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Is as precise as Imperial Stormtroopers.

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Excellent "Under-the-Radar" Minis... Options
Stormtrooper
Posted: Thursday, April 15, 2010 1:49:47 AM
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Joined: 4/10/2010
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This is a thread to expose great minis that may not be getting the play-time they truly deserve. Please add one of your own or comment on one already mentioned. I'll start.

Stormtrooper on Repulsor Sled



I never see anyone playing with this piece but I intend to start now that deep-striking has reached a whole new level with the likes of Cad Bane.

The Stormtrooper on Repulsor Sled can move 24 or 12 and attack and has Mobile Attack so can move, shoot, and scoot. His attack is poor at 5 but defence is 18 and both can be pumped up. Use him with another speedster like a Scout Trooper on Speeder Bike to get in extremely deep on turn one and then use Imperial Officers to make him act like a cannon piece. Win initiative with Thrawn and then use his net gun to take the activations away from key pieces and scoot away.

The Aratech 64-Y Swift 3 Repulsor Sled is a great platform on which to make your Stormtroopers more mobile.



Any other obscure pieces out there that need advertising?
billiv15
Posted: Thursday, April 15, 2010 2:04:21 AM
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Jawa Scavenger - my favorite Lobot reinforcement, stealth, accurate, cunning +20, access to twin with a czerka or whorm, and lot's of ways to boost his attack.

And on that note, I would also mention the Human Scoundrel, the counterpart to the JS with Opportunist. I always have good success with these guys.
carnorjax1
Posted: Thursday, April 15, 2010 2:28:34 AM
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Location: The Squall, Yinchorr
Zayne Carrick

Man this guy is awesome, he has saved my butt in a game so many times, Cortosis Gauntlet rocks, and you have a fair chance of getting it if you roll the odd iniative. 14 or higher's not hard to roll. On top of that, he has double, you can give him twin with Loathsome, and he has Mind Trick+Renewal, so he can stun people endlessly. Uneven # of HP makes him annoying to kill, and he only costs 24 points. His only downside is if you're a bad roller, then he may not be the piece for you.
swinefeld
Posted: Thursday, April 15, 2010 2:46:53 AM
Rank: Moderator
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Joined: 1/30/2009
Posts: 6,457
Location: Southern Illinois
carnorjax1 wrote:
Zayne Carrick

Man this guy is awesome, he has saved my butt in a game so many times, Cortosis Gauntlet rocks, and you have a fair chance of getting it if you roll the odd iniative. 14 or higher's not hard to roll. On top of that, he has double, you can give him twin with Loathsome, and he has Mind Trick+Renewal, so he can stun people endlessly. Uneven # of HP makes him annoying to kill, and he only costs 24 points. His only downside is if you're a bad roller, then he may not be the piece for you.


Recon or Anticipation helps a lot with Zayne.


My pick is the Massiff. Good speed, and stats for 10pts, lots of way to boost it, medium base for swapping, nasty on crits.

Nice piece to bring in on reserves and annoy the heck out of your opponent.
kimble29
Posted: Thursday, April 15, 2010 3:58:40 AM
Rank: Droid Starfighter in Walking Mode
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Joined: 11/7/2008
Posts: 48
Dengar. Any time I've used him he's ended up as my star piece of the game right back from the 15 point version. I don't know if it's because he was never seen as a threat so I could move him safely to key positions then pull off the surprise kills. He's gotten better and better with each redo but I'm still a fan of the original. 4-LOM is right there with him great right from the 21 point orriginal.
Weeks
Posted: Thursday, April 15, 2010 6:13:38 AM
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Joined: 7/23/2009
Posts: 1,195
Greedo. +14 Attack gets twin from the czerka has cunning and only costs 12. Plus you get the added bounus of getting his cunning attack off and saying "i guess greedo did shoot first". :)
Squid89
Posted: Thursday, April 15, 2010 6:17:22 AM
Rank: Advanced Bloo Milk Member
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Joined: 3/28/2008
Posts: 355
Location: Newark, OH, USA
R4 Astromech - a nice little piece I dusted off recently. The Targetting ability used at the right time (like against a Jedi tied up with your own beatstick) can make a big difference. Combined with Cunning or Opportunist on the pieces with lower attacks (or cheap pieces to combine fire), you can really whittle away the HP of an enemy. Works great to remove scrubs in the way (like the Mouse Droid) that filler pieces have a hard time hitting. Certainly not a gamebreaker all the time, but can be rather effective. Cheap and Fringe so can add to any squad. One big negative is the lack of attack though - I like all my pieces to have the threat of an AoO at the least whenever possible.
Roque Saber
Posted: Thursday, April 15, 2010 7:21:54 AM
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Joined: 4/14/2008
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Ananim Scouts. Best swap fodder, can rush opposing commanders, are protected by stealth, and are extremely hard to catch.
Tirade
Posted: Thursday, April 15, 2010 7:38:41 AM
Rank: Advanced Bloo Milk Member
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Joined: 5/25/2008
Posts: 536
Location: Tracy, CA
carnorjax1 wrote:
Zayne Carrick

Man this guy is awesome, he has saved my butt in a game so many times, Cortosis Gauntlet rocks, and you have a fair chance of getting it if you roll the odd iniative. 14 or higher's not hard to roll. On top of that, he has double, you can give him twin with Loathsome, and he has Mind Trick+Renewal, so he can stun people endlessly. Uneven # of HP makes him annoying to kill, and he only costs 24 points. His only downside is if you're a bad roller, then he may not be the piece for you.


I think Rob captured Zayne quite well in miniature form. My only complaint is the low base attack. Sure, his Karmic Luck can raise that to a +11, but he can also go as low as a +3. So that's probably the biggest issue with Zayne. I really think Zayne should have had a base +12/+13. That wouldn't be out of question for a piece of his cost. The JWM has a +12 attack and he doesn't have to worry about Luck lowering it. Sure, Zayne would be able to achieve a +16 with Karmic Luck, but I think that still fits with the character. Plus the bad luck times will usually average his attack out. The other rolls can be a problem, but you can attach a Ghost for Mettle. Heck, even Juhani and Jolee Bindo have higher base attack values for around the same cost.

I would also think about giving him Blaster 10 or Blaster 20 too. He does have a gun on him as you can see on the miniature. Blaster 10/20 + a higher attack would make him a more popular choice. Most Melee pieces just ignore him due to his low potential attack. Adjacent shooters normally are the death of him.
Durge Dude
Posted: Thursday, April 15, 2010 7:59:35 AM
Rank: Advanced Bloo Milk Member
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Joined: 12/7/2008
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Location: a galaxy far far away
General Veers(RS), possibly the only mini from that set that is still useful, and as far as I know, the only one that gives Accurate Shot with out the recievers having to have a certain ability(with the exception of being non-unique)
Wysten
Posted: Thursday, April 15, 2010 8:32:03 AM
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Joined: 11/12/2009
Posts: 390
Dark Hellion Marauder on Swoop Bike

While compared to the repulser craft he has less defence, this figure is very adaptable because of his fringe status. For 10 points, you get 30 hp, which is about average for a figure of that weight, 5 attack and 10 damage which won't win many hearts, speed 12 which is a major wow when mobile attack is taken into acount and with added Flight can get adjecent and break away again. Oh, and it's large. So it is fairly difficult to hide.

Thing is, it has access to any commander effect in the game, which is easpically benfical for 3 of the top factions. Republic can grant it Opptunist in combination with Jabbas cunning, and as a few pieces are capable of very fast movers (Yobuck, General Ani namely, though they have other large units that can move and take hits.) that they can take some of the pressure off the leading unit and take out weakened units. With Ani's momemtum and their mobile attack and flight, they can swing in to hit at 13+ for 30 and scoot away.

Of course, they can gain extra attack off of general Obi, who is also pretty good at getting around but often you would rather not want to use that as their frail def can't permit them to sit in range for too long. Hit and run, or cleanup is their main use, otherwise the return fire will carve them up. But with their mobilty, a wise user can probably keep them relitively safe, at least safe enough that attacking would be diffcult.


Other factions also have benfits, they can also gain opptunist in imperials and serve as a cheap swap with Thawn for Blizzard Scout 1 to hit extremely hard for +14 and 50 damage.


Though that being said, there are many factions which they will simply struggle. Mandos don't need them because their are mostly contained, and if you make them mando, may as well just use his charging fire for more or less the same mobilty that can hit harder and be more robust in avoiding/taking fire. Rebels can help them live longer, but ultimately they have cheap effencent figures that can make better use anyways. Sith can use them, but not as effectively as the republic in terms of sympth and so fourth.

Ultimately, these guys are the prinicle of the 10 point world in terms of moiblity, you just need a good commander to turn these hard as nails bikers into a effient fighting force.
Roque Saber
Posted: Thursday, April 15, 2010 10:48:45 AM
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Joined: 4/14/2008
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Wysten wrote:

Other factions also have benfits, they can also gain opptunist in imperials and serve as a cheap swap with Thawn for Blizzard Scout 1 to hit extremely hard for +14 and 50 damage.


BS1 is a huge, while the Biker is a large, so they can't be swapped. Crying
ArtemisCFrog43
Posted: Thursday, April 15, 2010 10:51:12 AM
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Joined: 10/3/2008
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Location: Akron, Ohio
Wysten wrote:
Dark Hellion Marauder on Swoop Bike

Other factions also have benfits, they can also gain opptunist in imperials and serve as a cheap swap with Thawn for Blizzard Scout 1 to hit extremely hard for +14 and 50 damage.

Sith can use them, but not as effectively as the republic in terms of sympth and so fourth.


A few thoughts about the swoop.

1) can't swap them with BS 1 because you can only swap minis of the same base size and the swoop is large and BS 1 is huge.

2) I think the swoops run great with the Sith. I like to run 2 with Kun. You can use them to run right up to a commander or big enemy and use Transfer Essence to drop Kun right in front of the target. Being able to move Kun essentially 24 squares and get a triple attack is SWEET!!!
dalsiandon
Posted: Thursday, April 15, 2010 11:10:17 AM
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Durge Dude wrote:
General Veers(RS), possibly the only mini from that set that is still useful, and as far as I know, the only one that gives Accurate Shot with out the recievers having to have a certain ability(with the exception of being non-unique)


I agree, he is a dynamite fig for his cost, and with Imp troops and all hteir other cheap boosts can be a real nasty pain. Too bad swarm squads are few and far between, which is where this Veers really shined
Oscarlindo
Posted: Thursday, April 15, 2010 12:08:31 PM
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Joined: 5/28/2009
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for me the Duros Scout its easy to boost him and the most important a 7pts accurate shooterThumbsUp i had never seem someone used him.
greentime
Posted: Thursday, April 15, 2010 12:34:36 PM
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Joined: 5/23/2009
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Weeks wrote:
Plus you get the added bounus of getting his cunning attack off and saying "i guess greedo did shoot first". :)


OH SNAP!

I would have to vote for Poncho Qui-Gon Jinn. He has master speed, which is tremendously useful, he swings at a solid +14, and when he dies you can hand six Force points over to GOWK or Yobuck or Roron Corobb or whoever you see fit. With GOWK especially he turns into a stalwart tank who can also dish out plenty of damage. Plus he looks like the unnamed protagonist from the Western version of Yojimbo (Fistful of Dollars?)
headache62
Posted: Thursday, April 15, 2010 1:39:55 PM
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Joined: 7/21/2008
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Location: Texas
I actually think Quinlan Vos, Infiltrator is a great piece. He's a low on FP, but his combo of Recon and Stealth means that he has a pretty good chance of affecting initiative in your favor. Also, getting a momentum sweep is awesome. Run him as backup to a few other good Jedi (Qui-Gon Jinn, JM comes to mind) and his Momentum kicks in easily, and if you are using Pancho then you deal with the low FP, too. Sure, Panch might be ignored, but if your opponent does then he wrecks havoc in his backfield. He's also got some great options with Stealth, too.
imyurhukaberry
Posted: Thursday, April 15, 2010 2:51:57 PM
Rank: Moderator
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Joined: 5/8/2008
Posts: 2,220
Location: East Coast
Wysten wrote:
Dark Hellion Marauder on Swoop Bike
With Ani's momemtum and their mobile attack and flight, they can swing in to hit at 13+ for 30 and scoot away.


Can't scoot away after attacking if you want to use Ani's Momentum. BlooMilk

But agree that they are useful. Exar is one of the best examples... ThumpUp
swinefeld
Posted: Thursday, April 15, 2010 3:01:57 PM
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Joined: 1/30/2009
Posts: 6,457
Location: Southern Illinois
dalsiandon wrote:
Durge Dude wrote:
General Veers(RS), possibly the only mini from that set that is still useful, and as far as I know, the only one that gives Accurate Shot with out the recievers having to have a certain ability(with the exception of being non-unique)


I agree, he is a dynamite fig for his cost, and with Imp troops and all hteir other cheap boosts can be a real nasty pain. Too bad swarm squads are few and far between, which is where this Veers really shined


He's also the guy you want if you are running furious assaulting Gotal Mercenary squads.

Which is another nifty piece now that I think of it. ThumpUp
FlyingArrow
Posted: Thursday, April 15, 2010 3:49:33 PM
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Joined: 5/26/2009
Posts: 8,428
Cloud Car Pilot.

If you're in New Republic, the low defense doesn't matter as much since they'll be evading - even moreso with Leia Skywalker. But you get a cheap 20 damage per shot with an attack that can be boosted by Jag (who also boosts Anakin Solo and Dash if you play them). Not world-beaters, but solid filler that isn't used much.
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