Grand Moff Boris wrote:
Racing around on my highest point cost piece with a pair of Lancers and your 24 act squad while avoiding my characters that can actually counter your figure is no longer a threat to victory in the game. If you won't engage my Jedi Seer with your Lancer, then I still have a chance to win the game.
Dennis, we get it. You don't like the meta. You don't like heavy activation control and Arica/lancer. You have expressed this opinion hundreds of times. Please stop acting as though having a meta you do not care for is a game-threatening problem that must be addressed with massive errata/rules changes/shaming players into not using good squads.
And this isn't even any kind of solution. What, if he leaves your seer alone for TWENTY TURNS so you can get 100 points of gambit? Does that sound feasible to you? Does that even vaguely make sense? (Hint: He can strafe it 5 times without even losing a lancer)
Grand Moff Boris wrote:
And IMO, given how out of spirit of the game the Lancer/swap squad concepts are (assuming the goal truly is equal opportunity for engagement), and given that the judges saw fit to penalize people who played such squads last year, a lot of the stuff proposed really isn't that big of a stretch to deal with the current problems in Gambit.
In my humble opinion, you ought to play the some game more before you try to rebuild it. Movement breakers are the core of the game. Creating opportunities to attack your opponent at low or no risk to yourself is the core of the game. It is my opponent's task to attack my pieces. Making it possible or easy is
not my job.
There are strategies in most every game that a fraction of the player base finds unappealing or even frustrating or infuriating. The more complex the rules, the worse it gets. By the Coruscant expansion, SWCCG had gotten so complex and sprawled so widely that they added shields to try to rein in the less pleasant or "Star Wars-y" tactics. Even today some people build "shield-buster" decks to try and get around that and play abusive cards anyway. Maybe SWM needs more pieces that protect against lancer ganking. But having Han shoot you from across the table while you can't do anything is pretty bad too. Or trying to hustle your melee pieces through a corridor jammed with 10 mouse droids. Or having the Yammosk steal your CE. Or any number of other things. Right now all of those things are part of the game. Over time we as a group have to decide what to keep, what to nerf, and what new things to add. By nature, that will be a gradual process.
Unilateral, sweeping changes to the rules and the game's core activities are not the way to effect such changes.