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Discussion of the Sith Alchemy Force Power… Options
LukeCZ
Posted: Thursday, September 1, 2011 12:15:46 AM
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I know she can get MOTF2, but I was thinking about Tarpals, but he works only with followers. So it can't be done anyway :D
adidamps2
Posted: Thursday, September 1, 2011 12:52:41 AM
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^ Captain Tarpals...which is why I said Republic...along with the availablity of board wide swapping, Doombot and another movement breaker and a force spirited Poncho Gin...
adidamps2
Posted: Thursday, September 1, 2011 12:53:17 AM
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ok I missed the followers part. nevermind.
Echo24
Posted: Thursday, September 1, 2011 1:23:38 AM
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Even if that DID work, it's 146 points for all that. It would tier 2 at best (probably much worse than that). Not a very strong argument for SA being broken....
billiv15
Posted: Thursday, September 1, 2011 1:30:26 AM
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adidamps2 wrote:
funny how Bill and Ruhk both mention that Celeste Mornes Sith Alchemy replaces "Turn" ... when it only replaces attacks...throw her in a Republic squad and she can pull it off twice on an activation....

Unless there WAS a screw up and Sith Alchemy was suppose to be a replaces turn ability.


Umm where exactly is this silliness? Perhaps you should quote it to at least attempt to demonstrate that I don't know what I'm talking about. Eric and I understand it well and know it's a replaces attack ability. Any mention of "turn" (I actually couldn't find where I said any such thing) by Eric is quite obviously a reference to using the generic word "turn" to make a Rak, rather than doing other more powerful things - like using Ambush. And with that, I will ask that this topic be locked. I warned you about purposefully misinterpreting statements to attempt to make others look bad. I hope you take this warning seriously, but you are acting like some other members of this site in the past at the moment. Time to take a break and think about your actions. Purposefully changing people's statements to attempt to make it look like they don't know what they are doing is rude, and further it simply means we won't continue to talk to you, and you won't have the opportunity to help with future products.

With that, mods please lock this thread, it serves no further purpose and having my intelligence questioned 3 times is more than enough.
adidamps2
Posted: Thursday, September 1, 2011 3:13:54 AM
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billiv15 wrote:

As for some of the reasons, tracking is one, but there are others. For example, free Raks makes using mass non-droid activations risky. Better hide your 10 ugnaughts, or you risk a Rak assault. That is very good for the game. Forcing a save 11 on a replaces turn action of a 51pt piece on a 3pt ug is not a useful tool. Even a save 16 really isn't going to make it useful enough to be a reliable threat to mass activation squads. It is a strong ability, as it's meant to be. We want it to be strong in order to deter some abuses of the game rules (if only I could have argued for using it on droids lol). You will never get points for killing a Sith Alchemy character. That's how I intend it to work.


bolded it for you
Weeks
Posted: Thursday, September 1, 2011 3:29:50 AM
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Joined: 7/23/2009
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adidamps2 wrote:
funny how Bill and Ruhk both mention that Celeste Mornes Sith Alchemy replaces "Turn" ... when it only replaces attacks...throw her in a Republic squad and she can pull it off twice on an activation....

Unless there WAS a screw up and Sith Alchemy was suppose to be a replaces turn ability.


Really unnessasary to call out people over this dude. It was replace attacks from the start. Have you played with celeste yet? If so have you played at least 5 games with her? I'd be willing to bet you haven't.


Your clearly not going to change your stance and that's pretty sad honestly. Take a step back and look at it objectively and you'll find your answer. Your the only person thats ever said the ability is too good. And honestly its just not. I won't waste anymore time argueing with you cause I have better things to do.
Echo24
Posted: Thursday, September 1, 2011 3:57:27 AM
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adidamps2 wrote:
billiv15 wrote:

As for some of the reasons, tracking is one, but there are others. For example, free Raks makes using mass non-droid activations risky. Better hide your 10 ugnaughts, or you risk a Rak assault. That is very good for the game. Forcing a save 11 on a replaces turn action of a 51pt piece on a 3pt ug is not a useful tool. Even a save 16 really isn't going to make it useful enough to be a reliable threat to mass activation squads. It is a strong ability, as it's meant to be. We want it to be strong in order to deter some abuses of the game rules (if only I could have argued for using it on droids lol). You will never get points for killing a Sith Alchemy character. That's how I intend it to work.


bolded it for you


He was obviously saying how if some of the changes you suggested were made it would make the ability useless. Now you're just being obtuse.
swinefeld
Posted: Thursday, September 1, 2011 4:00:12 AM
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At this point, it seems to me that this thread has degenerated to the point that there is no longer any benefit to leaving it open.
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