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Map Tactics: Bothan Spynet Options
DarkDracul
Posted: Monday, February 16, 2015 2:57:50 PM
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Joined: 4/18/2008
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Location: Kokomo
Bothan Spynet

Numbers: represent the quickest route to gambit... (not the safest)
Green Dots: set up areas, opening moves, "safe" gambit squares and areas of engagement.
Rde Lines: firing lanes and long lines of sight to keep in mind.
Opponents may pick either side. Players often pick left, at first glance commander areas and gambit looks better.
Both sides require extra movement to reach safe areas of gambit Round 1.
Right side actually has a safer approach to gambit and very safe commander areas.
The Turbolifts inside of gambit are a special feature of this map.
Movement breakers can really take advantage of this map.
Map plays at fast speed. "play over 6 rounds."
FlyingArrow
Posted: Monday, February 16, 2015 3:21:20 PM
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I thought that was an obstacle in the bottom center room. No?
Dr Daman
Posted: Monday, February 16, 2015 3:35:58 PM
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FlyingArrow wrote:
I thought that was an obstacle in the bottom center room. No?


I noticed that too. I'm pretty sure you're right.
DarkDracul
Posted: Monday, February 16, 2015 3:37:53 PM
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Location: Kokomo
Opps! Thanks, I got a little carried away on that line. *fixed it
That certainly gives more options for approaching the other side.
FlyingArrow
Posted: Monday, February 16, 2015 4:15:54 PM
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Most of my games have had the conflict at the top left. Often neither of us even get into gambit. I get the feeling we are playing suboptimally.
DarkDracul
Posted: Monday, February 16, 2015 6:49:28 PM
Rank: Advanced Bloo Milk Member
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Joined: 4/18/2008
Posts: 1,048
Location: Kokomo
FlyingArrow wrote:
Most of my games have had the conflict at the top left. Often neither of us even get into gambit. I get the feeling we are playing suboptimally.

I think your better off going to gambit Round 1 on this map instead of directly to their set up area.
Either way if your opponent doesn't advance Round 1 major engagement still won't happen till Round 3.
Hopefully after Round 1 you being in gambit will encourage the other player to advance their squad.
You can leave behind a gambit collector and protect it by putting your squad between it and your opponent.
If your opponent wants to hole up you might as well collect 10pt gambit as you go after them.
FlyingArrow
Posted: Monday, February 16, 2015 7:37:29 PM
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Need a movement breaker to reach gambit, and you're really vulnerable sitting out there. Although anyone who attacks you then become vulnerable, too. But if you're in gambit they get the first attack. Probably fine if you've brought a 10-15 piece just for gaining gambit that you can use to either get gambit points or be bait for the opponent. Actually, that's probably a good thing to have in your squad if this is your map.

Left side's approach through the bottom is actually pretty safe, but it's slow. Straight down the hallway seems pretty risky. Right side seems to have the best combination of speed and safety for the path to gambit
.
TheHutts
Posted: Monday, February 16, 2015 7:50:34 PM
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I pretty much always end up on the left on this map. I like to go through the hallway through the middle and use the area near the door as a staging area. Normally I like this for swarm squads like Naboo and Snowtroopers. There's barely any difficult terrain, so you can get up really quickly.
Echo24
Posted: Monday, February 16, 2015 8:23:13 PM
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TheHutts wrote:
I pretty much always end up on the left on this map. I like to go through the hallway through the middle and use the area near the door as a staging area. Normally I like this for swarm squads like Naboo and Snowtroopers. There's barely any difficult terrain, so you can get up really quickly.


I play the map the same way, although I like to use it for mobile shooters. The stairs slow it down somewhat, but moving around the exit to that hallway and the walls to the room above it gives some nice opportunities for popping in and out. Always take the left if I can though, and I don't really worry too much about first round gambit.
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