Grand Moff Boris wrote:
Thanks for the response. You didn't address every point, and I disagree about some of the stuff you said. Specifically, Brad and I had a discussion on facebook yesterday about what constitutes stalling, and the question of whether a low-hit point beatstick, say Lord Vader or Exar Kun, swapping/transferring out of danger after getting a points lead and then hiding constitutes stalling or slow play.
It is an amazingly fine line between smart strategy (which as you describe the Lancer and Override options) and stalling tactics. Not to speak for Brad, but my interpretation of what he said is that if a player is denying his or her opponent the opportunity to participate in combat, that is stalling. But the Lancer squad as you built it does that very thing by design.
Stalling and slow play has nothing to do with how you intend to play the battle out, its to do with the speed in which you use your figures. IF you choose to sit in the corner and use one piece to gain a lead its fine so long as you are actively and timely playing/spinning your pieces.
The lancer (or any massive movement pieces) tread the fine line of stalling slow play because choosing the correct path takes a lot of time, not because the rest of the squads sits in the corner until its safe to come out.
the 3/2 scoring system doesn't make playing defensively a player foul, it just makes it inferior to being aggressive.
Quote:
Yes, locking doors is smart play, it's why Override exists. However, Rob created a counter in the Ugnaught Demolitionist to still allow the other player a chance to remove the door so they could attack pieces hiding in the corner. I will never understand fully why he made a figure that can take out every Ugnaught in one fell swoop, and I seriously doubt he ever meant for a squad to have 10+ worthless mouse droids just to allow for control of the board. Maybe they should have been VR instead of uncommon.
people would still have collected masses of MDs, the advantage they bring is too much.
in any case, here we agree and share the same confusion over the design of certain pieces.
I don't think we'll ever know the reason for the mouse droid stats, Gha, lancer etc. Perhaps it was intentional but more like the accumulation of mechanics and counter mechanics gone awry buy attmepting to balance one thing (CE range) and at the same time excacerbating the other (activation advantage).
This isn't even mentioning the override issue that, to my preference, has never been dealt with properly. At times i have wondered if the impact of override was Robs sacred cow. Satchel charge has persistently been placed on low hp or difficult to use figs and very few other methods to deal with overriden doors have been made (satchel charge, shatter beam).
I firmly believe that all these problems lead back to the poor options for dealing with override/doors. Its not really the activation advantage that does the major damage, its usually the combination of activation advantage and superior door control that turns a difficult (but do-able) situation into an impossible one.