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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 5/25/2009 Posts: 302
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Awesome, well done development team!
I like HK-47 and giving some boosts to non-Sep droids... actually HK, Rohm, and various dark troopers should be fun. Lots of cool combos!
Love Kal and the new mandos, as well as the Rep Commandos, probably one of my first squads!
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Rank: Moderator Groups: Member
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Joined: 9/16/2008 Posts: 2,302
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HK and Kazdan could be a great combo. The new panaka apparently works with the old queen amidala, to make the naboo guard 3 points. Not too shabby for a twin attacking mobile attacker. Throw in yoda/gowk and yularen and they're attacking at +10 for 20. Love the new luke. a 6 square tow cable for the rebels. Katarn... was hoping for a little more than a shooter out of this one. Splash is great for mouse droid clean up, but in the end, he's a cannon, where I had been hoping for a utility character. Not bad, just not how i would have spun it. Love the new R2/3PO, i don't know how many other people had asked for it, but i was a firm supporter of getting some options other than mouse droids with relay orders. I hope to see more pieces like him in the future. Sullustan pilot is ok, but takes the fun out of the klatoonian. I think many will not bother using him, as if you're using a pilot squad, you'll probably include the KC, which makes the sullustian somewhat over priced. Zaan Boss was a long needed solution. Great job there. I love the B2 Super Battle Droid. That is a fantastic piece for its price. I like that mobile attacks will have to give up two attacks to bring him down. So, all in all, i have a few pieces I would have done differently, but the set is solid. I can't wait to get my cards and start trying them out!
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Rank: Moderator Groups: Member
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Joined: 9/16/2008 Posts: 2,302
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Also, new Nute works very well with the Techno Union piece.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 5/25/2009 Posts: 302
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Wait a minute. Vong Slayer has Pilot! Speed 8 and Evade, plus Crab armor and all the other Vong boosts make these guys great, can even get another 2 squares of movement from Nas Choka. I don't even play Vong....and I love these guys.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 9/1/2008 Posts: 247
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Thanks for posting these... Hard to read but great to see and better than nothing.
I can't tell for sure, but it doesn't look like any of the YV figures have stealth (is this correct, and if not which ones have stealth)?
I like that several figures in several factions now have some version of tacticion.
Any idea when the official PDF will be posted (didn't see it when I looked earlier today)? Since some people already have their cards (and since more will be getting them at Gencon), it would have been nice for them to be posted for everyone else around this same time (especially since it may take a while for folks who paid to get their actual cards).
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 7/26/2010 Posts: 1,390 Location: Florida
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Cards on PDF are suposed to be out aug 8th but many of the guys will be at gencon and it may not be up then.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 1/8/2010 Posts: 3,623
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engineer wrote:Sashlon wrote:Is that Tactician -4 on Gunray? yep So how does that effect separatist reserves on a roll of one? Could you get it on any number 5 and under? Also love the new Dooku and Nas Choka especially good job.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 7/19/2011 Posts: 211
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General_Grievous wrote:engineer wrote:Sashlon wrote:Is that Tactician -4 on Gunray? yep So how does that effect separatist reserves on a roll of one? Could you get it on any number 5 and under? i think the -4 bring your initiative down to 0 instead of 1. gotta say im kinda dissapointed with nute, i was hoping for a less obvious penalizing of allies. i mean i know he was a bad leader but just outright giving a penalty just sucks in game terms. i think he should have had a san hill style CE that at first seems to limit you, but actually helps you in another way. at very least he should have been able to bring in holosid:) maybe nute should have an ability that nerfs adjacent allied commanders then you could "turn off" san hills CE just by moving nute next to him, YEAH errata Distraction to suppress allied commander effects too, then i will like this nute better:)
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Rank: Wookiee Hunter AT-ST Groups: Member
Joined: 8/8/2008 Posts: 58
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The new Maul looks fantastic!
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 7/26/2010 Posts: 1,390 Location: Florida
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Turkish wrote:The new Maul looks fantastic!
He also plays like a beast. With ambush and sith rage 20, its scary, deffinatly diminishes how strong the new mace looks.
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Rank: Moderator Groups: Member
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Joined: 8/24/2008 Posts: 5,201
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coffeebean wrote:General_Grievous wrote:engineer wrote:Sashlon wrote:Is that Tactician -4 on Gunray? yep So how does that effect separatist reserves on a roll of one? Could you get it on any number 5 and under? i think the -4 bring your initiative down to 0 instead of 1. gotta say im kinda dissapointed with nute, i was hoping for a less obvious penalizing of allies. i mean i know he was a bad leader but just outright giving a penalty just sucks in game terms. i think he should have had a san hill style CE that at first seems to limit you, but actually helps you in another way. at very least he should have been able to bring in holosid:) maybe nute should have an ability that nerfs adjacent allied commanders then you could "turn off" san hills CE just by moving nute next to him, YEAH errata Distraction to suppress allied commander effects too, then i will like this nute better:) You can wind up with negative initiative. Still, it increases the chance of getting Reserves. On a 1 or a 5.
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Rank: Moderator Groups: Member
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Joined: 8/24/2008 Posts: 5,201
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coffeebean wrote:General_Grievous wrote:engineer wrote:Sashlon wrote:Is that Tactician -4 on Gunray? yep So how does that effect separatist reserves on a roll of one? Could you get it on any number 5 and under? i think the -4 bring your initiative down to 0 instead of 1. gotta say im kinda dissapointed with nute, i was hoping for a less obvious penalizing of allies. i mean i know he was a bad leader but just outright giving a penalty just sucks in game terms. i think he should have had a san hill style CE that at first seems to limit you, but actually helps you in another way. at very least he should have been able to bring in holosid:) maybe nute should have an ability that nerfs adjacent allied commanders then you could "turn off" san hills CE just by moving nute next to him, YEAH errata Distraction to suppress allied commander effects too, then i will like this nute better:) You can wind up with negative initiative. Still, it increases the chance of getting Reserves. On a 1 or a 5.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 7/19/2011 Posts: 211
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Sithborg wrote: You can wind up with negative initiative. Still, it increases the chance of getting Reserves. On a 1 or a 5. i dont get how that would work, if you roll a 1 and -4 from it wouldnt it be -3 i dont see how that increases your chances since you cant turn off tactician especially after you roll.
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Rank: Moderator Groups: Member
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Joined: 8/24/2008 Posts: 5,201
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coffeebean wrote:Sithborg wrote: You can wind up with negative initiative. Still, it increases the chance of getting Reserves. On a 1 or a 5. i dont get how that would work, if you roll a 1 and -4 from it wouldnt it be -3 i dont see how that increases your chances since you cant turn off tactician especially after you roll. Reread Tactician, very, very carefully. ;)
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 7/19/2011 Posts: 211
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where do i read it? tactician is a v-set ability isnt it?
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Rank: Moderator Groups: Member
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Joined: 8/24/2008 Posts: 5,201
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Yes, it is.
Tactician -4 (add -4 to the initiative roll except on a roll of a one.
Understandable mistake. I forgot it a bit when I answered an question earlier as well.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 7/19/2011 Posts: 211
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ah now it makes sense, nute is a little better. still think distaction should affect allies too.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 5/24/2009 Posts: 251 Location: ZAFT Headquarters, Planet Zi, GFFA
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Most impressive. Carth: not what I was expecting but good nonetheless. Him counting as a Soldier opens up quite a few options that turn him into quite the little monster. Saul: great support for Carth and the regular rank-and-file Sith and Old Republic units, especially the Elite Gunner. +15 for 40 after only Saul is added, other commanders just add icing on top. Zannah: holy hell, she is going to be blasted near IMPOSSIBLE to take down, either way you play SSM. Which is exactly how it should be, for her. I'm going to at least try her with the on-card wording, though. With no CE and average offense at best (unless she starts chewing up her FP), she shouldn't be anywhere near as abusive as GOWK. Rogue Squadron Rookie: I'm actually most interested in this out of all the un-previewed NR pieces. I can think of quite a few boosts that can make this guy quite nasty for only 6 points, and of course the obvious Flanking Support + Spotter combo from Tycho is nothing to complain about. Choka: expensive, but that CE is awesome. One of the Vong's biggest problems is getting into attack range; a speed boost is just what they need. His offense is kinda lacking, but I suppose that's what Miss Yim is there for. Chazrach: nice little piece. I'm seeing a whole pack of these with Tsavong and Nen Yim as backup. Each Chazrach can run 12 and hit at +12 for 40. Which you cannot block without Parry or Makashi. Not bad at all.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 7/26/2010 Posts: 1,390 Location: Florida
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Very pleased with this set as a whole.
Zannah: No other nail has been hit on the head more stright.
Just played Celest Mourn today and even though shes strong and cool I think shes a bit overpowerd, with auto turn to rakghoul you can loose some power pieces faster then you would expect.
Tyco Celchu: I like him, good with the new pilots
R2/3P0: Really cool characters, blaster upgrades and disruptive make for really cool combinations, best used with some other stuff im about to list!
Sullustan Pilots: No one has listed these guys yet! First off, I think if the v-set designers goal was to get people to use pilots more, they succeded. These guys are amazing, I used them with R2/3P0, tyco, new republic tactician, corellian security officer, wedge and rogue squadron rookiees. This way they get twin with cunning +20, 10 dmg against some one activated or not, and spotter from the rookiees, plus flanking support from tyco, evade from wedge and mobile, with speed 8 allready they dominate the board. I have now found an amazing squad for NR with NO force users!
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 4/9/2010 Posts: 658 Location: West Bend, Wisconsin
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My comments
Separatist: nothing really, but they finally have a decent choice other than the IG-86
Sith: are getting some really interesting pieces/powers, can't wait to see how they play
Imperial: Vader and the generals along with the purge trooper is gonna change them a bit, maybe even give them a good new format outside of swap squads.
Vong: Are getting really interesting, some guys boost bombs, but I can see new formats forming for them either now or next V-set
OR: All I have to say to them is they're getting more and more cannon options....and they seem to be developing an obvious weakness to Vong.
Republic: Wookie Jedi and Commander Ahsoka will make masses go boom. Windu is good, but only if you're lucky, but as a whole, don't seem to have changed too much
Rebel: Getting some great new shooters, that seems to be it really
NR: R2-D2/3PO are gonna bring some new options for the NR.
Fringe: Lobot seems to be getting some great new reinforcement choices
Mando: Seems to be bonding with republics, and the mando sniper is a new evolution for deathshots, with accurate now available.
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