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Rank: Advanced Bloo Milk Member Groups: Member
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TimmerB123 wrote:TheHutts wrote:Of course, a clump of bodyguards is vulnerable to area effects and direct damage, like Force Pushes and Missiles, but Padmé Amidala is still the cheapest source of a strong game mechanic, and as such has the chance to feature in some squads. 8/10. I actually wasn't that scared of area effects. Bodyguards can't take damage for an ally from SAs, but most of the squad was Felucians, and they certainly were front and center. So missile them all day, then they will most likely make their save and live. If I was facing an area effect, I would make sure that I had Felucians up front, then a space, then Cad, R2, Padme and the Shamans bodyguarded by another Felucian. That last paragraph was more of a general comment about the piece, rather than aimed at your squad - although I didn't make it very clear. Padme, the bodyguard, and the piece that's being bodyguarded all need to be clumped up. You're probably right about it being good that the Felucians haven't won anything and gotten popular. I've also found it hard to find them - I'd quite like to have a bunch of them, but the online stores never have more than 1-2 at a time.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 6/23/2010 Posts: 3,562 Location: The Hutt, New Zealand
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Sith Recruit, from Scum and Villainy Quote:4 points, Sith Hit Points: 10 Defense: 12 Attack: 2 Damage: 10
Special Abilities Melee Attack (Can attack only adjacent enemies) Internal Strife (On an attack roll of natural 1, this character joins the opponent's squad until the end of the skirmish) Self-Destruct 10 (When this character is defeated, each adjacent character takes 10 damage) Sith Pawn (Once per turn, you may remove a character with Sith Pawn from play to reroll one ally's attack or save, unless that character's orginal roll was a 1. This character is defeated.)
Force Powers Force 1 The Sith Recruit was a great fodder idea for Sith - since the only other cheap pieces the Sith have are a bunch of janky troopers, it means players can fill now out their Sith squads with Sith Recruits. This means Sith squads can use something different than the standard Fringe options like Ugnaughts, Mouse Droids, and Rodian Brutes, and it means their fodder has a distinctive Sith flavour. The distinctive flavour for the Sith Recruits is their Sith Pawn special ability, where you can sacrifice a Pawn to remake a crucial attack or save - and as a bonus, the Sith Recruit also has Self Destruct 10, so there's the possibility of taking out some enemy fodder at the same time. The Sith Recruit's a perfect piece, very very useful for 4 points but not overpowered, filling a niche for useful Sith fodder, and it's going to find its way into most Sith squads, 10/10.
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Rank: Advanced Bloo Milk Member Groups: Member
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TheHutts wrote:Sith Recruit, from Scum and Villainy Quote:4 points, Sith Hit Points: 10 Defense: 12 Attack: 2 Damage: 10
Special Abilities Melee Attack (Can attack only adjacent enemies) Internal Strife (On an attack roll of natural 1, this character joins the opponent's squad until the end of the skirmish) Self-Destruct 10 (When this character is defeated, each adjacent character takes 10 damage) Sith Pawn (Once per turn, you may remove a character with Sith Pawn from play to reroll one ally's attack or save, unless that character's orginal roll was a 1. This character is defeated.)
Force Powers Force 1 The Sith Recruit's a perfect piece, very very useful for 4 points but not overpowered, filling a niche for useful Sith fodder, and it's going to find its way into most Sith squads, 10/10. Should have been 5 (or maybe 6) points. These guys are crazy good, and IMO slightly overpowered for their cost. Best 4 pt piece in the game.
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@TimmerB123, in a faction where everything is over priced, I think the Sith can certainly afford to have a undercosted piece here and there.
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Rank: Advanced Bloo Milk Member Groups: Member
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theultrastar wrote:@TimmerB123, in a faction where everything is over priced, I think the Sith can certainly afford to have a undercosted piece here and there. Don't disagree. It does make specific NPEs though. -Rerolls vs Vong (like the Vong needed any more hate) - that sloppily created crap-tactic self contained NPE called Darth Zannah. (She still doesn't win much, but they encourage people to play her) - Jaq rerolling AGAIN for avoid defeat (Missouri regional 2012 - an opponents Jaq made his avoid defeat SEVEN times thanks to these guys). Jaq didn't need to be better. Those aside - they are great for the Sith!
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TimmerB123 wrote: - Jaq rerolling AGAIN for avoid defeat (Missouri regional 2012 - an opponents Jaq made his avoid defeat SEVEN times thanks to these guys). Jaq didn't need to be better. Wow - those are some pretty amazing rolls. Sounds like he brought his lucky die. Probability of making Avoid Defeat saves with no rerolls: 25% With one FP reroll: 50% With two rerolls (FP + Recruit): 68.75% Probability of making 7 in a row with diminishing Force points and recruits is probably something like 2 or 3 percent.
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FlyingArrow wrote:
Probability of making 7 in a row with diminishing Force points and recruits is probably something like 2 or 3 percent.
so your saying there's a chance
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 12/26/2008 Posts: 1,233
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TimmerB123 wrote:theultrastar wrote:@TimmerB123, in a faction where everything is over priced, I think the Sith can certainly afford to have a undercosted piece here and there. Don't disagree. It does make specific NPEs though. -Rerolls vs Vong (like the Vong needed any more hate) - that sloppily created crap-tactic self contained NPE called Darth Zannah. (She still doesn't win much, but they encourage people to play her) - Jaq rerolling AGAIN for avoid defeat (Missouri regional 2012 - an opponents Jaq made his avoid defeat SEVEN times thanks to these guys). Jaq didn't need to be better. Those aside - they are great for the Sith! DOnt Forget Darth Sion, Lord of Pain. Rerolls for him are amazing, though he is only doing minimal damage generaly.
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Rank: Advanced Bloo Milk Member Groups: Member
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FlyingArrow wrote:TimmerB123 wrote: - Jaq rerolling AGAIN for avoid defeat (Missouri regional 2012 - an opponents Jaq made his avoid defeat SEVEN times thanks to these guys). Jaq didn't need to be better. Wow - those are some pretty amazing rolls. Sounds like he brought his lucky die. Probability of making Avoid Defeat saves with no rerolls: 25% With one FP reroll: 50% With two rerolls (FP + Recruit): 68.75% Probability of making 7 in a row with diminishing Force points and recruits is probably something like 2 or 3 percent. He clearly had luck on his side as well, but he also had holosid, so he used a force point nearly every time. I'm no statistician, but a nearly 70% chance to come back to life each time is pretty stupid. Hey - I still won though. ;) fingersandteeth wrote:FlyingArrow wrote:
Probability of making 7 in a row with diminishing Force points and recruits is probably something like 2 or 3 percent.
so your saying there's a chance "What was all that 1 in a million talk?" Lloyd Christmas countrydude82487 wrote:TimmerB123 wrote:theultrastar wrote:@TimmerB123, in a faction where everything is over priced, I think the Sith can certainly afford to have a undercosted piece here and there. Don't disagree. It does make specific NPEs though. -Rerolls vs Vong (like the Vong needed any more hate) - that sloppily created crap-tactic self contained NPE called Darth Zannah. (She still doesn't win much, but they encourage people to play her) - Jaq rerolling AGAIN for avoid defeat (Missouri regional 2012 - an opponents Jaq made his avoid defeat SEVEN times thanks to these guys). Jaq didn't need to be better. Those aside - they are great for the Sith! DOnt Forget Darth Sion, Lord of Pain. Rerolls for him are amazing, though he is only doing minimal damage generaly. Great point! Sion LoP is Dumb, with recruits he's Dumber. (See how I tied it all together there?)
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TimmerB123 wrote:FlyingArrow wrote:TimmerB123 wrote: - Jaq rerolling AGAIN for avoid defeat (Missouri regional 2012 - an opponents Jaq made his avoid defeat SEVEN times thanks to these guys). Jaq didn't need to be better. Wow - those are some pretty amazing rolls. Sounds like he brought his lucky die. Probability of making Avoid Defeat saves with no rerolls: 25% With one FP reroll: 50% With two rerolls (FP + Recruit): 68.75% Probability of making 7 in a row with diminishing Force points and recruits is probably something like 2 or 3 percent. He clearly had luck on his side as well, but he also had holosid, so he used a force point nearly every time. I'm no statistician, but a nearly 70% chance to come back to life each time is pretty stupid. Hey - I still won though. ;) fingersandteeth wrote:FlyingArrow wrote:
Probability of making 7 in a row with diminishing Force points and recruits is probably something like 2 or 3 percent.
so your saying there's a chance "What was all that 1 in a million talk?" Lloyd Christmas countrydude82487 wrote:TimmerB123 wrote:theultrastar wrote:@TimmerB123, in a faction where everything is over priced, I think the Sith can certainly afford to have a undercosted piece here and there. Don't disagree. It does make specific NPEs though. -Rerolls vs Vong (like the Vong needed any more hate) - that sloppily created crap-tactic self contained NPE called Darth Zannah. (She still doesn't win much, but they encourage people to play her) - Jaq rerolling AGAIN for avoid defeat (Missouri regional 2012 - an opponents Jaq made his avoid defeat SEVEN times thanks to these guys). Jaq didn't need to be better. Those aside - they are great for the Sith! DOnt Forget Darth Sion, Lord of Pain. Rerolls for him are amazing, though he is only doing minimal damage generaly. Great point! Sion LoP is Dumb, with recruits he's Dumber. (See how I tied it all together there?) Tim, I just wanted to say that I enjoyed how you responded to everyone, and tied it all off with a nice little bow. Not many people can do that, but you do it with style.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 6/23/2010 Posts: 3,562 Location: The Hutt, New Zealand
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FlyingArrow wrote:TimmerB123 wrote: - Jaq rerolling AGAIN for avoid defeat (Missouri regional 2012 - an opponents Jaq made his avoid defeat SEVEN times thanks to these guys). Jaq didn't need to be better. Wow - those are some pretty amazing rolls. Sounds like he brought his lucky die. Probability of making Avoid Defeat saves with no rerolls: 25% With one FP reroll: 50% With two rerolls (FP + Recruit): 68.75% Probability of making 7 in a row with diminishing Force points and recruits is probably something like 2 or 3 percent. As probably the most pedantic poster on Bloomilk, Recruits wouldn't have actually been around for the 2012 Regional season, right? I think they came out after GenCon 2012. Which makes the odds of all those consecutive avoid defeats astronomical..... Iktotchi Tech Specialist, from Revenge of the Sith Quote:14 points, Fringe Hit Points: 20 Defense: 12 Attack: 4 Damage: 20
Special Abilities Door Gimmick (At the end of her turn, this character can designate 1 door that she can see as open; it remains open until the end of this character's next turn, or until she is defeated) Repair 10 (Replaces attacks: touch; remove 10 damage from 1 Droid character) Industrial Repair 10 (Replaces attacks: touch; remove 10 damage from 1 character with Mounted Weapon) This alien lady can do a bunch of things - she can open doors, repair droids, repair mounted weapons, and shoot for 20 damage. But she doesn't do any of them very well, and since you have have to pay 14 points for a whole bunch of mild competencies, noone in their right mind is ever going to run her. 1/10.
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TheHutts wrote:Deathwielded wrote:I glad you gave Traya a good review! I do think she is just below top teir Sith pieces and I feel she is largely overlooked. Sith Hunger is a great way to deal Auto damage and heal at the same time. I like her with Darth W the 3rd to get her Backlash for a nice long range. Maybe her biggest problem is that Atton 'Jaq' is another Sith support piece in the price range, who is clearly even better than Traya, since he can shoot and has override. And she doesn't work great with Revan - she's not a big enough damage dealer just to drop in with swap - or Caedus who also has Makashi. So I guess her best bet is in a squad of mid-range pieces, like the Ryn Weeks one. She's still a really good piece though - there are maybe some unexplored possibilities with her. true, if your looking for a piece at that point cost atton wins hands down, no questions asked. I'm thinking she might still be good with Revan. Run up and swap her in triggering Shii-cho and take out a possible 3 scrubs at a go. Or use as Melee interference with Makashi plus Sith Hunger to keep her healthy.
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Rank: Advanced Bloo Milk Member Groups: Member
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theultrastar wrote:TimmerB123 wrote:FlyingArrow wrote:TimmerB123 wrote: - Jaq rerolling AGAIN for avoid defeat (Missouri regional 2012 - an opponents Jaq made his avoid defeat SEVEN times thanks to these guys). Jaq didn't need to be better. Wow - those are some pretty amazing rolls. Sounds like he brought his lucky die. Probability of making Avoid Defeat saves with no rerolls: 25% With one FP reroll: 50% With two rerolls (FP + Recruit): 68.75% Probability of making 7 in a row with diminishing Force points and recruits is probably something like 2 or 3 percent. He clearly had luck on his side as well, but he also had holosid, so he used a force point nearly every time. I'm no statistician, but a nearly 70% chance to come back to life each time is pretty stupid. Hey - I still won though. ;) fingersandteeth wrote:FlyingArrow wrote:
Probability of making 7 in a row with diminishing Force points and recruits is probably something like 2 or 3 percent.
so your saying there's a chance "What was all that 1 in a million talk?" Lloyd Christmas countrydude82487 wrote:TimmerB123 wrote:theultrastar wrote:@TimmerB123, in a faction where everything is over priced, I think the Sith can certainly afford to have a undercosted piece here and there. Don't disagree. It does make specific NPEs though. -Rerolls vs Vong (like the Vong needed any more hate) - that sloppily created crap-tactic self contained NPE called Darth Zannah. (She still doesn't win much, but they encourage people to play her) - Jaq rerolling AGAIN for avoid defeat (Missouri regional 2012 - an opponents Jaq made his avoid defeat SEVEN times thanks to these guys). Jaq didn't need to be better. Those aside - they are great for the Sith! DOnt Forget Darth Sion, Lord of Pain. Rerolls for him are amazing, though he is only doing minimal damage generaly. Great point! Sion LoP is Dumb, with recruits he's Dumber. (See how I tied it all together there?) Tim, I just wanted to say that I enjoyed how you responded to everyone, and tied it all off with a nice little bow. Not many people can do that, but you do it with style. +1 This was the last place I would expect a quote from Dumb and Dumber. Freaking hilarious.
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TheHutts wrote:Dooku, from Bounty Hunters Challenge Quote:100 points, Separatist Hit Points: 140 Defense: 22 Attack: 15 Damage: 20
Special Abilities Unique Melee Attack (Can attack only adjacent enemies) Double Attack (On his turn, this character can make 1 extra attack instead of moving) Twin Attack (Whenever this character attacks, he makes 1 extra attack against the same target) Lightsaber Duelist (+4 Defense when attacked by an adjacent enemy with a Force rating) Jedi Reflexes (This character can make an attack of opportunity against an enemy character that moves into or out of an adjacent square. Characters with special abilities that ignore characters while moving are subject to this ability.) Lightsaber Trainer (At the start of the skirmish, after setup, choose an ally with a Force rating and a lightsaber who costs less than this character. Also choose Shii-Cho Style, Makashi Style, Soresu Style, Ataru Style, Djem So Style, or Niman Style. For the rest of the skirmish, the chosen ally gains the chosen special ability.) Makashi Style Mastery (When hit by a melee attack, this character takes no damage with a save of 11. Shii-Cho, Soresu, Ataru, and Niman Style cannot be used against this character.)
Force Powers Force 3 Force Renewal 2 (This character gets 2 Force points each time he activates) Master of the Force 2 (May spend Force points up to 2 times in a single turn) Chain Lightning 4 (Force 4, replaces attacks: range 6; 30 damage to target and to each enemy within 3 squares of the target) Lightsaber Deflect (Force 1: When hit by a nonmelee attack, this character takes no damage with a save of 11) Lightsaber Riposte 2 (Force 2: When hit by a melee attack, this character can make an immediate attack at +10 Damage against that attacker) Sith Grip (Force 2, replaces attacks: sight; 20 damage)
Commander Effect Once per turn, each follower within 6 squares may reroll a missed attack at +4 Attack and +10 Damage. If the result is still a miss, that character is defeated. In 2012, the first two Bounty Hunter Challenge pieces, a Luke and a Palpatine were released. While they received a lot of fanfare and angst about their power level (http://www.bloomilk.com/forums/default.aspx?g=posts&t=11604 - where Sithborg sums it up nicely with "They are 100 pt pieces. They sort of have to be powerful."), they turned out to be relatively underwhelming at 200 points - Luke did make a Regional final, where he got pumped by Stealth and Blue in 10 minutes, while Palpatine didn't really feature in the Regionals, and they really haven't seen much play in New Zealand competitive games. The next pair of Bounty Hunter Challenge pieces have attracted far less consternation, but at least in my book, they're a whole lot stronger. Defensively Dooku is a tank with Makashi, Deflect, and MOTF2, while he's also got some recourse for anything that comes in close with Reflexes and Riposte 2. While Dooku has limited damage for a 100 point piece with a simple Twin Attack for +20, he does have some additional options with the area affect of Chain Lightning and his Commander Effect which is tailor made for triggering Geonosian Drones - it means that Separatist squads can trigger Drones more than once per round, and means that they don't need to pack a Muun Tactics Broker to do so. Urbanjedi has already taken Dooku to the Indiana Regional final along with 15 Drones, Poggle, San Hill, the BX Spotter/Sniper combo, and some tech. In my opinion at least, I think this is a very competitive build - Dooku's synergy with the 2 point pieces means he can get up to a decent number of activations, while the BX Sniper/Spotter combo can give Dooku some ranged defense and can help ping any Disruptive pieces. Dooku is a really creative design, a 100 point piece who's not a heavy damage dealer per se, but who has a range of interesting options that create a distinctively flavoured squad. 10/10. This is my favorite Dooku we have by far! I'm not sure why they gave him only +15 attack though, +16 is what I was expecting. This guy is great against swarms and Melee (unless he is up against the Bane) i feel he is well designed and fun to play. I'm glad to see a Dooku actually be competitive. 10/10
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Han Solo of Hoth, from The Force Unleashed Quote:Hit Points: 80 Defense: 18 Attack: 8 Damage: 20
Special Abilities Unique Cunning Attack (+4 Attack and +10 Damage against an enemy who has not activated this round) Double Attack (On his turn, this character can make 1 extra attack instead of moving) Evade (When hit by an attack from a nonadjacent enemy, this character takes no damage with a save of 11) thereisnotry wrote:Weeks wrote:Han of Hoth just keeps getting better! It's not like he could've gotten much worse. :P There are a lot of Rebel Han Solos out there, and Han Solo of Hoth is one of the lesser ones. His stock has improved somewhat with the release of Han Solo, Rebel General, who allows Hoth to pick up Accurate Shot, but most of the time, you're probably still better off going with Han Solo, Scoundrel, since he also has built in Mobile, or Han Solo on Tauntaun if you want a Han with Cunning. Built in Double Attack has some potential, but Han still really needs support to be a good option - at least a Twi'lek Black Sun Vigo - and +12 for 30s means he's not really a reliable enough damage dealer to build around. Even shortly after release, Han Solo of Hoth was overlooked enough to inspire a Outside the Box article from Shinja ( http://www.bloomilk.com/Article/1/han-solo-of-hoth). 3/10.
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I wish the maps had an official "setting" designations such that different pieces get bonuses based on the setting. Snow, sand, city, interior, etc. Some pieces could be automatically better on certain maps. This guy would obviously specialize on snow maps. More likely for some piece to find their niche if that were the case.
As is, his best use is in scenarios on snow-based maps where you specifically limit squadbuilding to the pieces that are prepared for the weather.
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FlyingArrow wrote:I wish the maps had an official "setting" designations such that different pieces get bonuses based on the setting. Snow, sand, city, interior, etc. Some pieces could be automatically better on certain maps. This guy would obviously specialize on snow maps. More likely for some piece to find their niche if that were the case.
As is, his best use is in scenarios on snow-based maps where you specifically limit squadbuilding to the pieces that are prepared for the weather. Because Snow Troopers just aren't cutting it right now..... It would be fun for scenario play though.
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Peace Brigade Soldier, from Command of the Galaxy Quote:17 points, Yuuzhan Vong Hit Points: 50 Defense: 18 Attack: 10 Damage: 20
Double Attack (On his turn, this character can make 1 extra attack instead of moving) Backlash (This character can move and then make all of its attacks against 1 enemy who has already activated this round) Opportunist (+4 Attack and +10 Damage against an enemy who has activated this round) Outsider (Counts as Yuuzhan Vong only for purposes of squad building) Stealth (If this character has cover, he does not count as the nearest enemy for an attacker farther than 6 squares when choosing targets) Yuuzhan Vong Collaborator (Yuuzhan Vong get +1 Attack for each character with Yuuzhan Vong Collaborator within 4 squares of their target) The Peace Brigade Soldier is an ingenious solution to give the Vong an in-faction shooter, so they don't just throw incongruous Fringe shooters like Cad Bane and Dash into their squads. The Soldier is a really good shooter; with Double, Stealth, Backlash, Opportunist, and solid base stats, it stacks up well, even compared to really strong Fringe shooters like the aforementioned Cad and Dash. But limiting the Soldier's effectiveness is the constraint of Outsider - the Soldiers don't count as Vong for Commander Effects or Special Abilities, so they benefit from very few bonuses, and they're mostly relying on their own intrinsic abilities. The one synergy the Soldiers have in Vong is from Nom Anor, who gives them super-stealth and self-destruct 20 - meaning they're a really good alternative for Cad Bane as a support shooter in a Nom Bomb squad - since you can get three of them, plus change, for the same price as Cad, they're a great deal. They do also pick up some bonuses from Thracken Sal-Solo, although he's not a strong piece overall, so it might not be worthwhile. Even without any specific support, the Peace Brigade Soldier is a really strong piece, and if you want a shooter in your Vong squad they're a great option. 9/10.
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Wookiee Berserker, from Revenge of the Sith Quote:12 points, Republic Hit Points: 40 Defense: 10 Attack: 6 Damage: 20
Special Abilities Melee Attack (Can attack only adjacent enemies) Momentum (If this character has moved this turn, he gets +4 Attack and +10 Damage against adjacent enemies) I know people are probably expecting the Beserker to get a reflex 1, but I really don't think they're quite that bad. The low defense isn't great, but I don't think the difference between a 10 defense and a 15 defense is that significant - if a big attacker wants you dead, it's going to happen either way. And with +10 attack for 30 damage, the Beserker packs a bit of a punch as a supplementary attacker. It doesn't belong anywhere near the competitive tables, especially as a low hit point melee piece that'll quite possibly perish before it gets into combat, but I don't think it's anywhere near the bottom of the heap. Or maybe I just really like Wookiees.... 3/10.
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Salacious Crumb, from Destiny of the Force Quote:Hit Points: 10 Defense: 14 Attack: 2 Damage: 10
Special Abilities Unique Melee Attack (Can attack only adjacent enemies) Distraction (Suppresses adjacent enemy commander effects) Rapport (Costs 1 less when in a squad with a character whose name contains Jabba) Wall Climber (This character ignores difficult terrain, enemy characters, low objects, and pits when moving as long as a square he occupies and a square he is moving into are adjacent to a wall) When Destiny of the Force came out, a lot of the fuss was about the new beatsticks like Jaina Solo and Sora Bulq, and how they were going to dominate. Neither has shown much in a Regional as yet, but Jabba's Court Jester has snuck under the radar and become a popular option, especially as a reinforcement option. His calling card is Distraction, a mini Disruptive that affects adjacent enemies, and he also has wall climber to help get him into position. With distraction, he can prevent deathshots, stop a Lancer from twinning adjacent pieces (Salacious plus bodyguard can be a popular reinforcement combo), stop a key piece from swapping out, or all sorts of other things. He can be a really useful part of a tournament player's toolbox, and he should be in everyone's box of Lobot options. 10/10. PS. as Darth O points out sagely below, as a 5 point Unique, Salacious is often the best option for triggering Impulsive Abilities, with pieces like Lord Hoth.
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