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Talkback - Strategy Showcase #3
2 years ago  ::  Aug 15, 2008 - 3:07PM #11
501st
Posts: 494
Date Joined: 08/11/08

darth_waste wrote:

Also, the Cart already has only 10 hit points left, so I don't understand the need to use precision against it. I dont understand why New Republic would focus on the Cart, it can do nothing by itself and can't move without dying first. Even if it dies, the chance of that defeating Yoda or Shaak ti are more than slim. On top of that, it actually helps many New Rep characters be "adjacent" to potential targets (Yoda).


Look at what I wrote above. You can't attack yoda or shaak ti unless you have accurate shot. You have no choice but to attack the cart to get to them. Just because your NR characters are adjacent to the cart your not adjacent to yoda or shaak ti.

Every move in this game is a mistake,  the hope is that your opponent makes a bigger mistake when he makes his move.
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2 years ago  ::  Aug 18, 2008 - 6:37AM #12
ironlightsaber
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Bumped in case you were at GenCon and missed this. Hope everyone had fun.

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2 years ago  ::  Aug 18, 2008 - 10:21AM #13
thereisnotry
Posts: 1,070
Date Joined: 12/27/05
I haven't read any of the other responses yet, just looked at the puzzle.

If I was Rebels and won initiative (likely, since I have recon), Kyle would be my primary target. His Disruptive and Triple Attack being the primary reason for that choice. He also has 100hp left, which won't be hard to plow through in 2 activations. First, Shaak Ti double-attacks Kyle with Cunning Attack and Crowd Fighting for +27 (+13 base, +4 cunning, +10 Crowd Fighting with 5 figs adjacent) for 60dmg. If he uses Riposte and hits, even better for her, since she'll respond with a riposte of her own for another 30dmg. But we'll assume Kyle either doesn't riposte or doesn't hit (needs 10s). Now Kyle has 40hp left, so Luke & Obi twin attack the cover-less Kyle for 40dmg, with the benefit of a force point to reroll missed attacks. And if the dice are horrible and the first attack still misses, then for the 2nd attack they can combine fire using Spotter +20 from the Rebel on Tauntaun to put the last 40dmg on Kyle. Next round, Han shoots with Cunning and Yoda stuns.

It's important not to attack Shado at this point, because he has the Block/MotF2 combo, which could severely hamper the damage that he takes. Yoda could cancel Shado's Blocks, but then he wouldn't have enough to counter Mara's assault. Whatever the case, Yoda NEEDS to save his force points to prevent Mara from assaulting.


As for the NR, things are a bit dicier. My first activation would be to move Mara to F5 and attack an unactivated Shaak Ti for 80dmg, combining fire with the GA Scout (Spotter 20). Shaak can't avoid these hits whatsoever, since they're not melee attacks. Assuming those hit, Kyle will also Attack Shaak Ti twice (needing 10s); if the first two score damage, then I'd attack her the third time for the last 10hp of damage...but if I miss or she blocks either of those attacks, then the last attack is for the troop cart. Best case scenario: Shaak Ti dies; otherwise, she's severely crippled and will likely die next round.


EDIT: Okay, I've just read the other posts. I still stand by the moves I described.

The cart truly isn't a primary target for the NR, but I've found that it's almost always good to eliminate your opponent's activations; that is why Kyle would take down the cart if he didn't stand a good chance of killing Shaak Ti. If I don't kill the cart this round, the Bith Vigo could easily do it next round. And attacking/killing Yoda rather than Shaak is a decent idea as well, but that would give Shaak Ti MotF3 and a ton of force points, meanwhile allowing Shaak to put 40dmg on Mara before next round. Personally, I'd rather cripple/kill a dangerous piece like Shaak than an annoying piece like Yoda. [And no, I don't think Yoda isn't dangerous--he's actually one of my favorite pieces--but with only 5 fp his usefulness is limited at this point, especially if the main NR figs have already activated.]
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2 years ago  ::  Aug 18, 2008 - 10:33AM #14
TheStarkiller
Posts: 411
Date Joined: 03/27/08
Alright.

I am going to try the harder one, NR Player wins initiative.

Shado Vao uses Lightsaber Precision once and attacks Yoda.
IF the attack goes through
Use lightsaber Precision again and attack Yoda
IF the second attack goes through move 6 squares into H10
Take the damage from Shaak Tii (maybe, she could roll 2/1)
Kyle Katarn Triples Yoda for (hopefully) the kill.
IF the second attack misses, don't move
Kyle Triples Luke Speeder
IF the first attack misses
Attack the Troop cart with second attack, maybe move
IF Shaak-tii isn't placed adjacent to Kyle Katarn
Triple Lukes Speeder
IF Shaak-tii is placed adjacent to Kyle
Triple Shaak-tii with Kyle\

Best case scenario
-Next round
Yoda is dead, assault Shaak with mara, combining with scout
Bring the bith vigo up to keep evade
-Last important round
Place Luke 4 squares behind Mara
Blow as many doors as you can, Melee=Good

Worst Case Scenario
-Give up, it is the worst case scenario, which means you lost.
RS 55/60; CS 53/60; RotS 55/60; UH 46/60; CotF 60/60; BH 44/60; A&E 58/60; FU 49/60; LotF 60/60; KotOR 57/60;
CW 40/40; IE 38/40; JA 40/40; GaW 39/40; DT 38/40; MotF 0/40
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2 years ago  ::  Aug 18, 2008 - 3:33PM #15
AH_Fritzfry
Posts: 53
Date Joined: 08/29/07
Round one
Rebels go first recon. Drop off Shak and Yoda beside luke before activating.
Shak attack for 60 then follow up with han and tauntaun as the spotter for fifty --or-- if you did not do enough damage on Kyle with Shak use Lukes jedi mind trick then a twin attack with the tauntaun as spotter.
I'll say the first.
NR would counter with Vigo and the scout, on the Troop Cart for good measure becuase its the only thing in range of the two. Move one of the far uggies on the other side of the door.
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2 years ago  ::  Aug 19, 2008 - 1:20AM #16
501st
Posts: 494
Date Joined: 08/11/08
Am I missing something?

If NR wins initiative Yoda and Shaak tee are on the cart.
Nobody can attack them from the NR side because of the Cart. Everyone posted above is attacking the force boys but you can't since the NR have no accurate shooters in this scenario to shoot onto the cart.
Every move in this game is a mistake,  the hope is that your opponent makes a bigger mistake when he makes his move.
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2 years ago  ::  Aug 19, 2008 - 6:06AM #17
darth_waste
Posts: 184
Date Joined: 01/11/06
Characters adjacent to the Cart are considered adjacent to those on board of the Cart as well, and vice versa.
Darth Waste, Endbringer
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2 years ago  ::  Aug 19, 2008 - 11:17AM #18
501st
Posts: 494
Date Joined: 08/11/08

darth_waste wrote:

Characters adjacent to the Cart are considered adjacent to those on board of the Cart as well, and vice versa.


I pm'd you since I can't find the ruling.


I will stand by my decision to go for cart first either way.:D

Every move in this game is a mistake,  the hope is that your opponent makes a bigger mistake when he makes his move.
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2 years ago  ::  Aug 19, 2008 - 11:29AM #19
darth_waste
Posts: 184
Date Joined: 01/11/06
PM sent.

Troop Cart: This special ability is similar to Desert Skiff as described in the rulebook, with the following exceptions. Transported characters
do not gain Flight, but they do not provoke attacks of opportunity. Count range from this character for the purpose of making attacks or
using commander effects. If this character is defeated, each transported character is also defeated unless it makes a save of 6.
Darth Waste, Endbringer
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2 years ago  ::  Aug 20, 2008 - 3:07PM #20
klecser
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Date Joined: 05/22/01
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As Nickname confirmed, characters adjacent to the cart are adjacent to everyone one the cart.

I find this an interesting situation in part because if you kill the cart, you score 15 points, but in doing so, you allow Yoda and Shaak to be placed wherever the opponent wants adjacent to it, assuming they survive, which is pretty likely.

Is scoring that 15 points NOW, more important than putting damage on Yoda or Shaak or both? After all, Yoda doesn't have any defense against attacks other than Alter and Shaak doesn't have any defense against adjacent ranged.
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