Rank: Advanced Bloo Milk Member Groups: Member
Joined: 4/30/2008 Posts: 2,137
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Congrats randy
Exciting final game
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 8/26/2008 Posts: 611 Location: Kokomo, IN
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Yep awesome Rando. Also, we probably need to do something with Tulak. I used him too, just not as abusive as he was in proper Sith squads. I wanted to play Kouhun (10 of them) and made him their blocker and still just missed the top 6 in 7th with 8 points scoring 1,3,1,3. He has to cost well more or lose some stuff at the least.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 7/27/2008 Posts: 1,349 Location: Los Angeles, California
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AceAce wrote:Yep awesome Rando. Also, we probably need to do something with Tulak. I used him too, just not as abusive as he was in proper Sith squads. I wanted to play Kouhun (10 of them) and made him their blocker and still just missed the top 6 in 7th with 8 points scoring 1,3,1,3. He has to cost well more or lose some stuff at the least. +1.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 7/27/2008 Posts: 1,349 Location: Los Angeles, California
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DarthMaim wrote:AceAce wrote:Yep awesome Rando. Also, we probably need to do something with Tulak. I used him too, just not as abusive as he was in proper Sith squads. I wanted to play Kouhun (10 of them) and made him their blocker and still just missed the top 6 in 7th with 8 points scoring 1,3,1,3. He has to cost well more or lose some stuff at the least. +1. I started a Tulak discussion in the general topic thread, so that we can focus on the positives of this year's Vassal Con championship
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 4/29/2008 Posts: 1,908 Location: Canada
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I thought Randy's squad was AWESOME!
I'm a fan of low-activation squads (I've played 6-activation Mandos for a while, to great success), but it seems that there are a number of variables which must be in place in order for a low-activation squad to work:
1. Some sort of significant movement breaker. For Mandos it was resolnare and MtV's CE, along with Jango's furious assault. For Randy's squad it was Revan, plus the Nexus' easy path.
2. Some sort of durability. When you're out-activated, you should expect your opponent to be able to make at least some attacks...you've gotta be able to weather that storm without losing a key piece. For Mandos it was Disruptive, plus a few pieces had Beskargam (that's not enough in today's game), and others had Cloaked. Randy's had 2 pieces with Distraction, plus several pieces with Determined. Additionally, his CEs (which were critical to the squad) were un-disruptible.
3. Some sort of big burst-damage potential. For Mandos, it was incredibly valuable to be able to activate 3 attackers when I won initiative once we were engaged; in many games I only needed to do this once, and then I had enough boom to decimate the other squad sufficiently. For Randy's squad there is Star Forge Echo, which was tremendously powerful. Additionally, Revan could do 80dmg (cunning, Bandon's CE, ambush, and undisruptible) on the move.
4. Finally (obviously), some sort of lockout-prevention. This is the case for all squads, but when you're outactivated you need to be especially careful with your door control. Randy only had one Uggie, so he was fortunate to not (as far as I'm aware) get locked out. Perhaps, with the various movement tricks he had, he would've been able to adapt to that and kill the override piece anyway, but who knows?
In other words, I think Randy's squad was simply genius. I had looked at the Revan-Malak-Bandon squad type, but I had quickly dismissed it because it was so low in activations. I guess I should've time-travelled forward right then, so that I could read this post....
Congrats, Randy! Well played.
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