|
Rank: Advanced Bloo Milk Member Groups: Member
Joined: 7/26/2010 Posts: 1,390 Location: Florida
|
I know the title seems a bit odd but I couldn't think of what else to call it. So, any way, to the point. I want to discuss the future of the vong, and even though I knew this could fit in the V-set 8 request thread I wanted it to actually be discussed and seen. As a big (and probably) only fan of the vong faction I enjoy that they have been getting some much needed support over the last few sets but havent gotten anything over the top yet. They havent gotten a piece that can go up against a Mace or a Bane, but also what I want to discuss is their faction niche.
Most factions as we know have a niche, Rebels have tempo control, Republic has Movement breakers so on and so forth. What vong have going for them are melee attacks. Wait what..? Thats not really an advantage over other factions that we have and they don't. And now now to the point of my idea!
I think it got a good start with Supreme Overlord Querol who has reserves, and I posted a comment on their with my idea but with no response I wanted to bring it here. I think Vong should have more reserves/reinforcements pieces. I think it could be their faction staple, and it would actually make sense for them. When the vong attacked the galaxy they had a never ending supply of troopers and grunts, and I would think this can defiantly make them more competitive.
As widely being considered the weakest faction at the moment I think this could be a big boost to them, because while they dont have 50 sith lords at their disposal to be made in to power houses they do have troopers. And there is power in numbers. I firmly believe that this is something that could be easily implemented as well as expertly executed. I would even be fine with some restrictions such as can only bring in non-uniques or vong allies with melee. Something like that. But I think its a great idea and could really help the faction as a whole.
Thought?
|
|
Rank: Advanced Bloo Milk Member Groups: Member
Joined: 2/25/2011 Posts: 806 Location: Wisconsin
|
I like the Vong though I don't play them that often. Ultimately I don't think reserves is the way to go since your opponent gets points for all of the reserves kills. If you go the reinforcements route I'm not sure hoe well that would work with starting off with a horde of no points pieces.
The trick is still getting them into the fight alive.
They are very tricky due to all the ways to pump up characters that you have to limit them to an extent.
|
|
Rank: Advanced Bloo Milk Member Groups: Member
Joined: 7/26/2010 Posts: 1,390 Location: Florida
|
Galactic Funk wrote:I like the Vong though I don't play them that often. Ultimately I don't think reserves is the way to go since your opponent gets points for all of the reserves kills. If you go the reinforcements route I'm not sure hoe well that would work with starting off with a horde of no points pieces.
The trick is still getting them into the fight alive.
They are very tricky due to all the ways to pump up characters that you have to limit them to an extent. But clearly even with the ways to pump them up they aren't competitive enough and obviously other factions have way more buffs than they do.
|
|
Rank: Advanced Bloo Milk Member Groups: Member
Joined: 6/23/2010 Posts: 3,562 Location: The Hutt, New Zealand
|
They got a couple of strong pieces in the most recent set - the new Subcommander with the unblockable direct damage CE and Nom Anor handing out Stealth and with Disruptive give them a lot of new builds. I want to see how they go, but I think they both have potential to make Vong quite a bit better.
|
|
Rank: Moderator Groups: Member
, Moderator
Joined: 1/30/2009 Posts: 6,457 Location: Southern Illinois
|
TheHutts wrote:They got a couple of strong pieces in the most recent set - the new Subcommander with the unblockable direct damage CE and Nom Anor handing out Stealth and with Disruptive give them a lot of new builds. I want to see how they go, but I think they both have potential to make Vong quite a bit better. And, there is another set before the next Regionals season. Things should get interesting.
|
|
Rank: Advanced Bloo Milk Member Groups: Member
Joined: 4/29/2008 Posts: 1,784 Location: Canada
|
IMHO, the Vong suffer from the same fate that the Mandos did until Kelborn: since they are a faction centered on non-uniques, they need a LOT of tech to be effective. And each piece of that tech costs precious points, which quickly cuts into the viable options you have when trying to build a competitive squad.
The Vong need a piece similar to Kelborn (a useful piece with lots of tech inexpensively included). The Vong already have one such piece (Yammosk), but they still need another one. IMHO, that is the solution.
Oh, and also this: Stop worrying about the Vong JH when designing new pieces! We're so worried about JHs becoming overpowered that, almost by knee-jerk reaction, we either neuter them or else design pieces weaker than them. First of all, they're really only good vs force users (they can't hit anything else very reliably) and second, it's VERY hard to build a decent JH squad, because you'll always have at least one glaring weakness (low damage per round, no mobility, weak defenses, etc). So, go ahead and design a new Vong attack piece that can eclipse the Vong JH. There, I said it (someone had to)...argue if you'd like. :)
|
|
Rank: Moderator Groups: Member
, Moderator
Joined: 9/23/2008 Posts: 1,487 Location: Lower the Hutt, New Zealand
|
I love Vong and have to stop myself or else I'll run them every time! I always manage to do fairly well with them - I think they are scary and enjoy seeing the concerned looks on my opponents when we play.
...they did just place second at the NZ championships!
|
|
Rank: Advanced Bloo Milk Member Groups: Member
Joined: 6/30/2009 Posts: 1,389 Location: New Zealand ( kind of by Australia)
|
Never underestimate a good Vong squad in the hands of a skilled player! They have several builds that fare well against lots of stuff.
|
|
Rank: Advanced Bloo Milk Member Groups: Member
Joined: 1/8/2010 Posts: 3,623
|
I also really like the Vong reinforcement idea. I think that plus rapport would be good because you can still bring in quite a few in the reinforcement swarm route while yout opponent can still score points. My idea:
Yuzzhan Vong Intendent Cost 35 HP 40 Def 16 Atk 4 Dmg 10 SA Force Immunity Stealth Yuuzhan Vong Warrior Reserves (roll of 5, 10, 15, 20 bring in up to 20 points of Yuuzhan Vong Warriors) Rapport (Yuuzhan Vong characters whose name contain Warrior cost 2 less while in the same squad as this character.) Recon
|
|
Rank: Advanced Bloo Milk Member Groups: Member
Joined: 3/19/2013 Posts: 1,249
|
I was just thinking of creating a thread just like this yesterday, thanks for posting! TheHutts wrote:They got a couple of strong pieces in the most recent set - the new Subcommander with the unblockable direct damage CE and Nom Anor handing out Stealth and with Disruptive give them a lot of new builds. I want to see how they go, but I think they both have potential to make Vong quite a bit better. +1 I just made 4 new Yuuzhan Vong squads the other day and was pleasantly surprised by how well they turned out, but I totally that they could use some great (not just good) pieces in the next sets. My suggestions for doing that are: 1. More tough Uniques that are effective beatsticks (I say that but cant really name any else to make other then a new Tsavong Lah) 2. Some serious attack bonuses When I think of the Yuuzhan Vong I think of expert melee warriors not these wimpy +3 attack pieces. Give non-uniques a great attack bonus even as high as +6 IMO 3. Defensively I think they are doing alot better with the new Nom anor's CE that gives Stealth (which opens up all followers for evade and GMA) but how about the new SA Survival Expert for their crab armor?
|
|
Rank: Advanced Bloo Milk Member Groups: Member
Joined: 5/14/2008 Posts: 2,063
|
One thing the Vong finally got was a movement breaker that was relatively cheap. A dirty trick, something only Sith rival, is an anti-mobility piece. They were good at catching prey and not letting it go. Snare Rifle, pilfered if facing Man-Less in Sith/Mandos, would help. A strafer/galloper being stuck in place lowers their susceptiblity to such raids. I see this on an expensive mook/mid-priced Unique (but with Man-Less' CE).
|
|
Rank: Advanced Bloo Milk Member Groups: Member
Joined: 3/19/2013 Posts: 1,249
|
markedman247 wrote:They were good at catching prey and not letting it go. Snare Rifle, pilfered if facing Man-Less in Sith/Mandos, would help. I could see a good SA for the Yuuzhan Vong that works kind of like Snare Rifle called Blorash jelly (Replace attacks: range 6; target may not move for the rest of the round save 16) or Blorash jelly (Replace attacks: range 6; target character is Stuck. Each time the Stuck character activates, it must attempt a save of 11. On a failure, that character cannot move that turn. On a success, that character is no longer Stuck.) What do you think?
|
|
Guest |