Cybit wrote:
True, keeping a BG next to all the targets would keep him safe a little while.
But I'd think an Ozzel variant would severely outactivate, to the point where you should be able to run in within 8, then swap out for LV, spend for speed, sweep the BG and target at the end of the round. At this point, it'll all depend on the players involved, map, etc... Regionals have shown to me (IMO) that player skill > GOWK, even between two closely matched players, the better player still wins, even if its GOWK vs not GOWK hate (but has 20 to 30 auto damage a round).
The two times I played, first time he had the BG next to R2, Dash, and GOWK, so ran up 28, won init, blew Rex up, got hit for like 40 from Dash, and swapped out. Second time, I spent for speed (he was 20 away), swept the BG (killing BG) and Dash, then proceeded to win init, kill dash and hide until swap.
Man, if they had just given LV Knight Speed or Master Speed....mmmmm....
Man, this is what happens when they don't give us more JA previews...yeesh...
It really depends on what variant you're playing against, IMO. The Ozzel variant can be slightly stronger in some senses, but oftentimes, the 1 activation hurts you more than it helps. Plus, you're looking at 10 activations, for most of the Ozzel variants, at a maximum, and that will REALLY struggle if you face any Dodonna builds. Again, it comes down to not just what beats GOWK, but what can handle the field. Right now, the GOWK/anti-GOWK field includes Rebel Push squads with Dodonna. The ability to activate two pieces and swap mid-round is the only way that B&B squads can compete with Rebel Push squads. Ozzel is too much of a hindrance in those builds.
And if you don't have Ozzel, you'll find it extremely difficult to get those 'run up at the end of a round and sweep' types of moves off against most good GOWK players. In the meantime, you have to deal with door control issues (especially if you lose map), and Rex/Dash shooting your swap fodder/door control in those first few rounds. Vader needs, at a minimum, 4 Force Points in order to pull off a full set of attacks, which means you can attack in Round 2 at the earliest, but that leaves no FPs for re-rolling Dark Armor.
Yes, it's a good counter. It's one of the reasons why B&B has been settled on as a decent counter. It's particularly effective against the Rex/Dash builds. But again, it really struggles against the JWM/Dash or JWM/JWM builds, IMO, and the Ozzel variants struggle against the Rebel squads. So, that's where the balance comes into play.
The sad thing about the meta is that there are San Hill squads, and NR squads that would also help to keep B&B somewhat in check, but they can't compete with GOWK, so they are left completely out in the cold.