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Post by David Skywalker on Dec 26, 2007 20:22:18 GMT -5
I've changed the team above to include another starter Kenobi to boost the team to 200 points.
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Post by YodaBreaker on Dec 27, 2007 17:34:37 GMT -5
S2 #38 Obi Wan Kenobi x2 Gold KAM x1 R2-Q5 x1 R2-D2 x1 Jedi Knight x5 Wicket x5 The thory behind this team is to utlieze the strikers. With the aid of Q5 and Artoo the Jedi can get down the feild and make multiple attacks. Because the Jedi Knights are Warriors (not Troopers), they won't be able to take advantage of R2-Q5. Sounds like you'd need to charge the Wickets down, instead.
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Post by Cona Chris on Dec 28, 2007 9:03:50 GMT -5
S2 #38 Obi Wan Kenobi x2 Gold KAM x1 R2-Q5 x1 R2-D2 x1 Jedi Knight x5 Wicket x5 The thory behind this team is to utlieze the strikers. With the aid of Q5 and Artoo the Jedi can get down the feild and make multiple attacks. Because the Jedi Knights are Warriors (not Troopers), they won't be able to take advantage of R2-Q5. Sounds like you'd need to charge the Wickets down, instead. I agree - keeping one Wicket back as long as OBK is still alive.
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Post by Cona Chris on Jan 9, 2008 9:12:18 GMT -5
Below are the results for the 1st Title Defense of the "Evil Turks". The Challengers are "Team Strikes A Lot" as suggested by David Skywalker, with one change: I do not have 2 S2 Kenobi Strikers, so I added in a Tion Medon and a Tusken Raider (another trooper). Champions: "Evil Turks" (Turkish Van Cat's suggested team)Played By: Cona ChrisGeneral Grievous (SW2/24) x2 Grand Moff Tarkin (SW4/16) x1 Grievous Bodyguard (SW1/13) x2 Mystique (M/12) x1 Sabertooth (M/22) x3 Venom (SM1/3) x2 Backups: We don't need no stinkin' backups! VS.Challengers: "Team Strikes A Lot" (David Skywalkers' suggested team)Played By: Cona ChrisJedi Knight (SW2/1) x5 Ki-Adi-Mundi (SWG1/3) x1 Obi-Wan Kenobi (SW2/38) x1 R2-D2 (SW2/21) x1 R2-Q5 (SW3/30) x1 Tion Medon (SW2/22) x1 Tusken Raider (SW3/3) x1 Wicker (SW4/3) x5 Backups: None The Champions went first. The moved their figures very carefully so as to stay about 18 tix away from the Challengers (so that a Wicket aided by R2-Q5 would not be in striking range. They had two stacks of figures on either side of the board, one side consisting of a Venom, a Grievous, and Mystique. The other cluster was the other Venom, Tarkin, and a GBG. The other figures (all strikers) stayed in the middle of their side of the board, but were spread out. One of the Venoms fired into the enemy lines of tightly packed figures and knocked one of the Jedi Knights away from the group a bit, and then Tarkin had the perfect line to take him out with the next shot and did so, but the JK was white! So as the free attack, another JK moved up 10 tix, and was now in range of a few figures on the next turn since they were only 8 tix away. The JK bypassed the easy Sabertooth opportunity and went to a grouping consisting of a Venom, Mystique, and a Grievous, although the JK couldn't get right next to them for a maximum power swing. I was reasonably confident I took take out at least two with a swing, but that darn Venom is so heavy that I was lucky to even get him - and of course he was white and there was one JK to vanquish! A green R2-Q5/Wicket combo got a Sabertooth who turned up black. The Challengers moved up all the Jedis and most of the Wickets. They kept two clumps back on either corner by their start line - one was R2-Q5, Tion and a Wicket - while the other was R2-D2, the Tusken Raider and a JK. On the Champs' turn, they had Mystique right next to the JK who got the Venom (but not the rest of the clump) and I couldn't resist capturing him because it almost never happens. The Challengers responded by having another JK knock their own Gold KAM into the captured JK killing both, but KAM was white, so they got 3 more attacks/moves (which was nice because I spun R2-D2 and came up with a 1). They avoided the Grievouses because they didn't want the Vengeance to activate - they did target the GBGs though, so as to make at most only one Grievous able to Vengeance someone. The Challengers also tried to get Tarkin, so that the Leaders would be gone, thereby making Sabertooth's special irrelevant. The Champs needed a break, and they got one when they went after OBK and he was black the first time he was defeated (twice they couldn't attack Ewoks due to Evade, so eventually they had to go after OBK). They got another break soon after when the Tion that was hanging around the start line got whacked by a Grievous and came up black. However, after the GBGs went down, the Challengers got a break when the first Grievous defeated was black, and the second was white (but it didn't matter because there were no more Droid Army figures left). After significant carnage on both sides, the last figures left were a Sabertooth and a Venom for the Champs, and a Tusken Raider, Wicker, JK, and R2-Q5 for the Challengers. The Challengers were all huddled together, as none were in striking range (even if R2-Q5 came up green) since both groups were on opposite corners of the board. The Champs split up a bit by about 8 tix, so that Sabertooth would be in range if anyone got near Venom. Sabertooth also has 12 speed, which is greater than any of the Challengers (sans the R2-Q5 enhancement) so they were going to have to get into range soon. R2-Q5 came up red, and they decided to move up their full amount of tix and leave R2-Q5 behind from the group. Venom then pulled off an awesome shot, knocking R2-Q5 at about the maximum possible distance (diagonally across the board). R2-Q5 was sideways and got hit on the side of the leg - making the shot even greater if I do say so myself! So the Challengers were up a creek without a paddle, as Sabertooth would be in range before they would. The Challengers split up from the group and swarmed the Champs, and the Champs missed with Venom's shot - but Sabertooth saved the day by knocking the Tusken Raider into the JK for a double kill. The last Challenger left, a Wicket, knocked over Sabertooth into Venom but Venom held steady of course (Wicket could not have gotten to Venom that turn -he had to go for Sabertooth). Venom then shot Wicket at close range for the narrow escape! The Champions had 6 special powers activate (expected 6.15) and used 4. The Challengers had 6 special powers activate (expected 4.00) and used 4, so the Challengers got some breaks in this one. The MVP of the game was the last figure standing, one of the Venoms, which fired 5 times, getting 4 kills with one miss. Up next: The Champions must face a Marvel themed squad that takes advantage of Pole-Swingin' Spidey's extra attack effect.
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Post by YodaBreaker on Jan 9, 2008 12:25:36 GMT -5
Nifty writeup, Chris! It's fascinating how Venom's sculpt prevents the multiple knockdown more often than one might like, which is another reason I think he's brokenly undercosted at 20 points It was also interesting to read that despite your best attempts to keep your figures out of Wicket + R2-Q5's range, a Jedi Knight was still able to sneak in because of the Attackback.
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Post by David Skywalker on Jan 9, 2008 17:41:43 GMT -5
Oh, if only Obi had been white! Perhaps I should have put S5 Chewie in there. The team needed a launcher. Oh well, good match to the Evil Turks and a good write up to Cona Chris!
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Post by superflytnt on Jan 10, 2008 9:30:44 GMT -5
I'd like to see this as a squad....
4x Beast (80) 2x Starter Wolverine (140) 2x Sabretooth (180) 2x Electro (200)
Hmmm?
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Post by Cona Chris on Jan 10, 2008 10:32:03 GMT -5
I'd like to see this as a squad.... 4x Beast (80) 2x Starter Wolverine (140) 2x Sabretooth (180) 2x Electro (200) Hmmm? It's got potential - I would need to sub for a Starter Wolverine since I only have one - or we can run this match the next time we get together to play since I know you have at least one.
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Post by Turkish Van Cat on Jan 10, 2008 10:54:35 GMT -5
Count Dooku x3 Sabertooth x4 Venom x2 Medic Droid x1
It's Team Recover again, but composed entirely of 20 point figures. Having more figures and fewer high-cost figures like S4 Vader helps limit the effectiveness of Vengeance based teams. Charge the Saberteeth and two Dookus forward in two triplets (sabertooth hug in front, Dooku in back) and let a Dooku and the Venoms hang back, protecting the Medic Droid. Hopefully, the Saberteeth will keep enemy strikers from getting to the Healbot and the Dookus will let the Saberteeth recover. And then, when one of the figures falls and is black, Healbot can bring him right back into play. That rallying ability is even more potent since the brought-back figure can recover. I'm still considering switching out one of the figures for another Dooku, since once he's gone, all the recover abilities won't activate.
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zgx
10 Point Trooper
????#? ???? ?
Posts: 12
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Post by zgx on Jan 10, 2008 18:19:26 GMT -5
You should try this one... If you were to allow battle masters: The Undead Teleporters 2 Republic Gunships (140) 1 Medic Droid (160) 4 Electros (200) Back-Ups: 2 Yodas It would be unstoppable if they allowed BMs in tournaments. You can use the Republic Gunships to move your entire army across the field in one turn by taking the Republic Gunship from behind then using the other to bring it up. (using the transport ability) Plus you can use the Electros as ammo to throw at the enemy, then use the medic droid to bring them back from the dead. So you can move all your guys to the other side of the field, throw them at the enemy, come back to your starting line with the Republic Gunships, then fire on the enemy from there. Or if any one has 20 Jk's...
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Post by YodaBreaker on Jan 11, 2008 0:51:44 GMT -5
You should try this one... If you were to allow battle masters: The Undead Teleporters 2 Republic Gunships (140) 1 Medic Droid (160) 4 Electros (200) Back-Ups: 2 Yodas It would be unstoppable if they allowed BMs in tournaments. Unless, of course, you had fast strikers en masse Err...except that the transport action of the Republic Gunship is considered part of an attack action (not a movement), so you'd then need to fire with the Gunship doing the transporting, or you'd forfeit an attack. Furthermore, you can only use the Gunship to transport one figure at a time, so there's no way you could get the rest of your squad across the battlefield in one turn. Thus, I'm not sure what you mean by "taking the Republic Gunship from behind then using the other to bring it up." Throw...with what? Tossing figures with the Gunship isn't a licit attack action. Additionally, the Medic Droid would likely be toast within 6 turns, which is how long it'd take for the Medic Droid's effect to kick in. Erm...no. At least, not according to my reading of the rules. Heh...70's a much better number. You need backups, after all (for what, I don't know, but...yeah).
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zgx
10 Point Trooper
????#? ???? ?
Posts: 12
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Post by zgx on Jan 11, 2008 19:04:18 GMT -5
OK thanks for the clarification on transport. I think I had accidentally gotten rid of my gunships "Rules Paper".
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Post by David Skywalker on Jan 20, 2008 16:09:13 GMT -5
Ok now to make a new team to try to beat those pesky Turks! Revenge of the Sithx2 S4 Darth Vader (80) x1 S1 Starter Vader (120) x2 S1 Count Douku (160) X1 S2 R2-D2 (170) X3 S4 AT-ST Driver (200)
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Post by Cona Chris on Jan 25, 2008 10:55:39 GMT -5
Below are the results for the 2nd Title Defense of the "Evil Turks". The Challengers are "Spidey's Melting Pot" as suggested by Cona Chris. This took me all week to type up - stupid work always interrupting!
Champions: "Evil Turks" (Turkish Van Cat's suggested team) Played By: Cona Chris General Grievous (SW2/24) x2 Grand Moff Tarkin (SW4/16) x1 Grievous Bodyguard (SW1/13) x2 Mystique (M/12) x1 Sabertooth (M/22) x3 Venom (SM1/3) x2
Backups: We don't need no stinkin' backups!
VS.
Challengers: "Spidey's Melting Pot" (Cona Chris' suggested team) Played By: Cona Chris Daredevil (M/16) x2 Electro (M/4) x2 Elektra (M/3) x4 Spider-Man (SM1/6) x1 Spider-Man (M/10) x1 Spider-Man (M/1) x2 Spider-Man (SM1/7) x1 Thing (MV2/22) x1
Backups: None
The Challengers went first and having 5 Marvel Classes were eligible for the free extra attack. Armored Spidey, and Electro, and a Spidey Avenger hung back in the right corner while the Pole Spidey hung out Thing and the other Electro in the other corner. The Bens and Jens (Ben Afflacks and Jennifer Garners - a.k.a. Daredevils and Elektras) rushed up the middle. Spider-Man and both Electros missed on their attacks although Spidey got a Sabertooth to roll on his base a bit. The Champions moved their Grievi and Saberteeth up so as to be in range for the next turn (which may not seem wise, but else they'd all be pinned together as Elektras and DDs swarmed on the next turn - they banked that the Sabertooths would be white). The Champs also quickly ascertained that this freebee attack every turn would be a problem, however Pole Spidey was well protected so they went after both Electros in effort to get rid of one Marvel class. It half worked. On of the Venoms scored a knockdown while Tarkin (who had a clear shot) whiffed.
Turn two saw three Elektras (thanks to that extra attack) move into striking range next to the three Sabertooths and moved the last Electro back behind Armored Spidey to protect that Marvel Class. Each Elektra took out a Sabertooth, and one got knocked into a Grievous (who fell) AND continued to roll into Mystique (who fell as well). Unfortunately for the Challengers, the Evil Turks had 4 whites out of the 5 figures downed, so all three Sabertooths bounced back up and Grievous chose to Vengeance Thing, thereby eliminating one of the Marvel Classes, so the Champs were down to 4 (the minimum needed for Pole Spidey's extra attack to take effect). The Champions had a wide open shot on Pole Spidey, but he was 2/3 of the way across the board and he has a 46% chance at rescue (and he could have hid with Electro on the start line had he been rescued), so they opted instead to get rid of those pesky Elektras which both turned out to be white! The Daredevils each took out a Sabertooth (the only figures in range) and one of those got to stand back up.
Turn three saw a Daredevil take out a Venom (black), a Spidey striker took out a Sabertooth (white) and an Elektra knocked a Sabertooth into another Sabertooth and a GBG, knocking them all down. Both Sabertooths were white however... yes I was grinding them! The hard swinging Elektra was immediately slain but she was white, which let a Daredevil take out the last Venom (who was black). Venom happened to be right in front of Tarkin, who couldn't miss Daredevil at point blank range (I love those shots).
On the next turn, the Challengers, who had been slowly creeping up (the "protected" Avenger Spidey, Pole Spidey, and Electro), charged everybody as close as possible on this turn since it was likely the last two Marvel Knights (DD and Elektra would be lost on the Champs turn). Three times the same Sabertooth went down, and all three times he was white. The Champs targeted the last remaining DD and Elektra in that order. Both were white but their specials were useless, this brought the Challengers down to 3 Marvel Classes, so Pole Spidey's Effect was out of play now.
So, at this point the Champions had 5 figures left (2 Sabertooths, a GBG, Tarkin, and a Grievous Striker). The Challengers also had 5 figure left (Pole Spidey, Starter Striker Spidey, Avenger Striker Spidey, Armored Spidey, and an Electro). On turn five, the Challengers took out a Sabertooth and GBG, both of which were white. They couldn't get to Tarkin, who was hanging out in the corner with Striker Grievous, so they got lucky that a Sabertooth was black and no attackback for Grievous. The Champs got a break as Striker Grievous took out two figures, but the break was short-lived as Pole Spidey was white and thus rescued. A Spidey Striker was gunned down by Tarkin, making it 3 figures for the Champs against 3 for the Challengers.
Next turn, Armored Spidey missed - which was the first miss for either team since the first turn. Electro hadn't done much since the first turn, but was alert and killed the Striker Grievous (who was black - even though his special power percentage is high - it always seems like it comes up 1 in 3 times for me). The Champions were now in a quandary, as Sabertooth was out of range so only one attack was available to them. Pole Spidey was out of range (I thought) so Tarkin tried gunning down Armored Spidey because it's very rare that I miss with him. It didn't work - the bullet bounced off of Spidey harmlessly. Pole Spidey then moved in and was in range of Tarkin (barely) and then Armored Spidey got the last Sabertooth for the win! New Champions!
Here are some stats from the game - I can't figure out how to make a nice table, so hopefully this isn't too bad to look at:
Stat..................................Champions...............Challengers Figures Left Standing..................0...........................3......... Attacks............................17 of 21 (81%)........9 of.11..(82%) Scores (Kills)...........................21..........................10........ Special Powers........................12...........................6......... Special Powers Expected.......10.77.......................3.96...... Special Powers Used................11..........................4..........
The MVP of the match was one of the Daredevils, who got 3 attacks and knocked off 2 Sabertooths and a Venom. One of the Sabertooths (who recovered 6 TIMES) was a close second.
Up Next - the new Champions will have plenty of challengers - many have submitted teams above (although I think I'm not going to use the team zgx suggested because of what Yodabreaker pointed out about the tactics not working.
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Post by David Skywalker on Jan 25, 2008 15:49:17 GMT -5
Another close match and another great write up! Love the new stats feature Chris!
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