Palpatine on Throne + VAU + Vader Un. + other
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12
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22.222222
%
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Palpatine on Throne, but for different purposes
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0
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0.000000
%
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Yoda of Dagobah + VAR + Luke HPU + other
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36
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66.666666
%
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Yoda of Dagobah, but for different purposes
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1
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1.851851
%
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I Hate Both Characters
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1
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1.851851
%
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50/50 (Either Way)
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4
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7.407407
%
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 12/31/2009 Posts: 1,701
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hey yall
wondering what kind of a squad YOU would choose...Rebel unleashed or Imperial unleashed?
Well, personally I like Rebel BC they have more opportunities for defensive abilites (Ex. Rieekan)
What do YOU think?
this poll will last 2 weeks (14 days) and then it will close so be sure to get your votes and/or comments within that time frame!!!!
thanks yall in advance :)
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 2/9/2009 Posts: 936 Location: Southern Illinois
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I like Palpatine on the throne more. I used him for the first time last month and had alot of fun with him.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 11/18/2008 Posts: 120
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Personally I'd go for the Imperial. VAU and Vader with Palpy is costly but powerful, 'course activation will be a problem though...
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Rank: Moderator Groups: Member
, Moderator
Joined: 8/24/2008 Posts: 812 Location: Parkville, MD
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I like rebel because of mobile push.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 4/14/2008 Posts: 304
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Rebels have Rieekan, Imps have Mas and Thrawn. Personally, I like board wide Opportunist and swap more than Mobile and Evade (because I mostly play melee, so it doesn't come into effect as often). Also, the Imp's battery, while Immobile, can dish out some serious hurt by himself.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 11/12/2009 Posts: 390
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Depends really. Rebels have the weaker force battery and lack of swap, but two main unleashed pieces (Redeemed apptentice and Luke), activation control and mobile/evade to help them get there in the first place. Frankly I believe that running Vader and his apprentice, Palp and Thawn is huge risk. 66 plus 99 = 165, or 132 without thawn, but no control over the battle. That does not leave a lot of room for much else.
The rebels may have shorter range, but 28 + 48 + 36 + 23 = 155 if I calculated correctly, which effectively doubles itself given activation control. Plus force defence can be a potent ability against the appentice during the turn that naither Luke or Redeemed have to rely on him.
On the flipside, Thawn always ensures that the Imperials go first, meaning that the apprentice and vader can just gang up and take them out, and with the appentice also capable of activating... Painful, with Palp always counting as a 3rd, he can just sit on gambit while waiting for his underlings to march up. So either way, once they actually lock together. I would imagine imperial would have the advantage once they actually get to grips with the oppoment.
Really, I would say the imperials are better at using the force for prolonged lengths of time. Simply because Vader has the range to take out anything he can see, and the apptentice can blast multiple targets, while the rebels are restricted to hitting one, and have less force to spend overall. On the flipside the rebels are better at being first provided vader does not kill them first since they can just surge in and focus on one target with everything and undoubtably kill it.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 9/8/2009 Posts: 149
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Wysten wrote:the apptentice can blast multiple targets, while the rebels are restricted to hitting one Both Apprentices can hit multiple targets; in fact, Redeemed is slightly better at doing so, in that his Push 5 hits a target and all adjacent things, while Unleashed hits a target and 2 adjacents.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 8/3/2008 Posts: 187 Location: Beverly, MA
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Eroschilles wrote:I like rebel because of mobile push. agreed. how do you go wrong with a bunch of mobile pushers for auto 40 damage and force points to reroll their evades? even yoda can come into the fray as a defensive piece and give his force spirit 6 to luke for deflect rerolls.
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Rank: Moderator Groups: Member
, Moderator, Rules Guy
Joined: 8/24/2008 Posts: 5,201
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Rebel Push is definately better, though I would argue about the need for Yoda.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 3/18/2009 Posts: 97
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I love me some Mobile Rebel Push.
I used them at Regionals and my only loss was to the first place guy (unfortunately, it was the first round so I ended up 5th and out of the play-off). If I hadn't lost my cool toward the end of the game, I think I may have had a chance of going all the way.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 1/2/2009 Posts: 230 Location: near Madison, WI
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If the discussion is force batteries, Holo Sid with Non-Unique Characters with Lightning (Sith Lords etc) can be an annoying squad.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 11/12/2009 Posts: 390
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Weaver wrote:Wysten wrote:the apptentice can blast multiple targets, while the rebels are restricted to hitting one Both Apprentices can hit multiple targets; in fact, Redeemed is slightly better at doing so, in that his Push 5 hits a target and all adjacent things, while Unleashed hits a target and 2 adjacents. Often, against a good oppoment, that would not come into play that often. Besides, force push 4 (mobile version, since 5 replaces a turn.) can only push one target if I recall correctly. I will just check on that. Edit: Yup, Force Push 4 can only hit one target, while the apprentice can hit multple targets with his force lightning 4. Though it won't factor in that often. Real question is, what is worth it? Luke Mobiling and evading or potencial activation of one figure with Thawn swap?
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 12/31/2009 Posts: 1,701
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lukey84 wrote:Eroschilles wrote:I like rebel because of mobile push. agreed. how do you go wrong with a bunch of mobile pushers for auto 40 damage and force points to reroll their evades? even yoda can come into the fray as a defensive piece and give his force spirit 6 to luke for deflect rerolls. who needs to reroll deflect rolls when you already have evade?!
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 3/28/2008 Posts: 355 Location: Newark, OH, USA
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Sithborg wrote:Rebel Push is definately better, though I would argue about the need for Yoda. A couple advantages of the little green guy is he can Light Tutor Luke/VAU to give them 3 FP to start, they activate and can push on turn 1. Then use Yoda's 4 FP (start plus renew) and push again on turn 2. ON some of the more open maps you can get LOS right away and do 80 damage and move some pieces around. Otherwise, Yoda has enough FPs every two rounds for the others to use to push instead of waiting for their own renewal. Plus, he can absorb a lot of attacks. If he gets defeated, just more Push FPs for the others. I agree the Yoda points could be better spent on support / attack pieces, but he can have a role in the Rebel Push (which I agree is better than the Imps).
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Rank: Moderator Groups: Member
, Moderator, Rules Guy
Joined: 8/24/2008 Posts: 5,201
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Umm, Force Lightning 4 only affects one character. However, I think the activation saves and increased damage make them comparable to Push.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 4/14/2008 Posts: 304
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Sithborg wrote:Umm, Force Lightning 4 only affects one character. However, I think the activation saves and increased damage make them comparable to Push. A good reminder. Lightning 4 also activates the target. Thrawn wins init, VAU fries either VAR or Luke and activates them save 16. Even with rerolls, that save can be tough to make. Also remember that one Lightning 4 and Grip 4 can take out Luke...
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 12/31/2009 Posts: 1,701
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Roque Saber wrote:Sithborg wrote:Umm, Force Lightning 4 only affects one character. However, I think the activation saves and increased damage make them comparable to Push. A good reminder. Lightning 4 also activates the target. Thrawn wins init, VAU fries either VAR or Luke and activates them save 16. Even with rerolls, that save can be tough to make. Also remember that one Lightning 4 and Grip 4 can take out Luke... ah, but ALSO remember that luke has MOBILE, meaning hes not dumb enough to stand in open (no cover) line of sight to vader so that he can just be zapped and gripped to death :P:P:P also remember that thrawn only has 1 swap, so if thrawn decideds to go first and swaps VAU into enemy territory and zap a character hes usually going to be toast...AND/OR defended by either VAR/luke (whichever one VAU didnt zap) and yodagobah (force defeense :D:D:D) if thats the case though i doubt that anyone would be dumb enough to intentionally fail-zap a character... just my (its the closest to 2 cents that i could find)
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 1/6/2009 Posts: 908 Location: Felucia, near the Ancient Abyss
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Rank: Moderator Groups: Member
, Moderator, Rules Guy
Joined: 8/24/2008 Posts: 5,201
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And at that point, it is a matter of positioning. In the end, Push squads are good and competitive. Imperials do have some good direct damage options, though, even if they are not quite as competitive. Yeah, push may push around the VSA and Vader, but how will they handle a similar amount of points worth of Nightsisters or Disciples of Ragnoss.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 11/18/2008 Posts: 120
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Now with Palpy on throne as their force battery and Thrawn swapping them out, a squad of Nightsisters and disciples of ragnos would be more troublesome.
Oh yeah it wasn't specified how many points the squad would be.
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