywalker alive.
Instant Bedlam man...I've been beaten only once with that scenario.
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greevy
30 Point Warrior
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Post by greevy on Jun 9, 2006 14:58:38 GMT -5
I normaly do 300 pt games, but my 100 point team is S1 Grievous (30 pts) S2 Grievous (20 pts) S3 Leia (20 pts) S3 Stormtrooper Luke (20 pts) Lefty (see my sig)/'The Man' (see sig)/Grievous bodyguard or a Jawa (10 pts) Depending on my mood. I normaly just pack Luke, the Greivious' togather with the launchers in front then have Leia and the 10 pointer hang back then split them up once they reach the opponent so a single Jedi attack doesn't knock them all down. Not a very good plan but it works well enough.
In 300 pt Games I combine the Droids (centered around Grievous) Rebels (Leia and Luke + Wedge and pilots) + 30 points of Tatoine residents (Jawas + Tuskens) I rarely user SBDs ever, too expensive and for the most part if it get's hit it's down just like the normal BD which is ten points cheaper.
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Post by redemptionrocks on Jun 10, 2006 13:35:33 GMT -5
true but can a bd have a 25% chance of giving Grievous another shot? I think not.
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greevy
30 Point Warrior
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Post by greevy on Jun 10, 2006 14:51:13 GMT -5
My BDs may not be able to give Grievous another shot but recently I've been getting white with my battle droids which definitly makes up for it, expecially late in a 300 pt game when two once proud teams usually are left with my Grievous, Droid commanders, and Leia against some wookie scouts, random 10pters, and a Jedi.
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