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Talkback - Strategy Showcase #5
1 year ago  ::  Sep 05, 2008 - 10:34AM #1
VampireGuy
Posts: 75
Date Joined: 11/06/07
Talk about Showcase #5 here! http://www.wizards.com/default.asp?x=st … /S3Puzzle5
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1 year ago  ::  Sep 05, 2008 - 10:49AM #2
Elvenshae
Posts: 4,209
Date Joined: 02/07/06
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First off, this one looks like it's a lot more fun than the last one.

I'm initially voting for an easy[-ish] New Rep victory, however.

More thoughts to come!
Patryn of Elvenshae

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1 year ago  ::  Sep 05, 2008 - 11:27AM #3
DarthChodah
Posts: 83
Date Joined: 10/26/07
Ok, the biggest threat to the new republic force looks to be the Mando Captain, as the double, twin, greater mobile could be painful to mara, so taking him out would be the highest priority in my mind. The only way to do this that i can see would be moving Kyle Katarn to H8, granting the attack of oppurtunity to the marauder. He would have a 50/50 shot of hitting, allowing Katarn to riposte and possibly get some damage on the marauder. If the marauder does not hit Katarn, burn a force point to move an extra 2 to I9 At H8you could grenade Canderous Ordo, also hitting the captain(at I9 you could grenade the captain directly, hitting both Ordo and the Quartermaster!!!). If the captain fails the save and takes 40, your next activation should be Wedge who can Moblaccurate and take a shot at the captain. It would require a 14 to hit, however the removal of the captain would be worth the risk. High risk, High reward beginning for the NR squad. If the grenades don't work as planned, activate mara instead of Wedge and remove one of the Mando Scouts from existence with a double cunning.
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1 year ago  ::  Sep 05, 2008 - 1:57PM #4
darth_waste
Posts: 184
Date Joined: 01/11/06
I think the biggest threat to New Rep right now are the Mando commander effects. It is tempting to kill the Mando Scout adjacent to Mara right now, but retaliation might just kill her.

If the New Rep player wants to neutralize the commander effect, he better start by killing the Mando Marauder, so Kyle can move forward without risking an AoO and leaving that threat behind with the commanders. I would first activate the Cloud Car Pilot to move him to D9 and attack the Marauder, combining with Wedge and Jag (should succeed in putting 20 on the Marauder). I would then activate Kyle, Force lightning the Marauder for the kill and move Kyle to I9. This move has many effects. It forces Canderous to attack him if he wants to triple and removes all his commander effects, at the same time Disrupting them for the Scouts, thus protecting Mara (unless the Mando player moves his commanders into more immediate danger. Also, after having moved out, Kyle lets the door close on his commanders, keeping them safe for the rest of the round.

The next target shoud be the Scouts, as removing them takes care of the biggest reliable damage output the Mando player has. Depending on what the Mando player chooses to activate, Mara might even kill one that very round.
Darth Waste, Endbringer
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1 year ago  ::  Sep 05, 2008 - 2:02PM #5
DarthChodah
Posts: 83
Date Joined: 10/26/07
Oh, yeah, I forgot that Kyle is disruptive. Must be because he is the most interesting man alive. I still think my plan would be just as viable. Not too afraid of the marauder against Wedge, he can be dealt with on a later activation.
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1 year ago  ::  Sep 05, 2008 - 2:10PM #6
Barongrackle
Posts: 2,066
Date Joined: 03/12/07

DarthChodah wrote:

Oh, yeah, I forgot that Kyle is disruptive. Must be because he is the most interesting man alive.


I don't always drink ale. But when I do... I drink Corellian.

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1 year ago  ::  Sep 05, 2008 - 2:18PM #7
DarthChodah
Posts: 83
Date Joined: 10/26/07
Kyle is a lover, not a fighter. But he's also a fighter, so don't get any ideas.
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1 year ago  ::  Sep 05, 2008 - 2:56PM #8
jedispyder
Posts: 1,833
Date Joined: 05/22/05
My thoughts are always wrong, lol. I see it going one way and it always ends up another. I'll voice my opinions becuase I'm bored with a bit of time to spare before my interviewers come in (and I haven't read any other thoughts yet)...

One of the main portions of the Mando squad is that Canderous has a Mando Captain/Mando Quartermaster nearby. So Canderous has the possibilty to shoot 3 different attacks with Twin on each at +14 each attack.

Right now KKJBM isn't a legal target against Canderous (he's 8 squares away from Canderous in cover wheras Mara is just 6 squares). So its basically a catch-22 for Kyle. If he can move up just 2 space then Canderous is just down to his usual Triple Attack at +10, but that now leaves him open to choose to attack Kyle as well as Mara. He could decide to not activate until after Canderous has already activated so he's clear of any potential mega-damage. If he instead chooses to nerf Canderous, here is what he'd need to do. Kyle could use a FP for Lightsaber Assault the Mando Marauder and hope like hell Parry fails, thus killing the Marauder (or he can just take an AoO from the Marauder) and then move up to F9 which nerfs not only the Mando Captain's CE and Canderous' possibilty of benefiting from a CE.

Now we have a catch-22 with Mara. She can use her Cunning to definitely take out one of the Mando Scouts but that leaves the other Mando Scout to get Opportunist on her. If the Mando Captain first moves out of Disruptive range then that lone Scout would get Double/Twin at +16 for 20 each. Another possibilty would be to attack the first Mando Scout once, dealing 30 against it, and then move back 1 square to K1. This puts her 7 squares away from Canderous, which would mean Stealth is activated and she isn't a legal target. But that would leave her open to 2 Opportunist attacks which could deal a total of 160 on her (she could only Deflect 2 of those shots). The Scouts probably won't miss the attacks since they would be smart to move first so they have no cover against her. So Mara seems like she'd possibly be dead either way (take an AoO to move back 1 square so she isn't a legal target to Canderous where she puts herself into the possibilty of 160 damage or just kill 1 Scout and stay where she is a legal target against Canderous for up to 180 damage as well as the possibilty of 80 damage from the remaining Scout).

This has taken me waaay too long to write and I'm needed at work stuff, so I may finish this later or not. Either way, the way I see it, both Mara and Kyle are faced with a catch-22, IMO....
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1 year ago  ::  Sep 05, 2008 - 9:06PM #9
AlphaMoose225
Posts: 196
Date Joined: 06/04/08
Ripped straight from the headlines of the "Generics too powerful" thread :P
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1 year ago  ::  Sep 06, 2008 - 6:46AM #10
klecser
Posts: 3,562
Date Joined: 05/22/01
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AlphaMoose225 wrote:

Ripped straight from the headlines of the "Generics too powerful" thread :P


So I take it you think that the Mandos win this one? How does it play out? :D

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1 year 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.
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1 year ago  ::  Sep 06, 2008 - 8:23AM #12
thereisnotry
Posts: 1,042
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.
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1 year 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.
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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.
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1 year ago  ::  Sep 10, 2008 - 1:02AM #14
TheStarkiller
Posts: 370
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 0/40; MotF 0/40
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