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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 8/1/2008 Posts: 61
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Warlord_Hett wrote:Doogle126 wrote:You still get twin off of it it would still be a bit pointless seeing as the first shot would kill the target anyways. yea , because Ive never seen anyone miss an attack roll. Who would want a second shot
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 6/24/2009 Posts: 107 Location: Winnipeg, MB Canada
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OLDMANKENOBI wrote:Warlord_Hett wrote:Doogle126 wrote:You still get twin off of it it would still be a bit pointless seeing as the first shot would kill the target anyways. yea , because Ive never seen anyone miss an attack roll. Who would want a second shot true you may miss the first shot, but you could do the same with any other character who can benefit from whorm. If you're only using them together for another try at a missed shot, there are probably better choices than dengar.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 8/3/2008 Posts: 187 Location: Beverly, MA
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to SithBorg -my favorite thing about the CCG was outfitting the characters with all their stuff, and then outfitting their ships and making a base and battling. that and blowing up planets with the death star =p
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 6/5/2009 Posts: 239 Location: Germany
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 6/29/2009 Posts: 89
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I'm super dissappointed with this list..especially after GAW. I kind of like the Talz Chieftan, and the 501st Stormtrooper. But that's about it so far. Am I alone in this? Although, Zuckuss having Force Sense is nice and there is some hint of use for Dengar. Giving him twin would be usefull against evade, or something with dark armor etc..
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Rank: Moderator Groups: Member
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Joined: 8/24/2008 Posts: 5,201
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I'm not super excited about the list, the C/U has me far more excited than most of the VRs, but I am a fan of the ESB Bounty Hunters.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 11/12/2009 Posts: 390
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Warlord_Hett wrote:OLDMANKENOBI wrote:Warlord_Hett wrote:Doogle126 wrote:You still get twin off of it it would still be a bit pointless seeing as the first shot would kill the target anyways. yea , because Ive never seen anyone miss an attack roll. Who would want a second shot true you may miss the first shot, but you could do the same with any other character who can benefit from whorm. If you're only using them together for another try at a missed shot, there are probably better choices than dengar. Aye, though, that being said it would probably be interesting enough to run as a min-shooter alongside durge. One shooting the grunts and commanders while he gets to work on the real meaty figures and and mass small figure killing. I could see Danger going around as a quiet finishing piece as aposed to durge's mass bang battering down every other figure. Probably may be better figures though, such as IG-88 for instant small figure killing and secondary shooter. Just Danga may be good for his price. Sort of like a Han solo, Minus Accurate, plus damage reguardless of when activated.
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Rank: Moderator Groups: Member
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Joined: 8/24/2008 Posts: 5,201
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No doubt, Dengar is going to be great (still missing the full stats, I believe), but there are better options to combine with Whorm. The twin just seems potentially wasted.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 11/12/2009 Posts: 390
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Aye, to me, he seems like to be more of a new republic shooter with Leia
He misses? Reroll, with rerollable evade saves and such, he could be pretty fun and would rarely miss.
Just with the twin, two attacks is always better then 1, even if it's just against one target, reduces the probablity of his attack being useless much smaller. As much as pumping his attack up works, he's wasted on thawn. In rebels he's decent, but solo has that area fairly well covered. So really, he will tend to end up in OR, though painfully undersupported there, NR, evade +mobile, CIS for twin and a lifter droid, and sith for a simple +4. Giving him twin attack makes him more likely to hit evaders and also makes him more useful when he's not using final shot (I would imagine there are times when a figure is not weak enough to final shot it. Hence with twin attack he would have a decent chance of hitting.* and with Senate commandos, the pinical of offensive none uniques for the Republic, the fact they are none unique means that he needs to twin attack to hit on a +12, where one hit spells a dead 20/19 point figure.
Of course, all assuming all well that he will hit every time, just it's nice to have that backput plan in assuming he has a possiblity to miss.
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Rank: Moderator Groups: Member
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Joined: 8/24/2008 Posts: 5,201
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Based on what we know of Dengar, he fits in perfectly with the swap squads, one of the best ways to position him to get his Final Shot off. We need to know a bit more to get a full understand, but he is a great 10-20 pt fig killer for all factions.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 7/6/2009 Posts: 1,632 Location: Desintegrating some Djem So Sucka!
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Sithborg wrote:Based on what we know of Dengar, he fits in perfectly with the swap squads, one of the best ways to position him to get his Final Shot off. We need to know a bit more to get a full understand, but he is a great 10-20 pt fig killer for all factions. IF I EVER USED cLOBOT WITH iMPS (WHICH WAS ALL THE TIME) i always brought Dengar in with Imps on reserves. this dengar, for me, is Perfect. Force sense the Opponent, (if against republic) and take out Bacara or some other CE. Big fan of these arares and some of the VRs, especially Dans. Kir Kanos will be a great swap piece as well.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 7/21/2008 Posts: 131 Location: Texas
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Wysten wrote:Aye, to me, he seems like to be more of a new republic shooter with Leia
He misses? Reroll, with rerollable evade saves and such, he could be pretty fun and would rarely miss.
Maybe I'm misunderstanding you, but Leia Skwalker only lets you re-roll failed saves, not failed attacks. Just FYI.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 7/6/2009 Posts: 1,632 Location: Desintegrating some Djem So Sucka!
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headache62 wrote:Wysten wrote:Aye, to me, he seems like to be more of a new republic shooter with Leia
He misses? Reroll, with rerollable evade saves and such, he could be pretty fun and would rarely miss.
Maybe I'm misunderstanding you, but Leia Skwalker only lets you re-roll failed saves, not failed attacks. Just FYI. I think hes talking about the evade saves from Wedge. if he in fact is using Wedge. otherwise, no rerolls on attacks.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 11/12/2009 Posts: 390
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Ohhh, then that is my bad. I guess that is one piece I won't have to use, and may give me some further room. Though a reroll is good, not being shot at all is better.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 6/5/2009 Posts: 239 Location: Germany
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Mandalore Da Beast wrote:Sithborg wrote:Based on what we know of Dengar, he fits in perfectly with the swap squads, one of the best ways to position him to get his Final Shot off. We need to know a bit more to get a full understand, but he is a great 10-20 pt fig killer for all factions. IF I EVER USED cLOBOT WITH iMPS (WHICH WAS ALL THE TIME) i always brought Dengar in with Imps on reserves. I NEVER used Dengar i always brought Dash,RS in and i think its the much better choice. Isn´t it ?^^
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TK-4334 wrote:Mandalore Da Beast wrote:Sithborg wrote:Based on what we know of Dengar, he fits in perfectly with the swap squads, one of the best ways to position him to get his Final Shot off. We need to know a bit more to get a full understand, but he is a great 10-20 pt fig killer for all factions. IF I EVER USED cLOBOT WITH iMPS (WHICH WAS ALL THE TIME) i always brought Dengar in with Imps on reserves. I NEVER used Dengar i always brought Dash,RS in and i think its the much better choice. Isn´t it ?^^ Yea most of the time he is but with imps and swaping with thrawn and the opp that he gives that dash already has might make Dengar usefull but I always use dash too.
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Rank: Advanced Bloo Milk Member Groups: Member
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Dash is useful, but in a "everything is under control" sort of sense. Dash is very dependant on what turn it is, if your at an activation disadvantage, Dash may not be that favourable, while Dangar is useful, shooting first or second.
Different tools for different roles I guess. Just put it down to one being able to shoot 4 times at up to 2 targets with below average to average accuacy for below average/average damage. Or above average if enhanced by commander effects. Or Dangar that shoots above average to very well, to exceptional under a commander effect such as Thawn, Yoda. But only shoots once/twice against 1 target, but can kill a single, mid class target if he hits.
Not really taking away from Dash at all, but both appear to be pretty good, just dash mass murders weak figures and irritates the big pieces with inaccrate fire, while Dangar kills the midway figure, treatwells, R7/R2's, Senate commandos, with the possiblity of hitting pretty hard against weakened figures. Problem is, he may well be outdated by the fact that most people can evade, and many of them have a force point to spend where Dash may well just shoot enough that some rounds hit by default.
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Rank: Advanced Bloo Milk Member Groups: Member
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The reason im using dengar and whorm together is this: he kills any piece with 70 hp in 1 activation (and if cad bane has taken any dmg, hes be gone too XD
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Rank: Advanced Bloo Milk Member Groups: Member
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Doogle126 wrote:The reason im using dengar and whorm together is this: he kills any piece with 70 hp in 1 activation (and if cad bane has taken any dmg, hes be gone too XD
sorry if I'm missing something, but how could you kill a 70 HP piece in one turn? if they had 70 HPs left the first attack would do 20, as would the second. final shot could not be used on the second attack as it is a 'replaces turn' ability.
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Rank: Advanced Bloo Milk Member Groups: Member
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Wysten wrote:Dash is useful, but in a "everything is under control" sort of sense. Dash is very dependant on what turn it is, if your at an activation disadvantage, Dash may not be that favourable, while Dangar is useful, shooting first or second.
Different tools for different roles I guess. Just put it down to one being able to shoot 4 times at up to 2 targets with below average to average accuacy for below average/average damage. Or above average if enhanced by commander effects. Or Dangar that shoots above average to very well, to exceptional under a commander effect such as Thawn, Yoda. But only shoots once/twice against 1 target, but can kill a single, mid class target if he hits.
Not really taking away from Dash at all, but both appear to be pretty good, just dash mass murders weak figures and irritates the big pieces with inaccrate fire, while Dangar kills the midway figure, treatwells, R7/R2's, Senate commandos, with the possiblity of hitting pretty hard against weakened figures. Problem is, he may well be outdated by the fact that most people can evade, and many of them have a force point to spend where Dash may well just shoot enough that some rounds hit by default. Well put but I think that dash's amount of shots is better most of the time.
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