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Post subject: 12. Elite Republic Commando Sev - Stats DonePostPosted: Wed Aug 28, 2013 12:31 pm
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Post subject: Re: 12. Republic Commando SniperPostPosted: Thu Aug 29, 2013 9:40 am
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Quote:
Elite Republic Commando - Sev
Republic, 25pts
HP: 70
Def: 17
Att: +10
Dmg: 20
SAs:
Delta Squad (Counts as a character with Order 66 for the purposes of Commander Effects)
Twin Attack (Whenever this character attacks, he makes 1 extra attack against the same target)
Accurate Shot (Can attack an enemy with cover even if it's not the nearest enemy)
Sniper (Other characters do not provide cover against this character's attack)
Careful Shot +2 (On this character's turn, if he doesn't move, he gets +2 Attack)
Deadeye (On this character's turn, if he doesn't move, he gets +10 Damage)
Rapport (This character costs 1 less when in the same squad as a character with Delta Squad)
Stealth (If this character has cover, he does not count as the nearest enemy for an attacker farther than 6 squares when choosing targets)
Like the original, but gains Twin and Careful Shot.
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Post subject: Re: 12. Republic Commando SniperPostPosted: Thu Aug 29, 2013 12:09 pm
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Updated with descriptors
Quote:
Elite Republic Commando - Sev
Republic, 25pts
HP: 70
Def: 17
Att: +10
Dmg: 20
SAs:
Delta Squad
Order 66
Twin Attack (Whenever this character attacks, he makes 1 extra attack against the same target)
Accurate Shot (Can attack an enemy with cover even if it's not the nearest enemy)
Sniper (Other characters do not provide cover against this character's attack)
Careful Shot +2 (On this character's turn, if he doesn't move, he gets +2 Attack)
Deadeye (On this character's turn, if he doesn't move, he gets +10 Damage)
Stealth (If this character has cover, he does not count as the nearest enemy for an attacker farther than 6 squares when choosing targets)
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"Don't give the tool more credit than the master." --Weeks
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Post subject: Re: 12. Republic Commando SniperPostPosted: Thu Aug 29, 2013 9:40 pm
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Quote:
Elite Republic Commando - Sev
Republic, 25pts
HP: 70
Def: 17
Att: +10
Dmg: 20
SAs:
Delta Squad
Order 66
Twin Attack
Accurate Shot (Can attack an enemy with cover even if it's not the nearest enemy)
Delta Fire Support (Each ally whose name contains Republic Commando gains Synchronized Fire)
Synchronized Fire (Allies with Order 66 who combine fire with this character grant +6 Attack instead of +4)
Sniper (Other characters do not provide cover against this character's attack)
Careful Shot +2 (On this character's turn, if he doesn't move, he gets +2 Attack)
Deadeye (On this character's turn, if he doesn't move, he gets +10 Damage)
Stealth (If this character has cover, he does not count as the nearest enemy for an attacker farther than 6 squares when choosing targets)
Added Delta Fire Support and Synchronized Fire
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LESHIPPY Online
Post subject: Re: 12. Republic Commando SniperPostPosted: Tue Jan 07, 2014 6:59 pm
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I would say go with Careful shoot +4
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Post subject: Re: 12. Republic Commando SniperPostPosted: Wed Jan 08, 2014 9:10 am
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Careful Shot +4 is fine with me.
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LESHIPPY Online
Post subject: Re: 12. Republic Commando SniperPostPosted: Wed Jan 08, 2014 12:24 pm
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Quote:
Elite Republic Commando - Sev
Republic, 25pts
HP: 70
Def: 17
Att: +10
Dmg: 20
SAs:
Delta Squad
Order 66
Twin Attack
Accurate Shot (Can attack an enemy with cover even if it's not the nearest enemy)
Delta Fire Support (Each ally whose name contains Republic Commando gains Synchronized Fire)
Synchronized Fire (Allies with Order 66 who combine fire with this character grant +6 Attack instead of +4)
Sniper (Other characters do not provide cover against this character's attack)
Careful Shot +4 (On this character's turn, if he doesn't move, he gets +4 Attack)
Deadeye (On this character's turn, if he doesn't move, he gets +10 Damage)
Stealth (If this character has cover, he does not count as the nearest enemy for an attacker farther than 6 squares when choosing targets)
PT? Should probably have all the ERC - Sev/Fixer/the rest done so they can be playtested together. Right?
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Post subject: Re: 12. Republic Commando SniperPostPosted: Wed Jan 08, 2014 1:32 pm
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I think we should definitely have all 4 of the RCs ready for PT together. Personally, I think they're all ready for PT right now, but I'll wait for the rest of the guys before pushing it forward.
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Post subject: Re: 12. Republic Commando SniperPostPosted: Thu Jan 16, 2014 11:53 am
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Quote:
Elite Republic Commando - Sev
Republic, 25pts
HP: 70 60
Def: 17
Att: +10
Dmg: 20
SAs:
Delta Squad
Order 66
Twin Attack
Accurate Shot (Can attack an enemy with cover even if it's not the nearest enemy)
Delta Fire Support (Each ally whose name contains Republic Commando gains Synchronized Fire)
Synchronized Fire (Allies with Order 66 who combine fire with this character grant +6 Attack instead of +4)
Sniper (Other characters do not provide cover against this character's attack)
Careful Shot +4 (On this character's turn, if he doesn't move, he gets +4 Attack)
Deadeye (On this character's turn, if he doesn't move, he gets +10 Damage)
Stealth (If this character has cover, he does not count as the nearest enemy for an attacker farther than 6 squares when choosing targets)
Lowered HP to 60, from PT. Nothing else changed.
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swinefeld Offline
Post subject: Re: 12. Republic Commando SniperPostPosted: Sun Jan 19, 2014 7:19 pm
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12. Elite Republic Commando - Sev
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Post subject: Re: 12. Republic Commando SniperPostPosted: Thu Jan 23, 2014 10:04 am
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Quote:
Elite Republic Commando - Sev
Republic, 25pts
HP: 70 60
Def: 17
Att: +10
Dmg: 20
SAs:
Delta Squad
Order 66
Twin Attack
Accurate Shot (Can attack an enemy with cover even if it's not the nearest enemy)
Delta Fire Support (Each ally whose name contains Republic Commando - gains Synchronized Fire)
Synchronized Fire (Allies with Order 66 who combine fire with this character grant +6 Attack instead of +4)
Sniper (Other characters do not provide cover against this character's attack)
Careful Shot +4 (On this character's turn, if he doesn't move, he gets +4 Attack)
Deadeye (On this character's turn, if he doesn't move, he gets +10 Damage)
Stealth (If this character has cover, he does not count as the nearest enemy for an attacker farther than 6 squares when choosing targets)
Added a - to Delta Fire Support, as per Brad's suggestion.
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Post subject: Re: 12. Republic Commando SniperPostPosted: Thu Jan 23, 2014 11:30 am
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Again, this one is a WOTC version. Please don't change it.
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LESHIPPY Online
Post subject: Re: 12. Republic Commando SniperPostPosted: Wed Mar 05, 2014 11:20 am
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Quote:
12/45 Elite Republic Commando - Sev 25
HP: 60
Def: 17
Att: +10
Dmg: 20
Special Abilities
Order 66
Twin Attack
Accurate Shot [Can attack an enemy with cover even if it's not the nearest enemy]
Careful Shot +4 [On this character's turn, if he doesn't move, he gets +4 Attack]
Deadeye [On this character's turn, if he doesn't move, he gets +10 Damage]
Delta Fire Support [Each ally whose name contains Republic Commando gains Synchronized Fire]
Sniper [Other characters do not provide cover against this character's attack]
Stealth [If this character has cover, he does not count as the nearest enemy for an attacker farther than 6 squares when choosing targets]
Synchronized Fire [Allies with Order 66 who combine fire with this character grant +6 Attack instead of +4]
V-SET 8 PLAYTEST FORM/INFORMATION
MAP PLAYED: Jabba's Palace
YOUR NAME: Obikenobi1 (Trevor Christensen)
FACTION: Republic
TOTAL NUMBER OF V-SET 8 MINIS PLAYED: 1
TOTAL COST: 200pt
REINFORCEMENTS (IF APPLICABLE):
V-SET 8 MINIS: Elite Republic Commando Sev
My squad was as follows:
--ARC Commando playtest--
34 Null ARC Trooper Captain Ordo
27 ARC Trooper Captain Fordo
25 Elite Republic Commando Sev
25 Republic Commando Niner
24 Republic Commando Fi
19 Republic Commando - Boss
18 ARC Trooper
14 ARC Trooper Scout
5 Spaarti Clone Trooper Demolitionist
9 Ugnaught Demolitionist x3
(200pts. 12 activations)
OPPONENT’S NAME: Darth O (Oliver Simpson)
FACTION: Repiblic
TOTAL NUMBER OF V-SET 8 MINIS PLAYED: 0
TOTAL COST: 200pts
REINFORCEMENTS (IF APPLICABLE): none
V-SET 8 MINIS:
Oli's squad:
Reserved Beating--
65 Mace Windu, Legacy of the Light Side
61 Pong Krell
33 Captain Rex
15 Lobot, Computer Liaison Officer
9 R2-D2, Astromech Droid
5 Spaarti Clone Trooper Demolitionist
9 Rodian Brute x3
3 Ugnaught Demolitionist
(199pts. 10 activations)
(1) How did the characters abilities interact with each other?
Twin attack was essential to my win against Oliver's squad. The extra attack granted from Boss made it so I could take out his R2-D2,Astromech Droid in the first round with a 30dmg shot thanks to squad firepower via Niner. Accurate Shot and Sniper were very useful on him, and I think they should be kept on him. I got to use Deadeye and Careful shot and Synchronized Fire on the turn I took out Pong Krell. I was able to do 80 total damage (first shot I combined fire with a Spaarti Clone trooper to make it so I needed anything but a 1 to hit) and then Boss's ce gave me the 30 more to finish Pong.
(2) Did you understand how the Special Abilities/Commander Effect interactions work after reading them just once?
Yes
(3) Did the abilities on the character(s) make sense? Was anything out of place or missing?
Nothing on him was out of place. I think he is a really nice upgrade over the old Sev.
(4) Do the mini(s) work?
Yes. The interactions with Boss worked really well and his Accurate Shot + Sniper meant I could hit almost anything in the match. Careful Shot + Deadeye gave me the firepower to take down Krell in one turn. He has the right amount of utility for his cost, and the 70 HP really helps him surivive long enough to be useful.
(5) Is the cost accurate?
Yes. He is costed well.
(6) Any suggestions for it/them?
I'd like to see some Rapport on him with other Republic Commando's similar to how the Omega Squad commando's did. Other than that, he works great.
(7) Analysis/description of the game:
Oli won the map roll and so I started on the right side of the map. Oli didn't account for Boss's CE and so he left R2 vulnerable to Sev thinking I couldn't move that far up and attack since I didn't have R2 in my squad. With R2 out of the way, he had to march his guys up and take shots along the way. Rex couldn't shoot Sev since he had Stealth and had cover. I lost init the following round and Oli moved Pong Krell moved adjacent to him with Intuition. Oli also got Order 66 Reserves 30 and brought in a Clone Trooper on Gelagru and a spaarti. He activated Pong, swinging away 4 times, but missed a crucial attack to finish him off. Sev then did his deadeye + careful shot and dealt 80 damage to Pong. Boss then went and did 30 dmg to the Gelagrub and then activated his CE to give Sev an attack to finish off Pong Krell. I was up by 70 points. Oli activated his Spaarti and killed Sev. He also activated his Clone on Gelagrub and took out Boss. I finished off both the Spaarti and the Gelagrub with Niner and Fordo. Mace tried to take out Ordo, but didn't get a crit and my Beskargame saved me from some damage. Null ARC Trooper Ordo survived a barrage of shots from Rex thanks to Beskargame. At that point I was able to keep control of the game in my favor and took out Mace and Rex. I was able to finish off Mace with my ARC Trooper and the ARC trooper scout having the Double Twin attack and also getting the Squad Firepower.
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Post subject: Re: 12. Republic Commando SniperPostPosted: Wed Mar 05, 2014 11:20 am
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Quote:
12/45 Elite Republic Commando - Sev 25
HP: 60
Def: 17
Att: +10
Dmg: 20
Special Abilities
Order 66
Twin Attack
Accurate Shot [Can attack an enemy with cover even if it's not the nearest enemy]
Careful Shot +4 [On this character's turn, if he doesn't move, he gets +4 Attack]
Deadeye [On this character's turn, if he doesn't move, he gets +10 Damage]
Delta Fire Support [Each ally whose name contains Republic Commando gains Synchronized Fire]
Sniper [Other characters do not provide cover against this character's attack]
Stealth [If this character has cover, he does not count as the nearest enemy for an attacker farther than 6 squares when choosing targets]
Synchronized Fire [Allies with Order 66 who combine fire with this character grant +6 Attack instead of +4]
V-SET 8 PLAYTEST FORM/INFORMATION
MAP PLAYED: Jabba's Palace
YOUR NAME: Obikenobi1 (Trevor Christensen)
FACTION: Republic
TOTAL NUMBER OF V-SET 8 MINIS PLAYED: 1
TOTAL COST: 200pt
REINFORCEMENTS (IF APPLICABLE):
V-SET 8 MINIS: Elite Republic Commando Sev
My squad was as follows:
--Elite Sev playtest 2--
50 General Aayla Secura
33 Captain Rex
27 ARC Trooper Captain Fordo
25 Elite Republic Commando Sev
19 Republic Commando - Boss
14 ARC Trooper Scout
9 R2-D2, Astromech Droid
8 Mas Amedda
6 Mouse Droid x2
9 Ugnaught Demolitionist x3
(200pts. 13 activations)
OPPONENT’S NAME: Thereisnotry (Trevor Payton)
FACTION: Seperatist
TOTAL NUMBER OF V-SET 8 MINIS PLAYED: 1
TOTAL COST: 200pts
REINFORCEMENTS (IF APPLICABLE): Mouse droid x5, Salacious Crumb
V-SET 8 MINIS: Boba Fett, Assassin for Hire
Trevor's squad:
Boba PT--
50 Boba Fett
43 Cad Bane, Bounty Hunter
33 Aurra Sing, Assassin
27 Lobot
19 BX Commando Droid Spotter
9 Poggle the Lesser
3 Ugnaught Demolitionist
16 Geonosian Drone x8
(200pts. 15 activations)
(1) How did the characters abilities interact with each other?
Accurate Shot came in handy for me taking out Lobot early on thanks to the extra attack from Boss.
(2) Did you understand how the Special Abilities/Commander Effect interactions work after reading them just once?
Yes
(3) Did the abilities on the character(s) make sense? Was anything out of place or missing?
Nothing on him was out of place. He works really well with Boss.
(4) Do the mini(s) work?
Yes. The interactions with Boss worked really well and his Accurate Shot + Sniper meant I could hit almost anything in the match.
(5) Is the cost accurate?
Yes. He is costed well.
(6) Any suggestions for it/them?
I'd like to see some Rapport on him with other Republic Commando's similar to how the Omega Squad commando's did. Other than that, he works great.
(7) Analysis/description of the game:
I won map roll and chose Jabba's Palace. Trevor defered side so I took the right side. He outactivated me by quite a lot, but I was able to get a shot off on Lobot early to take away his door control. Sev quickly went down after that to Boba, Aurra and Cad. Trevor won the init next round and moved up his spotter via Intuition. He activated Cad Bane and did a furrious assault, taking out R2 and putting 40 on Rex. Rex tried to take out the spotter, but missed 3 attacks. Fordo did GMA double twin on Cad Bane but missed 3 out of 4 attacks. Trevor moved the Spotter adjacent to Cad Bane. My ARC Trooper Scout then did his attacks and made all the saves to avoid the shots being reflected back at me. Cad Bane failed 2 attempts to use shift attacks to the Spotter via Hostage Guard and he died. I tried to get Aayla up into the action but Aurra Sing took her out easily. Boba Fett finished off the rest of my squad.
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swinefeld Offline
Post subject: Re: 12. Elite Republic Commando - SevPostPosted: Mon Mar 17, 2014 7:57 pm
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cleaned up to current
simplified Delta Fire Support wording for space, does the same thing, and given that we're obsoleting the Training Sarge with these guys, so what. If we weren't making new Delta SAs it would be a different matter, but too wasteful to perpetuate the old wording across 4 cards, so they may as well match.
Quote:
12/45 Elite Republic Commando - Sev 25pts
(R) Republic
HP: 60
Def: 17
Att: +10
Dmg: 20
Special Abilities
Unique
Order 66
Twin Attack
Accurate Shot [Can attack an enemy with cover even if it's not the nearest enemy]
Careful Shot +4 [On this character's turn, if he doesn't move, he gets +4 Attack]
Deadeye [On this character's turn, if he doesn't move, he gets +10 Damage]
Delta Fire Support [Each Republic Commando ally gains Synchronized Fire]
Sniper [Other characters do not provide cover against this character's attack]
Stealth [If this character has cover, he does not count as the nearest enemy for an attacker farther than 6 squares when choosing targets]
Synchronized Fire [Allies with Order 66 who combine fire with this character grant +6 Attack instead of +4]
“RC-1207 continues to excel in sniper and ambush training. However, please re-check DNA for possible mental aberration."
—RC Batch Delta: Report: W Vau, Training Sergeant
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LESHIPPY Online
Post subject: Re: 12. Republic Commando SniperPostPosted: Wed Mar 19, 2014 1:07 pm
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After the same play test as all the rest think Sync Fire is a waste when you are playing low activations as you probably would be with commandos.
Finding something that fits the character might be tough, but I would like stable footing.
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Post subject: Re: 12. Republic Commando SniperPostPosted: Wed Mar 19, 2014 1:13 pm
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LESHIPPY wrote:
After the same play test as all the rest think Sync Fire is a waste when you are playing low activations as you probably would be with commandos.
Finding something that fits the character might be tough, but I would like stable footing.
That's a good idea. Stable Footing would allow the Coordinated Movement SA to work better.
I always thought that Sync Fire is a waste. Maybe Crack Shot? Make it so that the defender cannot Evade/Deflect when you make a big sacrifice to CF. Sev is already pretty solid with Twin/Accurate/Deadeye, so I don't want to ramp his power too much.
EDIT: Or add Quick Draw?
There's got to be something we can add that would be worthwhile without being too powerful.
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Post subject: Re: 12. Republic Commando SniperPostPosted: Wed Mar 19, 2014 1:26 pm
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Started a conversation to talk about all 4 commandos in one spot
http://swmgamers.com/forums/viewtopic.php?f=229&t=16642&p=172972#p172972
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Post subject: Re: 12. Republic Commando SniperPostPosted: Thu Mar 20, 2014 3:41 pm
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updated: drop Synch Fire for Stable Footing and gives it out
Quote:
12/45 Elite Republic Commando - Sev 25pts
(R) Republic
HP: 60
Def: 17
Att: +10
Dmg: 20
Special Abilities
Unique
Order 66
Twin Attack
Accurate Shot [Can attack an enemy with cover even if it's not the nearest enemy]
Careful Shot +4 [On this character's turn, if he doesn't move, he gets +4 Attack]
Deadeye [On this character's turn, if he doesn't move, he gets +10 Damage]
Delta Terrain Support [Each Republic Commando ally gains Stable Footing]
Sniper [Other characters do not provide cover against this character's attack]
Stable Footing [Not slowed by difficult terrain or low objects]
Stealth [If this character has cover, he does not count as the nearest enemy for an attacker farther than 6 squares when choosing targets]
“RC-1207 continues to excel in sniper and ambush training. However, please re-check DNA for possible mental aberration."
—RC Batch Delta: Report: W Vau, Training Sergeant
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Post subject: Re: 12. Republic Commando SniperPostPosted: Mon Mar 24, 2014 3:45 pm
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So here is what it will look like. Spacing isn't too bad. Please note I just threw in the text to check it I know all the stats and cost are wrong.
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Post subject: Re: 12. Republic Commando SniperPostPosted: Mon Mar 24, 2014 6:31 pm
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Looks good. :)
Sev and Scorch should be fine then. Boss and Fixer have a bit more text on them, but hopefully it will work out.
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Post subject: Re: 12. Republic Commando SniperPostPosted: Thu Mar 27, 2014 9:15 am
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From 2 PTs with Obikenobi1 last night, Delta Terrain Support is definitely the right choice. However, I suggest that we drop Careful Shot +4 down to +2. Fixer's Synergy boost is quite significant, and I think it makes the Careful +4 a bit too powerful.
+10 base
+4 Synergy
+4 Careful
+4 Traps (effectively)
(and don't forget Sniper)
...and he's shooting for 40dmg with Deadeye and Squad Firepower.
I think we need to drop it to Careful +2 or else drop Careful altogether. Because of Twin, Sev will usually be the go-to piece for Boss' CE and also for R2's towing...he's already a solid attacker, so I'm hesitant to let his Attack get so high.
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Post subject: Re: 12. Republic Commando SniperPostPosted: Thu Mar 27, 2014 11:57 am
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Can we please change the title of this thread to the appropriate name? It's a bit confusing.
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Post subject: Re: 12. Republic Commando SniperPostPosted: Thu Mar 27, 2014 1:20 pm
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TimmerB123 wrote:
Can we please change the title of this thread to the appropriate name? It's a bit confusing.
Fixed.
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LESHIPPY Online
Post subject: Re: 12. Republic Commando SniperPostPosted: Thu Mar 27, 2014 1:21 pm
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thereisnotry wrote:
From 2 PTs with Obikenobi1 last night, Delta Terrain Support is definitely the right choice. However, I suggest that we drop Careful Shot +4 down to +2. Fixer's Synergy boost is quite significant, and I think it makes the Careful +4 a bit too powerful.
+10 base
+4 Synergy
+4 Careful
+4 Traps (effectively)
(and don't forget Sniper)
...and he's shooting for 40dmg with Deadeye and Squad Firepower.
I think we need to drop it to Careful +2 or else drop Careful altogether. Because of Twin, Sev will usually be the go-to piece for Boss' CE and also for R2's towing...he's already a solid attacker, so I'm hesitant to let his Attack get so high.
Sure the +2 Careful is fine with me.
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Post subject: Re: 12. Elite Republic Commando SevPostPosted: Thu Mar 27, 2014 3:00 pm
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Quote:
12/45 Elite Republic Commando - Sev 25pts
(R) Republic
HP: 60
Def: 17
Att: +10
Dmg: 20
Special Abilities
Unique
Order 66
Twin Attack
Accurate Shot [Can attack an enemy with cover even if it's not the nearest enemy]
Careful Shot +2 [On this character's turn, if he doesn't move, he gets +2 Attack]
Deadeye [On this character's turn, if he doesn't move, he gets +10 Damage]
Delta Terrain Support [Each Republic Commando ally gains Stable Footing]
Sniper [Other characters do not provide cover against this character's attack]
Stable Footing [Not slowed by difficult terrain or low objects]
Stealth [If this character has cover, he does not count as the nearest enemy for an attacker farther than 6 squares when choosing targets]
“RC-1207 continues to excel in sniper and ambush training. However, please re-check DNA for possible mental aberration."
—RC Batch Delta: Report: W Vau, Training Sergeant
Adjusted Careful Shot to +2. Sent to Dave.
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swinefeld Offline
Post subject: Re: 12. Elite Republic Commando SevPostPosted: Thu Mar 27, 2014 3:02 pm
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updated
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Post subject: Re: 12. Elite Republic Commando SevPostPosted: Thu Mar 27, 2014 8:21 pm
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To be quite honest, I'm not a fan of Careful Shot, Deadeye, Accurate, AND Twin on one piece. Especially at the point cost with all the other boosts he is getting.
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Post subject: Re: 12. Elite Republic Commando SevPostPosted: Thu Mar 27, 2014 10:56 pm
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So should we drop Careful entirely?
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LESHIPPY Online
Post subject: Re: 12. Elite Republic Commando SevPostPosted: Fri Mar 28, 2014 11:27 am
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Quote:
12/45 Elite Republic Commando - Sev 25pts
(R) Republic
HP: 60
Def: 17
Att: +10
Dmg: 20
Special Abilities
Unique
Order 66
Twin Attack
Accurate Shot [Can attack an enemy with cover even if it's not the nearest enemy]
Deadeye [On this character's turn, if he doesn't move, he gets +10 Damage]
Delta Terrain Support [Each Republic Commando ally gains Stable Footing]
Sniper [Other characters do not provide cover against this character's attack]
Stable Footing [Not slowed by difficult terrain or low objects]
Stealth [If this character has cover, he does not count as the nearest enemy for an attacker farther than 6 squares when choosing targets]
“RC-1207 continues to excel in sniper and ambush training. However, please re-check DNA for possible mental aberration."
—RC Batch Delta: Report: W Vau, Training Sergeant
Change made took out careful shoot. I don not want to lower his attack anymore
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Post subject: Re: 12. Elite Republic Commando SevPostPosted: Fri Mar 28, 2014 12:30 pm
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I agree; he can't go below +10 (+14 with Synergy). If he was the only offensive threat in the squad, I think that would probably be too low...but in a RC squad, ALL of the RCs are offensive threats, and so Sev should be fine like this.
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Post subject: Re: 12. Elite Republic Commando SevPostPosted: Sun Apr 06, 2014 9:20 am
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PLAYTEST FORM/INFORMATION
MAP PLAYED: Asteroid Base
YOUR NAME: Obikenobi1 (Trevor Christensen)
FACTION: Republic
TOTAL NUMBER OF V-SET 8 MINIS PLAYED: 4
TOTAL COST: 200pt
REINFORCEMENTS (IF APPLICABLE):
V-SET 8 MINIS: Elite Republic Commando – Boss, Elite Republic Commando – Sev, Elite Republic Commando – Scorch, Elite Republic Commando – Fixer,
My squad was as follows:
--Elite Republic Commando's playtest
26 ERC - Boss
23 ERC - Sev
23 ERC - Fixer
23 ERC - Scorch
24 Republic Commando Niner
22 Republic Commando Fi
22 Republic Commando Darman
22 Republic Commando Atin
9 R2 Astromech
6 Ugnaught Demolitionist x2
(200pts, 11 activations)
OPPONENT’S NAME: Thereisnotry (Trevor Peyton)
FACTION: Republic
TOTAL NUMBER OF V-SET 8 MINIS PLAYED: 2
TOTAL COST: 200pts
REINFORCEMENTS (IF APPLICABLE):
V-SET 8 MINIS: Boba Fett, Assassin for Hire , Serra Keto
Trevor's squad:
--Cin Serra Boba—
50 Boba Fett, Assassin for Hire
48 Cin Drallig, Jedi Battlemaster
39 Quinlan Vos, Double Agent
30 Serra Keto
9 R2-D2, Astromech Droid
18 Rodian Brute x6
6 Ugnaught Demolitionist x2
(200pts. 13 activations)
(1) How did the characters abilities interact with each other?
The Coordinated Movement Ability was great for getting guys into position, especially Sev. The Shields 2 granted gave the squad good survivability. The Kolto Pack 20 was a bit excessive, but worked perfectly from keeping my guys from dieing.
(2) Did you understand how the Special Abilities/Commander Effect interactions work after reading them just once?
Yes
(3) Did the abilities on the character(s) make sense? Was anything out of place or missing?
Nothing on the ERC's was out of place. They worked really good together.
(4) Do the mini(s) work?
Yes. The squad was moving constantly and the Coordinated movement set up some really interesting options. The Kolot Pack 20 worked really well at keeping people alive. Shields 2 wasn't excessive as I usually only made one of the 2 saves most of the time.
(5) Is the cost accurate?
Yes. All the pieces are costed well.
(6) Any suggestions for it/them?
I think the Kolto Pack 20 should be changed to Kolto Pack 10. The range of 3 was really handy and I think it should be kept. The healing 20 was too good when combined with Shields 2. Thereisnotry had Sev down to 10 HP but couldn't kill him since I just healed him up to almost full HP with 2 kolto packs (one from Scorch and the other from Boss, who then used his CE to grant an attack to Sev). If we change it to Kolto Pack 10, I think it will be much more balanced and not to overwhelmingly difficult for the opponent to take the guys out.
(7) Analysis/description of the game:
I won map roll and choose Asteroid Base to give Thereisnotry the advantage since we were testing to see how well the squad did against a good melee squad. Serra Keto was really good in this game and took out one of my ERC's (I think it was Darman since I tried to use Gauntet Knife which Serra then used Riposte on). Boba Fett was good, but since he was only dealing 20 dmg, it was hard for him to kill my guys. I found the decoy ability to be annoying and so I focused on killing his rodian brutes to prevent him from getting out of my LOS for the rest of my ERC's so that once I killed his “swap” fodder, I could then kill Boba. I eventually killed Boba with Boss and I only lost 2 ERC's in the game and we finished the game in under 1 hour.
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LESHIPPY Online
Post subject: Re: 12. Elite Republic Commando SevPostPosted: Wed Apr 09, 2014 2:23 pm
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Are we ready to call this guy done?
LESHIPPY wrote:
Quote:
12/45 Elite Republic Commando - Sev 25pts
(R) Republic
HP: 60
Def: 17
Att: +10
Dmg: 20
Special Abilities
Unique
Order 66
Twin Attack
Accurate Shot [Can attack an enemy with cover even if it's not the nearest enemy]
Deadeye [On this character's turn, if he doesn't move, he gets +10 Damage]
Delta Terrain Support [Each Republic Commando ally gains Stable Footing]
Sniper [Other characters do not provide cover against this character's attack]
Stable Footing [Not slowed by difficult terrain or low objects]
Stealth [If this character has cover, he does not count as the nearest enemy for an attacker farther than 6 squares when choosing targets]
“RC-1207 continues to excel in sniper and ambush training. However, please re-check DNA for possible mental aberration."
—RC Batch Delta: Report: W Vau, Training Sergeant
Change made took out careful shoot. I don not want to lower his attack anymore
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Post subject: Re: 12. Elite Republic Commando SevPostPosted: Wed Apr 09, 2014 10:09 pm
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Looks good to me.
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thereisnotry Offline
Post subject: Re: 12. Elite Republic Commando SevPostPosted: Thu Apr 10, 2014 9:36 pm
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Done
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swinefeld Offline
Post subject: Re: 12. Elite Republic Commando Sev - Stats DonePostPosted: Tue Apr 15, 2014 11:36 pm
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** Pre-card QC complete **
I went ahead and defined Twin as it looks like space is OK. If it gets tight, revert to ; Twin Attack after Order 66
RM: RC Sev (CotF36)
Quote:
12/45 Elite Republic Commando - Sev 25pts
(R) Republic
HP: 60
Def: 17
Att: +10
Dmg: 20
Special Abilities
Unique. Order 66
Accurate Shot [Can attack an enemy with cover even if it's not the nearest enemy]
Deadeye [On this character's turn, if he doesn't move, he gets +10 Damage]
Delta Terrain Support [Each Republic Commando ally gains Stable Footing]
Sniper [Other characters do not provide cover against this character's attack]
Stable Footing [Not slowed by difficult terrain or low objects]
Stealth [If this character has cover, he does not count as the nearest enemy for an attacker farther than 6 squares when choosing targets]
Twin Attack [Whenever this character attacks, he makes 1 extra attack against the same target]
"RC-1207 continues to excel in sniper and ambush training. However, please re-check DNA for possible mental aberration."
—RC Batch Delta: Report: W Vau, Training Sergeant
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LESHIPPY Online
Post subject: Re: 12. Elite Republic Commando Sev - Stats DonePostPosted: Wed Apr 30, 2014 11:01 am
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thereisnotry Offline
Post subject: Re: 12. Elite Republic Commando Sev - Stats DonePostPosted: Wed Apr 30, 2014 11:05 am
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Def should be 17, not 16.
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FlyingArrow Offline
Post subject: Re: 12. Elite Republic Commando Sev - Stats DonePostPosted: Wed Apr 30, 2014 11:27 am
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Unique. Order 66; Twin Attack
I still don't quite follow the logic on why we use period or semicolon where we do, but that follows the precedent.
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swinefeld Offline
Post subject: Re: 12. Elite Republic Commando Sev - Stats DonePostPosted: Wed Apr 30, 2014 12:01 pm
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FlyingArrow wrote:
Unique. Order 66; Twin Attack
I still don't quite follow the logic on why we use period or semicolon where we do, but that follows the precedent.
It also looks like there are extra spaces between them on the card.
Order 66 is pretty much an identifier, so I think would use a period.
I looked through card scans, and unless I missed something the only instances I can find where there is something following Order 66 are in set 6, and they are not consistent. (yay me :x )
I recommend keeping it a period.
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Post subject: Re: 12. Elite Republic Commando Sev - Stats DonePostPosted: Tue May 06, 2014 9:18 am
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Fixed
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swinefeld Offline
Post subject: Re: 12. Elite Republic Commando Sev - Stats DonePostPosted: Tue May 06, 2014 1:27 pm
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+1
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FlyingArrow Offline
Post subject: Re: 12. Elite Republic Commando Sev - Stats DonePostPosted: Tue May 06, 2014 9:44 pm
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+2
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Markedman247 Offline
Post subject: Re: 12. Elite Republic Commando Sev - Stats DonePostPosted: Wed May 07, 2014 5:40 am
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FlyingArrow wrote:
+2
+3
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swinefeld Offline
Post subject: Re: 12. Elite Republic Commando Sev - Stats DonePostPosted: Wed May 07, 2014 5:44 pm
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: approved :