LoboStele wrote:
I understand the concern, but on a map like Swamp Caves, is it really that much of an issue? is Lancer is more powerful, but there's a lot of distance to cover, and you really can't go in a straight line. So is it possible to do the 1st round deep strike stuff successfully?
Yes, or it forces your opponent to play the right side and set up in the back two rows.
LoboStele wrote:
I'm curious why you guys feel the way you do about Theed. I feel it is VASTLY better than the Jedi Temple, and about on par with Ruined Base in many ways. There aren't very many long-distance shots across the map, especially if you plan the rooms in the upper 2/3 of the map.
It is vastly better than Jedi Temple, but I still think that one should come off. Theed I'm still not sold off of yet. I showed Weeks and Jonny a sole concern I have and they agreed. A certain squad/squad type can really control this map. The most effective squad against it would be Lancers but there are some good spots on this map to avoid strafe.
1. Reasonable advancement possibilities : Yes.
2.No across the board LOS: In some spots yes, but requires override. One place only requires a single.
3. Walls in Gambit: Some, enough to advance to gambit, but smaller pieces won't hold it for the round.
4.No major squad type exploitation: Eh this is the hangup. Mostly because of type, which is a category. You can say Deepstrike is a type, or mobile shooters but that's pretty broad. As certain squds are able to make Meta in that type while others aren't even close. For instance, when I've mentioned mobile override squads people keep brining up ERC commando squads, which are tier two at best. So I am confused as to why these weaker squads should be taken into consideration once a more powerful squad that is Meta has been established. It's like saying Separatist Lancers and Republic Speeders are the same thing, when really they are only the same type.