LoboStele wrote:
At the end of a round, you move Kit such that he's within 6 of two different key pieces on your opponent's squad. Then after you roll init, and decide who goes first, then you can decide how you want to move Kit.
For instance, let's say Kit is in between Mara Jade Jedi (who's been hit at least once, so is down to 70-90 hp), and General Wedge Antilles. Those two pieces are roughly 10-12 squares apart or so. If you win init, it might be best to use Surprise Move to base Mara, and wipe her out. But if the other guy wins init, you might want to go base Wedge instead. If you based Mara, she'd just wail on you with Assault/Cunning. But if you go after Wedge, and hopefully put Mara at 7 squares away, or farther, than she can only do 40 damage to you with Twin (if she hits, depending on cover, etc.). But Wedge is now completely stuck. If the player tries to move Wedge away, you could put 50 damage on him with a Precision/Twin. If he doesn't move Wedge, he's certainly going to die. But not moving Wedge would also mean that Mara doesn't get to activate first. If he choose to move Wedge, then you'd get to activate Kit and do something with him, and then likely get to activate something else as well, like maybe GOWK to go base Mara and keep her in one place (since SSM would lock her down nicely).
The basic idea for the Surprise Move ability is to use it in situations where your opponent doesn't have any good options at all regardless of who wins initiative. You put yourself in position, and sometimes, maybe you lose the init, and you use Surprise Move just to make sure Kit is out of reach from some big opposing beat stick. There's all sorts of ways you can use it.
Very informative...I learned a great deal from this example. Thank you.