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Rank: Advanced Bloo Milk Member Groups: Member
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countrydude82487 wrote:wannabe mexican wrote:Speaking of bodyguards, does anyne use the Mistryl Shadow guard? I know someone used the Houjix at Gencon/a regional, which inspired me to try and incorporate him into builds. But does anyone else use many of the other boyguards? I tend to use houjix in a few builds, because he is large based with alot of hp and can bodyguard many more. I also use Chewy rebel hero and Ferris olin in rebel faction if i need a bodyguard I can't divulge my Houjix build because it was used while testing a couple of AMAZING minis that haven't been spoiled yet, but I found him very useful to keep some guys alive. I was using him to compensate for the fact that I had no Commander Effects. I wish I was better at using Bodyguard more effectively.
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Rank: Moderator Groups: Member
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Joined: 1/30/2009 Posts: 6,457 Location: Southern Illinois
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SHNN previews from tonight's show: weeks wrote: Mandalorian Crusader Cost 7
HP 10 DEF 14 ATK +5 DAM 10
Special Abilities Crack Shot [Whenever this character combines fire against a target within 6 squares, damage from the attack cannot be prevented or redirected] Splash 10 [If this character's attack hits, all characters adjacent to the target take 10 damage; save 11. If the attack misses, the target and all adjacent characters take 10 damage; save 11.]
The Mandalorian Crusaders were the first documented type of Mandalorians, thought to have been established by Mandalore the First in 7,000 BBY.
Grand Admiral Rulf Yage (rm: Moff Morlish Veed) Cost 16
HP 50 DEF 18 ATK +8 DAM 10
Special Abilities Unique. Pilot Affinity [May be in a Sith squad] Cunning Attack +20 [+4 Attack and +20 Damage against an enemy who has not activated this round] Internal Strife [On an attack roll of natural 1, this character joins the opponent's squad until the end of the skirmish]
Commander Effect Your squad may include non-Unique Imperial or Sith pilots and troopers. Allied pilots and troopers gain Cunning Attack [+4 Attack and +10 Damage against an enemy who has not activated this round].
"When I issue an order, Captain, I do not look for excuses as to why my pilots failed to carry it out! Excuses are for weaklings!"
Enjoy, these were previewed on the show tonight. As well as 2 other pieces you'll have to listen to the show to find out about :).
Someone copy/paste these to BM please. Feel free to discuss the pieces in this thread. Happy Festivus!
Yes, Happy Festivus! Also, I'm a bit vague on the details as I was distracted by stuff going on at home while listening, but I believe they have something special planned if 100(?) people download/listen to Episode 99 before next week's show.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 2/14/2009 Posts: 1,450 Location: At the controls
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GARY opens up some interesting and potent possibilities.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 11/6/2010 Posts: 409 Location: Perth, Western Australia
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Love the nickname "GARY"
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 12/26/2008 Posts: 2,115 Location: Watertown, SD
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saber1 wrote:GARY opens up some interesting and potent possibilities. Top ones off of my head are Darth Krayt and Vader, LotF. Make use of that seemingly random ability.
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Rank: Advanced Bloo Milk Member Groups: Member
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I thought it was non-unique minis that can be in the same squad as him? Unless the non-unique only was meant for the imperials, and the Sith Pilot was not meant to be unique?
But yeah he is cool.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 8/12/2011 Posts: 234
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wannabe mexican wrote:I thought it was non-unique minis that can be in the same squad as him? Unless the non-unique only was meant for the imperials, and the Sith Pilot was not meant to be unique?
But yeah he is cool. You wouldn't be able to bring them into opposite squads, but they would gain Cunning Attack. 16 extra points in a Thrawn squad to give Vader, pilots and troopers a constant +4/+10 isn't bad. Not fantastic, but not bad.
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Rank: Advanced Bloo Milk Member Groups: Member
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Voren_Chalco wrote:wannabe mexican wrote:I thought it was non-unique minis that can be in the same squad as him? Unless the non-unique only was meant for the imperials, and the Sith Pilot was not meant to be unique?
But yeah he is cool. You wouldn't be able to bring them into opposite squads, but they would gain Cunning Attack. 16 extra points in a Thrawn squad to give Vader, pilots and troopers a constant +4/+10 isn't bad. Not fantastic, but not bad. actually i think that the intent is to bing sith toopers/pilots into imperial squads and imperial troopers/pilots into sith squads. THereby giving the sith and imperials alot more options. the krayt idea is fun, but not necesarily the most cost effective, however you can get them triple with that set up. But you can give the sith troopers alot of the Imperial Non-unique trooper commanders, because the commander effect doesn't specify followers
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 8/7/2008 Posts: 400
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Although GARY's ability to broaden the range of the Imps and the Sith (especially the Sith!) is awesome, I'm intrigued by his boardwide Cunning Attack CE, especially for uniques.Although some of the high end ones have already been mentioned, let's not forget folk like Lumiya and Antares Drago, and Atton "Jaq" Rand, who was already one of the MVPs of the last set.
The ability to bring Sith Troopers/Pilots into the Empire doesn't do much (I think it only adds 3-4 pieces), but the reverse is awesome. With a snap of the fingers, the number of pieces available to the Sith faction practically doubles. Nice.
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Rank: Advanced Bloo Milk Member Groups: Member
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The Atton combo could be really nice! Plus you could use Exar Kun spirit to give him sith rage and Krayt to give him an extra attack. So, potentially, Atton could move and make 3 attacks doing 50 dmg each with an attack of 17. Maybe not the most competitive combo, but sure could be fun.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 2/14/2009 Posts: 1,450 Location: At the controls
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Krayt and Atton was what I immediately thought of and then built. Atton has damage output potential of 180. Sith Pilots
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I guess it would be fair to theorize that "Sith Pilots" could mean Joker Squadron?
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countrydude82487 wrote: But you can give the sith troopers alot of the Imperial Non-unique trooper commanders, because the commander effect doesn't specify followers Yeah, the Felucian Stormtrooper Officer is the first one that comes to my mind, as if there's one thing Sith Troopers need, it's survivability.
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Rank: Advanced Bloo Milk Member Groups: Member
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The Felucian's not bad, although I don't know that a little more survivability is enough to make the Sith troopers worth playing. The Stormtrooper Commander is sort of a poor man's Darth Bandon in certain builds, which I can see being somewhat useful.
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Rank: Moderator Groups: Member
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Joined: 9/16/2008 Posts: 2,302
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Are trooper squads competitively feasable these days? I know most trooper/swarm squads phased out after lancer/kybuck. Bastilla Shan really cemented the deal with her ability to cancle out CE's. While i like trooper squads. They're fun and good for theme, i feel like we get so much trooper support these days, but they still can't touch the top teir.
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Lets not forget about Dash Renegade Smuggler. Automatic +10 attack / 20 damage when he adds cunning to go with his opportunist.
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Rank: Advanced Bloo Milk Member Groups: Member
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If you practice with them and don't make mistakes, I think trooper squads can still be very viable. The Echani squad I plyed and won MI regionals with (and made t4 of another) is basically a trooper squad with the troopers not being actual troopers but Echani handmaidens.
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Rank: Advanced Bloo Milk Member Groups: Member
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It seems like in Renegades and Rogues, and then the Ugnaught Jedi that's been previewed for Vengeance, there are some decent 50 HP non-unique characters. We had all these in Renegades and Rogues: Gloom Walker Royal Handmaiden Red Squadron Ace Alpha Squadron Pilot New Republic Elite Trooper Devaronian Assassin Zann Consortium Underboss Chazrach
50 HP seems like a sweet spot for non-uniques; they're cheap enough run quite a few of them, but can stand up to Yobuck or a couple of passes from the Lancer (if you bring in Gamorrean Bodyguard/Salacious Crumb with Lobot). And same with giving the Storm Commandos shields through Weir as well. It seems like an effort to bring in some different squad types, and some trooper/swarm squads might be viable in the future?
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Preview time!! From SHNN 12/29 Sith, set number 9 Darth Maladi, cost 36 Hp 90 Def 19 Att 12 Dam 20 Special Abilities: Unique Melee attack Twin attack Poison +10 Stealth Torture 1: When an adjacent living enemy takes damage from an attack by this character, it gets -1 attack and -1 defense for the rest of the skirmish. This ability stacks. Force powers: Force 4 Burst lightning: Force 1, usable only on this character's turn: range 6, 10 damage. What a beast!! Yes the designers read my mind, and I get my fix for legacy characters
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Poopdog91 wrote:Preview time!! From SHNN 12/29 Sith, set number 9 Darth Maladi, cost 36 Hp 90 Def 19 Att 12 Dam 20 Special Abilities: Unique Melee attack Twin attack Poison +10 Stealth Torture 1: When an adjacent living enemy takes damage from an attack by this character, it gets -1 attack and -1 defense for the rest of the skirmish. This ability stacks. Force powers: Force 4 Burst lightning: Force 1, usable only on this character's turn: range 6, 10 damage. What a beast!! Yes the designers read my mind, and I get my fix for legacy characters Ya shes pretty good. glad you like her. Exar and Bandon make her a tough kill. need 15s on poison and she weakens her enemies on every hit.
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