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Vset 7 design piece Darth Maul, Deathwatch Overlord Options
fingersandteeth
Posted: Thursday, March 13, 2014 8:52:16 PM
Rank: Advanced Bloo Milk Member
Groups: Member

Joined: 4/2/2008
Posts: 522
Location: Chicago
Together with the vset 6 design piece, here is an example of the to and fro of design and playtest.

First the design comments


Darth Maul, Deathwatch overlord

around 60

Hp 120
D 21
Attack 15
dmg 20

unique
Melee attack, double attack, twin attack, Deadly attack
Teras Kasi Style (Whenever this character takes damage from a melee attack, reduce the damage dealt by 10)
lightsaber Duelist

Force 2 FR 1
Sith rage 1
lightsaber riposte
Force grip 2
Deflect
Assault

Commander effect
characters who's name contain Savage Oppress or Death Watch may be in your squad regardless of faction.
characters who's name contain Savage Oppress or Death Watch gain +4 attack while within 6 squares of this character.

Fairly straight forward. Double twin cos he dual wielded, generally a good fighter so he has deadly (juyo), duelist, riposte and teras kasi. Bit of ranged d cos he'll most likely be powerful
Brings in deathwatch and savage and gives them a standard attack boost.

_________________


The_Celestial_Warrior
Darth Maul no longer dual-wielded at this time, that was left to his brother, and Obi kinda cut his lightsaber in half.

Does cyborg do anything anymore? I don't really think he needs it as they made him much more human than he started off, but half of his body was cybernetic and I'm kind of wondering how the community would react?

Grip is good, there was lots of force choking going on in the episodes, but almost seems too straight forward to me, can't put my finger on it.

_________________


fingersandteeth

He dual wielded the darksaber as well as his own against Sideous in the last fight, that's where i pulled that from.

He had his huge cyborg legs replaced by the mando's and so i opted not for cyborg because his new mechanical legs look pretty normal.

He's a pretty vanilla beat which might be why he looks bland. No real tricks; he's certainly not a Cadeus or Revan of the faction.

The idea is a squad of him with Deathwatch so the deathwatch can bring in holosid and get rerolls with boosted attack.
If you bring in pre then they will SD also.

Maul himself is a nice protector for them with twin riposte and assault. He's also pretty survivable but other than bringing deathwatch to the sith he is pretty unspectacular.

The 2nd part of his CE is totally open (as is most of this i guess) so but this is a start point.

I considered giving him more of a boost to Savage like letting savage use his force powers (gains assault) or perhaps some cameraderi to give Savage double but Savage has 30 dmg and the step up in power is large so i opted against it.

He could be cheaper and lose the twin, get MotF2 and be more of a wizard than a beat. He seemed to have a better command of the force by the late clone wars.

_________________


fingersandteeth


took away double and boost savage

Quote:
45

Hp 120
D 21
Attack 15
dmg 20

unique
Melee attack, twin attack, Deadly attack
Teras Kasi Style (Whenever this character takes damage from a melee attack, reduce the damage dealt by 10)
lightsaber Duelist

Force 2 FR 1
Sith rage 1
lightsaber riposte
Force grip 2
Assault
Deflect

Commander effect
characters who's name contain Savage Oppress or Death Watch may be in your squad regardless of faction.
Once per turn a character named Savage Oppress may use this characters force powers as if it were his own

_________________


LESHIPPY
I dig the piece.

I will throw this out there.

Rapport [Black Sun or Pirates cost one less in this squad]

and now I will shut up

_________________


The_Celestial_Warrior

LESHIPPY wrote:
I dig the piece.

I will throw this out there.

Rapport [Black Sun or Pirates cost one less in this squad]

and now I will shut up


I concur with 2/3 of this message :D

_________________


The_Celestial_Warrior
Joined: Mon Sep 03, 2007 6:14 am
Posts: 4212
Quote:
RCM: Darth Maul, CotS
45

Hp 120
D 21
Attack 15
dmg 20

unique
Melee attack, twin attack, Deadly attack
Lightsaber Duelist
Rapport (Black Sun or Pirate characters cost 1 less when in a squad with this character)
Teras Kasi Style (Whenever this character takes damage from a melee attack, reduce the damage dealt by 10)


Force 2 FR 1
Sith rage 1
lightsaber riposte
Assault


Commander effect
characters who's name contain Savage Oppress or Death Watch may be in your squad regardless of faction.
Once per turn, this character and a character named Savage Oppress may use the other characters force powers as if it were his own


Hrrrmmm, added the Rapport and was taking off Force Powers. To reduce space, I was going to make the CE useable by both of them. It, however, occurred to me that Force Renewal is a Force Power, technically, which I'm not sure we want Savage getting that without being Savage?

Added the RCM.

_________________

urbanjedi

Savage can already get FR with a nightsister mother.

_________________

Sithborg


I really, really am not a fan of the "once per turn, use a Force Power" wording.

_________________

urbanjedi
This would lead to 4 pt Human Blaster for Hire with the rapport. Not sure if I am a fan of that. But maybe.

_________________


fingersandteeth
Sithborg wrote:
I really, really am not a fan of the "once per turn, use a Force Power" wording.


why?

_________________


fingersandteeth
Post subject: Re: Darth Maul, Deathwatch overlord

Quote:
RCM: Darth Maul, CotS
45

Hp 120
D 21
Attack 15
dmg 20

unique
Melee attack, twin attack, Deadly attack
Rapport (Black Sun or Pirate characters cost 1 less when in a squad with this character)
Teras Kasi Style (Whenever this character takes damage from a melee attack, reduce the damage dealt by 10)
Force Bond (a character named Savage Oppress gains lightsaber assault)


Force 2 FR 1
Sith rage 1
lightsaber riposte
lightsaber Assault
Force grip 2
Deflect


Commander effect
characters who's name contain Savage Oppress or Death Watch may be in your squad regardless of faction.


ok, removed the offending CE and just added force bond so he makes Savage a beast.

_________________


fingersandteeth


The_Celestial_Warrior wrote:
RCM: Darth Maul, CotS
45

Hp 110
D 20
Attack 14
dmg 20

unique
Melee attack, Twin attack, Deadly attack
Affinity (This character may be in a Mandalorian squad)
Rapport (Black Sun or Pirate characters cost 1 less when in a squad with this character)
Teras-kasi style (Whenever this character takes damage from a melee attack, reduce the damage dealt by 10)

Force 2 Force Renewal 1
Force Cloak (Force 2, replaces turn: For the rest of the skirmish, this character gains Cloaked)
Lightsaber Assault (Force 1, replaces attacks: Make 2 attacks)
Sith Rage 1 (Force 1: +10 Damage on all attacks this turn)

Commander effect
characters who's name contain Savage Oppress may be in your squad regardless of faction.

Death Watch followers within 6 squares gain +4 attack +10 damage.


This is a twist on the theme we've been kicking around. Maul becomes an interesting tool for the mando's rather than mando's being in sith. You could then run Him with Kelborn, scouts, cio and seath watch sabs. He'd get kelborn movement being a mando (savage wouldn't). Perhaps Maul, Kelborn, captain and death watch sabs.
Maul, kelborn, Pre Visla, death watch sabs.
Maul savage and protectors.

lots of squad options. Basically giving some beef to the Mandos rather than to the sith.

_________________


The_Celestial_Warrior


fingersandteeth wrote:
The_Celestial_Warrior wrote:
RCM: Darth Maul, CotS
45

Hp 110
D 20
Attack 14
dmg 20

unique
Melee attack, Twin attack, Deadly attack
Affinity (This character may be in a Mandalorian squad)
Rapport (Black Sun or Pirate characters cost 1 less when in a squad with this character)
Teras-kasi style (Whenever this character takes damage from a melee attack, reduce the damage dealt by 10)

Force 2 Force Renewal 1
Force Cloak (Force 2, replaces turn: For the rest of the skirmish, this character gains Cloaked)
Lightsaber Assault (Force 1, replaces attacks: Make 2 attacks)
Sith Rage 1 (Force 1: +10 Damage on all attacks this turn)

Commander effect
characters who's name contain Savage Oppress may be in your squad regardless of faction.

Death Watch followers within 6 squares gain +4 attack +10 damage.


Can we get a PT?

Love it.

_________________


TimmerB123
He's pretty badass. PT

_________________


Sithborg
Faction?

_________________


swinefeld
Sithborg wrote:
Faction?


Sith




The_Celestial_Warrior
Sithborg wrote:
Faction?



Sith

_________________


Sithborg

Just wondered, because it wasn't listed in this thread, and didn't check the set list thread.

_________________


swinefeld
Quote:
6/13/13
9. Darth Maul, Death Watch Overlord -- Sith -- RM: Darth Maul, CotS
Cost 45

Hit Points 110
Defense 20
Attack +14
Damage 20

Special Abilities
Unique. Melee Attack; Twin Attack

Affinity [May be in a Mandalorian squad]

Deadly Attack [Scores a critical hit on an attack roll of natural 19 or 20]

Rapport [Black Sun or Pirate characters cost 1 less when in the same squad as this character]

Teräs Käsi Style [Whenever this character takes damage from a melee attack, reduce the damage dealt by 10]

Force Powers
Force 2. Force Renewal 1

Force Cloak [Force 2, replaces turn: For the rest of the skirmish, this character gains Cloaked]

Lightsaber Assault [Force 1, replaces attacks: Make 2 attacks]

Sith Rage [Force 1: +10 Damage on all attacks this turn]


Commander Effect
A character whose name contains Savage Oppress may be in your squad regardless of faction.

Death Watch followers within 6 squares get +4 Attack +10 Damage.


fingersandteeth

changes based on PT comments
Quote:
9. Darth Maul, Death Watch Overlord -- Sith -- RM: Darth Maul, CotS
Cost 45

Hit Points 110
Defense 20
Attack +14
Damage 20

Special Abilities
Unique. Melee Attack; Twin Attack

Affinity [May be in a Mandalorian squad]

Deadly Attack [Scores a critical hit on an attack roll of natural 19 or 20]

Teräs Käsi Style [Whenever this character takes damage from a melee attack, reduce the damage dealt by 10]

Intimidation [Living non-Unique enemies within 6 squares get -2 Attack and -2 Defense. Living allies within 6 squares get +2 Attack and +2 Defense.]

Force Powers
Force 2. Force Renewal 1

Force Cloak [Force 2, replaces turn: For the rest of the skirmish, this character gains Cloaked]

Lightsaber Assault [Force 1, replaces attacks: Make 2 attacks]

Lightsaber Riposte [Force 1: When hit by a melee attack, this character can make an immediate attack against that attacker]


Commander Effect
A character whose name contains Savage Oppress may be in your squad regardless of faction.

Death Watch followers within 6 squares get +4 Attack +10 Damage.

_________________


swinefeld

go with Deri's changes?




TimmerB123
Yeah - PT

_________________


swinefeld

TimmerB123
PT report coming soon with sthlrd2

Wow this fig is ridiculously good.

He dominated the game without even doing much attacking.

First off - intimidation needs to go. It's an epic ability on a 45pt piece. When he's up in the mix, he gives a virtual +8 to DW allies, and then you'll usually have traps from the saboteur on top of that.

His CE is really quite good. DW guys really only have a downfall of internal strife, but that only comes up 5% of the time. And if it does come up - you easily kill the ally probably standing right next to you, and you get the points.

The Raiders are hitting for 80 with twin cunning mobile, and at +17 when Maul is within 6. Virtual +19 when he's also within 6 of the NU target (virtual 23 when they are within 6 of a saboteur as well). It gets nuts quick. This is why intimidation needs to go.

His CE gives huge damage potential to his squad. On a squad with just 5 DW guys, he adds a potential 100 damage a round, and really more than that since more shots will hit due to the +4.

I'm still perplexed why he got such a poor report from the first PT. I agree with most of the changes on him (riposte for rage, no pirate rapport), but his essentials were the same. He becomes so great in the mandos. He gives +4, +10 to guys usually getting twin. He gets the movement from resolnare. He can cloak up and not be sniped. He can take a melee beating and stay alive due to teras kasi. I don't really see a downside.

The only thing I can say is that he is clearly better in a mando squad. He brings something to the mandos that they don't have, and the Sith already have it. The CE goes directly to work in the Mandos, where as it cost a lot to get it working in Sith. (Mando the Lesser, Ulic).

How about this:

Lose intimidation, and in it's place put this: *Rapport [Costs 5 less when in a Sith Squad]. And raise his cost 5 points.

Quote:
9. Darth Maul, Death Watch Overlord -- Sith -- RM: Darth Maul, CotS
Cost 4550

Hit Points 110
Defense 20
Attack +14
Damage 20

Special Abilities
Unique. Melee Attack; Twin Attack

Affinity [May be in a Mandalorian squad]

Deadly Attack [Scores a critical hit on an attack roll of natural 19 or 20]

Teräs Käsi Style [Whenever this character takes damage from a melee attack, reduce the damage dealt by 10]

Intimidation [Living non-Unique enemies within 6 squares get -2 Attack and -2 Defense. Living allies within 6 squares get +2 Attack and +2 Defense.]
*Rapport [Costs 5 less when in a Sith Squad]

Force Powers
Force 2. Force Renewal 1

Force Cloak [Force 2, replaces turn: For the rest of the skirmish, this character gains Cloaked]

Lightsaber Assault [Force 1, replaces attacks: Make 2 attacks]

Lightsaber Riposte [Force 1: When hit by a melee attack, this character can make an immediate attack against that attacker]


Commander Effect
A character whose name contains Savage Oppress may be in your squad regardless of faction.

Death Watch followers within 6 squares get +4 Attack +10 Damage.[/b]


_________________


fingersandteeth
i'm all for dropping Intimidation, it was a suggestion and i'm glad it was tested because it looks fairly benign until you understand its repercussions.

The cost increase i'm not sure about.

His target is definitely to bring something unique to the mando's, more than the sith, that was pointed out earlier in the design thread so i don't want to price him out of being decent.

Bringing him in with the mando's your build is pretty set. Its kelborn and deathwatch. You can't really fit Pre-visla on, and its pointless to bring the other overlord so what you played is about his best build so it depends what he was played against.

Styles make fights as they say.

He was probably underwhelming in the other (mando) playtest because the build wasn't optimal and he faced a pretty scary (T1) Darth Bane build. The speed of the Revan/Bane build probably took a lot away from the Mando squad that relied on Kelborn to keep pace and Tera Kasi is useless against Banes OWF so it might have reduced his effectiveness.

Likewise, i think against a vong build that will find it difficult to catch a resnolaring Mando squad with a lot of boosted guns he probably seemed stronger than he should be. Further, if it was a melee vong, rather than spit/SA vong, then his Tera Kasi is going to pay much greater dividends. Also, the change from rage to riposte was an improvement even without adding on Intimidation so perhaps the real problem is just the intimidation.

With a 5 point cost increase you will lose 1-2 activations in a build that will max out at about 16-17 with no act control.

So far he was underwhelming against a Rock smasher sith (seems about right, seeing as he is an attempt to give the Mando's a rock) and bananas against an as yet UN-defined vong squad with an SA that does crazy things to stats of both teams.

My guess is without intimidation he's probably about right, perhaps 3 points more.

I'm not really a fan of these rapport for one faction when a fig has the potential of several factions but I'm not vehemently against it, its just a weird design point that seems to be creeping into the game, a side effect of adding so much affinity I guess.

I'll wait to see the Vong team that played against him but it seems like intimidation was the real imbalancing thing. Without that he's kind of like Cadeus lite for the mando's who would really need Kelborn to justify his 50 point cost.

regardless, i think without Intimidation and settling his final cost he seems to be what i wanted out of the fig so if everyone else is fine with the last update, i'd go along with it.

_________________


TimmerB123
I hear what you're saying about Rapport, but I think it's just the logical extension to the fact that it's virtually impossible to balance figures in multiple factions.

Do you cost it right in one and thus overcost it in another? Or undercost it one and cost it correct in another? Rapport is a way to try and balance it.

This character is dramatically better in Mandos than sith. I don't think he'd see much play in Sith even if he was 10 points less. Just because his CE is practically nothing there, or if you do try and make it work, you're paying for it (Mando the Lesser, Ulic).

In our game, Maul wasn't even touched. I don't think he was attacked once. Jake had range 8 blastbugs, and nasty scarred, shaped warriors. But due to resolnare and his back-up guns, they never got close. The Mandos and their insane guns tore through the Vong, even with the Vong having stacked triple counters to non-melee (Harrar, +4 defense from Nen Yim, Nen Yim's move 2 after a failed crab armor save CE). We never even saw Teras Kasi in action. And it was against a melee squad.

_________________

fingersandteeth
TimmerB123 wrote:

In our game, Maul wasn't even touched. I don't think he was attacked once. Jake had range 8 blastbugs, and nasty scarred, shaped warriors. But due to resolnare and his back-up guns, they never got close. The Mandos and their insane guns tore through the Vong, even with the Vong having stacked triple counters to non-melee (Harrar, +4 defense from Nen Yim, Nen Yim's move 2 after a failed crab armor save CE). We never even saw Teras Kasi in action. And it was against a melee squad.


Yeah, it is the match i envisioned. The common vong style of running into shooters and not making it. So it was against the Sith swap when we tried Shak.

How do you think the game would've gone against a Nom worker adept spit swarm?

Maul is meant to be more theme in Sith. Sith more to bring Savage into Holosid for non savage FR.

_________________


TimmerB123
fingersandteeth wrote:
TimmerB123 wrote:

In our game, Maul wasn't even touched. I don't think he was attacked once. Jake had range 8 blastbugs, and nasty scarred, shaped warriors. But due to resolnare and his back-up guns, they never got close. The Mandos and their insane guns tore through the Vong, even with the Vong having stacked triple counters to non-melee (Harrar, +4 defense from Nen Yim, Nen Yim's move 2 after a failed crab armor save CE). We never even saw Teras Kasi in action. And it was against a melee squad.


Yeah, it is the match i envisioned. The common vong style of running into shooters and not making it. So it was against the Sith swap when we tried Shak.

How do you think the game would've gone against a Nom worker adept spit swarm?

Maul is meant to be more theme in Sith. Sith more to bring Savage into Holosid for non savage FR.



Totally different game vs Nom Spitters obviously. Also would have been different with Warriors and Sha'kel - that would have given them the range to get in there and really threaten. Or if he would have just gone out to spam blastbugs.

The thing is though that Maul is tough enough on his own to justify his cost, but his CE is really good. Unlike prideful - there is no drawback.

Hadn't really thought about Savage in Sith. Is it that big of a deal? He can already just use sidious' FPs in Separatists, and we've never seen that make a splash. He can also add in a Nightsister Mother (not a bad little fi on her own, as Darth Jim showed). What's the Sith squad you're thinking? Maul, Savage, Holosid, and probably Wyyyrlock. You can fit Revan and an R7 and you're about done. (12 pts left).


We want Maul to be good, and he certainly is. Drop intimidation and let him be awesome in the Mandos and not so much in the Sith - that's fine. The Mandos need it more. They still have to face the Czerka Tech which hurts that squad badly.

_________________

Sithborg
Just remember the Mouse Droid effect. Any Death Watch character in the future will be able to shoot and combine fire. Not likely an issue, but it is best to bring it up now, than in the future.

_________________

TimmerB123
OK - Intimidation gone.

Forget the cost increase or rapport

added wording to avoid mouse droid effect, thanks Scott for pointing that out.

Quote:
9. Darth Maul, Death Watch Overlord -- Sith -- RM: Darth Maul, CotS
Cost 45

Hit Points 110
Defense 20
Attack +14
Damage 20

Special Abilities
Unique. Melee Attack; Twin Attack

Affinity [May be in a Mandalorian squad]

Deadly Attack [Scores a critical hit on an attack roll of natural 19 or 20]

Teräs Käsi Style [Whenever this character takes damage from a melee attack, reduce the damage dealt by 10]

Force Powers
Force 2. Force Renewal 1

Force Cloak [Force 2, replaces turn: For the rest of the skirmish, this character gains Cloaked]

Lightsaber Assault [Force 1, replaces attacks: Make 2 attacks]

Lightsaber Riposte [Force 1: When hit by a melee attack, this character can make an immediate attack against that attacker]

Commander Effect
A character whose name contains Savage Oppress may be in your squad regardless of faction.

Death Watch followers within 6 squares with a Damage value greater than 0 get +4 Attack +10 Damage.[/b]



Done

_________________


swinefeld
updated list



fingersandteeth
Done

_________________


TimmerB123
bump

_________________


swinefeld
A couple comments:

Space test has this card stacked at 6pt font, without the mouse syndrome wording in the CE. It probably isn't needed. Is it a huge deal if some DW fig with 0 damage gets made and can shoot?
May also need to leave Deadly Attack undefined to avoid small font.

2nd - this guy has been sitting for quite a while - Jason or Brad, sign off!




FlyingArrow
swinefeld wrote:
A couple comments:

Space test has this card stacked at 6pt font, without the mouse syndrome wording in the CE. It probably isn't needed. Is it a huge deal if some DW fig with 0 damage gets made and can shoot?


Giving any future 0-dmg DW figures Melee Attack would prevent that anyway.


The_Celestial_Warrior
swinefeld wrote:
A couple comments:

Space test has this card stacked at 6pt font, without the mouse syndrome wording in the CE. It probably isn't needed. Is it a huge deal if some DW fig with 0 damage gets made and can shoot?
May also need to leave Deadly Attack undefined to avoid small font.

2nd - this guy has been sitting for quite a while - Jason or Brad, sign off!



I can't imagine any Mando being made without damage, much less a member of an aggressive sub-faction like Death Watch.

Done.

_________________

urbanjedi
Esp not for cheap enough that spamming would be an issue

Done

_________________


Markedman247
Just need to remove that [/b] at the bottom.


swinefeld
FINAL

Quote:
** DONE **

9. Darth Maul, Death Watch Overlord -- Sith -- RM: Darth Maul, CotS
Cost 45

Hit Points 110
Defense 20
Attack +14
Damage 20

Special Abilities
Unique. Melee Attack; Twin Attack

Affinity [May be in a Mandalorian squad]

Deadly Attack [Scores a critical hit on an attack roll of natural 19 or 20]

Teräs Käsi Style [Whenever this character takes damage from a melee attack, reduce the damage dealt by 10]

Force Powers
Force 2. Force Renewal 1

Force Cloak [Force 2, replaces turn: For the rest of the skirmish, this character gains Cloaked]

Lightsaber Assault [Force 1, replaces attacks: Make 2 attacks]

Lightsaber Riposte [Force 1: When hit by a melee attack, this character can make an immediate attack against that attacker]

Commander Effect
A character whose name contains Savage Oppress may be in your squad regardless of faction.

Death Watch followers within 6 squares get +4 Attack and +10 Damage.

Markedman247
Don't forget the AND between the attack and damage bonuses in the second CE.


swinefeld
Markedman247 wrote:
Don't forget the AND between the attack and damage bonuses in the second CE.


thanks :)




LESHIPPY
Image

_________________

LESHIPPY
fixed CE

Image

_________________


FlyingArrow
Savage Oppress should be spelled Savage Opress. However, on the Vengeance card it is spelled Savage Oppress. I do not know if it is more important to be consistent with canon or previous cards.

http://starwars.wikia.com/wiki/Savage_Opress




swinefeld
FlyingArrow wrote:
Savage Oppress should be spelled Savage Opress. However, on the Vengeance card it is spelled Savage Oppress. I do not know if it is more important to be consistent with canon or previous cards.

http://starwars.wikia.com/wiki/Savage_Opress


I'd say just keep the misspelling so it matches the card... unless an errata has been issued already?

As to the rest of the card, text looks good on first pass.

A minor cosmetic improvement - pull up the 2nd CE a bit and bump the first one down for a little space between it and the heading.



FlyingArrow
swinefeld wrote:
FlyingArrow wrote:
Savage Oppress should be spelled Savage Opress. However, on the Vengeance card it is spelled Savage Oppress. I do not know if it is more important to be consistent with canon or previous cards.

http://starwars.wikia.com/wiki/Savage_Opress


I'd say just keep the misspelling so it matches the card... unless an errata has been issued already?


I don't think there was an errata. The misspelling could be avoided entirely by saying 'Unique character whose name contains Savage'. Currently there is no other character with the word Savage in its name. I could imagine a non-unique being created in the future, but I doubt another unique would be created.




Markedman247
The responsible thing would be to issue errata and make this name correct in the CE. Just shrugging it off is unprofessional.

Anything worth doing is worth doing right, even when it is correcting an error.



swinefeld
Markedman247 wrote:
The responsible thing would be to issue errata and make this name correct in the CE. Just shrugging it off is unprofessional.

Anything worth doing is worth doing right, even when it is correcting an error.


Agreed, that would be better.
There are a handful of errata such as this that need to be made for past sets.



swinefeld
Savage Opress (spelling)

and then reposition the 2 CEs so the 1st has a bit of breathing room below the heading, then move the 2nd up a bit to reduce the gap between them



LESHIPPY
Fixed
Image


FlyingArrow
Looks good to me.



swinefeld



swinefeld

done

:: swine's stamp of approval ::



fingersandteeth
Nice
:fight:


fingersandteeth
Posted: Thursday, March 13, 2014 8:59:44 PM
Rank: Advanced Bloo Milk Member
Groups: Member

Joined: 4/2/2008
Posts: 522
Location: Chicago
And now the playtests

ultrastar
-Stats Played-

9. Darth Maul, Death Watch Overlord -- Sith -- RM: Darth Maul, CotS
Cost 45

Hit Points 110
Defense 20
Attack +14
Damage 20

Special Abilities
Unique. Melee Attack; Twin Attack

Affinity [May be in a Mandalorian squad]

Deadly Attack [Scores a critical hit on an attack roll of natural 19 or 20]

Rapport [Black Sun or Pirate characters cost 1 less when in the same squad as this character]

Teräs Käsi Style [Whenever this character takes damage from a melee attack, reduce the damage dealt by 10]

Force Powers
Force 2. Force Renewal 1

Force Cloak [Force 2, replaces turn: For the rest of the skirmish, this character gains Cloaked]

Lightsaber Assault [Force 1, replaces attacks: Make 2 attacks]

Sith Rage [Force 1: +10 Damage on all attacks this turn]


Commander Effect
A character whose name contains Savage Oppress may be in your squad regardless of faction.

Death Watch followers within 6 squares get +4 Attack +10 Damage.



Map used: Cloud City

Squads Ran

Commander Skywalker
Han Rebel General
Chewie Fearless Scout
K3PO
Yoda FS
Chagrian Merc Commander
Reb Troop on Tauntaun
Dodonna
Juno Eclipse
Mouser x3
Uggie x2

vs

Darth Revan Sith Lord
Darth Maul, Death Watch Overlord
Savage Opress
Lobot
Sidious Holo
Uggie x3
Mouser

I was running Sith, my opponent ran the Rebels. We wanted to test out Luke's effectiveness with swapping, while maximizing his crit damage with the Chagrian. Meanwhile in the Sith, we wanted to see how good Savage and his Repulse/Choke would be with Revan and Sidious Holo, and for 45 you don't get much better of a swap piece for Revan, than new Maul.

I took the left side and set up first. My opponent took the right side. First round was about positioning, both of us could have got to Gambit in the first but since we were both running deepstrike squads neither of us made a move to take it.

2nd round more positioning, my opponent uses some good moves to win the door control game so I can't come charging through with Revan. I capture Gambit in the 2nd with Revan, my opponent is forced to use Luke to attack Revan, as there is nothing else left to do. Revan puts him in a bad situation where if he doesn't attack him, Revan will be able to get to some of his big stuff in the next round and start wreaking havoc. So my opponent also captures Gambit, takes his Reb Troop on Tauntaun, bases Revan, K3PO swaps, drops Luke, Uses The Force, the damage is boosted thanks to a mouser so the shot goes for an auto 60, I am able to Lightsaber D it away, so Revan takes no dmg. Now Luke needs 12's on the rest of his 3 attacks to hit Revan. He doesn't land another attack. He runs Chewie in bases Luke, and runs Juno in to keep Revan from Swapping out.

3rd round, I allow the Rebels to go first, since none of my options look promising. My opponent acts Dodonna, I use Revan to take down Juno, I give Luke 2 AoO's in the process, he lands one, I LD it away, and kill Juno. Now that disruptive is gone, I swap Maul in and LA on Luke, Luke sends the damage Chewies way. Rebels turn now, since Luke doesn't have a Lightsaber on his fig, or any abilities that deal with Lightsaber he gets around Teras Kasi, so he Uses The Force again to drop to 0 FP's he lands all of his attacks now, and kills Maul with 120dmg. Which was ok because Maul served his purpose and softened up Chewie. I use Figran to Base Luke, Han comes in and shoots Figran to free up Luke, K3PO swap and Luke is out of there, I bring Savage Opress in, and base Han, I use Rage, drop 40 which he sends to Chewie killing him. My opponent now runs the Tauntaun out and to safety.

4th round, I let my opponent go first, he swaps Han out for Dodonna. I take Revan run, and Swap Savage, and Repulse, killing the Chagrain, Dodonna, an R7, the Reb Trooper on Tauntaun and an Uggie, and puts damage on Luke. Luke fires back and hits one misses one on Savage, then runs away, Han fires and lands for 40, Savage Lightsaber D's it. Han retreats back as well. Han's CE really helps him and Luke put some distance between them and Savage.

5th round, Savage spends 2fp's and is able to run and base Luke. Roll twin, Savage is able to kill Luke. Han shoots this time his attack lands 40dmg. Han runs into a room, and he has his R7 lock it shut. I have to run my R7 out and after a close LoS check am able to open the door. Revan sets up Savage for the init roll, my R7 unlocks the door.

6th round, Savage goes in and puts 80 on Han, passes his Savage check, Han shoots lands again, Revan moves in and kills Han. Game.

Thoughts...


I think this piece works really well with Revan. First off he costs 45 points, so he's a pretty nice Sac piece, you don't need any FS you don't need Bandon, you don't have to spend 20 on Wyrrlock, or keep Mouse Droids near, you just target something run in, swap and go drop 80. If you can run in with Revan drop 60, and then swap and drop 80 with Maul, all the better. He works really well with Revan, I like him. Also, bringing in Savage to the Sith to be paired with Revan is nasty. Revan is able to set him up nicely to help him get off some of his key Force Powers. Let Maul soften things up, let Savage use Repulse, and kill all he can, Revan who has probably been sitting on Gambit the whole game comes in and cleans up afterwards. It's fun.

My one thought on Maul was, I'm not exactly sure why he has Sith Rage. When would you ever use it over Lightsaber Assault? I mean he has no ability that allows him to attack back, he would have to have access to Extra Attack for it to be of any use, as he currently stands, and I can assure you that no one will run this guy with old Krayt. Anyways, I was just a little confused as to why he had it when I looked at the stat block. Thought I would point that out.




fingersandteeth
simply, aoo's.

But it might be worth removing it to justify his low cost.

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thereisnotry
Minitank and I did a playtest with Maul last night, and I'll post results soon, with a couple of suggestions that we came up with.

_________________


thereisnotry
Quote:
9. Darth Maul, Death Watch Overlord -- Sith -- RM: Darth Maul, CotS
Cost 45

Hit Points 110
Defense 20
Attack +14
Damage 20

Special Abilities
Unique. Melee Attack; Twin Attack

Affinity [May be in a Mandalorian squad]

Deadly Attack [Scores a critical hit on an attack roll of natural 19 or 20]

Rapport [Black Sun or Pirate characters cost 1 less when in the same squad as this character]

Teräs Käsi Style [Whenever this character takes damage from a melee attack, reduce the damage dealt by 10]

Force Powers
Force 2. Force Renewal 1

Force Cloak [Force 2, replaces turn: For the rest of the skirmish, this character gains Cloaked]

Lightsaber Assault [Force 1, replaces attacks: Make 2 attacks]

Sith Rage [Force 1: +10 Damage on all attacks this turn]


Commander Effect
A character whose name contains Savage Oppress may be in your squad regardless of faction.

Death Watch followers within 6 squares get +4 Attack +10 Damage.


Minitank HT
Maul
Pre Vizla
Kelborn
Captain
Saboteur x6
R7
2 mice

thereisnotry
64 Darth Bane, Sithari
62 Darth Revan, Sith Lord
36 Atton "Jaq" Rand
27 Lobot
5 Caamasi Noble
3 Mouse Droid
3 Rodian Brute
(200pts. 7 activations)
Reinforcements: Mouse x3, Ug x2, Salacious Crumb

Tim’s DWSaboteurs were shooting at +10 for 30s with Twin, and they had SD20; cool squad concept. I won the map roll so we played on Ravaged Base; Tim set up on the left.

Round 1 Revan runs 18 to open the important center door, swaps for Atton, who kills 2 DWSs and then locks the center door. Round 2 I roll a 1 for init so Tim wins it. I go first, Atton retreats and locks a door. Tim’s R7 overrides it open, and a DWS hits Atton for 30 (hit and miss). I could’ve run Revan up here to drop Bane into position for a big attack on Maul, but I wouldn’t have been able to kill him and would’ve likely lost Bane, so I wanted to wait until later in the round so that I could do the end/beginning combo. As I’m waiting, Tim is shooting the fodder screen that I have in front of Bane, and Bane ends up taking 50dmg in total, so he’s down to 130hp. As things turned out, Tim gave me a better (and safer) option with Bane. I use Lobot to lock the center door again once Tim’s DWS guys have activated, so that I can safely do what I need to do. Then I run Salacious up to a DWS and hit it for 10dmg. On my next phase Revan runs 12 to kill it (no SD thanks to Distraction), and swaps for Bane. Bane then spends Focus to zap Pre Visla, who is adjacent to a DWS, so Visla takes 70 dmg (50 zap, 20SD), and Bane moves forward to base both Pre and another DWS. I win the next init and Atton moves up to shoot 2 more DWS (so there is one left), and then locks the door in Maul’s face. We called it there because almost all of Tim’s damage output was gone, and I was in position to eat up the rest of his pieces pretty easily.


Thoughts on Darth Maul:
Rating: 6 or 7
Comments: Teras Kasi made a difference in this game, because I knew he’d survive a full-on Bane assault. Great flavor for him, and it is valuable in-game. The Pre/Maul/Kelborn combo was good, with just about every piece gaining free movement, and every piece being a solid damage threat. We liked the CE on him. However, that same effect is already there for the Death Watch figs (via the DW Overlord’s Prideful SA)…those would stack, except that the SA requires the Overlord to be the highest-costing fig, so it’s a moot point. (See the intimidation SA below for a possible solution.) It’s cool to bring a beat to the Mandos; however, he didn’t fit like he should. We felt like Rapport for Pirates is wasted space on him. He really doesn’t need Rage, since he’ll always choose to spend his FP on Assault instead. Force Cloak is good, since Mandos like to be Cloaked, and it will allow him to work well with a group of fellow cloaked Resolnarians.

As we were discussing him, we wondered if the Epic Maul’s Intimidation SA would fit well on him [Living Non-Unique enemies within 6 get -2/-2. Living allies within 6 get +2/+2]. That would give him a reason to get up in the thick of things, and it would also allow him to boost the somewhat low attack of his allies, but only if they’re up there with him (via Resolnare)…kind of makes for an exciting squad, with a pile of Mandos backing up an intimidating melee threat.

We’d also suggest trading Rage for Riposte…make it painful to attack him. The purpose of a melee beat in Mandos is to deter or delay an opponent’s melee pieces for a bit; he won’t be able to carry the team (and PLEASE don’t give him the ability to do 120dmg on his turn!), but he should be able to dish out some good pain (hence Riposte), even if he drops relatively quickly.

Questions: None.

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fingersandteeth
great ideas.

Agree with the rage for riposte.

The idea with the two overlords is that you can choose what you want. More shooty go with the 27 point, you want melee interference take Maul. No reason to take both (although you can) so they make different builds.

the intimidation is a nice idea.

You said he didn't fit like he should, you mean cost wise or that he didn't bring enough?

_________________


The_Celestial_Warrior
Overlords should be like Immortals.

There can be only one.

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thereisnotry
fingersandteeth wrote:
You said he didn't fit like he should, you mean cost wise or that he didn't bring enough?

Good question, sorry for the lack of clarity. It was one of those "something is off but I can't put my finger on it" kind of things...things we mentioned like Sith Rage and Rapport for Pirates. The CE was cool, but it felt awkward, since it's repeated in the Overlord as well; it was the CE part of the discussion which gave rise to the Intimidation suggestion.

We initially felt like he was overcosted; the change from Rage to Riposte, and the addition of Intimidation seems like it would probably cover it.

And probably remove the Pirate rapport, unless you're trying to make a connection to that portion of the TV series...if you are, then maybe add Pirates to the CE: "DW and Pirate allies gain +4/+10...." In that case, he would be designed to work in 3 different squad types (sith, mando, pirates).

Does that help? Sorry if we're not super-clear...it's not all that clear to us, that's all. Sometimes while PTing, a piece just says, "Ah, perfect!" right away, and other times it feels a little "off" until a minor change or two is made, and then it "feels right." I guess there's a bit of an untangible aspect to the process of character development in SWM.

_________________


fingersandteeth
thereisnotry wrote:
[

And probably remove the Pirate rapport, unless you're trying to make a connection to that portion of the TV series...if you are, then maybe add Pirates to the CE: "DW and Pirate allies gain +4/+10...." In that case, he would be designed to work in 3 different squad types (sith, mando, pirates).


it is tying in the tv series but the black sun and pirates part may be trying to cram too much in.

Quote:
Does that help? Sorry if we're not super-clear...it's not all that clear to us, that's all. Sometimes while PTing, a piece just says, "Ah, perfect!" right away, and other times it feels a little "off" until a minor change or two is made, and then it "feels right." I guess there's a bit of an untangible aspect to the process of character development in SWM.


yes, it does help, a lot. Thanks for taking the time to clarify. And i understand what you mean about the intangibles, often these things only come out in playtests which is why they are so important to proper design.

_________________


The_Celestial_Warrior
thereisnotry wrote:
And probably remove the Pirate rapport, unless you're trying to make a connection to that portion of the TV series...if you are, then maybe add Pirates to the CE: "DW and Pirate allies gain +4/+10...." In that case, he would be designed to work in 3 different squad types (sith, mando, pirates).


This does not make any sense. The name alone ties it to that portion of the tv series.

_________________


thereisnotry
The_Celestial_Warrior wrote:
thereisnotry wrote:
And probably remove the Pirate rapport, unless you're trying to make a connection to that portion of the TV series...if you are, then maybe add Pirates to the CE: "DW and Pirate allies gain +4/+10...." In that case, he would be designed to work in 3 different squad types (sith, mando, pirates).


This does not make any sense. The name alone ties it to that portion of the tv series.

Fair enough. But as we said, right now it seems like the Pirate Rapport doesn't fit...so if his CE won't include them because of his name, then you might as well drop the rapport as well.

_________________


fingersandteeth
i'd like to streamline him as Mando and Sith.

_________________


Weeks
I haven't actually played this character yet, but can you please give him robot spider legs? Even just wall climber would be good. Right now we have 0 jedi with robot spider legs.

_________________


thereisnotry
Weeks wrote:
I haven't actually played this character yet, but can you please give him robot spider legs? Even just wall climber would be good. Right now we have 0 jedi with robot spider legs.
Well, Kazdan Paratus is pretty close.

_________________


Weeks
thereisnotry wrote:
Weeks wrote:
I haven't actually played this character yet, but can you please give him robot spider legs? Even just wall climber would be good. Right now we have 0 jedi with robot spider legs.
Well, Kazdan Paratus is pretty close.


Well then we need a darkside one.

_________________

fingersandteeth
this isn't robot spider leg maul, its deathwatch maul who had artificial legs but more like





Image

_________________


LESHIPPY
Just to throw out my opinion take it for however many cents you wish.

I think if the Rapport was just Black Sun and the CE included the Black sun it would very extremey well in the story line and you are designing a piece that can be used in more then one way. Sith, Mando, or now you have a black sun that doesn't have to be based around Xixor which I think is cool. In veset 8 we are going to be working to expand the Black Sun anyway and this would be a small step in that direction.

Maul and Xixor CE wouldn't stack, so we don't have to worry about a +8 +20 Damage situation.
You could get double Rapport with Alexi, but I think there is enough swarm hate out there that this shouldn't matter much either.

It is interesting having him as a mando. I have't played them much lately, but it would give me a reason to at least consider them again. As for Sith, I am not sure how he would work. I would have to look at some squads.

_________________


sthlrd2

**UPDATED 10/12/13 (-Rapport +Intimidation, -Rage +Riposte)

9. Darth Maul, Death Watch Overlord -- Sith -- RM: Darth Maul, CotS
Cost 45

Hit Points 110
Defense 20
Attack +14
Damage 20

Special Abilities
Unique. Melee Attack; Twin Attack

Affinity [May be in a Mandalorian squad]

Deadly Attack [Scores a critical hit on an attack roll of natural 19 or 20]

Intimidation [Living non-Unique enemies within 6 squares get -2 Attack and -2 Defense. Living allies within 6 squares get +2 Attack and +2 Defense.]

Teräs Käsi Style [Whenever this character takes damage from a melee attack, reduce the damage dealt by 10]

Force Powers
Force 2. Force Renewal 1

Force Cloak [Force 2, replaces turn: For the rest of the skirmish, this character gains Cloaked]

Lightsaber Assault [Force 1, replaces attacks: Make 2 attacks]

Lightsaber Riposte [Force 1: When hit by a melee attack, this character can make an immediate attack against that attacker]

Commander Effect
A character whose name contains Savage Oppress may be in your squad regardless of faction.

Death Watch followers within 6 squares get +4 Attack +10 Damage.

Playtested Against Tim

Tim ran

Maul
Kelborn
DW raider
DW saboteur x2
DW merc x2
Mando Demo
Lobot
Cap'n
Scout
Mouse

Garindon, mice x2 via lobot (I think)

I ran

Quorreal
Nei Rin
Harrar
Yammosk
AAO
HBW x3
Worker x4
WC commander
Seer
R7

Z scout, PV scout x2 via Quorreal.

Tim wins map, we play on Ravaged Base, I set up inside by the cell blocks. One PV scout sets up adj. to the main hall door to the cell blocks. One sets up adjacent to 2 cell block doors to have them open right away. My Yammosk copies twin (not helpful, as HBW already have twin.). Maybe not a problem to some but the problem that I've seen delvelping for some time, is that there is less and less CE's for the yammosk to copy as most nowadays are to a specific group. (Maybe that's part of the problem with Vong). Anyways. Round 1 is positioning I do use the Seer to screech my HBW's. 2 of them fail the crab and they move up 2 squares via Nei Rin in addition to getting scarred. 1 makes his save and is not scarred. Round 2 I move the Z scout up 6 to fire the center door from 5 away. I move up a PV scout to bug a mouse from 8 away. The PV scout is cloaked, and if Tim wants to move to get no cover then he LoS on someone else so the PV scout with agressive negotiations is safe for the time being. Tim moves the Merc that was in that hall and in danger of being bugged. Maul is next to the door cloaked. I wait till Tim activates out. I have to press the action. I move up 1 HBW to razorbug lobot. He makes the save. So instead of going for the kill with the other that could get LoS on him I move up the 2 remaining warriors. 1 scarred one adjacent to the door. The other in the hall set up in a way that if maul wanted to come in and assult both then he would have to first take an AoO. I win init with Recon from the PV scout that bugged the mouse. I elect to go first but Tim Resol'nare's the 1 merc and 1 Saboteur blocking the doorway. Now I can't atk maul cause I needed to move 1 square. I can't take the AoO. So instead of Atk like I wanted I use Harrar to sacrifice and move up to withn range to redirect some damage. Then we remember that adjacent enemy's ignore that. Great. Dead Warrior after first atk I make a crab then he hits with twin and I die. With intimidation from maul and traps from the Saboteur I'm at -6 def while he is +2 from intimidation as well. He needs a 1 to miss. Stupid strong intimidation is, espicially when its made to be used with DW guys who have traps. He shoots with the Raider and I make the save to dish Harrar the damage he twins and I fail the crab save thus dying. I move up a PV scout to bug a DW guy and a worker. He moves to get LoS on just the PV scout and still open to get around cloaked and AN. I dish the damge to the worker. (Ok so Harrar is working, and I see Tim being annoyed by it but really it was just delaying the inevitable. With twin I deal damage to the last warrior (wthn 8. Glad I remembered that. He makes his crab and takes 10 I move the warrior up to bug a merc and the last PV to bug a Saboteur. He moves in maul and assults. attacks (realizing it would be pointless to play out, we decide to play it as if I could redirect any damage even adjacent. I redirect to the Zonoma wthn 8 and he dies fail my next save and crab and take 20. 2nd atk I redirect it to the seer cause he can take 1 hit with 30 hp. I fail the twin and fail the crab and he dies. I move up Quorreal who dies shortly after I think directing 1 shot to a PV scout. Total blow out and I realized my squad was not good. I had Synergy but often the problem with Vong is its hard to fit in what your trying to do.

Comments: maul is sick with renewal, force cloak, Teras Kasi, and intimidation. He really is a great fig, this was a great squad, fully optimized. I realize going against a sub par squad but still really sick. Your guns can deal 60 easy on a NU with intimidation and traps from a saboteurs, your raiders can deal 80. Maul is crazy good and needs to be toned down.

Suggestions: I've read the design forums on him and understand what you are trying to get out of him Deri.
Intimidation must be taken off, its way to good, (its an epic ability, and should not be used on a 45 pnt piece). Even without intimidation he is still really good. I could eaisily see a 3-5 pnt increase in cost. If you went 3 then it doesn't change the squad drastically at all, you would lose the mouse in the base squad so 1 less activation. If you go with a 4-5 pnt increase then you have to think about what to change. Probably still just 1 activation because you would just take out 1 merc and be at 199 pnts with a 5pnt increase and 1 less merc. That doesn't hurt the squad much and still gets your intended fig so I would lean towards a 5pnt increase.

If he costed 50 pnts (what I think he should be) then a Sith squad with Savage would look like this
Maul. 50
Reven. 62
Savage. 42
Wyyrlok. 20
Sid-O-gram. 11
R7. 8
Uggie x2. 6
8 activations 199 pnts - a total beat stick squad which is what it would always be if you wanted to bring Savage into Sith to get swapped around with Reven and use his Repulse. IMO I think you get the intended fig with a 5pnt increase.
Deathwielded
Posted: Friday, March 14, 2014 7:13:02 AM
Rank: Advanced Bloo Milk Member
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Joined: 3/19/2013
Posts: 1,249
Very interesting! Thanks for posting!
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