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V-set Piece creation v-set 6 Asajj Ventress, Nightsister Options
leshippy
Posted: Thursday, March 13, 2014 11:06:32 AM
Rank: Advanced Bloo Milk Member
Groups: Member

Joined: 6/17/2009
Posts: 489
As requested.

Here is what I have from the Playtest Committee.
Asajj Ventress, Nightsister
35
HP 110
DEF 18
ATK +8
DAM 20

Niman style
Assassin
Bounty Hunter +2
Parry
Twin
Stable Footing

Force 4
Force Cloak
Master Speed

"After being betrayed by her former master Count Dooku, Assaj Ventress realized her Nightsister heretage and began her hunt for her former Sith Master"


Feb 3 on Vassal

thereisnotry:
--Cin and Quin—
48 Cin Drallig
47 Shaak Ti, Jedi Master
42 Quinlan Vos Double Agent
27 Lobot
12 Klatooinian Assassin
9 R2-D2, Astromech Droid
6 Mouse Droid x2
9 Ugnaught Demolitionist x3
(200pts. 11 activations)
reins: Czerka Shield Technician, Gran Raider, Mouse Droid

spryguy:
--Nimbiciles—(that’s the name I came up with)
35 Asajj Ventress, Nightsister
34 Alto Stratus
66 Nimbus Commando x3
20 General Whorm Loathsome
19 BX-Commando Droid Spotter
8 R7 Astromech Droid
9 Mouse Droid x3
9 Ugnaught Demolitionist x3
(200pts. 14 activations)

We played on Cantina (my map), and Matt chose the right side. I gave Djem So style to Quinlan (60dmg attacks back sounded really good), but as we were talking later I should’ve given him Makashi instead. I gave Shields 1 to Cin, and that made a huge difference in the game. Round 1 was positioning; Quinlan Cloaked himself and was towed forward by R2. Round 2 was also positioning, with both of us getting into gambit.
I won init in Round 3, and let Matt go first (spin a fodder). Then I towed Quinlan forward to quad-attack vs Ventress through the bottom single-door in gambit (we interpreted Con Artist to mean that Matt’s mice would count range for Quinlan); he needed 4s to hit her, but his first 2 rolls were 3s. I didn’t fprr because of Internal Strife. I crit the next attack and Assaj failed the parry and the fprr; the next attack hit for 30 and she failed that one too. She had 30hp left after Quin’s turn, despite unusually bad for both of us. She then responded by putting 60 on Quin and moving away; he hit both aoos, but she parried both too. Matt then finished off Quin with a Nimbus Commando. Cin then ran 8 to attack Ventress twice, and she failed both parries; I immediately based Cin with my Shield Tech in order to avoid some nasty quad-attacks from the other Nimbiciles.

With Assaj now out of the way Alto came in to hit Cin, but Cin made the parry with a fprr. I then ran Shaak 8 squares to Double-Cunning a Nimbus to death (we forgot about Mines but as it turned out it wouldn’d have mattered). During this attack I rolled a 1 (my first of many this game!) and so I had to use another fp to rr the attack. Matt then based Shaak with his last Nimbicile, doing 30dmg with Bravado after missing an attack. My Klat dropped 20dmg on the Nimbus that was in Shaak’s face. I used Lobot to lock the door beside Cin so that Cin wouldn’t face 120 dmg of unpreventable Nimbilcile attacks on a lost init. Now it was “the big” init, and I rolled a 1 (not my last!). Shaak died in a blaze of glory. At this point it’s Cin and Klatoonian vs Alto (full) Whorm, the Spotter, and a 2 Nimbus Commandos. I opened the door with Lobot so that Cin could kill the Nimbicile with Precision, but I rolled…you guessed it…another 1. The Nimbicile lived and returned fire on Cin, doing 60dmg after Shields. Alto then double-attacked but Cin parried both attacks after spending a fp. I locked the door again. I shot Alto with my Klat, and used my fodder to make walls and otherwise prevent Matt’s ability to get to me.

After trading more fire back and forth the next two rounds (with Cin rolling yet another 1), Matt had one Nimbicile left at 10hp, Alto was at 10, and the Spotter and Whorm were at full health. His Spotter based my Klat and hit for 20dmg (with Vibroblade). I then ran my 10hp Klat 12 squares (the Spotter missed the aoo) to base Alto and the last Nimbus and the R7. (We forgot about Mines here too.) This move meant that both Alto and the Nimbus were dead if my Klat died, and likely also dead if they provoked an aoo. Alto risked it and I missed the aoo, then Whorm finished off the Klat and the Nimbus (via boominess). Next round Whorm based Cin (30hp) and combined with the spotter for the kill shot but rolled a 5 (needing a 6). I then towed Cin over to kill off Alto with Brutal Strike. Matt won the next init, based Cin (30hp) with Whorm, and hit the spotter shot, but I made the Shield save with a fprr, so Cin lived with 10hp. I responded by Precisioning the Droid to death and towing to safety. I then finished off Whorm afterward and that was the game.


Rating: On a 10-pt scale, she’s probably a 7.
Comments: She can stand on her own (good flavor!) and she’s effective at what she does. Parry is a great SA for her character. She never needed Master Speed in this match because of the way we advanced and the map, nor did she need to Cloak herself because I had only a minor shooter. Matt said that BH didn’t fit in his mind; I thought it was fine and that it would be nice to use her with V5’s Cad and Aurra. Matt suggested that Grip 10 would be a good fit for her character, because she uses it a lot in these episodes in the TV show. We both thought she was a great representation and lots of fun to use, with a definite niche in the Seps.
Questions: none



Weeks

She has BH +2 so she will pair with Sep Cad Bane. She was all about killing Dooku at this point in her arc so it fits. The other force powers are good options but to keep her cost down she only gets one job instead of multiple useful things.



thereisnotry
Yep, that's what I explained. I'm looking forward to testing the Cad/Aurra/Assaj squad. Assaj will be able to use Master Speed with Cad's CE to charge 18 and do 70dmg vs living, right? That's a pretty sweet option.



ultrastar
I played my friend Richard on Vassal, I tried out the new Assaj Ventress, he tried out the Czerka Shield Tech, New Vos, and New Aayla...
Here is my squad

-Hunting Party-

Cad Bane, Bounty Hunter -43
Asajj Ventress, Nightsister -35
V5 Aurra Sing -33
Lobot -27
BX Spotter -16
BX Sniper -15
San Hill -10
R7 -8
4x Uggie -12

(Brought in Dr. Evazan Galactic Criminal, and another Uggie)

Richards Squad

GOWK -55
Quinlan Vos, Double Agent -42
Aayla Secura, Jedi Knight -30
New Jar Jar
Lobot -27
R2 Astromech -9
Rodian Diplomat -5
Uggie -3
Mouse Droid -3

(He brought in a Mouse Droid x2 and a Czerka Shield Tech and gave shields to Quinlan Vos)

He won map roll, chose Anchorhead, I took right and set up first. 1st round was all about positioning. I captured Gambit with Ventress. I led with Ventress because Rich was running all Melee, she has parry so I figure I let her Tank, and use Cad, Aurra and the droids to clean up.
2nd round, Rich wins init, and runs Lobot up and locks the door behind Ventress, trying to lure me into killing Lobot with Ventress. I'm not sure if he was trying to prevent me from using the rest of my squad which I had behind the door, or not. Anyways I took the bait of course, and brought the fight to him, and killed Lobot. Anytime I can get 27 gambit, I'm taking it. Rich Force Pulls with Aayla bringing Asajj to her, but Asajj parry'ed everything away. Rich ended up attacking with Quinlan and GOWK but Ventress only went down to 90. I run Cad out after he is out of acts, and shoot virtually all of his squad. R2 stays alive thanks to the Czerka, the Czerka stays alive thanks to the Czerka, Cad picks off an uggie, and a mouser, and drops 40 on that new Jar Jar. I set up the BX Sniper and Spotter to do some serious dmg next round. I bring Aurra down and kill Jar Jar.
Next round Rich wins init, I use intuition, move my droids to get a better LoS on everything. Rich runs his R2 and shield tech away with towcable, and locks a door keeping Aurra from the fight. I get the doors open, and drop some good dmg on Vos, Rich moves Aayla, and I twin with Ventress on my AoO, she takes some dmg. She's down to 80. Aayla attacks Aurra, hits all of her attacks. I use Cad and take out the Czerka Shield Tech and that's about it. Kenobi does some dmg to Ventress, she's at 50 or 30 can't remember. Anyways, my BX Droids take a shot at Aayla and drop 50 on her. She's down to 30, and the good Dr. Evazan gladly puts her out of her misery. Rich is out, so I take Ventress and move her in for the kill on Vos. Ventress attack hits and Vos dies. Down to Kenobi vs my entire squad. I run an uggie adjacent to keep him from FP3 Ventress and Aurra. We call it game.


Thoughts. I won so I'm a bit biased. It was a fun fast paced squad. Ventress being able to run a possible 18 and drop 70, also having Parry and 110 all on a 35 point piece... does seem a bit much. She also has Force Cloaked which I didn't need to use because he ran all melee. That being said, Rich didn't run any shooters which she is obviously weak against, though cloaked will help her against them. She is really strong with Cad. I doubt it's T.1 but it's really fun.

Rating on a scale of 1-10, I would rate Assaj a solid 8.


Weeks
Suggestion. When you test something like Assaj who is designed in such a way and costed to be basically min/maxed to one area, play 2 games. One against a squad she should excel against (the gowk squad) and one against a squad you think she will struggle against. (whatever shooter squad is strong nowadays). That will give us a better feel to how good she is. I'm really not all that shocked that your squad beat down GOWK and friends. You have a t1 squad and played it vs a mishmash of Republic all melee.

Asajj was specifically made to work well with Cad. Jar Jar, Quin/Aayla, and GOwk is three differant ideas that got thrown into the same pot. I'm listening to Les Miserables right now and there's a line that sums this up to quote Thénardie "Mix it in a mincer and pretend it's beef, Kidney of a horse, Liver of a cat, Filling up the sausages, With this and that" Not really what we are looking for. You played a super balanced and competitive squad against something that resembles beef. Sure it shows that Asajj is good but does that really tell us anything? We know she's good, we know she's good against melee, we know she can do 70 from 18 away. What we don't know is if Cad/Asajj/Aurra stacks up against meta teams and is too strong. Pick something that finshed in the top 4 at a regional or in the top 16 at Gencon and play your same squad vs that. Those are the tests that give us the most information.

Thank you Bronson. Looking forward to reading more.


ultrastar
haha you know I will be playing more.



minitankht
Right, so i've been trying a few playtests around this squad:

Cad Bane, Bounty Hunter
Assaj Ventress, Nightsister*
V5 Aurra Sing
Sugi
BX Spotter
Gha Nachkt
Uggie
8x Mouse

The first test i made with this squad was a strange little YV squad from Spryguy, which involved Cad Bane, the new Nom Anor, Mezdan Kwaad, a warrior caste subcommander, 3 new warriors and also the standard YV support (i forget what else it had). At the time i was playing with a geonosian swarm instead of mice. We set up on the Bothan Spynet and spent a little while advancing our peices, Spry setting himself up nicely with Battle Ready. The next round i intuited my BX near the center. Spry charged in with a warrior, who i killed with aurra. I then used charging assault to set up more attacks on Spry's warriors and over the next round, finished off all 3 of them. Spry then decided to attack with his Cad Bane, and killed my Sugi before she could fire a shot. However, that left Cad in the middle of my nest of baddies, so he would die should he lose init. Spry won init, however, and killed my Cad before i was able to kill him with Aurra Sing and my BX. From there, the game was pretty much over with Aurra and Assaj tidying up his Nom Anor and remaining peices. This wasn't a particularly successful playtest of the squad, as Spry was in trouble right from the get-go, and only killed two of my peices from a 50/50 init. Assaj was powerful over this game with her parry and effectively chomped through Spry's peices after his Cad died.

The next test i made was also against Spry, but against his very powerful new Kyp/Zekk/Ganner/Tycho/Vander/R2-PO squad. This one was played on anchorhead, and by this time i had figured out that drones didn't work with hostage shield and had switched to mice. I set up on the left, Spry set his squad up on the right. Both of us advanced our pieces in the first round, me relying on my spotter for protection while Spry aimed to stay out of line of sight. However, he mispostioned Kyp and forgot to move R2 that round. Next round I intuited my spotter up to my central door to threaten shooting Kyp on the other side of the central area. Spry moved kyp out of the way, but I responded by charging up cad and sugi to pick off his R2PO. I then walled off the entire area with my swarm of mice, and postioned my attackers to get juicy shots next round. Spry decided to bank on the initiative and levitated zekk in to kill my mice in a lightsaber sweep. However, he lost that initiative and was killed in one turn by aurra sing. From there spry was in trouble with me having great lines of attack to his ganner, and him not having killed any of my attackers, so he gave up the game there.
Finally, I played this squad against a fellow called MasterBlaster. Master was playing a traditional Sidious/IGs/Whorm/Poggle squad, but included one of the new melee IG droids. The game was played on Rhen Var Citidel, with me on the right side, and Blaster bringing in an *infernal* Czerka Tech to block twin on all my guys except Assaj. Luckily, blaster left me with a few shots on a couple of drones which I exploited round one, which meant that it took longer than usual to get to the central corridor where the battle starts. The next round or two were spent in picking off respective small fry, in which I killed his remaining drones (he started with 6) and a few mice, and he picked off some of my mice. Then next round I was able to pull off a massive Furious assault on most of his squad, in which I killed his lobot, and then locked irreversibly the door he needed to advance through. From there I was able to threaten a deepstrike on his Whorm, and the ability to pick off all his guys with relative ease. Thus master decided to call it a day rather than face off against my undamaged attackers and BX.
Unfortunately I’ve yet to have a really close, down-to-the-wire game with this squad, and often I only got snipets of information about the pieces. Assaj was a very useful utility piece, but I mainly used her as a simple attacker to support the rest of my guys. I didn’t deepstrike in any of the games, although I threatened it in two before the game ended. IMO she is a very powerful piece, and very resilient against melee squads, but her limited damage does balance her out, as does her weakness against droids. In all of my games, Aurra, not Assaj, was my MVP because she could simply do more damage, and could benefit from the spotter. So overall, a solid 8 out of 10.



thereisnotry
Description
Feb 13 on Vassal

thereisnotry
--Cad's Posse--
43 Cad
35 Assaj
33 Sugi
33 Aurra
27 Lobot
10 San Hill
8 R7 Astromech Droid
5 Caamasi Noble
6 Ugnaught Demolitionist x2
(200pts. 10 activations)


Spry
55 Luke-HoE
29 New Biggs
27 Lobot
21 Dutch
19 Leia RC
15 Spec Force Tech
14 Rieekan
9 Dodonna
8 Obi Ghost
3 Uggie
(200pts. 10 activations)

Matt won the map roll so he took Anchorhead; I deferred side choice, so he chose the left side. Matt gave Nades 10 (therefore 30) to Biggs, because there was no other viable option in the squad.

Round 1 was positioning; . In Round 2 Matt moved his Technician up, and so I made a gamble with my Rodian Assassin to shoot it, needing 8 (and a failed evade save) but I missed. Aurra killed one of Matt’s mice. I gained Gambit at the end of the round with Assaj. This game was a bit slow to engage because we both had pieces that could nova-kill anything that came into range of them. At the end of Round 3 I decided that we’d waited long enough, so I used Master Speed to run Assaj 18 squares and kill Leia (and her Obi-ghost)…I figured that denying her damage-boost and removing Matt’s ability to have pseudo-accurate-shot was a good trade for Assaj. Luke used Force Alter but Leia still died since I needed to roll 2s. Assaj then died to Biggs’ bravado. Luke then ran out to base my Aurra Sing…big init here. I won it, and Aurra did 80 to Luke, who failed his LS Defense save. Luke then killed Aurra, needing 3s to hit, and then based Cad. Cad said “None of that!” and flew away and Furious Assaulted to kill the Tech and an Ug and do 20dmg to Biggs. Biggs could now eat Cad if he rolled 2s or better, but he rolled a 1. Matt and I both agreed that this was a game-changer because the game was over otherwise. Dutch then moved up to toss a Nade 20 vs my Ug, Caamasi, and Biggs…all failed their saves, so Biggs was now at 40hp. Sugi charged in and did 30dmg to Biggs (failed the first evade), so he was at 10hp. By now I’ve locked Luke in the room north of gambit so that I can focus on Biggs…I figure that once he’s gone I’ll be able to take out his last 30hp easily enough. I won the huge init to start round 5, which had Biggs and Cad based to each other and each needing only a single hit to kill the other. Salacious was based to Biggs, and I had a brain-fart here, because I forgot that Biggs has Evade on his card (and not just via Rieekan’s CE) and so I moved away with Cad to FA vs Rieekan, Dutch, and Biggs…I did 40 to each of them except for Biggs, who survived with two Evade saves. Biggs can now kill Sugi by basing her, so he gives up 2 aoos to Uggies, and you guessed it: an uggie won the day by hitting Biggs, who died. Matt conceded at this point, since my full hp Sugi would be more than enough to take out his 10hp characters and 30hp Luke who was locked away. It was a very close game, with a couple of minor mistakes but it was really a good playtest for all the testing pieces involved.


Our thoughts on Assaj:
Rating: a solid 8
Comments:
Matt thought Master Speed was too much, when it allows her to run 18 squares for a very reliable 70dmg. I thought it was fine, since she costs 35pts and she's likely dead afterward. You wouldn't use her to take our R2 Astromech, but you would do it to drop Ganner (if he had already taken some damage). In this game I thought it was very worthwhile to trade her for Leia/Obi, because I still had 3 solid attackers vs Matt's 2...and my attackers all had a movement breaker. Parry is solid, as is cloaked. I didn't use Cloaked in this game (despite Bigg's GMA/Double/Twin) but it wasn't a big deal because I knew I'd have one run with her and then she'd die. She is absolutely perfect in the Cad/Aurra/Assaj archetype squad. Lots of fun to play. This is actually (personally) the first Sep squad I've played that's exciting to play because it's flexible and rewards aggressive play (compared to the Lancer which is so fragile, and the IG swarms which are so slow and clunky). So on a fun-factor, I'd rate her at a 10, personally. :)
Questions: none


spryguy1981
Playtested Asajj vs ObiKenobi1 a.k.a. Mando.

My squad
100 BHC-Dooku
39 Quinlan Vos-Double Agent
35 Asajj Ventress-Assassin
8 R7
9 Mouse x3
9 Uggie x3

Obi's squad
48 Cin Drallig
47 General Skywalker
28 Jedi Battlemaster
27 Ferus Olin
23 Foul Modama
9 R2-D2-Astromech
8 Mas
9 Uggie Demo x3

Map: Smuggler's Base

So we had a good old fashioned Jedi Melee Brawl, that was over in 3 rounds thanks to an early betrayal from Ferus.

First turn I moved my scrubs up and placed Quinlan Vos into gambit. I gave Vos Makashi with Dooku's Jedi Trainer. He moved Cin Drallig in and used Brutal to put 40 damage on Quinlan. Asajj used Master Speed to run up and put 30 on Cin. He then ran full HP Ferus in and used Dark temptation to try and drop 100 on Ventress. She parried one and missed the other parry. Ferus failed the save which triggered Ataru for Quinlan.

2nd Round I win init and Quinlan Double/Twin's Drallig putting another 60 on him leaving him at 30. He then Brutal Strikes and puts 40 on Quinlan. Skywalker Knight Speed's in and kills Quinlan after I fail my Makashi save. Dooku uses Chain Lightning to kill Cin and put 30 on Skywalker then moves up closer to the action. He then runs in with the Jedi Battlemaster and triggers Dooku's Jedi Reflexes. I hit both twins, he makes both Djem So's I take 30 and Makashi one of the attacks. I then use Riposte 2 to kill the Battlemaster. R2 tows in Foul who doubles Asajj, one I parry and one I BG. She twins Foul and puts 60 on him.

Round 3 he wins Init and uses Momentum. I get off JR but miss one and elect not to reroll, he blocks it. He hits both attacks on Ferus who uses Makashi (given to him by Cin Drallig at the start of the skirmish) and takes no damage. Dooku then Double/Twins Skywalker to finish him off. Asajj kills Foul and he concedes.

I personally think you can close the book on Ventress and declare her ready. She has had a lot of playtests and I give her an 8 and consider her a very valuable addition to the seperatist squads. In this game she jumped into the melee and starting dropping damage on things, and parrying her way to live. She is a nice piece to pair with BHC Dooku as I was sorely tempted to give her Djem So for the twin kickbacks. Then you've got the Cad squads too. Its my opinion she is good to go and I wouldn't change a thing.


leshippy
Good to hear.

I have been playing here in a somewhat similar squad. Drop Dooku add in the new Sideous with the left over points add two slavers and Poggle bombs.

She gains force renewal which helps, but doesn't break her. Fun squad against shooters when you cloak both assajj and quin. She winds up work very much the same way in the fact that she runs up and deal damage. but will be more of a secondary or speed bump piece.



The_Celestial_Warrior
GOWK
Quinlan (new)
Aayla
Atris
R2
Echani
ugo

vs.

Asajj
Aurra-set 5
Cad-set 5
Hondo
San
Poggle
Zygerrian Slaver
Geo. Drones x 14

Map-Peaceful City (purposely picked a shooter friendly one, as both playtests were for similar melee based High-D squads)

I played this as if Cad's squad won map roll, so Aayla took left so that Poggle and San wouldn't have too many small rooms to hide in, and I had easier access to those rooms.
I also picked the perfect squad so that Con Artist got very little. I had to choose one of Poggle's CE's. I went with the return to play aspect of it and hoped.

Round 1: Aayla and Quinlan, having a 31 and 29 in cover, advanced through the lower area (Poggle and San were pinned in the left hand corner of the room in the lower right) with R2 -towing Aayla next to QV) while GOWK and the Echani tried to force some engagement away from them in gambit. Then the Seps got to go. Cad, the Slaver and 8 drones went after GOWK and the echani, with Asajj getting herself to the door in the central area (setup for CF next turn). Honda and Aurra, with their accurate shot, went after Aayla and Quinlan. The 6 drones, were formed as a protective wall 1 square out from San and Poggle.

Round 2: Aayla and QV were able to position themselves behind the red square in the lower center of the map and the first wall of the lower right rooms with R2 catching up to Aayla. The Echani hid behind the door, so that GOWK could run interference in gambit. Then the seps went...The 6 bodyguard drones, decided to move out and make a wall along the lower wall where San and Poggle were so that they couldn't be force pulled out over them. Hondo and Aurra set up for some Round 3 cunning carnage. Asaajj forwent the CF for a simple Force Grip on Obi and the drone moved towards Obi and then was pawned by the Slaver. Obi's down 30, while the rest of the drones moved into the room and Cad took a couple of Soresu'd shots.

Round 3: Seps won init, so Cad took the Furious Assault over Obi to hit the echani and miss Obi via soresu. Atris popped hot and the Echani destroyed Cad. A drone moved to base Obi. Obi moved by to go after Asajj (down to 90) and Quinlan put 30 on Aurra. Aurra went after QV, hitting once(21D vs 12 attack). R2 and Aayla moved in force pulled an opening in the drone wall. Hondo deadeye twinned r2 into nothingness. The drones formed a 5 man wall around obi, two against Asajj and popped via the Zygerrian slaver.

Round 4: Should have been cleanup, but Aayla got init and decided Poggle was no longer a target, based Hondo and dropped an easy 40 on him. Hondo couldn't move to get cunning on Quinlan so Aurra went for unmeditated hits on Aayla. 15 vs 23 was easy enough, but would have missed with meditation up, and Aayla is down 80. Atris pops and Quinlan moves in to Vapaad Hondo (unnecessary). Asajj speeds to the echani missing it once. The Echani eats her and runs 6 away. The drone runs up to the door, gets slave driven through the door 12 squares to pop all over the Handmaiden. The other drone moves out towards the last two along with the Zygerrian. The drone wall moves out to engage as well.

Round 5: Atris pops hot and holds her breath. Poggle spins and Aayla uses force pull on Aurra so she's based by both as Quinlan and her unload to put the death sentence on her. Aayla should have moved to...but. The drones ran up and with the other one ands the slaver finish them all off...

With the Atris factor, the Republic technically one, but I was being purposefully over aggressive with Cad.


Remarks about the Asajj.

Just one question: Why does she not have Melee???

I played her as such, as the story arc you take her from I don't recall her using blasters at all. Bariss even purposely uses her sabers to insinuate she is Asajj.

That's my only complaint. Otherwise, she's a good addition to a growing squad build.


leshippy

Good catch Brad. This is an instance where I thought it was in her stats. i will fix it. She should be melee.


minitankht
Test using the most recent Assaj:

Mini's Squad
Mandalore the Resurrector
Kelborn
Fenn Shysa
Mandalorian Scout
Mandalorian Protector x3
Mandalorian Scientist
Mandalorian Saboteur
R7 Astromech Droid
Uggie Demolitionist

Shmi's Squad
New Maul on Swoop Bike
Cad Bane, Bounty Hunter
Assaj Ventress, BH
Lobot
San Hill
Poggle the Lesser
8x Drones

This was an interesting matchup because Cad's stealthy furious could totally wreck my BGs while they in turn could wreck Maul/Ventress's charges. I won map roll and chose Cantina to protect against furious assaults, and i ended up setting up on the left. Shmi brought in a muun and some fodder for reinforcements.

Round 1 we advanced our peices, me trying to keep myself all together and in cover to protect against Shmi's massive range, and Shmi successfully attempting to keep out of my line of sight. Round 2 I was at gambit (thanks to resol'nare) and had no real way of getting to Shmi's peices without being swarmed by drones and clobbered by Cad, so i decided to stay where i was and collect gambit and MTB kills until Shmi came to me.

That ended up happening at the end of round 3, when Shmi charged up Maul and used an FP for knight speed to reach my Scout, attacking him twice. The first missed and the second was bodyguarded away. Shmi then dropped the Swoop Bike and hit me twice with engage. Both of these shots hit but i got a critical on one of my bodyguard shots. End result: Scout on 30, Protector on 20, Maul on 70. Shmi then attacked with Cad long range and put 10 more on a protector, and finally charged up Ventress and put 40 on mandalore and 30 on another protector, who was unable to attack back owing to ventress's cunning postitioning and cloaked. Round 4 i resol'nared my bodyguards about to better protect my key peices, and planted Maul and ventress in traps range. Shmi went first with Maul and ambushed fenn shysa (coppng 20 from AoO from the Scout). Long story short, i was able to kill Maul through bodyguarding and combining fire before he could make more than 2 attacks, so i lost one bodyguard and fenn was unharmed. Then, on my turn, i used fenn and mandalore to kill the 16 defense assaj, leaving only Cad. Shmi gave up there so that was game.

Rating: 7 this game
Comments: this was again a stink matchup for Assaj owing to my bodyguarding (Cad was Shmi's best peice against me) but she seemed to perform adequately. Cloaked was nice, and since Shmi didn't need to use grip, force points were never an issue. I like her as she is.





leshippy
Posted: Thursday, March 13, 2014 11:07:02 AM
Rank: Advanced Bloo Milk Member
Groups: Member

Joined: 6/17/2009
Posts: 489
Now the design thread
leshippy
Posted: Thursday, March 13, 2014 11:14:56 AM
Rank: Advanced Bloo Milk Member
Groups: Member

Joined: 6/17/2009
Posts: 489
leshippy
Asajj Ventress, Nightsister RM Asajj from map packs.
38
HP 110
DEF 19
ATK +9
DAM 20
Afinity (allows other Nightsisters to be in squad – same a Savage)
Nimin style
Assassin +4 +10
Bounty Hiunter +2 so she can get boosted from the new cad
Parry
Twin
Stable Footing

Force 4
Force Cloak cost 2
Master Speed cost 1
Lightsaber Flurry

EDIT forgot Nimin and Flurry


Weeks
Lightsaber Flurry would mean 8 attacks per round right? Sure they are only 10 damage a piece, but do we really want to keep track of 8 hits?

Other then that question I like her. Really focused on the Blades and not the Powers as it should be. Bounty Hunter 2 I get is to qualify for Cad's CE but is it justified?


Leshippy
Yeah flurry could be dropped. I didn't think it all the way through.

Right now in The Clone Wars she is working as a bounty hunter becasue she is pissed at Dooku for taking on Savage as an apprentice. I thought about moving her to fringe to reflect this, but I figured there would be a lot of blow back from the community that is not watching the series.


weeks
She's an extremely deadly piece. With Cad she has an 18 square range to run in and do 60 reliably. Cad/Aurra/Assaj with support could be a pretty awesome Living Sep squad to run. The Bald ladies run out and do tons of damage while Cad whiddles everything down with furious assualt.

Also she could have Rival (Dooku) if there is space.

For 38 points her force set and abilities should be geared towards making her good at one thing. I like Master/Knight speed and Force Cloak for her abilities, I think that's enough. As far as other sisters in with her that should stay Savage's thing IMO, he needs something unique to him or we just replace him with Assaj.

Asajj Ventress, Nightsister
38
HP 110
DEF 18
ATK +8
DAM 20

Nimin style
Assassin +4 +10
Bounty Hunter +2
Parry
Twin
Stable Footing

Force 4
Force Cloak cost 2
Master Speed cost 1

"After being betrayed by her former master Count Dooku, Assaj Ventress realized her Nightsister heretage and began her hunt for her former Sith Master"

Dropped her Attack and defense by 1, she always relied on Niman a little too much in everyting I've seen her do. Here it's pretty much the same thing once she starts getting hurt her stats really aren't that great. She is a +16 vs Unique living Jedi (only 12 against Proxy lol, or a crappy +8 against droids so she has a glarring weakness). Once she takes some hits she drops pretty fast. Cloak is useful but it eats up her force quickly. She is a piece you use to threaten your opponent into making different moves. An 18 range 60 damage Twin Attacker with Parry is a tough piece to take out.


Leshippy
I think your math is off just a bit.
Atk vs unique living +14 80 Dam with charging
Atk vs living non unique +12 80 DAM
Atk vs unique droid +10 40
Atk against everything else +8 40

Also can you use master speed and Charging fire at the same time


Weeks
Yep, so she's moving 18 squares with charging. Niman style adds +2 attack and +2 defense when she is over half health.


leshippy
ok i see where you got the other 2 now


Echo
Asajj Ventress, Nightsister
35
HP 110
DEF 18
ATK +8
DAM 20

Niman style
Assassin
Bounty Hunter +2
Parry
Twin
Stable Footing

Force 4
Force Cloak
Master Speed

"After being betrayed by her former master Count Dooku, Assaj Ventress realized her Nightsister heretage and began her hunt for her former Sith Master"


I dropped her cost down to 35, 38 seemed a little high. Otherwise she seems cool to me. PT, unless somebody else posts otherwise.



leshippy
I read the play test reports and one suggested adding grip 10 Dam.

I sort of like the idea and if it bumps her up a point i think it is fine. It will force FP management plus you just can't leave her out in the open or she will get shot up.

Thoughts?



Echo
We can do that. I think it wil be more of a flavor addition than anything because I don't think you will want to spend on of her 4 static FP on 10 damage, but there are situations I could be useful. I don't think we even need to increase her cost any, most reports are saying she's just moderately good anyway.



Leshippy

That is what I sort of figured


Leshippy

Asajj Ventress, Nightsister
35
HP 110
DEF 18
ATK +8
DAM 20

Unique
Melee
Niman style
Assassin
Bounty Hunter +2
Parry
Twin
Stable Footing

Force 4
Force Cloak
Force Grip
Master Speed

"After being betrayed by her former master Count Dooku, Assaj Ventress realized her Nightsister heretage and began her hunt for her former Sith Master"


Added Force Grip updated for PT



leshippy
added unique ad Melee after reading playtest



Echo
She's been playtested plenty, lets call her done.



Leshippy
Id10T error


Leshippy
Card Image

Swinfeld
QC: 16/60 ?? (see post in Set List thread)

switch period with a semicolon between Melee and Twin


Leshippy

Fixed
Card Image


Swinfeld
+1

















leshippy
Posted: Thursday, March 13, 2014 11:21:57 AM
Rank: Advanced Bloo Milk Member
Groups: Member

Joined: 6/17/2009
Posts: 489
Some other playtest including this piece

leshippy

ere is the squad I have been playing and liking.

Darth Sid HC
Asajj V. Nightsister
Quinlin Double Agent
Z-Slaver x2
Poogle
Geo Drones x9
r7

i think i had lobot and some uggies in there as well.


I played against a new Cad Bane squad paired with IG88A and new Aurra. Also played against a melee sith suqad with nagas shadow, Revean DSL, bandon.

He won both matches.

Basically with Sideous having Phanton Menace it allows all three force user to not be trageted easily by shooters. Giving renewal to Asajj helps her and makes her a good speed bump or another damage dealer.

Leaping Assault and assualt with quad is very powerful. However, i think this piece should be powerful when you are paying in the high 60.

In the game against the sith the squad was able to survive with sideous taking sith sorcery. The renewal 2 i think made the difference in the game. Winning a key INT helped as well.

Over all i think that the renewal 2 might be a bit too much. You know at the beginning of round 2 you are going to have 6 force points to play with giving you plenty of options of what you want to do. If it was dropped to 1 it changes that to 4 FP by round two and makes you be a bit more choosy about what you spend it on. In the Cad Bane game was able to move 8 zap IG88A with lightening then next round leap assualt to get over the cover I was in to whack him 4 times with rage. Of course this was round 4 or 5 so i was able to charge up a good bit. Renewal 1 would have not made that possible, which i don't think is a bad thing.

I have not tested him at all with IMPs which I think needs to be done before we call him done as well.

I think that dropping his HP to 130 was a good call as well. In both games I would have used him differently with less HP. The game against the sith I am not sure he would have survived.



leshippy
Posted: Thursday, March 13, 2014 11:22:35 AM
Rank: Advanced Bloo Milk Member
Groups: Member

Joined: 6/17/2009
Posts: 489
Enjoy
Deathwielded
Posted: Thursday, March 13, 2014 2:34:51 PM
Rank: Advanced Bloo Milk Member
Groups: Member

Joined: 3/19/2013
Posts: 1,249
Thanks for posting! I thoroughly enjoyed reading and learned alot about what is expected of a Playtester as well as got to see what types of squads she was used in.

Did the Czerka originally give Personalized shields? Thats what it looks like. Im guessing it turned out to powerful on a 13-14 cost piece.
thereisnotry
Posted: Thursday, March 13, 2014 3:37:12 PM
Rank: Advanced Bloo Milk Member
Groups: Member

Joined: 4/29/2008
Posts: 1,784
Location: Canada
Deathwielded wrote:
Thanks for posting! I thoroughly enjoyed reading and learned alot about what is expected of a Playtester as well as got to see what types of squads she was used in.

Did the Czerka originally give Personalized shields? Thats what it looks like. Im guessing it turned out to powerful on a 13-14 cost piece.
Yes, the new Czerka did have Personalized Shields. The first PT report in this thread (where I gave the Shields to Cin Drallig) showed that giving Shields to a tank piece is pretty powerful; I'm not sure, but I think other people may have given similar feedback. And this was in the "tank-fear" atmosphere that was brewing after Mace/GOWK won the Gencon Championship in 2012, so it wasn't long before the Personalized Shields was gone.


As for playtesting, here are some of the keys to remember:
-Always test with the best squads you can possibly make/use.
-Try to test with and against a variety of squads. In this case, Assaj performs differently vs shooters than she does vs melee.
-Look for fun! When you get the "This is a cool piece!" feeling, be sure to say so! This is what we're aiming for as Designers. Other times as a playtester you might get the "I'm not sure what is off, but something is" kind of feeling as well, where you know that it will be quite a bit better with just a small tweak or two; that's also valuable to mention.
Deathwielded
Posted: Sunday, March 16, 2014 12:17:23 PM
Rank: Advanced Bloo Milk Member
Groups: Member

Joined: 3/19/2013
Posts: 1,249
Good tips. I hope the reports I'm sending in are satisfactory. I haven't had much competitive experience (really none) but I can probably still spot problem pieces. Most of what I've worked with has definitely been fun
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