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Rolling Mini of the Day (Urai Fen) Options
harryg
Posted: Sunday, May 25, 2014 5:50:05 PM
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Joined: 3/11/2013
Posts: 758
TheHutts wrote:
I find it hard to write anything interesting to write about a mediocre piece like the Royal Guard - there aren't any real uses for it, but it's not Arcona Smuggler bad either. I don't think I did a very good job, but it's hard to come up with anything interesting or insightful. I'm still undecided if he's a 2 or a 3 - he feels like he's around a 2.5.

The fact that the sculpt is good, and that it's the official proxy for Mandalore the Vindicated, is probably his best selling point.

I find it hard to write anything interesting to write about too. LOL LOL
Darth O
Posted: Sunday, May 25, 2014 5:52:38 PM
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I'd be more inclined to give it a 2. A Massiff has 10 more HP, Speed 8, Vicious Attack, and trades 1 defense for 1 attack. It's also 1 point cheaper.

For 11 points, a Tusken Raider Scout only loses 2 defense for Evade and Stealth.
EmporerDragon
Posted: Sunday, May 25, 2014 7:08:47 PM
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Location: Watertown, SD
The Royal Guards were pretty good back in the day, but power creep has destroyed them.

During the CotF time-frame, I had a pretty successful squad that revolved around Darth Vader, CotS, Palpatine, Royal Guards, and Coruscant Guards. Though back then, a +12/30 damage attack was considered impressive.
FlyingArrow
Posted: Sunday, May 25, 2014 7:22:59 PM
Rank: Moderator
Groups: Member , Moderator

Joined: 5/26/2009
Posts: 8,428
TheHutts wrote:
I find it hard to find anything interesting to write about a mediocre piece like the Royal Guard - there aren't any real uses for it, but it's not Arcona Smuggler bad either. I don't think I did a very good job, but it's hard to come up with anything interesting or insightful. I'm still undecided if he's a 2 or a 3 - he feels like he's around a 2.5.

The fact that the sculpt is good, and that it's the official proxy for Mandalore the Vindicated, is probably his best selling point.


So I wrote a simulator to exhaustively evaluate squads. As you might expect, the number of possible squads gets out of hand very, very quickly. So the simulator only covers Rebel Storm, only covers squads of up to 25 points, and doesn't do anything but register attack/defend/HP/damage. All special abilities are ignored and it is assumed everyone is adjacent to each other.

In that scenario, the Royal Guard is an absolute star. Probably the single best piece in Rebel Storm under 25 points when you ignore all special abilities and fight in a toe-to-toe battle.

That may not be significant, but I thought someone might find it interesting, since you were having trouble coming up with anything interesting.
TheHutts
Posted: Sunday, May 25, 2014 8:06:08 PM
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I didn't realise that the Royal Guard was from Rebel Storm - the randomiser came up with the Revenge of the Sith version. I can imagine it would have been a good piece back then - it does have semi-respectable stats for its cost even now, just no specific support.


General Skywalker, from Galaxy at War



Quote:
47 points, Republic
Hit Points: 100
Defense: 20
Attack: 12
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)
Djem So Style (Whenever this character is hit by a melee attack, make a save of 11. On a success, this character can make an immediate attack against that attacker.)
Greater Mobile Attack (Can move both before and after attacking. This character can make extra attacks even if he moves this turn, but he must make them all before resuming movement.)
Momentum (If this character has moved this turn, he gets +4 Attack and +10 Damage against adjacent enemies)

Force Powers
Force 5
Force Push 2 (Force 2, replaces attacks: range 6; 20 damage; push back target 2 squares if Huge or smaller)
Knight Speed (Force 1: This character can move 4 extra squares on his turn as part of his move)
Lightsaber Defense (Force 1: When hit by an attack, this character takes no damage with a save of 11)

Commander Effect
Followers who end their move within 6 squares of this character gain Momentum.


General Skywalker found his way straight to the top tables on release, synergising beautifully with powerful pieces like Yoda on Kybuck, Dash Rendar Renegade Smuggler, and the Jedi Weapon Masters. His Commander Effect of Momentum primarily serves to make already good pieces even better, since pieces already needed to be mobile to take advantage of his Commander Effect - it allows Yobuck to put 60 on a piece on the end of a 16 square gallop, and allows Dash to drop 120 damage at +14 on an adjacent piece. The combination of Yoda on Kybuck as the fodder clearer, Dash as the heavy hitter, and General Skywalker as the commmander and cleaner up is known as Skybuck, and it's been phenomenally successful, making the final of the US National Championships in 2012.

Quote:
--Yodabuck Maximum--
51 Yoda on Kybuck
47 General Skywalker
28 Dash Rendar, Renegade Smuggler
27 Lobot
23 Captain Panaka
9 R2-D2, Astromech Droid
8 Mas Amedda
4 Gran Raider
3 Ugnaught Demolitionist
(200pts. 9 activations)


General Skywalker's a really strong piece - if he does have a weakness, it's that his 100 hit points are relatively low for his cost, so he tends to function better as a clean up fighter rather than at leading the charge. With Djem So, he also helps protect his squad from Lancer squads, and he also has a direct damage option with Force Push 2. He's a great piece - I think his low hit points holds him back to a 9, but he still features in some great Republic builds, 9/10.
TimmerB123
Posted: Sunday, May 25, 2014 9:30:19 PM
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Joined: 7/9/2008
Posts: 4,729
Location: Chicago
TheHutts wrote:


I've now covered 79 of the 790 WOTC pieces - that's 10%. Can I give myself some kind of badge?


PS - I love love LOVE that you said WotC had 790 pieces. You must have seen my sig on gamers.

(For those confused, WotC released many more than that, but tons were just the same stats with a different sculpt, or a complete re-release of the exact same thing like the rebels and imperials mini set. I rejected all the repeats , and went to great lengths to count only original stat sets and preach that the others don't count.)
TheHutts
Posted: Monday, May 26, 2014 12:06:14 AM
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Joined: 6/23/2010
Posts: 3,562
Location: The Hutt, New Zealand
TimmerB123 wrote:
TheHutts wrote:


I've now covered 79 of the 790 WOTC pieces - that's 10%. Can I give myself some kind of badge?


PS - I love love LOVE that you said WotC had 790 pieces. You must have seen my sig on gamers.

(For those confused, WotC released many more than that, but tons were just the same stats with a different sculpt, or a complete re-release of the exact same thing like the rebels and imperials mini set. I rejected all the repeats , and went to great lengths to count only original stat sets and preach that the others don't count.)


It actually got mentioned on SHNN a couple of weeks ago.

Being pedantic, I verified the number myself by using the Bloomilk Character search function, by selecting all the WOTC sets and ticking the ignore reprint button. WOTC reprint choices were interesting, huh? We needed reprints of Royal Guards, but not Mouse Droids or Ugnaughts?
TimmerB123
Posted: Monday, May 26, 2014 6:42:27 AM
Rank: Advanced Bloo Milk Member
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Joined: 7/9/2008
Posts: 4,729
Location: Chicago
TheHutts wrote:
TimmerB123 wrote:
TheHutts wrote:


I've now covered 79 of the 790 WOTC pieces - that's 10%. Can I give myself some kind of badge?


PS - I love love LOVE that you said WotC had 790 pieces. You must have seen my sig on gamers.

(For those confused, WotC released many more than that, but tons were just the same stats with a different sculpt, or a complete re-release of the exact same thing like the rebels and imperials mini set. I rejected all the repeats , and went to great lengths to count only original stat sets and preach that the others don't count.)


It actually got mentioned on SHNN a couple of weeks ago.

Being pedantic, I verified the number myself by using the Bloomilk Character search function, by selecting all the WOTC sets and ticking the ignore reprint button. WOTC reprint choices were interesting, huh? We needed reprints of Royal Guards, but not Mouse Droids or Ugnaughts?


Holy cow I am an idiot, I did it all with pencil and paper! That took a lot of time!

On the flipside I'm glad it has been confirmed that I came up with the correct number the old fashioned way.


And Amen to the reprint choices. Nikto Soldier reprint still makes my blood boil.
scruffyhan
Posted: Monday, May 26, 2014 10:25:46 AM
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Joined: 1/28/2011
Posts: 108
Mine too.
TheHutts
Posted: Monday, May 26, 2014 1:09:37 PM
Rank: Advanced Bloo Milk Member
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Joined: 6/23/2010
Posts: 3,562
Location: The Hutt, New Zealand
The randomiser obviously has a sense of humour, because it came up with the Nikto Soldier.....

Nikto Soldier, from Clone Strike




Quote:
5 points, Fringe
Hit Points: 10
Defense: 14
Attack: 2
Damage: 10

Special Abilities
Sniper (Other characters do not provide cover against this character's attack)


There are better cheap Fringe shooter options than this bozo - the Bespin Guard has access to more boosts, if you want a combine fire piece the Peace Brigade Thug is cheaper, even the Toydarian Soldier has better stats and flight. This piece doesn't need deep analysis, so here are some witty comments on it:

Quote:
The best piece in the game....for me to poop on!


Quote:
They gave sniper to a guy with +2 attack... representing what, a blind sniper?


Quote:
No, a blind sniper would have a better attack. Maybe a sniper that is blind, deaf, and has an unreliably-discharging firearm?


Quote:
and a very shaky hand. and no knowledge of how to use guns....


1/10
TheHutts
Posted: Monday, May 26, 2014 5:46:23 PM
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Joined: 6/23/2010
Posts: 3,562
Location: The Hutt, New Zealand
Zann Consortium Underboss, from Renegades and Rogues



Quote:
15 points, Fringe
Hit Points: 50
Defense: 15
Attack: 7
Damage: 20

Special Abilities
Zann Consortium
Black Market Engine Modifications (Allied characters with Mounted Weapon within 6 squares gain Stable Footing)
Ground Pilot +2 (Allies with Mounted Weapon who start their moves adjacent to this character get +2 Speed)

Commander Effect
Pilot allies gain Black Market Engine Modifications and Ground Pilot +2.


Pieces with mounted weapon, most of which are huges, and no flight have often struggled in the game, and the Zann Consortium Underboss is an attempt to make them more viable by handing out Stable Footing and +2 speed to them. In a lot of cases, all this does is change a bunch of pieces with mounted weapon from awful to mediocre; the TIE Crawler is still a terrible piece either way. And even through the Zann Consortium is a decent shooter as well, 15 points is still a significant investment to squeeze him into a 200 point squad. But there are still a few uses for him that seem worthwhile - giving Grievous on Tsmeu-6 Wheel Bike +2 speed, or handing out +2 speed and stable footing to Uggernaughts. Even so, 15 points does seem a lot of pay for these boosts, even though they're helpful; overall the Zann Consortium Underboss is a situational piece with a few interesting possibilities. 5/10.

General_Grievous
Posted: Monday, May 26, 2014 6:04:10 PM
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Joined: 1/8/2010
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TheHutts wrote:
The randomiser obviously has a sense of humour, because it came up with the Nikto Soldier.....

Nikto Soldier, from Clone Strike




Quote:
5 points, Fringe
Hit Points: 10
Defense: 14
Attack: 2
Damage: 10

Special Abilities
Sniper (Other characters do not provide cover against this character's attack)


There are better cheap Fringe shooter options than this bozo - the Bespin Guard has access to more boosts, if you want a combine fire piece the Peace Brigade Thug is cheaper, even the Toydarian Soldier has better stats and flight. This piece doesn't need deep analysis, so here are some witty comments on it:

Quote:
The best piece in the game....for me to poop on!


Quote:
They gave sniper to a guy with +2 attack... representing what, a blind sniper?


Quote:
No, a blind sniper would have a better attack. Maybe a sniper that is blind, deaf, and has an unreliably-discharging firearm?


Quote:
and a very shaky hand. and no knowledge of how to use guns....


1/10



Hahahahahahahah awesome!

Also I didn't think about that combo with the Zann underboss and Grievous. Deadly!
TheHutts
Posted: Monday, May 26, 2014 6:18:32 PM
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Joined: 6/23/2010
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Location: The Hutt, New Zealand
General_Grievous wrote:
Also I didn't think about that combo with the Zann underboss and Grievous. Deadly!


It's interesting, as Grievous' speed is arguably his biggest weakness. 15 points is a lot to pay for the upgrade though, especially as the Underboss probably won't have any other synergy with the rest of the squad.
TheHutts
Posted: Monday, May 26, 2014 9:06:48 PM
Rank: Advanced Bloo Milk Member
Groups: Member

Joined: 6/23/2010
Posts: 3,562
Location: The Hutt, New Zealand
Death Watch Overlord, from Armed and Operational



Quote:
29 points, Mandalorian
Hit Points: 60
Defense: 18
Attack: 10
Damage: 10

Special Abilities
Double Attack (On his turn, this character can make 1 extra attack instead of moving)
Ba'slan Shev'la (Once per round, after initiative is determined, 2 allies with the same base size within 3 squares of this character may switch positions)
Darksaber (+20 Damage against adjacent enemies; this counts as a melee attack with a lightsaber)
Prideful (While this character has a higher printed cost than any other character in your squad, Death Watch allies with a Damage value greater than 0 get +4 Attack and +10 Damage until this character is defeated)
Death Watch

Commander Effect
Each Mandalorian follower who has cover cannot be targeted by Accurate Shot unless it is the nearest enemy.


Death Watch pieces got a couple of boosts in Armed and Operational - Darth Maul, Death Watch Overlord has a commander effect that hands out +4 attack and +10 damage, while the Death Watch Overlord has prideful, so that when he starts as the highest cost piece in your squad, Death Watch allies gain +4 attack and +10 damage. The good thing about Prideful is that since it's a Special Ability, it's not affected by Disruptive or Bastila and it stacks with all Commander Effects, but the drawback is that the Overlord can't hand out Prideful if he's in a squad with Pre Vizsla or Maul DWO. Since Prideful is the Death Watch Overlord's main selling point - he's weak for his cost otherwise - he's best utilised in squads where he's the leader for a bunch of Death Watch pieces. The eligible Death Watch pieces are a motley lot, and they all have drawbacks:

Death Watch Mercenary - 6 point fodder with Mercenary and Deceptive
Death Watch Saboteur - 11 point piece with Traps, Cloaked, and Internal Strife
Death Watch Raider - 15 point piece with Cunning, Mobile, and Internal Strife

The Saboteur's a good piece, but generally it's best with Pre Viszla to get around Internal Strife or to play one as a Cloaked piece with Traps. But +4 attack and +10 damage from Prideful is enough to make mediocre shooters into great ones - just ask Snow Troopers - but I do think in this case, it's more about making subpar pieces into passable ones, rather than the backbone of a Tier 1 squad. Having said that, Raiders with Cunning, Twin from a Mando Captain, and Prideful do start to look quite scary, and there might be an interesting Mercenary squad in there somewhere, but my impression is that the Overlord is more of a Tier 2 build.

Apart from Prideful, the Overlord also features a minor movement breaker in Ba'slan Shev'la, which seems relatively negligible given that the Overlord is likely to be in a squad with Kelborn and his Resol'nare. He's also not a bad attack with Double and Dark Saber, although if you're using his Prideful you won't want to risk him apart from during cleanup time.

To be honest, I've been avoiding profiling Armed and Operational pieces because there are a lot that I haven't seen on the table yet, and I feel like I have to resort to theorizing to some degree. My impressions of this piece are that he's a tier 2 build, mainly due to the low power of the death watch followers we have to date, but I am happy to be proved wrong if someone comes up with something good for him; Prideful is a really strong Special Ability, so this guy might have some potential somewhere. 6/10.
thereisnotry
Posted: Tuesday, May 27, 2014 8:52:07 AM
Rank: Advanced Bloo Milk Member
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Joined: 4/29/2008
Posts: 1,786
Location: Canada
Well said.

I think that the DW Overlord's true power will start to shine if/when any new Death Watch pieces are made. As you said, they DW really do need some solid main attackers if that's going to happen, though.

Having played Mandos a lot last year, I'll definitely say that the Saboteur is definitely a 10/10 piece...but it's primarily a tech piece, not a combatant. DW doesn't need any more tech at this point...they just need some combatants.
TheHutts
Posted: Tuesday, May 27, 2014 1:36:40 PM
Rank: Advanced Bloo Milk Member
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Joined: 6/23/2010
Posts: 3,562
Location: The Hutt, New Zealand
SpecForce Urban Combat Specialist, from Galactic Heroes



Quote:
15 points, Rebel
Hit Points: 50
Defense: 15
Attack: 7
Damage: 20

Special Abilities
Mobile Attack (Can move both before and after attacking)
Proximity Mines 20 (Replaces attacks: range 6; target enemy is mined until the end of its next turn. At the beginning of the mined character's next turn, the mined character and each character adjacent to that target take 20 damage; save 11 for 10 damage.)
Satchel Charge (Replaces attacks: Designate 1 adjacent door as open; it remains open for the rest of the skirmish and cannot be closed)


The SpecForce sub-faction for the Rebels has been introduced by the v-sets, and has gradually fleshed out with a band of teenage pieces (ie mostly priced in the 15-17 point price range) with a Crix Madine commander. The Urban Combat Specialist is a support piece for the subfaction - with Satchel Charge and 50 hit points, he provides sturdy door control and like other SpecForce pieces he can pick up Opportunist from Crix. He also has Proximity Mines, providing a direct damage option. The SpecForce subfaction is starting to look very respectable, and while the Urban Combat Specialist isn't their heavy hitter, sturdy door control that synergises with the rest of a SpecForce squad is a very useful option to have. 6/10.
TheHutts
Posted: Tuesday, May 27, 2014 2:13:01 PM
Rank: Advanced Bloo Milk Member
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Joined: 6/23/2010
Posts: 3,562
Location: The Hutt, New Zealand
Octuptarra Droid, from Champions of the Force



Quote:
31 points, Separatist
Hit Points: 40
Defense: 16
Attack: 7
Damage: 20

Special Abilities
Droid (Immune to critical hits; not subject to commander effects)
Speed 8 (Can move up to 8 squares and attack, or 16 squares without attacking)
Triple Attack (On its turn, this character can make 2 extra attacks instead of moving)


pegolego wrote:
Why? When you have a B3 Ultra Battle Droid available, why would you run this?


1/10
TimmerB123
Posted: Tuesday, May 27, 2014 5:16:34 PM
Rank: Advanced Bloo Milk Member
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Joined: 7/9/2008
Posts: 4,729
Location: Chicago
thereisnotry wrote:
Well said.

I think that the DW Overlord's true power will start to shine if/when any new Death Watch pieces are made. As you said, they DW really do need some solid main attackers if that's going to happen, though.

Having played Mandos a lot last year, I'll definitely say that the Saboteur is definitely a 10/10 piece...but it's primarily a tech piece, not a combatant. DW doesn't need any more tech at this point...they just need some combatants.


Agreed. (Stand by, more on the way)
Deathwielded
Posted: Tuesday, May 27, 2014 5:34:48 PM
Rank: Advanced Bloo Milk Member
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Joined: 3/19/2013
Posts: 1,249
thereisnotry wrote:
Well said.

I think that the DW Overlord's true power will start to shine if/when any new Death Watch pieces are made. As you said, they DW really do need some solid main attackers if that's going to happen, though.

Having played Mandos a lot last year, I'll definitely say that the Saboteur is definitely a 10/10 piece...but it's primarily a tech piece, not a combatant. DW doesn't need any more tech at this point...they just need some combatants.


I agree, 100%

The DW Overlord is IMO overshadowed by Maul. Maul seems much much better to me.
TheHutts
Posted: Tuesday, May 27, 2014 8:45:18 PM
Rank: Advanced Bloo Milk Member
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Joined: 6/23/2010
Posts: 3,562
Location: The Hutt, New Zealand
Snowtrooper Officer, from Command of the Galaxy



Quote:
12 points, Imperial
Hit Points: 30
Defense: 18
Attack: 7
Damage: 20

Special Abilities
Rapport (Characters named Snowtrooper or Elite Snowtrooper cost 1 less when in the same squad as this character)

Commander Effect
Allied characters are treated as having the same name as each other, only for purposes of special abilities whose name contains Squad.

Allies within 6 squares whose names contain Snowtrooper gain Squad Firepower.

Imperial commanders gain Pathfinder.


One of the biggest additions to the meta over the last 12 months has been the emergence of Imperial Trooper swarms with Admiral Daala. While a few different trooper swarms are viable - Raxus Primes and Elite Scouts have both made a splash, the biggest impact has arguably come from Snowtroopers, and their Officer is pivotal in their success.

The Snowtrooper Officer adds a few benefits to a Snowtrooper swarm - he provides Rapport, taking Snowtroopers down from 7 points to 5 points. He also adds squad firepower (+10 Damage while 3 allies with the same name as this character are within 6 squares) and makes squad bonuses from himself and the Snowtrooper Commander easier to pick up by allowing any character to count as an ally for commander effects. With all the extras he provides, he's a no brainer for any Snow Trooper squad - after all, he only needs 6 troopers to pay for himself with his rapport. Additionally, he also benefits from Daala's CE, so he can also run 12 and shoot for 30 at +11 with Prideful.

He's already seen a couple of Regional wins in a relatively short time, and with the power he provides in Snowtrooper squads, in which he's essentially free, he's (was) a power 11 piece. 10/10.

PS. With the errata to his rapport, I've taken him down to a 10.
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