RegisterDonateLogin

This party's over.

Welcome Guest Active Topics | Members

Complete stats for Dark Times Options
LoboStele
Posted: Thursday, January 14, 2010 4:17:07 AM
Rank: Advanced Bloo Milk Member
Groups: Member

Joined: 4/3/2008
Posts: 584
Location: Cincinnati, OH
Sithborg wrote:
My interpretation of Snare Rifle is that it is worded to prevent them from moving THIS round, but to allow movement in the inbetween area between rounds (Surprise Move/Intuition). Of course, that is just a guess, and I await the FAQ. Still, Zuckuss may not have the huge stat boost I was hoping for (though 20 Def rocks), he is still a great, great piece.


Woah!! I missed the 20 Def! Nice! That was always the problem with the old Zuckuss. Decent piece, but with only the 15 defense and 40 HP, he just died way too easy.
Double the HP and 5 more Defense makes me a little more comfortable about the 13 point difference.

Sithborg wrote:
I do like the Pawn idea. Pawn and swap with Sidious. Also, don't forget that Nym only gives them Rapport, since Double and Double Claw do not stack/work together.


Darn it...always forget that Nym grants Double and not Extra Attack. Pawn/Swap with Sidious is certainly nice though.
Squid89
Posted: Thursday, January 14, 2010 8:24:26 AM
Rank: Advanced Bloo Milk Member
Groups: Member

Joined: 3/28/2008
Posts: 355
Location: Newark, OH, USA
Sithborg wrote:
My interpretation of Snare Rifle is that it is worded to prevent them from moving THIS round, but to allow movement in the inbetween area between rounds (Surprise Move/Intuition). Of course, that is just a guess, and I await the FAQ. ...

The wording "until the end of this round" is confusing. Usually it is "for the rest of the round". My first thought was they get to move after all other activations, but that seems almost as much an advantage as a disadvantage. Nevertheless, Zuckuss can be a fun piece to use.

Thanks for the stats, Shinja!!
CerousMutor
Posted: Thursday, January 14, 2010 9:13:24 AM
Rank: Advanced Bloo Milk Member
Groups: Member

Joined: 8/27/2008
Posts: 990
LoboStele wrote:
CerousMutor wrote:
Damage 20 + +30 Damage = 50!!in one hit on a grunt? how can you not like that?


Because there are two many pieces with Evade/LS Deflect/etc. any more, such that one shot with that kind of damage is often not enough to actually kill anybody. Even with the 50 damage, there's a 50/50 chance the piece will still live. Dengar has to give up his entire turn in order to take that shot, which means he'll get pummeled in return.

I'll use the old Dengar, BH over this one I'm afraid. Definitely sad to say that. Dengar is one of my favorites, so I was really hoping for something a little more interesting with this one.

Now...Zuckuss on the other hand....holy crap. If he does have BH +4 that will really make the difference. Even without it, he's not bad. Sithbord is definitely right that he'll fit in well in a Quizod squad for the extra +4. I love how Snare Rifle works though. That will have some serious repercussions on people. Crazy that it looks like it works on all sizes of pieces as well. Will definitely be waiting to see the Rules Insert for further clarification on that one. Like, I want to know what happens if you hit two or more targets? Who decides what order they are allowed to move in? Does it mean you can activate them earlier in the round to do their attack(s), and then make their moves at the end of the round? Definitely need some more clarification on it.

Either way though, Zuckuss will definitely find his way into plenty of my squads. Intuition AND Anticipation AND Snare Rifle AND Accurate is an incredible combination. And Force Sense and Anticipation for all factions is absolutely awesome. Will definitley be nice for Rebel Kazdan squads. Not that it will make it top tier, necessarily, but it will give the Rebel versions of that squad access to Anticipation, which you could only get through Qui-Gon JM before.

The Elite Trando Merc is pretty solid too. Should work well in a swap squad. Perhaps Nym with Mith'rawn? Nice to see a non-Unique Trando who can actually make decent use of his Regen 10 too, lol.


You rather have the more expensive and hugely fragile Dengar Bh over Dengar hired KillerConfused oh well
Kaxel Vofer
Posted: Thursday, January 14, 2010 9:14:10 AM
Rank: Advanced Bloo Milk Member
Groups: Member

Joined: 4/7/2008
Posts: 377
Location: Mexico D.F.
I agree, even without the Bh ability, Zuckuss, BH is a very funny character, like all the Fringe, Uniques of this set, thanks Shinja to this effort to give us all the stats, greettings.
Falconjo
Posted: Thursday, January 14, 2010 9:23:55 AM
Rank: Advanced Bloo Milk Member
Groups: Member

Joined: 9/9/2009
Posts: 106
dont forget he adds a fringe force sense
Sithborg
Posted: Thursday, January 14, 2010 10:06:58 AM
Rank: Moderator
Groups: Member , Moderator, Rules Guy

Joined: 8/24/2008
Posts: 5,201
Squid89 wrote:
Sithborg wrote:
My interpretation of Snare Rifle is that it is worded to prevent them from moving THIS round, but to allow movement in the inbetween area between rounds (Surprise Move/Intuition). Of course, that is just a guess, and I await the FAQ. ...

The wording "until the end of this round" is confusing. Usually it is "for the rest of the round". My first thought was they get to move after all other activations, but that seems almost as much an advantage as a disadvantage. Nevertheless, Zuckuss can be a fun piece to use.

Thanks for the stats, Shinja!!


No wording for a new ability. Like I said, that is my best guess. We won't know till the insert/mini-FAQ come out.
shinja
Posted: Thursday, January 14, 2010 10:28:19 AM
Rank: Administration
Groups: Administration

Joined: 10/2/2008
Posts: 351
Location: Kent, WA
Zuckess does indeed have Bounty Hunter +4.
Mandalorien
Posted: Thursday, January 14, 2010 10:54:34 PM
Rank: Republic Commando
Groups: Member

Joined: 1/10/2010
Posts: 16
Location: France
Thanks a lot Shinja !!!

Mandalorien a.k.a. Starfighter

LoboStele
Posted: Friday, January 15, 2010 1:46:58 AM
Rank: Advanced Bloo Milk Member
Groups: Member

Joined: 4/3/2008
Posts: 584
Location: Cincinnati, OH
CerousMutor wrote:

You rather have the more expensive and hugely fragile Dengar Bh over Dengar hired KillerConfused oh well


The old Dengar BH is one point cheaper than the new one. IMO, Deadly Attack on the old Dengar can be much better than Final Shot. Both can get Twin through Whorm, or Mobile through Wedge/Rieekan. But the old Dengar BH also has base 30 damage instead of base 20 for the new one. It's sort of a toss up, sure, but I like the fact that the old Dengar can be brought in by Jabba's Reinforcements or Lobot CLO's Reserves.

I wasn't saying that I'd always pick the BH over HK version. What I was saying is that there isn't ENOUGH difference between them to make me always pick the newer one, which is what I would have liked to see.
Sithborg
Posted: Friday, January 15, 2010 2:18:38 AM
Rank: Moderator
Groups: Member , Moderator, Rules Guy

Joined: 8/24/2008
Posts: 5,201
I'd still take RS Dengar over Dengar BH. A little less damage output, but half the cost for close to the same staying power.
Mandalorien
Posted: Thursday, January 21, 2010 10:30:28 PM
Rank: Republic Commando
Groups: Member

Joined: 1/10/2010
Posts: 16
Location: France
Here are some stats cards pics I have't seen so far (I just copied them from by web site) :









cheers,

Mandalorien a.k.a. Starfighter
JFisto
Posted: Friday, January 22, 2010 2:45:33 AM
Rank: Advanced Bloo Milk Member
Groups: Member

Joined: 3/1/2009
Posts: 236
zuckuss has +10 HP +1 attack
Users browsing this topic
Guest


Forum Jump
You cannot post new topics in this forum.
You cannot reply to topics in this forum.
You cannot delete your posts in this forum.
You cannot edit your posts in this forum.
You cannot create polls in this forum.
You cannot vote in polls in this forum.

Main Forum RSS : RSS

Bloo Milk Theme Created by shinja
Powered by Yet Another Forum.net.
Copyright © 2003-2006 Yet Another Forum.net. All rights reserved.