Community

 
Jump Menu:
Post Reply
Page 2 of 2  •  Prev 1 2
Talkback - Strategy Showcase #5
2 years ago  ::  Sep 06, 2008 - 6:55AM #11
AH_Fritzfry
Posts: 53
Date Joined: 08/29/07
Move the two Uggs so that they are the only legal targets for Ordo (I6 and H8).
The NR squad has Evade and Mara has deflect. Mando scouts have Opp. Best scenario they actual target the uggs with one or two of the big hitters or worst scenario they do 80 to 100 points on Mara.
If the Mandos activate a scout or two or a scout then Ordo. Then you move up KK and Mara. With legal targeting the Mandos only get the big bonuses if they sit still, even if they do hit they only have a 50% chance of doing damage from range.
Id laugh if the uggs lasted after that round but who knows Ive seen worse happen.
Quick Reply
Cancel
2 years ago  ::  Sep 06, 2008 - 8:23AM #12
thereisnotry
Posts: 1,069
Date Joined: 12/27/05
My old friend and mentor, Gamer/DarthRancor/TK-421 always used to say, "eliminate activations," and in this case I think his advice holds true.

First of all, we gotta kill off those darned Scouts! Mara doubles with cunning attack on the adjacent scout, killing it very easily and gaining a FP from force renewal. Next, the Marauder has to die, since he's holding the door open for Canderous to shoot 6x +14 at Kyle. At first thought it seems best just to stand still and triple attack with Kyle (door would close), but then it becomes apparent that the Mandos next turn could just run the Quartermaster up to open the door, giving Canderous a clear LOS on Kyle, and that would hurt. So instead, Kyle Assaults the Marauder (needing 4s to hit), and then moves to C10. The door closes after Kyle's turn, so if the Mandos want to pursue Kyle, then they're going to have to commit a piece to open the door. Mara Jade is probably dead anyway even with Mettle and Evade, because she faces 10 attacks in total coming from the remaining Scout (opportunist) and Candeorus (30dmg shots). At this point it's all about the dice, since Mara could get extremely lucky with her saves and survive the round, or she could die right away to Canderous' barrage, which would allow the Scout some other options after having the door opened by the Quartermaster.

Mandos: Well, it all depends on what the NR does. Assuming the NR does as I've described, then Canderous has no target but Mara, so he takes out his frustration on her, +14s for 30 vs her 24 Defense in cover and Evade (with Mettle once). Depending on how that goes, the remaining Scout moves to L3 (adjacent to Mara but within 6 of both commanders) to attack Mara 4x at +16 for 20dmg; this negates her Evade, so she can only avoid 1 hit if she makes her deflect save. Those would be the Mandos' first 2 activations assuming things went as planned with the NR's turn.

EDIT: After reading the other posts, I can see the value in moving Kyle up to Disrupt Canderous. However, this places him out in the open with no cover...whether he kills the Marauder first or uses Grenades after moving is sorta beside the point. Canderous would simply move outside of the Disruptive range and twin on Kyle, and would then likely kill Kyle next round if he wins init. Disrupting the commanders looks like a good idea, but then you see that they can easily move later this round to avoid that problem, and it turns out not to be an ideal move. Grenades could be nice if they hit, but they still don't eliminate any pieces. The one benefit of moving Kyle outside of the room is that it forces the Mandos to decide which piece they want to kill this round: Kyle or Mara. Still, given the points differential as well as the activation advantage, Kyle is still smarter to stay inside the building and let the door close, since the Mandos will have to come to him (and therefore enter the Disruptive range), which gives him and the rest of his squad the advantage. It sounds more exciting to go after a commander this round, but IMHO it makes more tactical sense to kill two pieces and force the Mandos to come to me.
Quick Reply
Cancel
2 years ago  ::  Sep 06, 2008 - 8:26AM #13
Ruhk
Posts: 228
Date Joined: 05/08/07
Mara Doubles on the Scout she is adjacent to, with Cunning, he is a gonner. 1 Opportunist down, 1 to go. She's wants to stay where she is because her evade will kick in against the mandos.

2nd Act is Kyle moving to G7, and throwing nades 40 at the captain, hitting all three there. He should riposte on the Aoo if he can.

Mando Response would be to have the Captain move outside of distruptive range and let the Scout quad on Mara (moving adjacent of course.)

The CC pilot should shoot at the Marauder, and let Wedge and Fel try and clean up.

Mandos should move the Quater master and Canderous outside of distruptive and twin Kyle, setting up for the next init and hope for the win.
-----------------------------------------------------------------------
If Mando win init, move the Marauder to E9, if the attack is parried, then hit Kyle, if not, wack the Uggy.
Use Canderous to pile on the attacks on Kyle, only need 6s now to hit, and if he doesn't evade, he's going to eat a lot of damage.

Mara should still go for the kill on one of the Scouts, its a must to get rid of that opportunist damage. Kyle moves to I9, riposting the Aoo, and nading the captain.

Mando response should be move the captain out of Disruptive, nade Mara for fun, and let the Scout base and quad Mara.

NR then should try to take care of the maurader, and use the uggs to block the next round shots on Kyle.

Use the last activations to position for next round readiness, 1/4 master should move to benefit the scout so the Scout can +12 quad Mara and try to kill her without opportunist.
Quick Reply
Cancel
2 years ago  ::  Sep 10, 2008 - 1:02AM #14
TheStarkiller
Posts: 400
Date Joined: 03/27/08
Oh my Goodness!!

I had never realized that Wedge's Commander effect was unlimited!

Given that, I would have to say that since mara is protected by evade, it wouldn't be too big a problem to double cunning on the scout and provoke the attack of opportunity with kyle to get off the grenades on the captain (just for massive beginning damage...hopefully)

I am really not worried too much about the maurauder with only 20 base damage when Jag and Wedge both have 3 or more rounds in them. (far enough to take out the maruauder with only parry.

with the grenades going to the captain and the fact that they need to move away from Kyle to give their commander effects, I do think that the game is in the bag for New Republic (unless evade saves are horrible)
picturepicture
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 36/40; JA 40/40; GaW 38/40; DT 36/40; MotF 0/40
Quick Reply
Cancel
Page 2 of 2  •  Prev 1 2
Post Reply
Jump Menu:
 
    Viewing this thread :: 0 registered and 1 guest
    No registered users viewing