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Weeks
Posted: Saturday, August 20, 2011 4:04:35 PM
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So now that everyone has been able to look at whats all in R&R what will the main meta impact be?

Is it OR with their strong shooting?

Is it Imperial stormtroopers?

Is it Jules....I mean Mace?


What are your thoughts?
Darthbane53
Posted: Saturday, August 20, 2011 4:25:57 PM
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Whats a meta o.0?
gwek
Posted: Saturday, August 20, 2011 5:18:37 PM
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My gut (which has been wrong many times before with SWM!) tells me that the biggest switch we're going to see is the rise of the Old Republic. As we saw at GenCon, Bastila has made them competitive in the right hands. This set gives them a few very effective shooters, as well as strong support.

The Vong also got some very nice additions, and I think they're sort of where the Old Rep was after DotF: within striking distance of being competitive. I think we're going to see a lot of the Vong as people try to figure out the best mix.

So I think the Old Rep and the Vong are the big winners.

Beyond that, though, I think the order of the day is diversity. The movie factions and the New Rep all got some very nice options (both on their own and via Fringe pieces), but I'm not sure that any of them are competitively better than what they had before. However, folk may be so tired of the tried and true squads that they'll be excited to play with the new toys.

The Sith and Mandos, I think, are the ones who've gotten the biggest shaft. Don't get me wrong, great pieces for both. I think we're going to see a lot of Zannah and the new Maul in Sith squads, but I don't know that they can carry the day on their own. The Mandos, through Kal, have a lot more depth than a set ago, but I don't think it's game-changing just yet.

I think another trend is going to be a move away from commander effects--or at least dependence on commander effects. Between Bastila and the growing proliferation of Disruption/Distraction, a commander-centric squad is very much at risk. And that might be an excellent niche for the Sith and the Mandos.
komix
Posted: Saturday, August 20, 2011 10:49:11 PM
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gwek wrote:

The Sith and Mandos, I think, are the ones who've gotten the biggest shaft.

True. But come on! It is really hard to lift up lesser fractions. Especially Sith, whose costs are enormous, and usually they even don't have any defense abilities (Yeah Zannah rules BTW).
Look it will take some time but we will get there- OR can now be VERY, VERY competetive (due to Bastilla, Jedi Master), so do Vong (Yammosk, Sheado ).
Even Mandos have a shot now due to Black Ops special ability.

gwek wrote:
Don't get me wrong, great pieces for both. I think we're going to see a lot of [...]the new Maul in Sith squads, but I don't know that they can carry the day on their own.

Tell what You think, but to be honest I was pissed when I heard that new Maul had Sith affinity. I mean- it made perfecty sense BUT...I'm scared to run into a squad with new Maul and Darth Revan, Sith Lord. It's a pricey combo, but surely scary and to be feared if in hands of a good player.

As for my favourite faction (Imperial)....man I just love the Weir! All this week I've been playing squads with him and 3 storm commandos. Ever since I got my first SC I was thinking how cool they are and if there were, and wishing if only there was some way to prolong their pityful 40 hp life. Now they just rock ( but I still need solid rolls cause attack of 10 (cunning/opp) is still kinda low)!!

Surely Mace, LotLS is a big game player. And rolling crits with him is wicked sick! I played last week with my friend and for his 14 mace rolls, only 3 weren't crits. Man I dunno was it my bad day, or his good, but it was surely entertaining !!
With this set pilots (did I count 14 right?) got a BIG support, so did OR troopers/soldiers and Sith monsters.

Darthbane53
Posted: Sunday, August 21, 2011 2:19:10 AM
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Wow, 11 crits in a game? But some of thoes weren't actually 20's what REALLY sucks is when you are vs. your friend who's using kazdan and he litterally gets FIVE 20's in a ROW for init! It was crazy!
Sithborg
Posted: Sunday, August 21, 2011 11:49:20 AM
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Sith are pretty close. They get 3 new big beats. Zannah is highly defensive, and pretty anti shooter, which is handy against some of the OR stuff, but goes down pretty hard to Vong. Maul is pure offense. Combined with Holo Sid, he will have more than enough Force Points to take out the big guns, and he slows down the Vong enough. Celeste is a very nice Triple Attack, that can even out the activations with Rakghouls. But the cheaper beats they have in Kaan and Traya is where the Sith get the most gains. I really, really like Kaan. He fits in perfectly with Sith Sorcery squads.

Mandos still need a bit more work, imo. They didn't get a whole lot in this set.

I will be curious to see how the Klatoonian Captain affects things. There is a wide variety of Pilots to use with him, way too many combos to effectively guess right now.

OR will definatealy have strong showings now with Thon. Thon is the major beatstick OR has been lacking, really. He is going to clear out Mice like nothing else.
creme_brule
Posted: Sunday, August 21, 2011 1:50:01 PM
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OR continues to gain the most support IMHO in this set. Thon is amazing, and Kavar provides a nice melee option for main beatstick. With all these old OR jedi with renewal, it is time for Nomi Sunrider to come into play again.
However, another main boost is the rise of pilots. With a ton of support for pilots (notably the Klatoonian Capt), Im sure they will get some more play time. I think they are on the cusp of becoming competitive; they just need a bit more to put them over the top.
Imperials got a lot of various commanders boosting lesser-played pieces (troops, Dark troopers, storm commandos). I havea feeling storm commandos will see some serious play with Thrawn (either one), Nyna, and Weir.
Mace is probably the biggest boost the reps got.
Rebels got a bunch of pilots and a utility shooter (Katarn).
Mandos got some more troops and commanders, but nothing special IMO.
YV continues to gain more firepower (pun :D) from the Firebreather, another Warmaster, and some grunts.
Seps got a very costly commander with a bunch of cool effects (Dooku). He cant even attack; but has Anticipation; PotDS; Reserves; Draw Fire; and a unique CE. However; lack of attacking power and lack of renewal is really going to hurt him. On the other hand; a double pawn squad with Sidious would be crazy.
Sith got a much-needed troop commander; as did the OR via karath in addition to some troops and a few sith lords. Of the 3 (Kaan; Zannah; Traya) I think they all have use; but Zannah will probably be used the most. The new Maul will definitely see some play as well.
NR got some utility pieces and a pilot commander. Winter is a cool distraction piece to pair with Leia. NR Tactician is an amazing piece to pair with Mara Jedi.

Well...I think that covers it...a brief synopsis of all the factions.

On a nearly unrelated note I think its ridiculous that the new Queen Amidala has Double-Twin. How much of a trigger-finger does she have??
Wedge772
Posted: Sunday, August 21, 2011 3:16:29 PM
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I keep wondering if there is a potentially solid Weir Cannon squad. Something that totally ignores his CE (which is nice, but the Storm Commandos need even more points spent on CEs to boost them).

Weir's stats are similar to Han Smuggler. He loses Accurate and access to Princess Leia / Rieekan. He gains a higher potential damage output, plus can get Double with Tarkin, Super Stealth from Nyna. Both have access to tempo control for Opportunist (although Dodonna is better than Ozzel). For 16pts, Weir can also gain Force Immunity with Pellaeon, plus the option to ditch Nyna if facing a melee squad.

As for Klatooinian Captain... how many ideas have I had, before realising his CE is only for followers! Vader LotF with Evade would have been fun :)
Echo24
Posted: Monday, August 22, 2011 1:12:03 AM
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I'm a little surprised that people seem to be discounting what the Sith got; I think they got some of the biggest boosts, and I don't even think Maul is that good in a Sith squad! Traya, Zannah, and Kaan are all GREAT pieces, but probably the biggest thing for them is Jaq. Sith have been dying for a strong non-fringe shooter that synergizes well with what they do, and he's it. With Exar DFS he gets extra FP for re-rolling Avoid Defeat, as well as Sith Rage which lets him do 50 damage against adjacent living enemies with Bandon (not an unlikely scenario, especially since he has GMA so he can move adjacent to do it) or 40 damage shots across the board, plus Override gives him some interesting utility; normally if there's a door open that you want to shoot through then close you can't do it in one act (say, at the top of a round), but now you can.

Otherwise, Mace will pretty much create a competitive non-Yobuck Republic squad, which is awesome. I'm obviously biased, but I think both Kyle and Luke add very good things to Rebels, but also the Red Squadron Aces along with other pilot boosts (Klatooinian Captain, Dutch) is a nasty squad. Imperials will be able to play troopers again, which is good, and Weird is very strong. Vong get Nas Choka (who is a beast) as well as the Chazrach, which is a very good filler piece. OR gets new masters and shooters and is falling into a very strong position (squads with Bastila, one of the good shooters, and one of the good masters are going to be the future of the OR archetype, I think). Seps didn't get a whole lot, but they do have a few more droid options now, and the A-series is actually a viable alternative to the IG-86, which is awesome. NR's biggest boost is Winter I think, because she can be quite a strong shooter as well as letting Leia, JK get into more squads as she'll have some protection now, which will open up their options a lot. Mandos got a few neat tricks, and Kal can create some very good options with the Republic Commandos.

Overall, I think that EVERY faction got new playable strategies, and it's quite hard to tell right now what's going to be the best, but I really think that Sith will have good chances to hit the top tables now.
adamb0nd
Posted: Monday, August 22, 2011 1:35:39 AM
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Weeks wrote:
Is it Imperial stormtroopers?


Unfortunately, I think the day of high activation meta has come and gone for good. While troopers can be very effective in today's game, on the competitive level they just can't stand. Galloping/Strafe has seemed to shut off any life expectancy of the 10 point figs. Maybe the game wont always be like this... one of my top V-set praises is that they've managed to further break the game away from gallop/strafe being an auto win, so who knows. Maybe we'll find ourselves with Self-Destructing troopers in the future, or some other "outside the box" method of keeping troopers alive versus the deck sweepers...

but in the mean time, if they have less than 50 HP, don't use them en mass.

I don't know where meta is, but I assume that after Gen-Con, some squads will arise that have very little dependency on CE's. I think we'll start seeing a trend of using pieces that are very capable in their own right, to trump Bastilla.
adamb0nd
Posted: Monday, August 22, 2011 1:52:07 AM
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creme_brule wrote:
With all these old OR jedi with renewal, it is time for Nomi Sunrider to come into play again.


Thon's mount ability make's nomi's sever force ability viable. Not having a swap/movement option had really made it difficult to get her in, and then keep her alive long enough to trigger the ability.
cicrush13
Posted: Monday, August 22, 2011 3:58:04 AM
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OR and Sith got the biggest boosts in this set.

OR got the shooters it needed and Sith got another great defensive piece in Zannah.

Vong are looking better and better, still need one or two more things for them to really be competitive.

Mandies are lagging a little bit now at least from what I can tell. They can move a little faster, but still missing a few CEs.

Overall I think we will see much more OR being played. I know I will be playing more and more Vong (esp the firebreather) in the months to come.
gwek
Posted: Monday, August 22, 2011 6:25:26 AM
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I don't know that I agree that the Sith got one of the biggest boosts, but I AM reconsidering that maybe they got one of the smaller boosts. Zannah and Maul are two amazing defensive pieces who can do what the Sith have been largely lacking in: survive long enough to get to the fight and dish out some damage.

I think Atton has much better support in the Old Rep than the Sith, but that doesn't prevent him from being a great Sith shooter (possibly better, point-for-point, than any of the Fringe options--unlike the Mandos and Vong, the Sith aren't really penalized by using non-Sith pieces).

I could see a strong Sith option looking like this:

Atton "Jaq" Rand
Zannah or Maul
Revan or Sidous (for swapping)
Klatooinian Captain
Round out with low-end pieces for activation control

Against the Vong, it's not much better than any Force-user-based squad, and it may not be a top tier combo in a normal match (not bad, though), but I think the first three pieces are all strong enough on their own that although commander effects might help them, they're not particularly handicapped if disrupted. Everything old is new again! The new dynamic is sort of what the old dynamic was like in the first 2-3 sets!

Sithborg
Posted: Monday, August 22, 2011 11:34:25 AM
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Don't discount Traya and Kaan. Sith Sorcery is my preferred Sith squad. He is pitch perfect. Set off Sith Sorcery, follow up with Kaan. Say, if you nailed a decent beat, he can be at +16 for 30, up to 40 with Sith Rage, possibly 50 with Bandon. For only 36 points. And Traya is a Triple Attacker for less than 40, and she can do it at Range!!! She is great. And Makashi can work against the Vong.

For so long, to run 2 Sith big beatsticks, you had to spend well over 100. Kaan and Traya, can be boosted up enough to be a danger, similar to other Sith beats who would cost the same as Kaan and Traya with support. Don't discount them for the new shiny big, bad Sith. The little guys are pretty nasty.
njarnagin
Posted: Monday, August 22, 2011 4:00:56 PM
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I think Sith got the biggest boost. Reven and Lord Kaan's thought bomb is a killer combo. I think it could push Sith to tier one easily. Throw in Zanna for defensive purposes and I think you've got the basics of a great squad.

I think the darkhorse of the set could be HK47. He gives mouse droids swarms 28 defense in cover, and he has disruptive. I see him fitting in nicely with most factions that don't have easy access to disruptive.
komix
Posted: Monday, August 22, 2011 8:17:09 PM
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njarnagin wrote:
I think the darkhorse of the set could be HK47. He gives mouse droids swarms 28 defense in cover, and he has disruptive.

For me, he is a biggest disappointment of this set (alongside with Dooku, but for him there is still some hope...)
I like that he has assassin- it makes perfect sense. It fits the character perfectly. What I don't like is that he is a commander- what a letdown! The CE with a unique droid would fit far more better to IG-88, than to HK-47 (but it's just my hate towards Kotor games is speaking now, if something happens couple 1000 years before then why the heck technich is the same (or better) as in the prequels? Not to compare with OT... I always will think of Old Republic times a comics from Dark Horse- Fall of the Sith Empire, Sith War etc you get the point) -it goes well with his EU backstory.
We lost cunning attack but got assassin which in may cases makes it even, basic damage got lowered from 30 to 20 but got double attack instead which compensates it, improves him. He lost flamethrower and got sniper. I can kinda understand because with assassin ability makes him look better.
I was hoping for a 45-50 points character (, with cunning or opp (well we got hk-50's for that :) ), with flamethrower (his trademark for me, at least when I was playing Kotor 2, I used it a lot), assassin ability (yeah, new one works just fine) maybe Shields 1 and new override which could let him to open/close doors at the beginning of this turn- which would make him truly unique.
But that's just me.



njarnagin wrote:
I see him fitting in nicely with most factions that don't have easy access to disruptive.

That's the only good thing about him.
Beside making mouses 28 def in cover but guess what? You'll be needing other mouses to get that +4 def to mouse, otherwhise You'll be stucked and pucked.
gwek
Posted: Tuesday, August 23, 2011 1:34:10 AM
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I thought this thread was about how we see the overall meta changing, not about pieces we don't like?

Having said that: At the end of KotOR2, HK-47 leads a small army of HK units. In Star Wars: Galaxies, he later appears as the leader of a larger army of droids... so it's not inappropriate for him to be a commander.

From a gameplay standpoint, I believe the designers have mentioned that they would like to make droids viable for factions other than the Seps. This is likely a first step.
billiv15
Posted: Tuesday, August 23, 2011 2:19:47 AM
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gwek wrote:
I thought this thread was about how we see the overall meta changing, not about pieces we don't like?

Having said that: At the end of KotOR2, HK-47 leads a small army of HK units. In Star Wars: Galaxies, he later appears as the leader of a larger army of droids... so it's not inappropriate for him to be a commander.

From a gameplay standpoint, I believe the designers have mentioned that they would like to my droids viable for factions other than the Seps. This is likely a first step.


All of the above. In addition, I suggest anyone who thinks HK shouldn't have had a CE take it off, and put him in the Sep faction. You will never play him outside of the Seps again, and you won't play any other faction competitively. The alternative was to give him twin attack on his card, in which case he would be only slightly worse in non-Seps, but in Seps, he gets slightly worse as well - but since getting him double in Seps is relatively easy - it's still far and away his best faction. The CE is absolutely critical to keeping him playable in Seps and the other factions. As well as both of the additional facts Gwek already pointed out.

Lord_Ball
Posted: Tuesday, August 23, 2011 6:17:28 AM
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gwek wrote:
From a gameplay standpoint, I believe the designers have mentioned that they would like to make droids viable for factions other than the Seps. This is likely a first step.


If they want to make Droids more playable in other factions I personally don't feel this was a step in the right direction. I'd much prefer something like a NR Lando with Rapport for YVH-1 droids and/or a CE - perhaps granting synergy when within 6 of a living ally.
gwek
Posted: Tuesday, August 23, 2011 6:27:42 AM
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And, hey, maybe that's a piece that we'll see in the future--who knows?

On the other hand, there are some pretty playable Lando options, but the original HK-47 was pretty obsolete, so regardless of what the piece does, I'm happy to see a more playable version.
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